feat: Upgrades networking to use io_uring. (#2315)
> [!IMPORTANT] > **Breaking Changes** > - DecodePacket and EncodePacket delegates replaced with IClientEncryption interface > - NetState.Connection (Socket) replaced with internal RingSocket management > - NetState.RecvPipe and NetState.SendPipe removed (buffers managed internally) ## Summary Upgrades the networking stack from PollGroup-based I/O to io_uring, significantly improving I/O performance on Linux. This also adds native client encryption support for encrypted UO clients. ## Major Changes io_uring Networking Architecture - Replaced PollGroup with IORingGroup for async socket I/O operations - Removed Pipe.cs (mirrored ring buffer) and TcpServer.cs in favor of RingSocketManager - Added NetState.Network.cs - centralized network infrastructure handling accept, recv, send, and disconnect completions - Added SocketHelper.cs - platform-specific socket utilities for raw socket handle operations (getpeername, getsockname) - Buffer management now handled by RingSocketManager with configurable slab allocation ### Client Encryption Support - Added full encryption stack in Network/Encryption/: - EncryptionConfig.cs - configurable encryption modes (None, Unencrypted, Encrypted, Both) - EncryptionManager.cs - encryption detection and initialization for login/game packets - LoginEncryption.cs - handles login packet encryption with version-derived keys - GameEncryption.cs - handles game server encryption using Twofish - TwofishEngine.cs - optimized Twofish block cipher implementation - LoginKeys.cs - encryption key table for client versions - IClientEncryption.cs - interface for client encryption implementations ### NetState Improvements - Replaced Socket Connection with RingSocket _socket for managed socket lifecycle - Changed from GCHandle polling to event-based completion processing - Disconnect handling now properly waits for pending sends to flush - Simplified connecting socket management using lazy queue removal ### Configuration - New settings: network.encryptionMode and network.encryptionDebug - Encryption mode flags: Unencrypted, Encrypted, or Both ### Dependencies - Replaced PollGroup NuGet package with IORingGroup - Linux requires liburing-dev / liburing-devel package ### Test plan - Verify server starts and accepts connections on Linux with io_uring - Verify server starts and accepts connections on Windows (fallback to IOCP) - Test unencrypted client connections (ClassicUO with encryption disabled) - Test encrypted client connections if available - Verify graceful disconnect flushes pending data - Confirm CI builds pass on all target platforms
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70 changed files with 2227 additions and 1468 deletions
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using System.Network;
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using Server.Network;
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namespace Server.Tests.Network
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{
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public static class PacketTestUtilities
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{
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public static Span<byte> Compile(this Packet p) =>
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p.Compile(false, out var length).AsSpan(0, length);
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namespace Server.Tests.Network;
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public static NetState CreateTestNetState() => new(
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new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
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);
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public static class PacketTestUtilities
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{
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private static nint _testListener;
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private static int _testPort;
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private static readonly List<Socket> _testSocketClients = [];
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public static Span<byte> Compile(this Packet p) => p.Compile(false, out var length).AsSpan(0, length);
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/// <summary>
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/// Creates a NetState for unit testing.
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/// Uses a real Socket and RingSocket with actual buffers.
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/// Must be disposed after use (use 'using' statement).
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/// </summary>
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public static NetState CreateTestNetState()
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{
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NetState.Slice(); // Process disconnects/disposes
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for (var i = _testSocketClients.Count - 1; i >= 0; i--)
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{
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var sock = _testSocketClients[i];
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if (!sock.Connected)
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{
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sock.Dispose();
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_testSocketClients.RemoveAt(i);
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}
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}
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var ring = NetState.Ring;
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// Create a test listener if we don't have one (using the ring for RIO-compatible sockets)
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if (_testListener == 0)
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{
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// Disable rate limiter for tests - we don't want connection attempts to be throttled
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// NetState.DisableRateLimiter();
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_testListener = ring.CreateListener("127.0.0.1", 0, 128);
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if (_testListener == -1)
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{
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throw new InvalidOperationException("Failed to create test listener");
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}
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_testPort = SocketHelper.GetLocalEndPoint(_testListener)?.Port ?? 0;
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if (_testPort == 0)
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{
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throw new InvalidOperationException("Failed to get test listener port");
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}
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}
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// Queue an accept operation
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ring.PrepareAccept(_testListener, 0, 0, IORingUserData.EncodeAccept());
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ring.Submit();
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Core._now = DateTime.UtcNow;
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// Create a client socket and connect to trigger the accept
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var testSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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testSocket.Connect(IPAddress.Loopback, _testPort);
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_testSocketClients.Add(testSocket);
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// Slice until we have a new NetState instance added
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// AcceptEx is asynchronous, so we may need to wait/retry
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const int maxRetries = 100;
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for (var i = 0; i < maxRetries; i++)
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{
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NetState.Slice();
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// Get the latest instance connected.
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foreach (var ns in NetState.Instances)
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{
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if (ns.ConnectedOn == Core._now)
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{
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return ns;
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}
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}
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// Wait a bit for AcceptEx to complete
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if (i < maxRetries - 1)
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{
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System.Threading.Thread.Sleep(1);
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}
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}
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throw new Exception("Failed to slice for test NetState instance after retries");
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}
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}
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