Commit graph

82 commits

Author SHA1 Message Date
Kamron Batman
e12cc5dd83
perf(saves): eliminate world-save freeze bottlenecks (~9.5x faster freeze) (#2525)
Reduces the world-save freeze window from ~740ms to ~78ms (measured on a synthetic 10M-entity / 1.7GB world, 24 cores, through the real pipeline classes) by removing the per-entity handoff between the game loop and the serialization workers, fixing how large indivisible payloads are scheduled, rewriting the BufferWriter hot path, removing per-entity placement state entirely, and finally replacing the global serialized-types tracking with a per-file type table (idx v4) that also shrinks idx files by ~21% and speeds the background write phase. The pipeline has also been validated end-to-end on live-copy worlds in the multi-million-entity range, where the freeze is drain-bound (real `Serialize()` costs far more CPU per byte than synthetic writes) — the same structural wins hold, and entity/file round-trips are byte-clean across both load paths.

## The problem

The freeze window is `max(main-thread handoff, slowest worker drain)`:

1. **The producer was the bottleneck.** The main thread round-robined every entity through per-worker `ConcurrentQueue`s — two interlocked ops per entity, ~740ms of freeze floor at 10M entities before any serialization happened.
2. **Round-robin distributes count, not cost.** "Deep" systems (50MB generic persistence blobs) and "thick" entities (100K-item storage keys) landed on arbitrary workers, producing lopsided drain times on large worlds.
3. **Worst-case scheduling.** `GenericEntityPersistence.Serialize` pushed its self-payload *after* all entities, and generic persistences sort last in the registry — so the biggest indivisible blobs started serializing at the very end, extending the freeze by their entire duration.

## The fix

**Commit 1 — chunked handoff + LPT scheduling + heap pre-sizing:**
- Pooled 4096-entity chunks published to one shared queue; workers pull chunks and load-balance dynamically (a worker busy with a thick entity simply takes fewer chunks).
- `Persistence.SerializeAll` pushes systems largest-first (LPT) using the previous save's payload size (or loaded file size on first boot); self-payloads get dedicated single-entity chunks so they overlap the entity stream instead of ending it.
- Worker heaps pre-size from the loaded save's `.bin` totals, eliminating copy-on-grow inside the first save's freeze.
- `SpinWait` backoff in the drain loop (never `Sleep(1)`), per-worker balance stats logged in debug builds (the call site is compiled out of Release), 1MB snapshot write buffer.

**Commit 2 — workers iterate the dictionaries directly + main thread joins the drain:**
- `GenericEntityPersistence` publishes 4096-slot ranges over its dictionary's backing entries array; workers serialize occupied slots (`value != null`) directly through a `ShadowEntry<TValue>` struct mirroring the runtime's private `Entry` layout. Safe because the dictionary is frozen during `Saving` (mutations divert to the pending safety queues).
- The layout is **proven at startup before any code reads through it**: validation measures the true `Entry` stride via precise allocation accounting (guaranteeing all shadow reads are in-bounds), then verifies every key/value of a churned, resized, freelist-exercised dictionary — reading value slots as raw pointer bits only, never materializing a managed reference until the layout is proven. If a future runtime changes `Dictionary` internals, validation fails with a logged warning and saves fall back to the (fully maintained) enumerate-and-push path.
- The main thread joins the drain via an inline worker after publishing, instead of idling — worth a full worker share, proportionally more on low-core hosts.

**Commit 3 — 2.2x faster BufferWriter write path, single-pass short strings:**
- PGO already devirtualizes and inlines every `IGenericWriter.Write` callsite (interface vs concrete measured identical) — the real per-write cost was the non-inlinable `Index` setter (range-check throw path + per-write high-water tracking) plus span bounds checks. Writes now reserve capacity once, then do an unaligned store through a ref with a raw index increment; the high-water mark folds at Seek/Resize instead of per write.
- Class-level implementations of the hottest default interface methods keep nested writes inlined (a DIM re-dispatches on `this` even at a devirtualized callsite).
- Strings of 85 chars or fewer encode once into a stack scratch instead of walking the string twice (`GetByteCount` + `GetBytes`). Byte output is identical.
- Measured: 34.4 → 15.7 ns/entity on a generated-style write mix; end-to-end freeze ~99ms → ~74-82ms.

**Commit 4 — branch-free fallback push loop:**
- A bare `foreach { PushToCache(entity); }` runs at 2.3ns/entity; the same loop carrying a per-entity heavy-check runs 2.3x slower — the cost is the fatter loop body defeating tight-loop codegen. Entity-level >1MB payloads are rare enough to ride in shared chunks; system self-payloads (the large ones) are still explicitly scheduled largest-first.

**Commit 5 — drop the 9-byte per-entity placement state; snapshots write from worker segment logs:**
- Every `ISerializable` carried `SerializedThread/SerializedPosition/SerializedLength` so `WriteSnapshot` could gather each entity's bytes from the worker heaps in dictionary order. But the idx records absolute positions — bin order is free — so the snapshot is now written in worker-heap order and the join inverts: workers log segments (owner, slot range, heap start) plus one length per record as they serialize; positions are implicit because a worker's writes are contiguous, and identity comes from re-walking the same snapshot slots in the same order (stable until `PostWorldSave`).
- Chunks are persistence-homogeneous (the partial chunk publishes at each `SerializeAll` boundary) so segments route to files by owner with zero per-entity state. Self-payloads keep placement as three private fields on the handful of persistence instances.
- Net: 9 bytes (plus padding) of resident state removed from every item, mobile, guild, and account on every shard; three interface-property stores per entity leave the drain hot path (stamping dirtied one cache line per entity mid-freeze — the lengths log is one sequential stream); each segment's bytes hit the bin as a single span write instead of one copy per entity, speeding the background write phase; and `IGenericSerializable` shrinks to just `Serialize(IGenericWriter)`. Transient cost: ~4 bytes per entity in pooled per-worker logs, released after each write. The save format was unchanged at this point (idx v3, same loader); the v4 bump comes later in the branch.

**Commit 6 — staged file writes replace memory-mapped snapshot writing:**
- `MemoryMapFileWriter` is removed. `FileBufferWriter` composes through the full `BufferWriter` raw write path into a pooled staging block that drains to the file as large sequential positional writes (`RandomAccess.Write`); seeks flush the block and move the file offset, so backwards patches (the idx entity count) become small positional writes.
- Memory-mapped composition paid a soft page fault on every composed page plus unpredictable dirty-section teardown stalls at dispose — measured ~4x slower end-to-end than staged writes at snapshot sizes.

**Commits 7–11 — idx v4: per-file type table replaces SerializedTypes.db and all runtime type tracking:**
- Previously every `Write(Type)` from every worker enqueued into a shared `ConcurrentQueue<Type>` during the freeze (interlocked writes on a shared cache line, millions of mostly-duplicate entries), the background phase drained and deduped it all into a `HashSet`, and the snapshot recomputed `xxHash64(Type.FullName)` once per entity record (~5.4M redundant hashes per save on a large world) to write 9-byte tag+hash idx records plus a global `SerializedTypes.db`.
- The db's only real job was diagnostics: the string name behind "Type `<X>` was not found. Delete all of those types?" during idx loading. That map now lives in the idx itself: each `GenericEntityPersistence<T>` keeps an insertion-ordered `Type -> ushort` table, hydrated at `AddEntity` and on every deserialize path — one dictionary `TryAdd` per entity add on the game thread, amortized across gameplay, and provably immutable while the background writer reads it (adds divert to the pending queues during saves).
- idx v4 layout: the table (names only) is written before the records; records reference it by 2-byte index, shrinking from 33 to 26 bytes (−21%). The loader resolves each table name **once** (`FindTypeByHash(ComputeHash64(name))` — semantically identical to v3 resolution, `TypeAlias` included) into a constructor array, and each record becomes an array index instead of an 8-byte hash read plus dictionary probe. The unresolved-type prompt now surfaces once per type, with the name.
- Deleted outright: `World.SerializedTypes`, the drain/dedupe pass in `WriteFiles`, `BufferWriter`'s type tracking (its `Write(Type)` is now pure — payload format unchanged: tag byte + xxHash64), `FileBufferWriter`'s typeSet parameter, `Persistence.WriteSerializedTypesSnapshot`, and the adhoc db write. SerializedTypes.db is no longer produced.
- **Backward compatibility:** v0–v3 saves (including their SerializedTypes.db and legacy tdb files) load exactly as before, and every legacy load path hydrates the new table so the first v4 save after an upgrade is complete. Stale db files in existing save folders are simply ignored. Verified live: a v3 save boots, saves as v4 (Items.idx −20.2% on a dev world), and reloads with identical entity counts.

## Measured (synthetic 10M entities / 1.7GB, 64+64+32MB system blobs, 24x 2MB thick entities, dense write profile, 24 cores)

| Metric | Before | After |
|---|---|---|
| Steady-state freeze | ~740 ms | **~78 ms** |
| Main-thread publish cost | ~740 ms | **~0.1 ms** |
| Steady-state allocations | 0 | 0 (by iter 2) |
| Worker byte-load spread | 2x | ~1.15x |

The freeze is now bound by pure serialize throughput (payload / cores).

## Tests

- 779 Server.Tests + 501 UOContent.Tests pass.
- New across the branch: chunk fill/flush/owner-boundary tests, pool reuse/clear tests, an end-to-end multi-worker drain through the real wake/push/flush/pause protocol, a 50K-entry churn equivalence test for the shadow iteration re-walk (the exact pairing the snapshot writer relies on), byte-level BufferWriter output/position pins, `RuntimeLayoutIsSupported` so a silent fallback on a future runtime upgrade fails loudly in CI, and a full snapshot **round-trip test** that serializes 25K entities plus a self-payload through real workers, writes the idx/bin from the segment logs, and reloads them through the standard loader (now in v4 format).
- For idx v4 specifically: `FileBufferWriter` staging/drain/seek-patch and oversized-item tests, type-table registration tests, a hand-written v4 fixture proving an unresolvable type name skips only its own records through the console confirmation flow, and a hand-written **legacy v3 fixture** proving old saves still load and hydrate the type table for their next save.

## Trade-offs

- Chunk scheduling is nondeterministic, so worker heaps ratchet to each worker's max-ever draw rather than a fixed share. With slot ranges the balance is tight (~1.15x), so the effect is small; a shared slab pool remains an option if production shows retention creep.
- Entity-level heavy items inside slot ranges are serialized wherever they're encountered (no LPT for them); worst-case tail is one thick entity's serialize time (~ms). System self-payloads — the large ones — are still explicitly scheduled largest-first.
- Snapshot-write error granularity is per segment rather than per entity (heap-bounds bugs were the only thing the per-entity catch ever caught; idx metadata reads keep per-record granularity).
- idx v4 is a save-format version bump: old saves load unchanged through the preserved legacy paths, but saves written by this branch require this loader. Per-persistence type tables cap at 65,535 distinct entity types per boot (hard throw, orders of magnitude of headroom), and a type's table slot persists until restart even if its last entity is deleted — a few stale name entries per file, by design.
2026-07-16 22:53:28 -07:00
Kamron Batman
a8acfa31f8
refactor: decompose mobile/corpse hair, delete VirtualHairInfo, fix removal serial (#2462) (#2463)
Fixes #2462

## Summary
Removes the per-object `VirtualHairInfo` heap wrapper for mobile/corpse hair. Hair is now stored **inline** on `Mobile` and `Corpse` as `int _hairItemId` / `int _hairHue` plus a lazily-allocated, **non-serialized** ephemeral `Serial _hairSerial` (in the high virtual-serial range) — and likewise for facial hair. The `VirtualHairInfo` class is deleted, with a **lossless** save migration.

This delivers three things:
1. **Fixes a hair-removal bug.** `Delta(MobileDelta.Hair)` is deferred (it enqueues; `ProcessDeltaQueue` runs later in the tick). The old `HairItemID = 0` setter nulled `_hair` *immediately*, so by the time `ProcessDelta` built the remove packet the equipped virtual serial was already gone — the old `??=` code then re-materialized a **fresh** serial (≠ the equipped one), so clients never removed the right entity, and it left a phantom ItemId-0 object behind. The serial now lives on the entity and **persists across removal**, so remove packets carry the correct serial.
2. **Lightens the entity.** No heap hair object; bald mobiles allocate nothing (the serial is minted lazily only when hair is present). This was the original reason `HairItemID`/`HairHue` exist.
3. **Removes `VirtualHairInfo` entirely**, keeping the high-range virtual serial behavior.

## How
- **Mobile** (manual serialization): inline `_hairItemId/_hairHue/_hairSerial` (+facial); lazy `HairSerial`/`FacialHairSerial`; `ProcessDelta` reads those. Serialization **v36 → v37** — the v30-v37 deserialize is unified, reading the legacy per-hair `VirtualHairInfo` version int only when `version < 37`. Setting item id to 0 clears the hue (matching the old object-nulling) while retaining the serial.
- **Corpse** (codegen serialization): decomposed to `[SerializableField] int _hairItemId/_hairHue` (+facial) + ephemeral serial; **v16 → v17** with `MigrateFrom(V16Content)`.
- **Lossless migration:** the loader validates exact byte length, and the old corpse hair is a presence-bool-gated block, so a tiny **migration-only** `LegacyHairInfo` reader (no runtime role) consumes the legacy `[bool][int ver][int itemId][int hue]` bytes. Frozen `Corpse.v14/v15/v16.json` are retyped to it; `v17.json` describes the new int fields.
- All consumers updated to discrete accessors: `OutgoingMobilePackets`, `CorpsePackets`, corpse subclasses (`MilitiaFighterCorpse`, `SchmendrickApprenticeCorpse`), and the packet test mirrors.
- `VirtualHair.cs` renamed to `OutgoingVirtualHairPackets.cs` (the only type left in it after `VirtualHairInfo` was removed).

## Test Plan
- [x] Full solution build: **0 warnings, 0 errors** (`TreatWarningsAsErrors`).
- [x] `Server.Tests`: **708 passed** (incl. new `RemoveHairUsesEquippedSerial` / `RemoveFacialHairUsesEquippedSerial` proving the serial survives removal + hue clears).
- [x] `UOContent.Tests` corpse/hair: **6 passed** (incl. `CorpseHairMigrationTests` asserting the legacy hair bytes are consumed exactly — the loader's length invariant).
- [x] Generated migration code inspected: V14/V15/V16 readers consume the legacy block byte-for-byte; serial never written to disk.

## Upgrade notes
- Old Mobile (v30–v36) and Corpse (v13–v16) saves load losslessly.
- Minor cosmetic-only change: `SchmendrickApprenticeCorpse` hair/facial-hair RNG draws shift order within each pair (same draw count); irrelevant for a quest NPC corpse.
2026-06-06 14:33:28 -07:00
Kamron Batman
5f9fa88220
perf: Zero-alloc interpolation for SendMessage/Overhead APIs (#2434)
## Summary

Phase 1 of a multi-phase optimization to eliminate intermediate string allocations between `$"..."` interpolation and the packet text region for ModernUO's player-facing message APIs.

- Adds `[InterpolatedStringHandler]` overloads to every `Send*`/`Public/Local/Private/NonlocalOverheadMessage`/`Say`/`Emote`/`Whisper`/`Yell`/`SendLocalizedMessageTo` API in `OutgoingMessagePackets`, `Mobile`, and `Item`. Each overload is a 3-line shim that forwards `handler.Text` to the existing span-based path then calls `handler.Clear()` to return the rented `STArrayPool<char>` buffer (matches the established `SpanWriter.WriteAscii(ref RawInterpolatedStringHandler)` precedent).
- Converts `string text/args/affix/name` parameters to `ReadOnlySpan<char>` for consistency with the handler path. `lang` intentionally stays `string` (it's never interpolated and the `??= "ENU"` fallback stays cleaner).
- Adds `int charCount` overloads of the three `GetMaxMessage*Length` helpers so stackalloc sizing can avoid the redundant `ROS<char>` round-trip.
- Moves `Mobile` (17 methods) and `Item` (4 methods) message methods into new partial-class files (`Mobile.Messages.cs`, `Item.Messages.cs`) for organization.

No UOContent call sites change in this PR — existing `string`/`ROS<char>` calls compile unchanged via implicit conversion. Phase 2 (intermediate-string audit) and Phase 3 (cleanup PRs) follow.

## Files

- `Projects/Server/Network/Packets/OutgoingMessagePackets.cs` — `string` → `ROS<char>` for text params, `int charCount` length helpers added, class made `partial`
- `Projects/Server/Network/Packets/OutgoingMessagePackets.Interpolated.cs` (new) — 3 `ref RawInterpolatedStringHandler` extension overloads
- `Projects/Server/Mobiles/Mobile.cs` — message methods extracted (-262 lines)
- `Projects/Server/Mobiles/Mobile.Messages.cs` (new, 463 lines) — moved + ROS-converted methods + 25 handler overloads
- `Projects/Server/Items/Item.cs` — message methods extracted (-93 lines)
- `Projects/Server/Items/Item.Messages.cs` (new, 142 lines) — moved + ROS-converted methods + 4 handler overloads
- `Projects/Server.Tests/Tests/Network/Packets/Outgoing/MessagePacketTests.cs` — 3 new regression tests verifying byte-equivalence for the handler overloads
2026-05-03 18:04:02 -07:00
Kamron Batman
04d438239d
feat: Adds robust speed hack detection and movement throttling (#2266)
## Summary

   Server-side movement throttle that prevents speed hacking while accurately identifying cheaters with detection of lagging connections.

   **Key features:**
   - Credit buffer (200ms) absorbs timing jitter from legitimate players
   - Movement queue handles larger bursts, draining at proper game-tick intervals
   - RTT measurement distinguishes network lag from speed hacks
   - Queue depth detection catches ACK-throttled speed hacks (going straight)

   ## How It Works

   **Throttle** (prevention): Movements arriving too early either consume credit or get queued. The queue drains at
   correct intervals, so speed hackers can't move faster regardless of what they send.

   **Detection** (identification): Combines multiple signals to identify cheaters:
   | Signal | What it catches |
   |--------|-----------------|
   | Queue depth ≥4 sustained | ACK-throttled speed hacks (client limits unacked moves to 5) |
   | Movement rate >1.05x | Direction-change speed hacks where timing is visible |
   | Stable RTT + high queue | Eliminates false positives from laggy players |

   **RTT-Aware Logic:**
   - Probes only sent to players actively moving (event-driven, not global loop)
   - Stable low-latency + problems = suspicious
   - Unstable/high-latency + problems = probably just lag, throttle handles it

   ## Configuration

   ```json
   {
     "movementThrottle.maxCredit": 200,
     "movementThrottle.softQueueLimit": 6,
     "movementThrottle.hardQueueLimit": 10,
     "movementThrottle.debugLogging": false
   }
   ```
2026-03-07 11:44:37 -08:00
Kamron Batman
e1e1a7c640
fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
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
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
7dbfc9d161
fix: Fixes flaky tests, formatting, and sequential testing. (#2168) 2025-04-30 16:42:38 -07:00
Kamron Batman
b4b7182ce6
fix: Fixes looking up accounts that were renamed. (#2078) 2025-01-18 17:11:43 -08:00
Kamron Batman
465d3c8187
feat: Upgrades serialization v4 (Threaded Heap Serialization) (#1947)
### Summary

- `GenericEntityPersistence` is now a type of `GenericPersistence`. This allows developers to serialize both entities and non-entities in the same system. 🎉
- Each `SerializationThreadWorker` now allocates 1MB of heap for serialization _permanently_. If more memory is needed, that thread will double it's memory, not to exceed increments of 64MB.
- Several bugs with serialization introduced with the pure MMF implementation have been fixed.
- `BinaryFileReader` has been added back. 🎉
- Adds `world.useMultithreadedSaves` to allow disabling threaded saves.

> [!IMPORTANT]
> **Developer Note**
> The split file serialization has been deprecated and is no longer used. We have effectively gone back to the same file writing we had before the pure MMF implementation.
2024-09-14 09:57:43 -07:00
Kamron Batman
8282b00ca2
feat: Moves gumps out of the core (#1916)
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**


### Summary

- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
2024-08-09 19:07:32 -07:00
mdodkins
91e37fb8d4
fix: Hair and facial hair "teleporting" when mobile dies several times (#1901)
### Summary

* Added World.NewVirtual for creating virtual serial numbers
* Reserved range 0x7EEEEEEE to 0x7FFFFFFF for virtual serials
* Hair and Facial hair (for mobiles) now use virtual serials instead of FakeSerial() functions
* Consolidated virtual hair to a single `VirtualHairInfo` class.

Corpse hair and facial hair now persists across save/load and hair and facial hair no longer teleport to newest corpse.
2024-08-07 20:10:23 -07:00
Kamron Batman
f58117a877
fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)
## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry

## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
2024-07-20 21:33:23 -07:00
Kamron Batman
8ec203f387
feat: Updates serialization to use MMF (considerable memory savings) (#1841)
### 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`
2024-06-23 10:51:20 -07:00
Kamron Batman
19f65dcabe
fix: Fixes edge cases with on off items (#1832)
### Summary
- Generalizes the On/Off toggle items concept
- Updates the OnOffGump so it is static
- Standardizes OnOff items so they can be used by staff


### Notes
Decided to not fix #1417 because it is not clear that the clilocs or errors are for that purpose. Can't test this on OSI anyways.
2024-06-10 18:11:35 -07:00
Kamron Batman
1f701e7b55
feat: Replaces Zlib with LibDeflate (#1774)
> [!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
2024-05-16 22:53:01 -07:00
Kamron Batman
26dfde19ee
fix: Consolidates Color/Center html (#1762)
### Summary
- Fixes bad color in virtual check gump
- Consolidates the Color/Center html strings for all gumps
2024-05-07 23:56:32 -07:00
Kamron Batman
65532ea887
feat: Adds optimized dynamic/static layout gumps (#1652)
# New Gump API
We are pleased to release a new API that is faster, allocates nearly zero memory, and still feels very similar to the original API. The API is broken into 3 types of gumps, dynamic, static with placeholders, and static without placeholders. 

### Dynamic Gumps
These gumps will inherit `DynamicGump` and are meant for gumps that have a dynamic layout. This includes specifying dynamic arguments to HtmlLocalized entries.

## Static Gumps 
Static gumps are those where the function to the build the layout is called only once and cached forever. They can optionally have placeholders. These placeholders allow the developer to specify the string values later, dynamically in a `BuildStrings` method on the gump. If a gump does not have any placeholders, the string entries will also be cached forever.

## Benchmarks
To make sure we were going in the right direction and not wasting time, we took copious benchmarks. Here are the final benchmarks for a really simple gump. 

Note:
* The majority of creating a gump is compressing the layout and the strings. Compressing each section takes ~6,000ns (12us total).

```cs
| Method                         | Mean         | Error        | StdDev       | Median       | Ratio | RatioSD | Gen0   | Allocated | Alloc Ratio |
|------------------------------- |-------------:|-------------:|-------------:|-------------:|------:|--------:|-------:|----------:|------------:|
| OldGump                        | 13,308.29 ns | 1,059.695 ns | 1,883.608 ns | 14,330.72 ns | 1.000 |    0.00 | 0.1526 |    2400 B |        1.00 |
| DynamicLayoutGump              | 13,357.86 ns |   129.144 ns |   226.185 ns | 13,323.60 ns | 1.029 |    0.17 |      - |      48 B |        0.02 |
| StaticLayoutDynamicStringsGump |  6,653.10 ns |    81.815 ns |   143.292 ns |  6,617.45 ns | 0.514 |    0.09 |      - |      40 B |        0.02 |
| StaticLayoutGump               |     86.33 ns |     0.760 ns |     1.350 ns |     86.07 ns | 0.007 |    0.00 | 0.0020 |      32 B |        0.01 |
```

# Non-Breaking Changes
* All gump components in the core have been moved to `Gumps/Legacy`.
* All legacy gumps will still inherit `Gump`, which now inherits `BaseGump`

# Special Thanks

Thank you to @stefanomerotta for considerable contributions/benchmarking/testing to make this effort a reality! We collectively went through over 10 iterations, but it is finally ready.
2024-04-25 22:40:30 -07:00
Kamron Batman
9cd84ba3d6
fix: Removes support for v4 Client and old gump packet. (#1739)
### 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
2024-04-24 19:39:37 -07:00
Kamron Batman
6a0fcd62c1
fix: Fixes various mobile packets and setting serials (#1618)
### Summary
- Removes old death packet that isn't used. Doubtful this causes issues with clients that are v4+.
- Removes duplicate incoming packets. Again, probably to fix some old client issues, doubtful it affects clients v4+.
- Fixes setting serials and entities in props/commands. Note: Disabled setting `Parent` since the new sector code has issues. We shouldn't rely on it anyway!
- Reverts a recent change to healthbars that should not have been made. Oops!
2023-11-26 00:42:15 -08:00
Kamron Batman
e6d30fef0f
fix: Reverts GetAccount to use IAccount. Adds IAccount to serialization. (#1565)
### Summary

- Fixes usernames not being `Intern`ed
- Reverts methods related to getting accounts from returning `Account` to `IAccount`.
- Makes `IAccount` also `ISerializable`
- Adds `IGenericReader.ReadAccount()` and `IGenericWriter.Write(IAccount)` -> The read method supports the original serialization of username, and using `IAccount.Serial`. The write method only serializes the `Serial`.
- Exposes `ReadStringRaw()` to allow some advanced scenarios.
2023-10-25 19:17:57 -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
146abad36e
feat: Adds a movement throttle system. Removes Fastwalk system. (#1511)
### Summary

- Removes Fastwalk system
  - Removed the following settings:
    - `movement.enableFastWalkPrevention`
    - `movement.fastwalkExemptionLevel`
- Adds movement throttle system.
  - Adds the following settings:
    - `movement.throttleReset` - Default value is `1000` (1 second).
    - `movement.throttleThreshold` - Default value is `400` (400ms).

### Movement Throttling

This new system will trigger if a player requests 400ms (configurable) worth of movements quicker than wall clock time. When this happens, the player is throttled (all incoming packets to the server are halted) until wall clock time catches up with the requests. Upon each throttle, the player receives enough credit to handle up to 400ms of "lag" as a grace/catch-up.


### Developer Notes
We use two throttle queues to prevent an infinite loop.
2023-09-27 20:53:22 -07:00
Kamron Batman
8389bfacfe
chore: Updates copyright (#1448) 2023-08-09 09:09:26 -07:00
Kamron Batman
bde5357f89
fix: Removes Moq due to privacy concerns (#1445)
Due to privacy/security concerns, Moq has been removed.

See: https://github.com/moq/moq/issues/1372
2023-08-09 08:12:45 -07:00
mdodkins
a9a2a89908
feat: Customize expansion and set maps on first boot (#1425) 2023-07-31 20:46:49 -07:00
Kamron Batman
baed849f10
feat: Moves skills to json file (#1411) 2023-06-16 05:55:55 -07:00
Kamron Batman
bfb987c758
fix: Fixes client crash while selling items to NPC (#1296) 2022-12-05 20:16:31 -08:00
Kamron Batman
f268d5d4e2
fix: Cleans up core code (#1187)
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`

Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.

View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
2022-10-10 21:47:08 -07:00
Kamron Batman
2d95fb20a6
fix: Adds expansion specific mobile status version (#1145) 2022-08-22 21:04:59 -07:00
Kamron Batman
d6d02de296
fix: Fixes spell mechanics and misc bugs (#1118)
- [X] Fixes NPE from account tags.
- [X] Fixes bad skill check due to missing cast to double.
- [X] Fixes water elemental duration.
- [X] Standardizes spell summon duration by expansion.
2022-07-14 22:01:59 -07:00
Kamron Batman
c166e113b1
fix: Streamlines gump compilation (#969)
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.
2022-03-22 23:46:10 -07:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
81486772f6
fix: Fixes networking (#822)
* Fixes wepoll to be POSIX compliant.
2021-10-09 11:55:31 -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
Kamron Batman
0dc4acc164
fix(core): Removes implicit cast between Serial and uint (#728)
* Fixes spellbooks using serial ctor
* Fixes misc items where someone thought they had an amount and it didn't
* Fixes all `Food` types.
2021-08-25 00:27:19 -07:00
Kamron Batman
9729b5a7b0
fix(map): Fixes map diffs (Old Haven/Minax) (#720)
* Fixes reading map/static diffs.
2021-08-22 23:35:18 -07:00
Kamron Batman
b112be4e1f
fix: Fixes vendor OPL (#672) 2021-08-03 00:34:44 -07:00
Kamron Batman
677e44d35f
fix: Fixes tests (#670) 2021-08-01 22:41:47 -07:00
Kamron Batman
fb915992dd
fix(core): Adds Hashed & Hierarchical Timer Wheel (#655)
- Removes TimerPriority
- Removes TimerThread
- Adds a [Hashed & Hierarchical Timer Wheel](http://www.cs.columbia.edu/~nahum/w6998/papers/ton97-timing-wheels.pdf)
2021-07-11 22:42:06 -07:00
Kamron Batman
ad7f3b3b5c
fix(networking): Standardizes SecureTrade packets (#577)
- Updates secure trade packets. Ref: https://docs.polserver.com/packets/index.php?Packet=0x6F
2021-04-16 11:26:21 -07:00
Kamron Batman
b51bab5f1d
fix(core): Fixes item mask in incoming mobile packet (#568)
- [X] FIxes the item mask in incoming mobile packet
- [X] Streamlines some of the send info stuff
- [X] Adds a few missing packet initializations
2021-04-10 21:48:07 -07:00
Kamron Batman
ea5d09a7d7
fix(core): Fixes map issues at New Haven (#509)
- [X] Fixes map issues at New Haven by turning off static diffs
- [X] Some code cleanup and reformatting of tile matrix, tile matrix patch, and tile data
- [X] Adds NetState.Flush for generating spawners so it doesn't feel like the server is frozen
- [X] Reverts NativeReader changes from a while back.
- [X] Adds more string reading for BufferReader.


Notes:
BufferReader is still `little endian` compared to `SpanReader` which is `big endian` (for packets). To that end, the RunUO deserialization `ReadString()` was made obsolete since it is ambiguous, and contains extra fields other than simply reading a string. Furthermore, we shouldn't be using UTF8 (for now) since it is slow.
2021-02-14 16:06:49 -08:00
Kamron Batman
67625ad249
fix(core): Removes disposable netstates. (#467)
- [X] Removes IDisposable from NetState
- [X] Swaps Disconnect and Dispose methods
2021-02-05 14:33:35 -08:00
Kamron Batman
08f05afd01
fix(core): Converts boat packets (#416)
- [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.
2021-01-18 08:38:32 -08:00
Kamron Batman
b4b1b0b122
fix(core): Converts more packets and switches to Moq (#415)
- [X] Switches testing to moq for mocking
- [X] Converts race changer packets
- [X] Renames some more folders and misc cleanup
2021-01-16 22:09:05 -08:00
Kamron Batman
0912876f7c
fix(core): Converts virtual hair packets (#388)
- [X] Converts virtual hair packets
2021-01-05 22:14:54 -08:00
Kamron Batman
a278623f38
fix(core): Converts Gump Packets (v1) (#379)
- [X] Converts gump packets
2021-01-05 01:17:34 -08:00