0.3.5-alpha.8

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2026-09-22 07:35:17 +02:00
parent 401f00de13
commit 7f139f631e
9 changed files with 771 additions and 18 deletions

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// file: crates/apps/game-realtime-transport-fallback-smoke/src/main.rs
// version: 1
#![warn(missing_docs)]
#![deny(unreachable_pub)]
#![forbid(unsafe_code)]
//! Executable localhost smoke for WebTransport-first realtime composition with classified WebSocket fallback.
use game_realtime_transport_lib::RealtimeConnection; // rust-rules: trait-import
use game_realtime_transport_lib::RealtimeReceiver; // rust-rules: trait-import
use game_realtime_transport_lib::RealtimeSender; // rust-rules: trait-import
const CLIENT_PAYLOAD: &[u8] = b"games.sasedev-fallback-client-smoke";
const FORCED_FALLBACK_DETAIL: &str = "forced WebTransport unavailability for fallback smoke";
const NON_FALLBACK_ENDPOINT: &str = "https://127.0.0.1:9/non-fallback";
const SERVER_PAYLOAD: &[u8] = b"games.sasedev-fallback-server-smoke";
const SMOKE_TIMEOUT: std::time::Duration = std::time::Duration::from_secs(10);
const TRACING_TARGET: &str = "games::realtime::transport::fallback-smoke";
const UNUSED_WEBSOCKET_ENDPOINT: &str = "https://fallback-must-not-run.invalid/";
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
enum SelectedTransport {
WebSocket,
WebTransport,
}
enum SelectedConnection<WebTransportConnection, WebSocketConnection> {
WebSocket(WebSocketConnection),
WebTransport(WebTransportConnection),
}
impl<WebTransportConnection, WebSocketConnection> SelectedConnection<WebTransportConnection, WebSocketConnection> {
fn transport(&self) -> SelectedTransport {
return match self {
Self::WebSocket(_) => SelectedTransport::WebSocket,
Self::WebTransport(_) => SelectedTransport::WebTransport,
};
}
}
#[tokio::main(flavor = "current_thread")]
async fn main() -> std::process::ExitCode {
let _logging_guard = match game_logging_lib::init_console_tracing() {
std::result::Result::Ok(guard) => guard,
std::result::Result::Err(error) => {
eprintln!("failed to initialize realtime fallback smoke tracing: {error}");
return std::process::ExitCode::FAILURE;
},
};
tracing::info!(target: TRACING_TARGET, "realtime transport fallback smoke started");
let result = tokio::time::timeout(SMOKE_TIMEOUT, run_smoke()).await;
return match result {
std::result::Result::Ok(std::result::Result::Ok(())) => {
tracing::info!(target: TRACING_TARGET, "realtime transport fallback smoke passed");
println!("game-realtime-transport-fallback-smoke: PASS");
std::process::ExitCode::SUCCESS
},
std::result::Result::Ok(std::result::Result::Err(error)) => {
tracing::error!(target: TRACING_TARGET, detail = error.as_str(), "realtime transport fallback smoke failed");
eprintln!("game-realtime-transport-fallback-smoke: FAIL: {error}");
std::process::ExitCode::FAILURE
},
std::result::Result::Err(_) => {
tracing::error!(target: TRACING_TARGET, timeout_ms = SMOKE_TIMEOUT.as_millis(), "realtime transport fallback smoke timed out");
eprintln!("game-realtime-transport-fallback-smoke: FAIL: smoke timed out");
std::process::ExitCode::FAILURE
},
};
}
async fn run_smoke() -> std::result::Result<(), String> {
if let std::result::Result::Err(error) = run_webtransport_preferred_branch().await {
return std::result::Result::Err(error);
}
if let std::result::Result::Err(error) = run_websocket_fallback_branch().await {
return std::result::Result::Err(error);
}
if let std::result::Result::Err(error) = run_non_fallback_error_branch().await {
return std::result::Result::Err(error);
}
return std::result::Result::Ok(());
}
async fn run_webtransport_preferred_branch() -> std::result::Result<(), String> {
let identity = match game_realtime_webtransport_lib::WebTransportServerIdentity::generate_loopback() {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebTransport preferred identity generation failed: {error}")),
};
let certificate_hash = identity.certificate_hash().clone();
let bind_address = std::net::SocketAddr::from(([127, 0, 0, 1], 0));
let server_config = game_realtime_webtransport_lib::WebTransportServerConfig::new(bind_address, identity);
let mut listener = match game_realtime_webtransport_lib::WebTransportListener::bind(server_config) {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebTransport preferred listener bind failed: {error}")),
};
let endpoint = format!("https://{}/fallback-preferred", listener.local_addr());
let client_config = match game_realtime_webtransport_lib::WebTransportClientConfig::new(endpoint.as_str(), certificate_hash) {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebTransport preferred client configuration failed: {error}")),
};
let server = async {
let session = match listener.accept().await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error),
};
return session.accept_primary_connection().await;
};
let client = select_preferred_transport(
|| async {
let session = match game_realtime_webtransport_lib::connect(&client_config).await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error),
};
return session.open_primary_connection().await;
},
|| async {
return game_realtime_websocket_lib::connect(UNUSED_WEBSOCKET_ENDPOINT).await;
},
);
let (server_result, client_result) = tokio::join!(server, client);
let server_connection = match server_result {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebTransport preferred server establishment failed: {error}")),
};
let client_connection = match client_result {
std::result::Result::Ok(SelectedConnection::WebTransport(value)) => value,
std::result::Result::Ok(SelectedConnection::WebSocket(_)) => {
return std::result::Result::Err(String::from("WebTransport preferred branch unexpectedly selected WebSocket"));
},
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebTransport preferred selection failed: {error}")),
};
if let std::result::Result::Err(error) = exercise_round_trip(client_connection, server_connection).await {
return std::result::Result::Err(format!("WebTransport preferred round-trip failed: {error}"));
}
tracing::info!(target: TRACING_TARGET, selected = "webtransport", "preferred transport branch passed");
return std::result::Result::Ok(());
}
async fn run_websocket_fallback_branch() -> std::result::Result<(), String> {
let bind_address = std::net::SocketAddr::from(([127, 0, 0, 1], 0));
let listener = match game_realtime_websocket_lib::WebSocketListener::bind(bind_address).await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebSocket fallback listener bind failed: {error}")),
};
let endpoint = format!("ws://{}/fallback", listener.local_addr());
let server = listener.accept();
let client = select_preferred_transport(
|| async {
return std::result::Result::<game_realtime_webtransport_lib::WebTransportConnection, game_realtime_transport_lib::TransportError>::Err(
game_realtime_transport_lib::TransportError::new(game_realtime_transport_lib::TransportErrorKind::Timeout, FORCED_FALLBACK_DETAIL),
);
},
|| async {
return game_realtime_websocket_lib::connect(endpoint.as_str()).await;
},
);
let (server_result, client_result) = tokio::join!(server, client);
let server_connection = match server_result {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebSocket fallback server establishment failed: {error}")),
};
let client_connection = match client_result {
std::result::Result::Ok(SelectedConnection::WebSocket(value)) => value,
std::result::Result::Ok(SelectedConnection::WebTransport(_)) => {
return std::result::Result::Err(String::from("forced fallback branch unexpectedly selected WebTransport"));
},
std::result::Result::Err(error) => return std::result::Result::Err(format!("WebSocket fallback selection failed: {error}")),
};
if let std::result::Result::Err(error) = exercise_round_trip(client_connection, server_connection).await {
return std::result::Result::Err(format!("WebSocket fallback round-trip failed: {error}"));
}
tracing::info!(target: TRACING_TARGET, selected = "websocket", "classified fallback branch passed");
return std::result::Result::Ok(());
}
async fn run_non_fallback_error_branch() -> std::result::Result<(), String> {
let certificate_hash = game_realtime_webtransport_lib::WebTransportCertificateHash::from_sha256([0_u8; 32]);
let transport = game_realtime_webtransport_lib::WebTransportConfig::default().with_connect_timeout(std::time::Duration::ZERO);
let client_config = match game_realtime_webtransport_lib::WebTransportClientConfig::new(NON_FALLBACK_ENDPOINT, certificate_hash) {
std::result::Result::Ok(value) => value.with_transport_config(transport),
std::result::Result::Err(error) => {
return std::result::Result::Err(format!("non-fallback WebTransport config construction failed unexpectedly: {error}"));
},
};
let result = select_preferred_transport(
|| async {
let session = match game_realtime_webtransport_lib::connect(&client_config).await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(error),
};
return session.open_primary_connection().await;
},
|| async {
return game_realtime_websocket_lib::connect("ws://127.0.0.1:1/non-fallback-must-not-run").await;
},
)
.await;
return match result {
std::result::Result::Err(error)
if error.kind() == game_realtime_transport_lib::TransportErrorKind::InvalidConfiguration
&& error.detail() == "connect_timeout must be greater than zero" =>
{
tracing::info!(target: TRACING_TARGET, kind = %error.kind(), "non-fallback error remained visible");
std::result::Result::Ok(())
},
std::result::Result::Err(error) => std::result::Result::Err(format!("non-fallback branch returned the wrong visible error: {error}")),
std::result::Result::Ok(selected) => std::result::Result::Err(format!("non-fallback branch unexpectedly selected {:?}", selected.transport())),
};
}
async fn select_preferred_transport<WebTransportConnection, WebSocketConnection, WebTransportAttempt, WebTransportFuture, WebSocketAttempt, WebSocketFuture>(
webtransport_attempt: WebTransportAttempt,
websocket_attempt: WebSocketAttempt,
) -> std::result::Result<SelectedConnection<WebTransportConnection, WebSocketConnection>, game_realtime_transport_lib::TransportError>
where
WebTransportAttempt: std::ops::FnOnce() -> WebTransportFuture,
WebTransportFuture: core::future::Future<Output = std::result::Result<WebTransportConnection, game_realtime_transport_lib::TransportError>>,
WebSocketAttempt: std::ops::FnOnce() -> WebSocketFuture,
WebSocketFuture: core::future::Future<Output = std::result::Result<WebSocketConnection, game_realtime_transport_lib::TransportError>>,
{
let primary_result = webtransport_attempt().await;
return match primary_result {
std::result::Result::Ok(connection) => std::result::Result::Ok(SelectedConnection::WebTransport(connection)),
std::result::Result::Err(primary_error) if is_fallback_eligible(primary_error.kind()) => {
tracing::warn!(
target: TRACING_TARGET,
primary_kind = %primary_error.kind(),
primary_detail = primary_error.detail(),
"WebTransport unavailable; attempting classified WebSocket fallback"
);
return match websocket_attempt().await {
std::result::Result::Ok(connection) => std::result::Result::Ok(SelectedConnection::WebSocket(connection)),
std::result::Result::Err(fallback_error) => std::result::Result::Err(game_realtime_transport_lib::TransportError::new(
fallback_error.kind(),
format!("WebTransport attempt failed ({primary_error}); WebSocket fallback failed ({fallback_error})"),
)),
};
},
std::result::Result::Err(error) => std::result::Result::Err(error),
};
}
fn is_fallback_eligible(kind: game_realtime_transport_lib::TransportErrorKind) -> bool {
return kind == game_realtime_transport_lib::TransportErrorKind::Timeout || kind == game_realtime_transport_lib::TransportErrorKind::Io;
}
async fn exercise_round_trip<ClientConnection, ServerConnection>(
client_connection: ClientConnection,
server_connection: ServerConnection,
) -> std::result::Result<(), String>
where
ClientConnection: game_realtime_transport_lib::RealtimeConnection,
ClientConnection::Receiver: game_realtime_transport_lib::RealtimeReceiver,
ClientConnection::Sender: game_realtime_transport_lib::RealtimeSender,
ServerConnection: game_realtime_transport_lib::RealtimeConnection,
ServerConnection::Receiver: game_realtime_transport_lib::RealtimeReceiver,
ServerConnection::Sender: game_realtime_transport_lib::RealtimeSender,
{
let (mut client_sender, mut client_receiver) = client_connection.split();
let (mut server_sender, mut server_receiver) = server_connection.split();
if let std::result::Result::Err(error) = client_sender.send(game_realtime_transport_lib::TransportMessage::new(CLIENT_PAYLOAD.to_vec())).await {
return std::result::Result::Err(format!("client send failed: {error}"));
}
let server_received = match server_receiver.receive().await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("server receive failed: {error}")),
};
if !receive_matches(server_received, CLIENT_PAYLOAD) {
return std::result::Result::Err(String::from("server did not receive the expected client payload"));
}
if let std::result::Result::Err(error) = server_sender.send(game_realtime_transport_lib::TransportMessage::new(SERVER_PAYLOAD.to_vec())).await {
return std::result::Result::Err(format!("server send failed: {error}"));
}
let client_received = match client_receiver.receive().await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("client receive failed: {error}")),
};
if !receive_matches(client_received, SERVER_PAYLOAD) {
return std::result::Result::Err(String::from("client did not receive the expected server payload"));
}
if let std::result::Result::Err(error) = client_sender.close().await {
return std::result::Result::Err(format!("client close failed: {error}"));
}
let server_close = match server_receiver.receive().await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("server close observation failed: {error}")),
};
if server_close != game_realtime_transport_lib::TransportReceive::Closed {
return std::result::Result::Err(String::from("server did not observe the client close"));
}
if let std::result::Result::Err(error) = server_sender.close().await {
return std::result::Result::Err(format!("server close failed: {error}"));
}
let client_close = match client_receiver.receive().await {
std::result::Result::Ok(value) => value,
std::result::Result::Err(error) => return std::result::Result::Err(format!("client close observation failed: {error}")),
};
if client_close != game_realtime_transport_lib::TransportReceive::Closed {
return std::result::Result::Err(String::from("client did not observe the server close"));
}
return std::result::Result::Ok(());
}
fn receive_matches(receive: game_realtime_transport_lib::TransportReceive, expected: &[u8]) -> bool {
return match receive {
game_realtime_transport_lib::TransportReceive::Message(message) => message.as_bytes() == expected,
game_realtime_transport_lib::TransportReceive::Closed => false,
};
}
#[cfg(test)]
#[path = "../unit_tests/fallback.rs"]
mod tests;