1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
|
package game
// Crash-safety regressions for the owner goroutine and the account-menu
// handlers. The owner goroutine is the single execution authority for live
// game state, so an unrecovered panic there (from command parsing, a tick
// system, or a session whose account/player has gone away) takes down every
// session and all unsaved state. These tests pin both halves of the fix: the
// loop contains panics, and the menu handlers refuse to dereference a nil
// account.
import (
"strings"
"testing"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
// TestOwnerLoopSurvivesPanickingTask proves a panicking task is contained and
// counted, and that the loop keeps draining the queue afterwards.
func TestOwnerLoopSurvivesPanickingTask(t *testing.T) {
h := newHarness(t)
before := h.g.owner.panics.Load()
h.g.RunOnOwner(func() { panic("boom") })
// Game.run releases its caller from the task's OWN defer (close(task)),
// which unwinds before runTask's deferred recover runs. The panic counter
// is incremented by that recover, so reading it right here could observe
// before+0. Submit a no-op task and wait for it: the owner drains tasks in
// FIFO order, so the panicking task's runTask — recover and counter
// increment included — has fully settled before the no-op task executes.
h.barrier()
if got := h.g.owner.panics.Load(); got != before+1 {
t.Fatalf("panic counter = %d, want %d", got, before+1)
}
ran := false
h.g.RunOnOwner(func() { ran = true })
if !ran {
t.Fatal("owner loop did not execute a task submitted after a panic")
}
}
// TestOwnerSessionInputPanicDoesNotKillLoop reproduces the production crash
// path: a session in StateGame with no Player (a departed session whose
// connection goroutine is still dispatching buffered input) dereferences a nil
// Player. The owner must log and contain the panic instead of taking the
// process down with it.
func TestOwnerSessionInputPanicDoesNotKillLoop(t *testing.T) {
h := newHarness(t)
sess := &net.Session{Conn: newChanConn()}
sess.SetState(net.StateGame)
h.g.HandleSessionOnOwner(sess, "look")
if got := h.g.owner.panics.Load(); got == 0 {
t.Fatal("expected the nil-Player dispatch to panic and be contained")
}
h.barrier() // the owner loop is still alive and serving tasks
}
// assertResetToAccountName requires a session to be back at the account-name
// prompt with no account bound.
func assertResetToAccountName(t *testing.T, sess *net.Session, conn *chanConn) {
t.Helper()
if got := sess.State(); got != net.StateAccountName {
t.Fatalf("state = %v, want StateAccountName", got)
}
if sess.Account != nil {
t.Fatalf("account not cleared: %+v", sess.Account)
}
if out := string(conn.Bytes()); !strings.Contains(out, "Account name: ") {
t.Fatalf("missing account-name prompt; output = %q", out)
}
}
// TestNilAccountHandlersResetToAccountName drives every menu-state handler with
// a session whose account is nil (purged, or republished from another session)
// and requires each to fall back to the account-name prompt instead of
// dereferencing the nil account. The handlers run on the test goroutine so an
// unguarded dereference fails loudly here rather than being absorbed by the
// owner loop's panic barrier.
func TestNilAccountHandlersResetToAccountName(t *testing.T) {
h := newHarness(t)
cases := []struct {
name string
state net.SessionState
input string
run func(*Game, *net.Session, string)
}{
{"menu-connect", net.StateMenu, "c", (*Game).handleMenu},
{"menu-list", net.StateMenu, "l", (*Game).handleMenu},
{"menu-new", net.StateMenu, "n", (*Game).handleMenu},
{"menu-rename-account", net.StateMenu, "a", (*Game).handleMenu},
{"menu-rename-char", net.StateMenu, "r", (*Game).handleMenu},
{"menu-delete-char", net.StateMenu, "d", (*Game).handleMenu},
{"menu-purge", net.StateMenu, "p", (*Game).handleMenu},
{"menu-default", net.StateMenu, "zzz", (*Game).handleMenu},
{"color-choice", net.StateColorChoice, "y", (*Game).handleColorChoice},
{"new-account-confirm", net.StateNewAccount, "pw", (*Game).handleNewAccount},
{"new-char-name", net.StateNewCharName, "bob", (*Game).handleNewCharName},
{"rename-account", net.StateRenameAccount, "bob", (*Game).handleRenameAccount},
{"rename-char", net.StateRenameChar, "1", (*Game).handleRenameChar},
{"rename-char-name", net.StateRenameCharName, "bob", (*Game).handleRenameCharName},
{"delete-char", net.StateDeleteChar, "1", (*Game).handleDeleteChar},
{"purge-account", net.StatePurgeAccount, "PURGE bob", (*Game).handlePurgeAccount},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
conn := newChanConn()
sess := &net.Session{Conn: conn}
sess.SetState(tc.state)
tc.run(h.g, sess, tc.input)
assertResetToAccountName(t, sess, conn)
})
}
t.Run("show-menu", func(t *testing.T) {
conn := newChanConn()
sess := &net.Session{Conn: conn}
sess.SetState(net.StateGame)
h.g.showMenu(sess)
assertResetToAccountName(t, sess, conn)
})
t.Run("connect-character", func(t *testing.T) {
conn := newChanConn()
sess := &net.Session{Conn: conn}
sess.SetState(net.StateMenu)
h.g.connectCharacter(sess, "bob")
assertResetToAccountName(t, sess, conn)
})
t.Run("apply-password-auth", func(t *testing.T) {
conn := newChanConn()
sess := &net.Session{Conn: conn}
sess.SetState(net.StatePassword)
h.g.applyPasswordAuth(sess, passwordAuth{ok: true, stored: "stale-hash"})
assertResetToAccountName(t, sess, conn)
})
}
// TestCommandsTolerateNilAccount covers the in-game command handlers that
// persist to the account: with the account gone they must still work for the
// live player instead of faulting on the nil account.
func TestCommandsTolerateNilAccount(t *testing.T) {
h := newHarness(t)
sess := &net.Session{Conn: newChanConn(), Player: player.New("alice")}
sess.SetState(net.StateGame)
h.g.doOption(sess, "unicode off")
if sess.Player.Options["unicode"] != false {
t.Fatalf("unicode option not applied to the player: %v", sess.Player.Options["unicode"])
}
h.g.doColor(sess, "room_name D0")
h.g.saveAccountColor(sess, "room_name", "D0")
h.g.doAlias(sess, []string{"x", "look"})
h.g.doUnalias(sess, []string{"x"})
}
|