feat(network): lean base pools (#2641)
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**Follow-on to #2639 (merged). References a local IORingGroup `1.0.13-preview.11` pack until 1.0.13 (modernuo/IORingGroup#15) is published; do not merge before that switch.**

## Summary

Consumes IORingGroup's lean base pools (modernuo/IORingGroup#15): both network pools now start with one slab, grow a slab at a time with the population, and trim idle slabs back after quiet periods.

- Fixes the transport's send-pool cap: previously only 1024 of the 4096 connections could get a send buffer; connection 1025 was closed at accept.
- Network memory at boot drops from about 96 MB to about 10 MB at the defaults; a full 4096 logged-in connections is about 1.25 GB of base buffers plus the growth budget.
- New settings: `network.initialBufferSlabs` (default 1; slabs of each pool held from boot and the trim floor) and `network.maxBufferSlabs` (default 128; divides the connection maximum into slabs, 32 connections per slab). Both are coerced with a warning; the same value feeds the ring table and the manager so they cannot drift.
- The Debug-only maintenance line includes base-pool capacity and releases.
- `dev-docs/server-requirements.md` rewrites the network memory story and adds the two settings.

## Pre-auth buffers

Every connection starts on the transport's platform-minimum buffers (4 KB receive, 4 KB send) instead of the base pools. It is promoted to full-size buffers (64 KB receive, `network.sendBufferSize` send) when the game server verifies its account — the point where `NetState.Account` is assigned in the `GameServer_AwaitingGameServerLogin` or `GameServer_LoggedIn` state, so a verdict that lands after the parser has moved on still promotes. Nothing ever moves back. The login-server pass stays on the small buffers for its whole lifetime.

Before credentials verify, nothing promotes: the 4 KB send ring is the entire pre-auth send budget, and a connection that overruns it is dropped as exhausted, exactly as the receive side drops a packet header declaring more bytes than the receive buffer can hold (new guard in `HandlePacket`; it also closes the old 65535-byte edge on 64 KB buffers). The stock login sequence sends under 2 KB. After credentials verify, the send path promotes on demand if it ever needs to (unbudgeted, outside the memory ceiling and the shrink bookkeeping — promotion is not growth), and the oversize-packet guard waits on a pending receive promotion or retries a stalled one once for a verified account before disconnecting. A completion that fills the receive buffer arms no receive, so `HandleReceive` now calls `RingSocket.ResumeReceive()` after the parse loop — at 4 KB a burst of small packets fills the buffer in one completion.

Net effect: a flood of unauthenticated connections tops out at about 32 MB across the full 4096-connection cap where the platform minimum is 4 KB (the transport's retained slabs and the base pools used by logged-in players are separate), and never allocates a base-pool slab.

Platform note: on Windows Server 2012 R2 / 2016 the transport's legacy mapping path floors at 64 KB: the pre-auth receive pool is off there (its base is 64 KB), while the pre-auth send buffer starts at 64 KB under the 256 KB base. The server logs the effective sizes at startup.

## Testing

Server.Tests (905) and UOContent.Tests green on the preview pack (one pre-existing `FamiliarAITests` failure from #2644 reproduces on `main`, tracked separately). New tests cover both coercions, that the ring's registration table equals `RequiredRegisteredBuffers` for the configured values, promotion on game-server auth and on a late account, no promotion on the login server, pre-credential overrun ending in exhaustion, post-credential on-demand promotion, the oversize-packet guard through loopback (error, wait, retry with an account, and a promotion made pending mid-parse), and receiving again after a burst fills the initial buffer.
This commit is contained in:
Kamron Batman 2026-09-20 00:24:15 -07:00 committed by GitHub
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commit 24bcfee554
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6 changed files with 682 additions and 22 deletions

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@ -0,0 +1,236 @@
using System;
using System.Buffers;
using System.Diagnostics;
using System.Network;
using System.Threading;
using Server.Network;
using Xunit;
namespace Server.Tests.Network;
[Collection("Sequential Server Tests")]
public class NetStateRecvGuardTests
{
private const byte TestPacketId = 0xB1;
private static unsafe void RegisterVariableLength()
{
if (IncomingPackets.GetHandler(TestPacketId) == null)
{
IncomingPackets.Register(TestPacketId, 0, false, &NoOp);
}
}
private static void NoOp(NetState state, SpanReader reader)
{
}
// Not 0x73: NetStateSendBufferTests registers its own no-op there first-come-wins, since the
// handler table is process-global, and this test needs its own handler's side effect to fire.
private const byte TestPingPacketId = 0x72;
private static byte _lastPing;
private static unsafe void RegisterNoOpPing()
{
if (IncomingPackets.GetHandler(TestPingPacketId) == null)
{
IncomingPackets.Register(TestPingPacketId, 2, false, &RecordPing);
}
}
private static void RecordPing(NetState state, SpanReader reader) => _lastPing = reader.ReadByte();
private const byte AttachAccountPacketId = 0x71;
private static unsafe void RegisterAttachAccount()
{
if (IncomingPackets.GetHandler(AttachAccountPacketId) == null)
{
IncomingPackets.Register(AttachAccountPacketId, 3, false, &AttachAccount);
}
}
// Stands in for the 0x91 handler: the account attaches mid-parse, so the promotion is pending
// with a receive armed when the next packet in the same completion reaches the guard
private static void AttachAccount(NetState state, SpanReader reader) => state.Account = new MockAccount();
private static void SliceUntil(Func<bool> done)
{
var deadline = Stopwatch.StartNew();
while (!done() && deadline.ElapsedMilliseconds < 5000)
{
NetState.Slice();
Thread.Sleep(5);
}
Assert.True(done());
}
[SkippableFact]
public void HandleReceive_PacketLongerThanTheRecvBuffer_IsAnError()
{
RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
// A 16-bit length cannot exceed a 64 KiB buffer, so the guard is unreachable there and
// this only ever hit the `< 3` check on a buffer that size.
Skip.If(ns._socket.RecvBuffer.PhysicalSize > ushort.MaxValue);
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
// A variable-length header claiming more than the buffer can ever hold would otherwise
// park the connection with nothing to arm a recv into
var declared = ns._socket.RecvBuffer.PhysicalSize; // one more than the buffer can ever hold
client.Send(new byte[] { TestPacketId, (byte)(declared >> 8), (byte)declared });
SliceUntil(() => ns._protocolState == NetState.ProtocolState.Error);
Assert.Contains("bad state", ns._disconnectReason);
}
finally
{
ns.Dispose();
client.Close();
}
}
[Fact]
public void HandleReceive_PacketThatFits_WaitsForTheRest()
{
RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
var declared = ns._socket.RecvBuffer.PhysicalSize / 2;
client.Send(new byte[] { TestPacketId, (byte)(declared >> 8), (byte)declared });
SliceUntil(() => ns._socket.RecvBuffer.ReadableBytes == 3);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
Assert.True(ns.Running);
Assert.Equal(3, ns._socket.RecvBuffer.ReadableBytes);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void HandleReceive_OversizePacket_WithAnAccount_RetriesPromotionInsteadOfErroring()
{
Skip.If(NetState.InitialRecvBufferSize == 0);
RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
// _protocolState is still AwaitingSeed here, so the Account setter's gate does not fire
ns.Account = new MockAccount();
Assert.Equal(NetState.InitialRecvBufferSize, ns._socket.RecvBuffer.PhysicalSize);
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
var declared = NetState.InitialRecvBufferSize; // as much as the initial buffer can ever hold
client.Send(new byte[] { TestPacketId, (byte)(declared >> 8), (byte)declared });
SliceUntil(() => ns._socket.RecvBuffer.ReadableBytes == 3);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
Assert.True(ns.Running);
// The deferred promotion applies at this next completion; the header is then delivered
// whole to the 0xB1 no-op handler
client.Send(new byte[declared - 3]);
SliceUntil(
() => ns._socket.RecvBuffer.ReadableBytes == 0 &&
ns._socket.RecvBuffer.PhysicalSize == NetState.RecvBufferSize
);
Assert.True(ns.Running);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void HandleReceive_AfterABurstFillsTheInitialBuffer_KeepsReceiving()
{
Skip.If(NetState.InitialRecvBufferSize == 0);
RegisterNoOpPing();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
// One segment of pings fills the 4 KiB buffer (capacity is PhysicalSize - 1, odd, so the
// last ping straddles two completions); the parser consumes them all
var capacity = ns._socket.RecvBuffer.PhysicalSize - 1;
var pings = new byte[capacity + 1];
for (var i = 0; i < pings.Length; i += 2)
{
pings[i] = TestPingPacketId;
pings[i + 1] = (byte)(i / 2);
}
client.Send(pings);
SliceUntil(() => ns._socket.RecvBuffer.ReadableBytes == 0 && ns._receivedData);
Assert.True(ns.Running);
// Without a re-arm this ping never arrives
client.Send(new byte[] { TestPingPacketId, 0xEE });
SliceUntil(() => _lastPing == 0xEE);
Assert.True(ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void HandleReceive_AccountAttachedMidParse_ThenOversizeHeader_WaitsForThePendingPromotion()
{
Skip.If(NetState.InitialRecvBufferSize == 0);
RegisterAttachAccount();
RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
var declared = ns._socket.RecvBuffer.PhysicalSize;
// One send, one completion on loopback: the account packet promotes (deferred: a receive is
// armed), then the oversize header reaches the guard with that promotion pending. If the OS
// ever splits this into two completions instead, the first assertion block still holds — the
// header then hits the guard after the promotion already applied and simply waits on the
// 64 KiB buffer, so the test cannot flake, it just exercises the weaker path on that run.
client.Send(new byte[] { AttachAccountPacketId, 0x00, 0x00, TestPacketId, (byte)(declared >> 8), (byte)declared });
SliceUntil(() => ns.Account != null);
Assert.True(ns.Running);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
Assert.Equal(3, ns._socket.RecvBuffer.ReadableBytes); // the header waits, not rejected
// The next completion applies the promotion and the whole packet is delivered
client.Send(new byte[declared - 3]);
SliceUntil(
() => ns._socket.RecvBuffer.ReadableBytes == 0 &&
ns._socket.RecvBuffer.PhysicalSize == NetState.RecvBufferSize
);
Assert.True(ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
}

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@ -1,4 +1,5 @@
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Diagnostics;
using System.Net.Sockets;
@ -12,9 +13,11 @@ namespace Server.Tests.Network;
[Collection("Sequential Server Tests")]
public class NetStateSendBufferTests
{
// Authentication is the 0x91 credentials check on the game server; that is where buffers promote
private static NetState CreateAuthenticatedNetState(out Socket client)
{
var ns = PacketTestUtilities.CreateTestNetState(out client);
ns._protocolState = NetState.ProtocolState.GameServer_AwaitingGameServerLogin;
ns.Account = new MockAccount();
return ns;
}
@ -26,6 +29,183 @@ public class NetStateSendBufferTests
return data;
}
private static unsafe void RegisterNoOpPing()
{
if (IncomingPackets.GetHandler(0x73) == null)
{
IncomingPackets.Register(0x73, 2, false, &NoOp);
}
}
private static void NoOp(NetState state, SpanReader reader)
{
}
private static void SliceUntil(Func<bool> done)
{
var deadline = Stopwatch.StartNew();
while (!done() && deadline.ElapsedMilliseconds < 5000)
{
NetState.Slice();
Thread.Sleep(5);
}
Assert.True(done());
}
[SkippableFact]
public void Account_InTheGameServerState_PromotesBothBuffers()
{
Skip.If(NetState.InitialSendBufferSize == 0);
RegisterNoOpPing();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
Assert.Equal(NetState.InitialRecvBufferSize, ns._socket.RecvBuffer.PhysicalSize);
ns._protocolState = NetState.ProtocolState.GameServer_AwaitingGameServerLogin;
ns.Account = new MockAccount();
// Send promotes at once; nothing was in flight so no buffer retires
Assert.Equal(NetState.SendBufferSize, ns._socket.SendBuffer.PhysicalSize);
Assert.False(ns._sendBufferGrown);
// Recv promotes at the next completion
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
client.Send(new byte[] { 0x73, 0x01 });
SliceUntil(() => ns._socket.RecvBuffer.PhysicalSize == NetState.RecvBufferSize);
Assert.True(ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void Account_OnTheLoginServer_KeepsTheInitialBuffers()
{
Skip.If(NetState.InitialSendBufferSize == 0);
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.LoginServer_AwaitingLogin;
ns.Account = new MockAccount();
Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
Assert.Equal(NetState.InitialRecvBufferSize, ns._socket.RecvBuffer.PhysicalSize);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void Send_BeyondTheInitialBuffer_BeforeCredentials_IsExhausted()
{
// Nothing promotes before credentials verify: the 4 KiB ring is the whole pre-auth budget
Skip.If(NetState.InitialSendBufferSize == 0);
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
var data = Pattern(NetState.InitialSendBufferSize + 512, 7);
ns.Send(data);
Assert.Contains("exhausted", ns._disconnectReason, StringComparison.OrdinalIgnoreCase);
Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
// A graceful server-side close half-closes and waits for the peer's own FIN; closing the
// peer here stands in for the client eventually going away, so Running can be observed.
// Once it completes the NetState is disposed and _socket goes null, so nothing below
// this point may touch it.
client.Close();
SliceUntil(() => !ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void Send_BeyondTheInitialBuffer_WithCredentials_PromotesOnDemand()
{
// The late-verdict path from Account_AssignedAfterTheStateFlipped_StillPromotes: an account
// attached while the setter's own gate does not fire must still let the send path promote
Skip.If(NetState.InitialSendBufferSize == 0);
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns.Account = new MockAccount(); // _protocolState is still AwaitingSeed: the setter does not promote
var data = Pattern(NetState.InitialSendBufferSize + 512, 7);
ns.Send(data);
Assert.True(ns.Running);
Assert.Equal(string.Empty, ns._disconnectReason);
Assert.Equal(NetState.SendBufferSize, ns._socket.SendBuffer.PhysicalSize);
Assert.False(ns._sendBufferGrown); // promotion is not growth: nothing to shrink later
Assert.Equal(data, ReadAll(client, data.Length));
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void Send_BacklogBeforeCredentials_IsExhaustedInsteadOfPromoted()
{
Skip.If(NetState.InitialSendBufferSize == 0);
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
// No Slice() between sends: nothing drains, so a second write finds a non-empty initial buffer
var half = Pattern(NetState.InitialSendBufferSize / 2, 11);
ns.Send(half);
ns.Send(half);
ns.Send(half); // cannot fit, buffer not empty, no account: refused
Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
Assert.Contains("exhausted", ns._disconnectReason, StringComparison.OrdinalIgnoreCase);
// A graceful server-side close waits for the queued bytes to drain and then for the
// peer's own FIN; closing the peer here stands in for the client eventually going away.
// Once it completes the NetState is disposed and _socket goes null, so nothing below
// this point may touch it.
client.Close();
SliceUntil(() => !ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void Account_AssignedAfterTheStateFlipped_StillPromotes()
{
Skip.If(NetState.InitialSendBufferSize == 0);
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
ns.Account = new MockAccount();
Assert.Equal(NetState.SendBufferSize, ns._socket.SendBuffer.PhysicalSize);
}
finally
{
ns.Dispose();
client.Close();
}
}
// A random prefix lands under the target; zeros (2 bits each) walk it up a byte at a time
private static byte[] CompressesToExactly(int compressedLength, int seed)
{
@ -448,4 +628,58 @@ public class NetStateSendBufferTests
// growth off; budget untouched
Assert.Equal(1L, NetState.CoerceSendBufferGrowthBudget(1, sendBufferSize, sendBufferSize));
}
[Fact]
public void CoerceMaxBufferSlabs_ClampsToOneSlabPerConnection()
{
var maxConnections = NetState.SocketManager.MaxSockets;
// fewer than one slab is meaningless
Assert.Equal(1, NetState.CoerceMaxBufferSlabs(0));
Assert.Equal(1, NetState.CoerceMaxBufferSlabs(-4));
// more slabs than connections cannot make a slab any smaller
Assert.Equal(maxConnections, NetState.CoerceMaxBufferSlabs(maxConnections * 2));
Assert.Equal(128, NetState.CoerceMaxBufferSlabs(128));
}
[Fact]
public void CoerceInitialBufferSlabs_ClampsToTheSlabCount()
{
var slabs = NetState.BasePoolSlabCount(128);
Assert.True(slabs > 1);
Assert.Equal(1, NetState.CoerceInitialBufferSlabs(0, slabs));
Assert.Equal(1, NetState.CoerceInitialBufferSlabs(-1, slabs));
// a pool never holds more slabs than it has
Assert.Equal(slabs, NetState.CoerceInitialBufferSlabs(slabs + 1, slabs));
Assert.Equal(4, NetState.CoerceInitialBufferSlabs(4, slabs));
}
[Fact]
public void Ring_RegisteredBufferTable_MatchesTheConfiguredSlabCount()
{
var manager = NetState.SocketManager;
var maxBufferSlabs = NetState.CoerceMaxBufferSlabs(ServerConfiguration.GetSetting("network.maxBufferSlabs", NetState.DefaultMaxBufferSlabs));
// A table smaller than this throws at manager construction. Connections start on the
// transport minimum until the game server promotes them, so the formula must count those too.
// Mirrors what production passes: the request, not the effective size the manager may coerce
// down to (RequiredRegisteredBuffers treats a non-zero request as a pool either way).
Assert.Equal(
RingSocketManager.RequiredRegisteredBuffers(
manager.MaxSockets,
NetState.SendBufferSize,
manager.MaxSendBufferSize,
manager.SendBufferGrowthBudget,
maxBufferSlabs,
IORingBuffer.MinimumSize,
IORingBuffer.MinimumSize
),
NetState.Ring.MaxRegisteredBuffers
);
}
}

View file

@ -29,18 +29,26 @@ namespace Server.Network;
public partial class NetState
{
// Buffer sizes
private const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
internal const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
private const int DefaultSendBufferSize = 1024 * 256; // 256KB send buffers
private const int MinSendBufferSize = 1024 * 64; // Platform allocation granularity
private const int DefaultMaxSendBufferSize = 1024 * 1024 * 2; // 2 MB
private const long DefaultSendBufferGrowthBudget = 1024L * 1024 * 256; // 256 MB
private const int DefaultMemoryCeilingPercent = 80;
private const int DefaultInitialBufferSlabs = 1; // one slab of each base pool warm at boot
internal const int DefaultMaxBufferSlabs = 128; // 32 connections per slab at MaxConnections
// Transport ceiling; larger values overflow its tier enumeration
private const int TransportMaxSendBufferSize = 1024 * 1024 * 256; // 256 MB
private const int MaxConnections = 4096; // Max concurrent connections
internal static int SendBufferSize { get; private set; }
internal static int MaxSendBufferSize { get; private set; }
// Pre-auth buffers are the smallest the platform can map; a platform whose floor is not below
// the base size (the Windows legacy mapping path) starts sockets on base
internal static int InitialRecvBufferSize { get; private set; }
internal static int InitialSendBufferSize { get; private set; }
private static long _sendBufferGrowthBudget;
private static int _memoryCeilingPercent;
@ -51,6 +59,7 @@ public partial class NetState
private static long _lastTierCapacityBytes;
private static int _lastTierInUse;
private static int _lastTierRetainFloor;
private static long _lastBaseCapacityBytes;
private static readonly Queue<NetState> _disposed = [];
private static readonly TimeSpan ConnectingSocketIdleLimit = TimeSpan.FromMilliseconds(5000); // 5 seconds
@ -141,23 +150,46 @@ public partial class NetState
// Per-connection send buffer: the lever for "send buffer exhausted" disconnects, and the
// per-connection memory ceiling.
var sendBufferSize = GetSendBufferSize();
MaxSendBufferSize = GetPowerOfTwoSetting("network.sendBufferMaxSize", DefaultMaxSendBufferSize, sendBufferSize);
SendBufferSize = GetSendBufferSize();
MaxSendBufferSize = GetPowerOfTwoSetting("network.sendBufferMaxSize", DefaultMaxSendBufferSize, SendBufferSize);
_sendBufferGrowthBudget = CoerceSendBufferGrowthBudget(
ServerConfiguration.GetOrUpdateSetting("network.sendBufferGrowthBudget", DefaultSendBufferGrowthBudget),
sendBufferSize,
SendBufferSize,
MaxSendBufferSize
);
// 0 disables the ceiling
_memoryCeilingPercent = Math.Clamp(ServerConfiguration.GetOrUpdateSetting("network.memoryCeilingPercent", DefaultMemoryCeilingPercent), 0, 100);
_availableMemoryBytes = GC.GetGCMemoryInfo().TotalAvailableMemoryBytes;
const int maxBufferSlabs = 32;
// Divides MaxConnections into base-pool slabs; both pools still reach MaxConnections, so
// this sets slab granularity, not a connection or memory ceiling.
var maxBufferSlabs = CoerceMaxBufferSlabs(
ServerConfiguration.GetOrUpdateSetting("network.maxBufferSlabs", DefaultMaxBufferSlabs)
);
// Slabs of each base pool held from boot; the pools grow and trim from here
var initialBufferSlabs = CoerceInitialBufferSlabs(
ServerConfiguration.GetOrUpdateSetting("network.initialBufferSlabs", DefaultInitialBufferSlabs),
BasePoolSlabCount(maxBufferSlabs)
);
// Until the game server verifies credentials a connection holds the smallest buffers the
// platform can map; a flood can fill these pools but never reaches the base pools. This is a
// request: the manager raises it to the platform floor and turns the pool off if that leaves
// no room below the base size (the Windows legacy mapping path floors at 64 KiB, which can
// equal RecvBufferSize). The effective sizes are read back below once the manager knows them.
var initialBufferSize = IORingBuffer.MinimumSize;
// Both calls take the same slab count; the manager throws if the table is smaller. Sized by
// the request, not the effective size the manager may coerce down to - conservative, never small.
var ring = IORingGroup.Create(
queueSize: MaxConnections * 2,
maxConnections: MaxConnections,
maxOutstandingSends: maxOutstandingSends,
maxRegisteredBuffers: RingSocketManager.RequiredRegisteredBuffers(MaxConnections, sendBufferSize, MaxSendBufferSize, _sendBufferGrowthBudget, maxBufferSlabs)
maxRegisteredBuffers: RingSocketManager.RequiredRegisteredBuffers(
MaxConnections, SendBufferSize, MaxSendBufferSize, _sendBufferGrowthBudget, maxBufferSlabs,
initialBufferSize, initialBufferSize
)
);
// Create socket manager which handles buffer pools and socket lifecycle
@ -165,13 +197,28 @@ public partial class NetState
ring,
maxSockets: MaxConnections,
recvBufferSize: RecvBufferSize,
sendBufferSize: sendBufferSize,
initialBufferSlabs: 8,
sendBufferSize: SendBufferSize,
initialBufferSlabs: initialBufferSlabs,
maxBufferSlabs: maxBufferSlabs,
maxSendBufferSize: MaxSendBufferSize,
sendBufferGrowthBudget: _sendBufferGrowthBudget
sendBufferGrowthBudget: _sendBufferGrowthBudget,
initialRecvBufferSize: initialBufferSize,
initialSendBufferSize: initialBufferSize
);
InitialRecvBufferSize = _socketManager.InitialRecvBufferSize;
InitialSendBufferSize = _socketManager.InitialSendBufferSize;
if (InitialRecvBufferSize == 0 || InitialSendBufferSize == 0)
{
logger.Information(
"Pre-auth buffers off where the platform floor ({Minimum} bytes) leaves no room below the base size (recv {Recv}, send {Send})",
IORingBuffer.MinimumSize,
RecvBufferSize,
SendBufferSize
);
}
_maintenanceTimer = Timer.DelayCall(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), MaintainSendBuffers);
}
@ -193,27 +240,79 @@ public partial class NetState
var stats = _socketManager.Maintain();
var changed = stats.TierCapacityBytes != _lastTierCapacityBytes ||
stats.TierInUse != _lastTierInUse ||
stats.TierRetainFloor != _lastTierRetainFloor;
stats.TierRetainFloor != _lastTierRetainFloor ||
stats.BaseCapacityBytes != _lastBaseCapacityBytes;
_lastTierCapacityBytes = stats.TierCapacityBytes;
_lastTierInUse = stats.TierInUse;
_lastTierRetainFloor = stats.TierRetainFloor;
_lastBaseCapacityBytes = stats.BaseCapacityBytes;
// Quiet unless something moved
if (changed || stats.BuffersReleased > 0 || stats.GrowthRefusals > 0 || capRefusals > 0 || ceilingRefusals > 0)
if (changed || stats.BuffersReleased > 0 || stats.BaseBuffersReleased > 0 || stats.GrowthRefusals > 0 ||
capRefusals > 0 || ceilingRefusals > 0)
{
logger.Debug(
"Send buffer tiers: {Capacity} bytes of tier capacity, {InUse} buffers in use, floor {Floor} buffers, released {Released}, refused: budget {BudgetRefusals}, at max {CapRefusals}, ceiling {CeilingRefusals}",
"Send buffer tiers: {Capacity} bytes of tier capacity, {InUse} buffers in use, floor {Floor} buffers, released {Released}, refused: budget {BudgetRefusals}, at max {CapRefusals}, ceiling {CeilingRefusals}, base {BaseCapacity} bytes, released {BaseReleased}",
stats.TierCapacityBytes,
stats.TierInUse,
stats.TierRetainFloor,
stats.BuffersReleased,
stats.GrowthRefusals,
capRefusals,
ceilingRefusals
ceilingRefusals,
stats.BaseCapacityBytes,
stats.BaseBuffersReleased
);
}
}
/// <summary>
/// Slabs each base pool is divided into, after the transport applies its minimum slab size.
/// </summary>
internal static int BasePoolSlabCount(int maxBufferSlabs) =>
RingSocketManager.BasePoolSlabCount(MaxConnections, maxBufferSlabs);
/// <summary>
/// Clamps the base-pool slab divisor. Fewer than one slab is meaningless, and more slabs than
/// connections cannot make a slab any smaller.
/// </summary>
internal static int CoerceMaxBufferSlabs(int configured)
{
var slabs = Math.Clamp(configured, 1, MaxConnections);
if (slabs != configured)
{
logger.Warning(
"network.maxBufferSlabs {Configured} is outside 1..{Maximum}; using {Adjusted}",
configured,
MaxConnections,
slabs
);
}
return slabs;
}
/// <summary>
/// Clamps the slabs of each base pool held from boot; a pool never holds more slabs than it has.
/// </summary>
internal static int CoerceInitialBufferSlabs(int configured, int slabCount)
{
var slabs = Math.Clamp(configured, 1, slabCount);
if (slabs != configured)
{
logger.Warning(
"network.initialBufferSlabs {Configured} is outside 1..{Maximum}; using {Adjusted}",
configured,
slabCount,
slabs
);
}
return slabs;
}
/// <summary>
/// Reads the configured send buffer size, coerced to a power of two of at least the platform
/// allocation granularity. IORingBuffer requires this and would otherwise throw at socket

View file

@ -227,7 +227,39 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public IAccount Account
{
get => _account;
set => _account = value;
set
{
_account = value;
// 0x91 credentials just verified: the character list and the world-entry burst follow.
// The login-server pass stays on the initial buffers; it never sends more than a server list.
// An off-loop password check can land its verdict after HandleReceive already flipped the
// state to LoggedIn, so both states promote; both calls below are no-ops once applied.
if (value != null && _protocolState is ProtocolState.GameServer_AwaitingGameServerLogin or ProtocolState.GameServer_LoggedIn)
{
PromoteBuffers();
}
}
}
private void PromoteBuffers()
{
if (_socket == null)
{
return;
}
if (!_socketManager.TryPromoteSendBuffer(_socket) && _socket.SendBuffer.PhysicalSize < SendBufferSize)
{
// The send path promotes on demand and disconnects if that fails too
logger.Debug("{NetState}: send buffer promotion deferred to the send path", this);
}
if (!_socketManager.TryPromoteRecvBuffer(_socket) && _socket.RecvBuffer.PhysicalSize < RecvBufferSize)
{
// The oversize-packet guard in HandlePacket gets one more try where the small buffer matters
logger.Debug("{NetState}: recv buffer promotion deferred", this);
}
}
public string Assistant { get; set; }
@ -525,6 +557,19 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
return false;
}
if (_socket.SendBuffer.PhysicalSize < SendBufferSize)
{
// Promotion is unbudgeted and is not growth, so neither the ceiling nor the shrink
// bookkeeping applies. Before credentials verify nothing promotes: the 4 KiB ring is the
// whole pre-auth send budget, and a connection that exceeds it is dropped as exhausted.
if (_account == null)
{
return false;
}
return _socketManager.TryPromoteSendBuffer(_socket);
}
if (!UnderMemoryCeiling())
{
_ceilingRefusals++;
@ -1084,6 +1129,13 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
break;
}
}
// A completion that fills the buffer arms no receive; whatever the loop consumed is free
// space again. No-op while a receive is armed or the buffer is still full.
if (_running)
{
_socket.ResumeReceive();
}
}
catch (Exception ex)
{
@ -1137,6 +1189,22 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
}
}
// Can never complete: the buffer holds PhysicalSize - 1 bytes (one slot tells full from
// empty) and a recv arms only into free space
if (packetLength >= _socket.RecvBuffer.PhysicalSize)
{
// A verified account whose promotion could not be applied earlier gets one more try here,
// where the small buffer actually matters; the swap lands before the next completion's event
if (_account != null && _socket.RecvBuffer.PhysicalSize < RecvBufferSize &&
_socketManager.TryPromoteRecvBuffer(_socket))
{
return ParserState.AwaitingPartialPacket;
}
LogInfo($"Received packet 0x{packetId:X2} declaring {packetLength} bytes, more than the receive buffer holds.");
return ParserState.Error;
}
// Not enough data, let's wait for more to come in
if (length < packetLength)
{

View file

@ -34,7 +34,7 @@
</Target>
<ItemGroup>
<ProjectReference Include="..\Logger\Logger.csproj" />
<PackageReference Include="IORingGroup" Version="1.0.12" />
<PackageReference Include="IORingGroup" Version="1.0.13" />
<PackageReference Include="CommunityToolkit.HighPerformance" Version="8.4.2" />
<PackageReference Include="LibDeflate.Bindings" Version="1.0.4" />
<PackageReference Include="System.IO.Hashing" Version="10.0.12" />