fix: Fixes send-path backpressure: consume IORingGroup 1.0.8, stop dropping packets silently (#2551)

## Summary

Two related fixes on the outbound path:

1. Consume **IORingGroup 1.0.8**, which allows more than one send in flight per socket, and expose the two settings that go with it.
2. Stop `NetState.Send` silently discarding packets when the send buffer fills — including an out-of-bounds write reachable in that state.

## 1. Send-path stall (RIO)

RIO reports send completion on **acknowledgement**, not on copy, so a completion cannot arrive sooner than one round trip. With one send in flight, `PostSend` refused to post again until the previous completion arrived — capping a connection at **one send per RTT** whenever it had data queued.

Measured on a 50ms-RTT production shard:

| | before | after |
|---|---|---|
| in-game latency, data flowing | **101–146 ms** | **48–51 ms** |
| p95 | ~135 ms | 52.8 ms |
| samples > 70 ms | 20 | **0** |

The control that confirms the mechanism: server-side post→completion was **unchanged** at median 92ms across both runs. The ACK-binding is inherent to RIO and did not move; only its propagation into application latency did.

Two things worth recording, because they explain why this went unnoticed:

- As little as **6 bytes** of queued data held the gate shut, so it reproduced in empty areas, not just crowded ones.
- The same measurement at loopback RTT is **microseconds**, so local testing could never surface it.

New settings, both restart-time:

- **`network.maxOutstandingSends`** (default 32) — sends in flight per connection. Honoured by RIO only; other backends complete sends on copy and report 1. Costs a request-queue and completion-queue slot per send, **not another buffer**, since every outstanding send addresses a different range of the same registered buffer. Worst-case added latency is roughly `completion RTT / value`.
- **`network.sendBufferSize`** (default 256KB) — per-connection send buffer, coerced to a power of two of at least the platform allocation granularity. This is the lever for the disconnects below, and the per-connection memory ceiling.

## 2. Send buffer full

`NetState.Send` had three failure modes once the buffer filled, none of them visible:

| writable | behaviour |
|---|---|
| `0` | `GetSendBuffer` returned false → **packet dropped**, no log, no disconnect |
| `4 … needed-1` | `Compress` returned 0 → `CommitWrite(0)` → **packet dropped** the same way |
| `1 … 3` | `safeOutputLength = (nuint)output.Length - 4` **underflows** → hot-loop bounds check never trips → **writes past the span** |

The first two leave a client connected while quietly missing game state, which is undiagnosable from either end. The third corrupts the in-flight region of the ring buffer, and is reachable precisely when a connection is congested, since callers only check for non-zero space.

`Compress` now refuses an output too small to bound, and `Send` reports exhaustion instead of dropping — logging and disconnecting with **needed / writable / unacked / capacity**. Those numbers separate a slow client holding the buffer from a buffer genuinely too small for the shard, which is the case that warrants raising `network.sendBufferSize`.

## Testing

`NetworkCompressionBoundsTests` covers the underflow using sentinel bytes around the output window. **Verified to fail without the guard** (4 failures from overwritten sentinels), confirming the out-of-bounds writes were real rather than theoretical.

Full suites green: **788 Server.Tests**, **597 UOContent.Tests**, Release build clean against the published 1.0.8.

## Notes for reviewers

- Upstream change: modernuo/IORingGroup#9.
- The buffer-full path is now *loud* where it used to be silent. If a shard has been quietly dropping packets under load, this will surface as disconnects — that is the intended outcome, and the log line says which setting to raise.
- Follow-up under discussion: promoting a connection to a larger buffer instead of disconnecting, which looks feasible on a live connection since buffers are referenced per-operation rather than bound to the request queue.
This commit is contained in:
Kamron Batman 2026-07-27 23:06:53 -07:00 committed by GitHub
parent c909ed1f2f
commit 294dcd94a0
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5 changed files with 186 additions and 9 deletions

View file

@ -0,0 +1,86 @@
using System;
using Server.Network;
using Xunit;
namespace Server.Tests.Network;
/// <summary>
/// Bounds behaviour of the Huffman compressor when the destination is too small.
///
/// This is reachable in production: NetState only checks that the send buffer has *some* writable
/// space before handing the remainder to Compress, so a nearly-full buffer can offer a span of one
/// to three bytes. The internal guard is computed as an unsigned <c>output.Length - 4</c>, which
/// underflows for those sizes and stops bounding the writes at all.
/// </summary>
public class NetworkCompressionBoundsTests
{
[Theory]
[InlineData(0)]
[InlineData(1)]
[InlineData(2)]
[InlineData(3)]
public void RefusesOutputTooSmallToBound(int outputSize)
{
var input = new byte[64];
Array.Fill(input, (byte)'A');
// Sentinel-filled backing array; only the middle window is offered to the compressor, so
// any write past the span shows up as a modified sentinel rather than silent corruption.
var backing = new byte[256];
Array.Fill(backing, (byte)0xCC);
const int windowStart = 64;
var output = backing.AsSpan(windowStart, outputSize);
var written = NetworkCompression.Compress(input, output);
Assert.Equal(0, written);
for (var i = 0; i < backing.Length; i++)
{
Assert.Equal(0xCC, backing[i]);
}
}
[Fact]
public void StillCompressesWhenOutputIsLargeEnough()
{
var input = new byte[64];
Array.Fill(input, (byte)'A');
var output = new byte[256];
var written = NetworkCompression.Compress(input, output);
Assert.True(written > 0);
Assert.True(written <= output.Length);
}
[Fact]
public void ReportsFailureRatherThanOverrunningATightOutput()
{
// Large input against a small-but-bounded output: the guard is well-defined here, so this
// must fail cleanly rather than write past the end.
var input = new byte[4096];
Array.Fill(input, (byte)'A');
var backing = new byte[256];
Array.Fill(backing, (byte)0xCC);
const int windowStart = 64;
const int windowSize = 16;
var output = backing.AsSpan(windowStart, windowSize);
NetworkCompression.Compress(input, output);
for (var i = 0; i < windowStart; i++)
{
Assert.Equal(0xCC, backing[i]);
}
for (var i = windowStart + windowSize; i < backing.Length; i++)
{
Assert.Equal(0xCC, backing[i]);
}
}
}

View file

@ -19,6 +19,7 @@ using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Network;
using System.Numerics;
namespace Server.Network;
@ -28,9 +29,10 @@ namespace Server.Network;
public partial class NetState
{
// Buffer sizes
private const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
private const int SendBufferSize = 1024 * 256; // 256KB send buffers
private const int MaxConnections = 4096; // Max concurrent connections
private 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 MaxConnections = 4096; // Max concurrent connections
private static readonly Queue<NetState> _disposed = [];
private static readonly TimeSpan ConnectingSocketIdleLimit = TimeSpan.FromMilliseconds(5000); // 5 seconds
@ -41,7 +43,9 @@ public partial class NetState
// NetState storage indexed by RingSocket.Id
private static readonly NetState[] _netStates = new NetState[MaxConnections];
// Events buffer for ProcessCompletions
// Events buffer for ProcessCompletions. Bounded by one event per peeked completion
// (maxSockets), doubled for headroom. Undersizing drops DataReceived events whose bytes were
// already committed, leaving them unparsed until the next recv completes.
private static readonly RingSocketEvent[] _events = new RingSocketEvent[MaxConnections * 2];
// Listener management
@ -88,20 +92,61 @@ public partial class NetState
// Initialize IP rate limiter
_ipRateLimiter = new IPRateLimiter(10, 10000, 1000, 2.0, 3_600_000, Core.ClosingTokenSource.Token);
// Sends in flight per connection; honoured by RIO only (see IIORingGroup). Costs a
// request-queue and completion-queue slot per send, not another buffer. Worst-case added
// latency is roughly completion RTT / this value.
var maxOutstandingSends = ServerConfiguration.GetOrUpdateSetting("network.maxOutstandingSends", 32);
// Initialize IORingGroup
var ring = IORingGroup.Create(queueSize: MaxConnections * 2, maxConnections: MaxConnections);
var ring = IORingGroup.Create(
queueSize: MaxConnections * 2,
maxConnections: MaxConnections,
maxOutstandingSends: maxOutstandingSends
);
// Per-connection send buffer: the lever for "send buffer exhausted" disconnects, and the
// per-connection memory ceiling.
var sendBufferSize = GetSendBufferSize();
// Create socket manager which handles buffer pools and socket lifecycle
_socketManager = new RingSocketManager(
ring,
maxSockets: MaxConnections,
recvBufferSize: RecvBufferSize,
sendBufferSize: SendBufferSize,
sendBufferSize: sendBufferSize,
initialBufferSlabs: 8,
maxBufferSlabs: 32
);
}
/// <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
/// creation rather than at startup.
/// </summary>
private static int GetSendBufferSize()
{
var configured = ServerConfiguration.GetOrUpdateSetting("network.sendBufferSize", DefaultSendBufferSize);
var size = Math.Max(MinSendBufferSize, configured);
if (!BitOperations.IsPow2(size))
{
size = (int)BitOperations.RoundUpToPowerOf2((uint)size);
}
if (size != configured)
{
logger.Warning(
"network.sendBufferSize {Configured} is not a power of two of at least {Minimum}; using {Adjusted}",
configured,
MinSendBufferSize,
size
);
}
return size;
}
/// <summary>
/// Starts the network server on configured listening addresses.
/// </summary>

View file

@ -444,17 +444,36 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
}
var length = span.Length;
if (length <= 0 || !GetSendBuffer(out var buffer))
if (length <= 0)
{
return;
}
// Never drop silently: the client would stay connected while missing game state.
if (!GetSendBuffer(out var buffer))
{
SendBufferExhausted(length, 0);
return;
}
try
{
// Apply encoding first (e.g., compression from UOContent)
if (CompressionEnabled)
{
length = NetworkCompression.Compress(span, buffer);
// 0 means nothing was written, whether it did not fit or the input was too large.
if (length <= 0)
{
SendBufferExhausted(span.Length, buffer.Length);
return;
}
}
else if (span.Length > buffer.Length)
{
SendBufferExhausted(span.Length, buffer.Length);
return;
}
else
{
@ -484,6 +503,31 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
}
}
/// <summary>
/// Handles a packet that cannot be placed in the send buffer.
/// </summary>
/// <remarks>
/// High unacked means a slow client holding the buffer; needed approaching capacity means the
/// buffer is too small for this shard and network.sendBufferSize should be raised.
/// </remarks>
private void SendBufferExhausted(int needed, int writable)
{
var sendBuffer = _socket?.SendBuffer;
var unacked = sendBuffer?.InFlightBytes ?? 0;
var capacity = sendBuffer?.PhysicalSize ?? 0;
logger.Warning(
"{NetState}: send buffer exhausted - needed {Needed} bytes, {Writable} writable, {Unacked} awaiting acknowledgement, {Capacity} capacity. Raise network.sendBufferSize (power of two) if this recurs on healthy connections.",
this,
needed,
writable,
unacked,
capacity
);
Disconnect($"Send buffer exhausted (needed {needed}, writable {writable}, unacked {unacked}, capacity {capacity})");
}
private void StartPacketLog()
{
try

View file

@ -73,7 +73,9 @@ public static class NetworkCompression
public static int Compress(ReadOnlySpan<byte> input, Span<byte> output)
{
if (input.Length > DefiniteOverflow)
// output.Length < 4 underflows safeOutputLength below (nuint), defeating the hot loop's
// bounds check. Reachable whenever the send buffer is nearly full.
if (input.Length > DefiniteOverflow || output.Length < 4)
{
return 0;
}

View file

@ -34,7 +34,7 @@
</Target>
<ItemGroup>
<ProjectReference Include="..\Logger\Logger.csproj" />
<PackageReference Include="IORingGroup" Version="1.0.7" />
<PackageReference Include="IORingGroup" Version="1.0.8" />
<PackageReference Include="CommunityToolkit.HighPerformance" Version="8.4.2" />
<PackageReference Include="LibDeflate.Bindings" Version="1.0.3" />
<PackageReference Include="System.IO.Hashing" Version="10.0.10" />