Commit graph

9 commits

Author SHA1 Message Date
Kamron Batman
00134cac33
test: fix shared state, CI-vacuous tests and harness duplication (#2722)
Follow-up to #2721. It fixes how the remaining tests behave and changes no production code.

## CI
- Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway.
- The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI.

## Tests that passed on CI without testing anything
- **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them.
- **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels.
- **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters.
- **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.)
- **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse.

## Shared state
Every test that changes process-wide state now restores it, even when an assert fails:
- **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests.
- **StepCache settings and caches**, via `StepCacheStateScope`.
- **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests.
- **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed.
- **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity.
- **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests.
- **Shared statics.** Classes reading shared static allowlists joined the sequential collection.

## Duplication
New shared helpers replace copy-pasted harness code:
- **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`.
- **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`.

Dead oracle packet classes are removed.

## Cost
| Test | Before | After |
|---|---|---|
| `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) |
| Event scheduler recurrence loop | 473ms | 1ms |
| CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) |
| AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) |
| Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) |
| Bulk removal | 100k children | 20k children |
| OPL hash distribution | 60k builds | 10k builds |

## Shard-tuning decoupling
- AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning.
- The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm.
- Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher.

## Tests
| Run | Server.Tests | UOContent.Tests |
|---|---|---|
| With client files | 812 pass | 1,123 pass |
| Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip |

- The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`.
- The 15 new UOContent skips are the map-dependent guards above.
- Total run time with client files is about 5s, down from about 8s.
2026-10-18 20:11:33 -07:00
Kamron Batman
0bfbdd0764
feat(throwing): core gargoyle Throwing skill (SA) (#2510)
Supersedes #2376 (@jwvalentine). This is a reviewed, corrected, and scoped-down **Phase 1** of Joe Valentine's throwing implementation — his original commits are cherry-picked here with authorship preserved, plus a fix/scoping pass. Phase 1 lands only the **core gargoyle Throwing skill**; the incomplete content is excised for follow-up PRs (see below).

## What's included (core skill)
- `BaseThrown` combat mechanics on top of the existing skeleton: close-quarters penalty, below-min-range penalty, shield penalty, STR-scaled range, overthrow damage penalty.
- Base weapons: **Boomerang, Cyclone, SoulGlaive** (gargoyle-only), + blacksmith crafting (SA-gated).
- Two symmetric hooks on `BaseWeapon` (`ModifyHitChance`, new `ModifyDamage`) that are inert no-ops for every other weapon.

## Fixes over the original
- **Overthrow damage**: was dead code (the swing gate already guarantees you're within `MaxRange`, so the old `ComputeDamage` check never fired). Reimplemented as `finalDamage × 0.53` applied *after* all offensive bonuses via a new `ModifyDamage` hook, firing at the outer range ring.
- **`DefMaxRange`**: clamped to `[MinThrowRange, MaxThrowRange]` (uncapped before → e.g. range 13 at 200 Str) and guarded against a latent divide-by-zero.
- **Close-quarters mitigation** now uses `RawDex` (matches ServUO/OSI; deterministic under stat mods).
- **Return-throw timer** guarded against a deleted/unmapped thrower/target.
- Reverted the `MovingShot` change (it rebalanced archery — belongs in a separate PR).
- Kept only complex-logic tests (hit-chance/range/damage math); dropped property-value assertions.

## Excised for follow-up PRs (Phase 2/3)
7 named artifacts, the Into-the-Void quest + Agralem, GargishOutcast, the Bladeweaver vendor, and the SA loot tables — these were unwired/non-functional (loot never triggered, quest/creature never spawned) and will return properly wired. `StormCaller` also needs its missing Battle Lust, and the quest its correct void-creature target.

## Verification
- Build: 0 warnings / 0 errors.
- `UOContent.Tests`: **501/501** passing (the `ModifyDamage` hook causes zero regressions across all weapons).
- Full whole-branch review completed: no must-fix defects.
2026-07-02 21:06:11 -07:00
Kamron Batman
3c0d6cb9d6
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
2026-02-01 16:02:32 -08:00
Kamron Batman
1e4c32c809
fix: Exempts localhost from IPLimiter. Preps testing for io_uring (#2316)
### Summary
* Exempts localhost from IPLimiter
* Updates tests to have proper sequential testing with packets
* Updates tests to clean up NetState
2026-01-20 08:54:15 -08:00
Kamron Batman
7dbfc9d161
fix: Fixes flaky tests, formatting, and sequential testing. (#2168) 2025-04-30 16:42:38 -07:00
Kamron Batman
60a3a6f501
feat: Splits Server in Core and Application (#1806)
> [!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
2024-05-30 23:34:03 -07:00
Kamron Batman
5b99402666
chore: Cleans up unused imports (#1550) 2023-10-15 11:45:42 -07:00
Kamron Batman
10a69bf754
feat: Adds a memory mirrored ring buffer for networking. (#1533)
## Breaking Changes

Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);

IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```

For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
    // Parse the data
}
```

## Summary

Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.

In practice this allows us to use `Span<byte>` as if the buffer was a regular array.


### Bug Fixes

- [X] Fixes bad fixed length string parsing
2023-10-09 00:57:53 -07:00
Kamron Batman
fd59b080f4
fix: Fixes boat movement & moves weapon ability out of core (#750)
* Fixes boats only moving once.
* Removes event sink for weapon ability
* Moves weapon ability packets out of the core.
2021-08-30 21:30:09 -07:00