> [!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
* Removes old gump packet support
* Removes support for v4 clients
* Removes `Unpack` flag and assumes it is always true.
* Removes StringToBuffer since this is built into .NET now.
> [!Note]
> View the file changes with white space off: https://github.com/modernuo/ModernUO/pull/1739/files?diff=split&w=1
Changes gump compilation to use string interpolation. .NET 6 uses code generation and compile time tricks to speed up string interpolation between 15 and 30% and reduce allocations dramatically.
* Optimizes OrderedHashSet using the learnings here: https://github.com/dotnet/runtime/issues/10050
* Removes ValueCollection since it was a relic from the conversion of the OrderedDictionary
* Centralizes throw strings.
* Adds pooled ordered hash set (but doesn't use it)
Closes#448
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [X] Converts boat packets
- [X] Makes a packet container builder for packet 0xF7
- [X] Generalizes world item packet so it works for mobiles too
Notes:
- This PR doesn't address proper smooth movement for boats.
- [X] Converts targeting packets.
### BREAKING CHANGE TO TARGET CLASS
```cs
public virtual Packet GetPacketFor(NetState ns)
```
Changed to:
```cs
public virtual void SendPacketTo(NetState ns)
```
Bumps release version