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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@ -79,14 +79,14 @@ namespace Server.Misc
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{
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var ns = e.State;
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var ipep = (IPEndPoint)ns.Connection?.LocalEndPoint;
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if (ipep == null)
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var localEndPoint = ns.LocalEndPoint;
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if (localEndPoint == null)
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{
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return;
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}
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var localAddress = ipep.Address;
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var localPort = ipep.Port;
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var localAddress = localEndPoint.Address;
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var localPort = localEndPoint.Port;
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if (_useServerListingAddressConfig)
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{
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@ -94,9 +94,8 @@ namespace Server.Misc
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}
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else if (localAddress.IsPrivateNetwork())
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{
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ipep = (IPEndPoint)ns.Connection.RemoteEndPoint;
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if (ipep == null || !ipep.Address.IsPrivateNetwork() && _publicAddress != null)
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// Check if client is from a public network
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if (!ns.Address.IsPrivateNetwork() && _publicAddress != null)
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{
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localAddress = _publicAddress;
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}
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@ -384,7 +384,6 @@ public static class IncomingAccountPackets
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// Comment out these lines to turn off huffman compression
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state.CompressionEnabled = true;
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state.PacketEncoder ??= NetworkCompression.Compress;
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state.SendSupportedFeature();
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state.SendCharacterList();
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@ -69,7 +69,7 @@ namespace Server.Misc
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}
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}
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private static bool HasDisconnected(Mobile m) => m.NetState?.Connection == null;
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private static bool HasDisconnected(Mobile m) => m.NetState is not { IsConnected: true };
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private static LocationInfo GetRandomDestination() => m_Destinations.RandomElement();
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