// 批次 2V1-d/2V2: the real 40250 login → select → loading → game path, offline. // // The 40250 root scripts (intrologin.py, introselect.py, introloading.py, networkmodule.py) drive the // ported CPythonNetworkStream and CAccountConnector against FakeLoginServer (port_login_flow_server.h), // which answers the way the 40250 game server does. The test only plays the player: // // 1. frames advance the logo phase into introLogin.LoginWindow; // 2. LoginWindow.Connect(id, pwd) → net.ConnectToAccountServer: handshake + key agreement with the // auth server, CG_LOGIN3, GC_AUTH_SUCCESS; the account connector hands the login key to the stream, // which connects to the game server and sends CG_LOGIN2; // 3. GC_EMPIRE, PHASE_SELECT, GC_LOGIN_SUCCESS_NEWSLOT open introSelect.SelectCharacterWindow; // 4. SelectCharacterWindow.StartGame() → (3 s later) net.DirectEnter(0): the stream reconnects to the // slot's addr/port, logs in again, and in direct-enter mode the select phase goes straight to // introLoading.LoadingWindow, which sends CG_CHARACTER_SELECT; // 5. PHASE_LOADING, GC_MAIN_CHARACTER, GC_CHARACTER_POINTS: the loading phase answers the main // character with CG_CLIENT_VERSION(2), the server's proof the client reached Loading; // 6. (批次 2V2) the loading steps end in net.StartGame(): networkModule.SetGamePhase opens // game.GameWindow, whose Open sends CG_ENTERGAME. // // The server checks every sequence byte against the 40250 table, so a skipped or extra sequenced // packet fails the run. // // port_login_flow_test <40250 Client dir> [live] // // With `live` (批次 2V1-e, ctest port.login_live) the same path runs against a real 40250 server and // the client's own state is the proof: the character list arrived, the loading window got // LoadData from GC_MAIN_CHARACTER, which CPythonNetworkStream::RecvMainCharacter answers with // CG_CLIENT_VERSION, and game.GameWindow is open, which sent CG_ENTERGAME. Everything about the // server comes from the environment and nothing of it is printed: // // MT_LIVE_HOST, MT_LIVE_LOGIN, MT_LIVE_PASSWORD required; without them the test is skipped // MT_LIVE_AUTH_PORT (11000), MT_LIVE_GAME_PORT (13000, channel 1), MT_LIVE_SLOT (0) // // Exit 77 (ctest SKIP) when the client is missing, unless MT_ASSETS_STRICT=1, which fails instead. #include "ScriptLib/StdAfx.h" #include "../src/platform/ScriptLib/PythonBoot.h" #include "../src/platform/ScriptLib/PythonHost.h" #include "../src/platform/UserInterface/UserInterface.h" #include "port_login_flow_server.h" #include #include #include #include #include #include #include #include #include static int g_failures = 0; #define CHECK(cond) \ do { \ if (!(cond)) { \ std::fprintf(stderr, "%s:%d: CHECK(%s)\n", __FILE__, __LINE__, #cond); \ ++g_failures; \ } \ } while (0) static bool py(const std::string& source) { std::string error; if (PythonBoot::RunLine(source.c_str(), &error)) return true; std::fprintf(stderr, "python: %s\n%s\n", source.c_str(), error.c_str()); return false; } // Evaluates a Python expression on the host thread without raising. static bool py_true(const char* expression) { PyObject* globals = PyModule_GetDict(PyImport_AddModule((char*) "__main__")); PyObject* result = PyRun_String(expression, Py_eval_input, globals, globals); if (!result) { PyErr_Clear(); return false; } const bool truth = PyObject_IsTrue(result) == 1; Py_DECREF(result); return truth; } // Runs frames (~60 per second of wall time) until `done` or the deadline. static bool pump_until(double seconds, const std::function& done) { const auto deadline = std::chrono::steady_clock::now() + std::chrono::duration(seconds); while (std::chrono::steady_clock::now() < deadline && PythonBoot::IsAppLooping()) { PythonBoot::UIUpdate(); if (done()) return true; std::this_thread::sleep_for(std::chrono::milliseconds(16)); } return done(); } static void dump(FakeLoginServer& server) { std::fprintf(stderr, "server events:"); for (const auto& e : server.Events()) std::fprintf(stderr, " %s", e.c_str()); std::fprintf(stderr, "\nserver error: %s\n", server.Error().c_str()); } static std::string env(const char* name, const char* fallback = "") { const char* value = std::getenv(name); return value && *value ? value : fallback; } // Hands a C string to __main__ as a Python object, so account data never goes through source text. static void py_set(const char* name, const std::string& value) { PyObject* object = PyString_FromString(value.c_str()); PyDict_SetItemString(PyModule_GetDict(PyImport_AddModule((char*) "__main__")), name, object); Py_DECREF(object); } int main(int argc, char** argv) { const char* strict = std::getenv("MT_ASSETS_STRICT"); const bool is_strict = strict && std::string(strict) == "1"; const std::string client = argc > 1 ? argv[1] : ""; const std::string stdlib = argc > 2 ? argv[2] : PythonHost::DefaultStdLibPath(); const bool live = argc > 3 && std::string(argv[3]) == "live"; if (client.empty() || chdir(client.c_str()) != 0 || access("pack/Index", 0) != 0) { std::fprintf(stderr, "port_login_flow_test: no 40250 Client/pack at '%s'\n", client.c_str()); return is_strict ? 1 : 77; } std::string host = "127.0.0.1", login = FakeLoginServer::kLogin, password = FakeLoginServer::kPassword; int auth_port = 0, game_port = 0, slot = 0; std::unique_ptr server; if (live) { host = env("MT_LIVE_HOST"); login = env("MT_LIVE_LOGIN"); password = env("MT_LIVE_PASSWORD"); if (host.empty() || login.empty() || password.empty()) { std::fprintf(stderr, "port_login_flow_test: live mode needs MT_LIVE_HOST, MT_LIVE_LOGIN, MT_LIVE_PASSWORD\n"); return 77; } auth_port = std::atoi(env("MT_LIVE_AUTH_PORT", "11000").c_str()); game_port = std::atoi(env("MT_LIVE_GAME_PORT", "13000").c_str()); slot = std::atoi(env("MT_LIVE_SLOT", "0").c_str()); } else { server = std::make_unique(); if (!server->Start()) { std::fprintf(stderr, "port_login_flow_test: cannot listen on loopback\n"); return 1; } auth_port = server->AuthPort(); game_port = server->GamePort(); } auto failed = [&] { return server && server->Failed(); }; PackSingletons(); CHECK(PackInitialize("pack")); std::string error; CHECK(PythonBoot::Start(stdlib.c_str(), &error)); PythonBoot::SetUISize(800, 600); const bool ran = PythonBoot::RunMainScript("", &error); if (!ran) std::fprintf(stderr, "RunMainScript: %s\n", error.c_str()); CHECK(ran && PythonBoot::IsAppLooping()); CHECK(py("import __main__, networkModule, introLogin, introSelect, introLoading\n" "__main__._stream = [o for o in __import__('gc').get_objects() if isinstance(o, networkModule.MainStream)][0]")); CHECK(pump_until(20, [] { return py_true("isinstance(_stream.curPhaseWindow, introLogin.LoginWindow)"); })); // 2. The login button's path (LoginWindow.Connect), pointed at the fake or the live server. py_set("_host", host); py_set("_login", login); py_set("_password", password); char ports[128]; std::snprintf(ports, sizeof(ports), "_auth_port, _game_port, _slot = %d, %d, %d", auth_port, game_port, slot); CHECK(py(ports)); CHECK(py("_stream.SetConnectInfo(_host, _game_port, _host, _auth_port)\n" "_stream.curPhaseWindow.Connect(_login, _password)\n" "del __main__._login, __main__._password")); // 3. The character list. const bool selecting = pump_until(live ? 30 : 20, [&] { return failed() || ((!server || server->Has("game1:login2")) && py_true("isinstance(_stream.curPhaseWindow, introSelect.SelectCharacterWindow)")); }); CHECK(selecting && !failed()); if (!selecting) { // The login window reports failures in its popup (LOGIN_FAILURE, connect errors). py("import sys\n" "_w = _stream.curPhaseWindow\n" "_msg = _stream.popupWindow and _stream.popupWindow.IsShow() and _stream.popupWindow.GetChild('message').GetText()\n" "sys.stderr.write('phase window %s, popup %r\\n' % (_w.__class__.__name__, _msg))"); } if (server) { CHECK(server->Has("auth:login3") && server->Has("auth:closed")); CHECK(py("import net\n" "_name = net.GetAccountCharacterSlotDataString(0, net.ACCOUNT_CHARACTER_SLOT_NAME)\n" "assert _name == '" + std::string(FakeLoginServer::kCharacterName) + "', _name\n" "assert net.GetEmpireID() == 1")); } else if (selecting) { CHECK(py("import net\n" "assert net.GetAccountCharacterSlotDataString(_slot, net.ACCOUNT_CHARACTER_SLOT_NAME), 'slot is empty'\n" "assert net.GetEmpireID() in (1, 2, 3), net.GetEmpireID()")); } // 4-5. Start the game on the slot: DirectEnter, the second game login and the loading phase. if (selecting) { CHECK(py("_stream.curPhaseWindow.SelectSlot(_slot)\n_stream.curPhaseWindow.StartGame()")); // GC_MAIN_CHARACTER → LoadingWindow.LoadData(x, y), then CG_CLIENT_VERSION in the same call. const char* loaded = "isinstance(_stream.curPhaseWindow, introLoading.LoadingWindow) and " "getattr(_stream.curPhaseWindow, 'playerX', None) is not None"; const bool loading = pump_until(live ? 40 : 30, [&] { return failed() || (server ? server->Has("game2:client_version") : py_true(loaded)); }); CHECK(loading && !failed()); CHECK(py_true(loaded)); // 6. introLoading's update steps end in net.StartGame(); the next CPythonNetworkStream::Process calls // networkModule's SetGamePhase, which builds game.GameWindow (interfaceModule.MakeInterface) and // opens it, and GameWindow.Open sends CG_ENTERGAME. CHECK(py("import game")); const char* gaming = "isinstance(_stream.curPhaseWindow, game.GameWindow) and _stream.curPhaseWindow.IsShow()"; const bool entered = pump_until(30, [&] { return failed() || (py_true(gaming) && (!server || server->Has("game2:entergame"))); }); CHECK(entered && !failed()); } if (server) { const std::vector expected = { "auth:handshake", "auth:login3", "game1:handshake", "game1:login2", "auth:closed", "game1:closed", "game2:handshake", "game2:login2", "game2:select", "game2:client_version", "game2:entergame", }; auto events = server->Events(); // auth:closed races game1's handshake; compare the order within each connection. for (const char* prefix : {"auth:", "game1:", "game2:"}) { std::vector want, got; for (const auto& e : expected) if (e.rfind(prefix, 0) == 0) want.push_back(e); for (const auto& e : events) if (e.rfind(prefix, 0) == 0) got.push_back(e); CHECK(want == got); } if (g_failures) dump(*server); } CHECK(py("import app\napp.Exit()")); pump_until(2, [] { return !PythonBoot::IsAppLooping(); }); CHECK(!PythonBoot::IsAppLooping()); PythonBoot::Stop(); if (server) server->Stop(); if (g_failures) std::fprintf(stderr, "%d check(s) failed\n", g_failures); else std::printf("port_login_flow_test: ok%s\n", live ? " (live)" : ""); return g_failures ? 1 : 0; }