### Summary
- Bump IORingGroup 1.0.0 → 1.0.1 — fixes a disconnect handling bug in the native ring layer
- Fix ghost NetStates — Dispose() set _running = false before checking it, so the "force immediate disconnect" path
was dead code. Capture wasRunning before clearing it, add [Obsolete] guard, and route internal callers through
DisposeInternal()
- Fix unauthenticated socket cleanup — graceful disconnect on unauthed connections could get stuck with pending sends;
now force-immediate after Disconnect() if DisconnectPending is already set
- Replace ConcurrentQueue<NetState> _disposed with Queue<NetState> — server is single-threaded; moved the field into
the Network partial class where it's consumed
- Move ConnectingSocketIdleLimit into the Network partial class alongside DisconnectUnattachedSockets
- Reset activity timer on receive, not just send — receiving data directly proves liveness instead of relying on the
ping→pong→send round-trip to reset the timer
- Move CheckAllAlive from Timer into Slice — the timer fired before I/O completions were processed, so after server
stalls (world saves), buffered client pings hadn't reset timestamps yet, causing false disconnects. Now runs at the
end of Slice() after all recv completions are handled
- Lower inactivity timeout 90s → 30s, check interval 90s → 5s — clients ping every ~1s, so 30s of silence is ~30
missed pings; worst-case detection drops from ~180s to ~35s
- Simplify CheckAlive — early-return when socket is null or alive; force-kill stuck DisconnectPending sockets
immediately instead of calling Disconnect() again
- Remove unused imports from GameEncryption.cs
> [!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
## Summary
- Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase
- Adds specialized, optimized string decoding methods with safe string filtering for each encoding type
- Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since
the UO client renders nothing for these characters
- Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes
## Changes
TextEncoding.cs
- Added SearchValues-based invalid byte/char detection for efficient filtering
- Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni,
GetStringLittleUni
- Each method supports a safeString parameter for filtering invalid characters
- Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems
- Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them
SpanReader.cs
- Added ReadLatin1() and ReadLatin1Safe() methods
- Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods
- Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1
SpanWriter.cs
- Added WriteLatin1 and WriteLatin1Null methods
## Packet Updates
- Updated all packet code to use Latin1 encoding instead of CP1252
- Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure
trade packets, vendor packets, gump packets, book packets, mahjong packets
## Filtering Behavior
Invalid characters filtered in safe mode:
```
┌───────────────┬────────────────────────┐
│ Range │ Description │
├───────────────┼────────────────────────┤
│ 0x00-0x1F │ C0 control codes │
├───────────────┼────────────────────────┤
│ 0x7F │ DEL │
├───────────────┼────────────────────────┤
│ 0x80-0x9F │ C1 control codes │
├───────────────┼────────────────────────┤
│ 0xFFFE-0xFFFF │ Unicode non-characters │
└───────────────┴────────────────────────┘
```
Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired
vs unpaired surrogates. The UO client renders nothing for these anyway.
## Test Plan
- All 631 Server.Tests pass
- Verified client rendering behavior using TestUnicodeGump command (pages 1-5)
- Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client
- Verified Latin1 characters (0xA0-0xFF) display correctly
- Verified C1 control codes (0x80-0x9F) are filtered and don't display
### Summary
* Fixes migration a socket from one poll group to another
* Fixes epoll/wepoll incompatibility
* Updates minimum support to Windows 10+ (Server 2019+)
* Enhances performance by supporting synchronous IOCP completions when available (up to 30% increase in performance).
### Summary
* Adds better `SaveFlag` support.
* Fixes `SortedSet` support.
* Adds custom comparer support for `SortedSet`.
* Fixes various bugs.
* Adds support for `struct`, `record`, and `generic` classes.
* Adds support for `readonly` fields by skipping serializaton entirely.
* Adds support for interface fields that inherit ISerializable
* Adds tests.
See: 59a92cc49a
### Summary
* Adds an event scheduler.
* Adds conveniences for hourly, daily, weekly, biweekly, monthly, ordinal monthly, and yearly recurrences
Example:
```cs
var tz = TimeZoneInfo.FindSystemTimeZoneById("America/New_York");
// Specify the time of the day, and the day of the week you want it to occur. Make sure it is translated into Utc.
// The next occurrence will be _after_ the specified date/time.
var scheduledEvent = EventScheduler.WeeklyAt(new DateTime(2025, 04, 26, 17, 00, 00), StartEvent, tz);
void StartEvent()
{
World.Broadcast(0x30, false, "The event has started!");
}
Console.WriteLine("Event starts on {0}", scheduledEvent.NextOccurrence);
```
In this example, on _Saturday, May 3rd, 2025 @ 5pm ET_, the message "The event has started!" will be broadcasted.
### Summary
* Bumps to .NET 9 with updated dependencies
* Comparing a value type against null is no longer allowed
* CI/CD now uses the version specified in global.json
* Serialization generator updated to .NET 9 with bug fixes, fixes to turkish language, and parallelization
### Summary
Updates the serialization strategy to use `MemoryMappedFile` instead of thick buffers. This has the benefit of being on-par with the current implementation (based on hardware/OS), however won't incur the double-memory issue.
> [!Important]
> **Developer Note**
> The `BinaryFileWriter` and `BinaryFileReader` has been removed in favor of `MemoryMapFileWriter` and `UnmanagedDataReader`
> [!Note]
> **Developer Note**
> Now developers will only need to build/run the Application project instead of everything.
> When adding new projects, make sure to:
> 1. Add a reference to that project in the Application project.
> 2. Add the dll file to the Distribution/Data/assemblies.json file
### Summary
- Adds an application project
- Consolidates process restarts to use `Core.Kill(true)`
- Removes some old messaging, for example processor optimization
- Fixes missing build cleanup
> [!Warning]
> Users on Linux/OSX will need to follow the Readme
> and make sure `libdeflate` is properly installed
> [!Note]
> **Developer Note**
> The API for compression has changed. Use `Deflate.Standard` for the same functionality.
### Summary
* Replaces Zlib with LibDeflate for a 50% performance improvement!
* Adds MacOS 14 to properly test Arm64
### Summary
- Fixes issues with non-_ISerializable_ objects having bad serialization (Skill/Stat. Mods)
- Fixes issues with MarkDirty and namespaces: https://github.com/modernuo/SerializationGenerator/issues/29
- Fixes missing dirty tracking for some data structures.
- Fixes cascading MarkDirty for non-serializable types that have owners that are also non-serializable types.
### New Codegenned API
When a data structure (Array, List, Dictionary, HashSet, etc) is source generated for serialization, new methods are added which will handle dirty tracking. Use these instead of the built in methods for that data structure.
_All Data Structures_
```cs
public void Clear<PropertyName>();
```
_Lists and Sets_
```cs
public void AddTo<PropertyName>(V value);
public void RemoveFrom<PropertyName>(V value);
```
_Lists_
```cs
public void InsertInto<PropertyName>(int index, V value);
public void RemoveFrom<PropertyName>At(int index);
```
_Dictionaries_
```cs
public void AddTo<PropertyName>(T key, V value);
public void RemoveFrom<PropertyName>(T key);
public void ReplaceIn<PropertyName>(T key, V value);
```
Over time, they will be cleaned up and more variants added such as `bool RemoveFrom<PropertyName>(T key, out V value)`
### Summary
- [X] Removes migration files were committed that aren't actually (and have never) been used.
- [X] Moves runebook entry from being manually serialized to using the serialization generator.
## BREAKING CHANGE
**Publishing for linux will no longer include runtimes**
## Major Changes
* Adds .NET 7 support.
* Adds ARM64 support (experimental).
* Changes linux support to be open-ended against anything .NET 7 supports.
* Fixes native library resolutions. (Make sure to install `dev` versions of the libraries)
* Updates README
* Adds Ubuntu 22, CentOS 8/9 Stream to CI/CD.
## TODOs:
* Update modernuo.com docs
Closes#1173Closes#1159