## Why
The shard owner, on a Starlink CGNAT address, was blocked by the imported reputation blocklist.
The cause was not CrowdSec. The address was a literal line in `ip-blocklist.txt`, so `BlocklistFilter` denied it at accept and then promoted it — and clearing the CrowdSec decision could not fix it either, because the file entry re-reports within `promoteSuppression` of every reconnect attempt.
This is structural, not a one-off. Reputation feeds list shared consumer address space constantly: on CGNAT one public address fronts many subscribers **at the same time**, so a single abusive customer gets the address listed and everyone else behind it is blocked with them. Where leases rotate, a listing says little about whoever holds the address now. Around 1,000 Starlink addresses sit in the current list.
So exemptions go where they cost nothing, and escalation is driven by what a connection actually does.
## Generator — `tools/Export-IpBlocklist.ps1`
`-AllowlistFile` takes multiple paths, subtracted from the merged set before the output is written. Defaults to every `ip-allowlist*.txt` beside the output, merged into one allow set:
- `ip-allowlist.txt` — operator exemptions, created once and **never rewritten**
- `ip-allowlist-<name>.txt` — a carve-out you built, regenerable and copyable between shards
**Subtraction is range-correct.** An allowlisted address inside a blocked CIDR splits that CIDR around the hole rather than being silently ignored. This also fixes `-ExcludeAnonymizers`, which parsed CIDR entries into `$anonCidr` and then only ever subtracted singles.
**No carve-out ships.** A carve-out names a real network, and which ones a shard should exempt depends on where its players actually are — so publishing one would make that policy call for every shard and put a specific provider's address space in the repo. The script builds them on request instead:
```powershell
.\Export-IpBlocklist.ps1 -AddCarveout starlink -Asn 14593
```
Carve-outs are **discovered, not configured**: every `ip-allowlist*.txt` beside the output is subtracted, by the generator and by the shard, so a file an admin adds needs no config edit and no code change. Each carries an `asn=` marker in its header, which is how `-RefreshCarveouts` rebuilds it without the script keeping a list of anyone's networks; a hand-written allowlist has no marker and is never rewritten.
Prefixes come from **announcements, not ownership records**, because registry data disagrees with what is actually routed and silently caps result sets: ARIN whois returns at most 256 rows and gives per-customer /24s, and `206.83.96.0/19` reads as APNIC in RDAP even though `206.83.96/21` is announced by Starlink.
Editing an allowlist bypasses `-MinInterval`, so a just-added exemption isn't indistinguishable from the allowlist not working. A Starlink carve-out, if you build one, costs **~4,300 IPs + ~144 CIDRs of 4.2M (0.10%)**.
## Allowlists
**`FileAllowlist`** reads the same files the generator subtracts, so an operator entry means "leave this address alone" for real. Subtraction alone only covers being *blocked*; behavioural detections never consult the blocklist, so without this a carve-out was quietly routed around — one scanner behind a shared address was enough to get everyone behind it contributed and firewalled, with nothing in the shard's own config explaining why. Reading the files also means an entry applies on the next reload rather than the next regeneration, which is what matters when someone is complaining now.
**`LoginAllowlist`** is earned by authenticating, with a 90-day TTL because an address that logged in years ago is a stranger. Its own store rather than `Account.LoginIPs`, which has no timestamps and cannot be backfilled. An entry is evidence rather than a licence: 10 suppressed contributions in an hour revokes it, and a fresh login forgives the tally.
Both are consulted **only after the blocklist has already matched**, so a normal accept pays nothing for them and the accept gate stays allowlist-free. `BanExemptions` combines them behind `BanChannel.IsExempt` and suppresses escalation only — every local defence still applies.
Two limits, both deliberate and documented in the class: `LoginAllowlist` **cannot bootstrap** (an entry is only earned by getting in, so it never repairs an existing false positive), and it is weakest on rotating CGNAT. That is why `FileAllowlist` is the fix for those, and why it is manual.
## Behavioural detection
| Reason | Trigger |
|---|---|
| `silent-connect` | Reaped after 5s having sent **zero bytes** |
| `invalid-seed` | Opened with a zero seed |
| `foreign-protocol` | Positively identified as HTTP, TLS or SSH |
**`ForeignProtocol` inverts the test.** Asking "is this a good UO client?" cannot work: `LoginEncryption.ClientDecrypt` is a byte-for-byte stream XOR, so a legitimate client with encryption enabled when the shard expects none sends a structurally perfect connection whose payload is noise. "Speaks HTTP" is safe where "unreadable" is not — however misconfigured a UO client is, it never sends `GET / HTTP/1.1`.
Nothing assumes arrival framing. TCP has no message boundaries, so a rule of the form "these bytes must arrive together" is broken by construction and drops real players on poor links. A prefix match with too few bytes to confirm waits for more. A four-byte seed can legitimately spell `GET ` (the address 71.69.84.32) or `0x16 0x03 0x0?` (22.3.x.x), so confirmation requires the request line to continue in printable ASCII or an actual ClientHello inside a plausible record — a real client's fifth byte is a packet id (`0x80`, `0x91`, `0xEF`), none of them printable, so those collisions fall through.
Everything is keyed on **bytes-received rather than elapsed time**. A connection that sent something and ran out of time is far more likely a slow link than an attack, and banning those produces the worst failure mode available: the player retries, trips the rate limiter, and compounds a bad connection into hours of being firewalled off.
## `AutoDenylist`
A short-lived local hold (15m) on behavioural detections, as `IConnectionFilter` + `IBanReporter` over one store so the engine detection sites never reach into content.
This closes the gap where a flood pays for a socket, buffer and `NetState` slot per connection while waiting for the OS bouncer — the verdicts that matter most are reachable only *after* reading bytes — and it is the entire defence on a shard running no bouncer, which is the default config. Not persisted: a holding pen that survives restarts is a ban without a ban's review.
Cost: one dictionary lookup on a usually-empty dict per accept.
## `BanReasons`
Centralises the reason slugs. `IsBehavioral` is an **opt-in** set, not "everything except manual", so a future reason escalates normally instead of silently inheriting an exemption or entering a local denylist.
This caught a real bug during review: the first cut of the exemption swallowed `manual` admin bans (`Commands.cs`, three sites in `AdminGump`) for any allowlisted address.
## Fixes found in review
- **`BanConfiguration.Settings` was null until `Configure()` ran**, while the reap path dereferences it every `Slice()`. A harness driving `NetState.Slice()` directly hit an NRE that presented as flaky because it depended on whether an earlier test had already called `Configure()` — which is why it failed on some CI platforms and not others. Now starts at the record's defaults, with idempotency tracked by a flag; this also removes the same latent NRE from the pre-existing rate-limit path.
- **`-AllowlistFile` was typed `[string]`** while documented and used as a list, so passing two paths would have collapsed them into one string.
## Layout and docs
Content network code moves out of `Misc/` into `UOContent/Network/`, one concern per folder — `AutoDenylist/`, `Blocklist/`, `CrowdSec/`, `Firewall/`, `LoginAllowlist/`, `Packets/`. **Namespaces are untouched**, so these are pure file moves (git tracks all 16 as renames).
`dev-docs/ip-bans-and-allowlists.md` documents the subsystem, leading with the operator process for unblocking a player — including the three things that look sufficient and are not: deleting the CrowdSec decision alone, editing `ip-blocklist.txt` by hand, and `cscli allowlists` alone. `.gitignore` covers the new config files.
## Testing
Build clean. **Server.Tests 810 passed**, **UOContent.Tests 637 passed**, zero warnings. This branch adds 38 tests; the rest of the delta is main's, since this is rebased on current `main`.
New coverage: TTL boundary and renewal, private-address exclusion, manual-ban-never-exempt, unopted-reason-never-exempt, strike revocation, quiet-window reset, login forgiveness, file-allowlist CIDR coverage, file-allowlist not spending the earned list's strikes, denylist expiry-on-read, cap enforcement, lapsed-entry reclaim, HTTP/TLS/SSH identification, seed-collision fall-through, and encrypted-login-is-not-foreign.
Generator verified end-to-end against live feeds: a clean run ships no carve-out, `-AddCarveout starlink -Asn 14593` fetches and collapses 213 prefixes to 115 ranges in 0.1s over 4.2M entries, `-RefreshCarveouts` rediscovers it by its `asn=` marker, a hand-written allowlist is left untouched, and deleting a carve-out drops it rather than having it rewritten. CIDR splitting verified exhaustively: a single-IP hole in a /24 leaves exactly 255 of 256 addresses blocked.
## Operator note
Existing installs are unaffected until the generator next runs, which creates `ip-allowlist.txt` and nothing else. To unblock someone: add the address to that file and delete any live CrowdSec decision — the existing ban outlives the config change. The shard picks the entry up on its next reload, so re-running the generator is optional.
A shard whose players are on CGNAT (satellite, mobile, or an ISP short on IPv4) will likely also want `-AddCarveout`; see `dev-docs/ip-bans-and-allowlists.md`.
## Also included: a latent CI failure this PR surfaced
`fix(tests): serialize test classes that rent through STArrayPool` touches a property-list test file that has nothing to do with this feature. It is here because it was failing macOS CI, and it is trivially cherry-pickable out if you would rather it went to `main` on its own — **which may be the better call, since it is failing `main` today.**
CI has since gone green with it applied.
`STArrayPool` is single-threaded by design and its bucket cache is a plain `static`, not `[ThreadStatic]`, with a check-then-act initialize in `Return()`:
```csharp
var cacheBuckets = _cacheBuckets ?? InitializeBuckets();
```
Two threads both see null, both initialize, and the loser trips `Debug.Assert(_cacheBuckets is null)`. Anything renting from it has to stay off parallel test threads — which is what the `DisableParallelization` collections are for.
- `ObjectPropertyListReentrancyTests` and `ObjectPropertyListNestedBuildTests` (added in #2555) build property lists, which rent the interpolation buffer, but were not in the sequential collection — unlike `PropertyListInvalidationDuringBuildTests` in the same file. This is a **latent failure already on `main`**; it is timing-dependent, so it shows on some platforms and not others.
- `AutoDenylistTests` (added here) has the same exposure: its cap tests reach `AutoDenylist.Sweep`, which rents a `PooledRefList` without `mt`. The blocklist tests need no marking because `BlocklistSnapshot.Build` asks for the `mt` pool explicitly.
No production change — `STArrayPool` is the right pool on the game loop, where both `Sweep` and the property list actually run.
## Deliberately not included
Waiting for a fragmented four-byte seed at `AwaitingSeed`. It looked like a bug but the disconnect is a deliberate defence: only pre-0xEF clients reach it (0xEF goes through `HandlePacket`, which already waits for its 21 bytes), and waiting converts an instant drop into a full 5s slot hold for a client sending one or two bytes, or a loris dribbling a byte every few seconds. Against a fixed 4096-entry `MaxConnections` table that trades capacity that matters for a fragmentation case a reconnect already fixes.
Reshapes IP banning around one idea: **core owns the question, content owns every answer.**
Core gains a single accept-path seam — `IConnectionFilter` — and loses everything that used to implement one. The firewall moves to UOContent, a new file-backed blocklist joins it there, and CrowdSec is repositioned from an in-app enforcer to a contribute-first reporter.
## The seam
```csharp
public interface IConnectionFilter
{
string Name { get; }
void Configure();
void Start(CancellationToken token);
void Stop();
bool ShouldDeny(IPAddress address);
}
```
The accept path went from hardcoded branches to one question:
```csharp
else if (ConnectionFilters.ShouldDeny(remoteIP, out var deniedBy))
{
logger.Debug("{Address} denied by connection filter '{Filter}'", remoteIP, deniedBy);
}
```
Filters register during the Configure sweep. The registry is a plain array walked by an indexed loop — no enumerator, no closure, no allocation — and the first denial short-circuits. An interface dispatch is noise next to the `accept()` syscall, so pluggability costs nothing measurable on the path that has to survive a DDoS.
Whatever a hit implies — persisting, promoting to an OS bouncer, contributing to the ban channel — is the filter's business, not the accept path's.
A filter that throws is **unregistered and the connection fails open**. A filter that faults once faults for every subsequent connection, so leaving it registered means an exception and a log line per accept — exactly the amplification an attacker wants — and a broken filter must not be able to deny everyone either.
This deliberately does **not** reuse `EventSink.InvokeSocketConnect`: that fires later and allocates a `SocketConnectEventArgs` per connection, which is what the accept path avoids for rejected traffic.
## What ships behind it
**`firewall`** (UOContent) — the existing admin-curated set. Collapsed from `Firewall` + `AdminFirewall` + a threaded enforcer into one single-threaded store with **zero concurrency primitives**: the accept path, admin gump, TTL expiry and boot load all run on the game loop. Persists to `Configuration/firewall.json` with automatic migration from the legacy `firewall.cfg`. No behavior change for operators — same namespace, same gump, same commands.
**`blocklist`** (UOContent) — new. Holds a millions-strong list in-app and **demand-pages** hits up to CrowdSec, which promotes them to the OS firewall.
The motivation is concrete: CrowdSec's Windows bouncer cannot load the ~3.9M IPs that 91 community feeds produce, but it handles ~100k fine. So the millions live in-process behind a binary search, and only addresses that *actually connect* get promoted. A `PromotedGuard` suppresses re-reporting an address until the bouncer picks it up.
The list is parsed straight from UTF-8 file bytes with no per-line string allocation, off the game loop, and published as an immutable snapshot swapped through a single `volatile` reference. Reloads yield to world saves.
**`tools/Export-IpBlocklist.ps1`** — the producer. Requires PowerShell 7 and runs on Windows, Linux and macOS; Windows PowerShell 5.1 is refused up front via `#requires`. Merges a thin, non-overlapping feed set into one de-duplicated, bogon-filtered file. Parsing runs in a compiled `Add-Type` hot loop (~1s for ~4M lines instead of minutes). Written to a `.tmp` sibling and swapped with `File.Replace`, so the shard never reads a half-written list, and a total feed outage refuses to overwrite a good list with an empty one. Re-running is idempotent — it exits without downloading anything while the list on disk is younger than `-MinInterval` (default 2h, the anchor feed's own refresh period), so a misconfigured scheduler can't hammer upstream.
## CrowdSec: contribute-first
`IBanReporter` + `BanChannel` fan locally-decided bans out to external systems. `CrowdSecReporter` (UOContent) posts to LAPI `POST /v1/alerts` and retracts via `DELETE /v1/decisions`.
Reporting is **enqueue-only** on the accept path: a bounded, coalescing channel drained off-loop with bounded retry, counted drops on overflow, and a flush on shutdown. Under a DDoS the accept path never does synchronous or lock-contending per-IP work.
### Why not pull decisions from CrowdSec?
The original design streamed decisions into an in-app snapshot and enforced them at the accept gate. That's the wrong layer: by the time the shard sees the connection, the TCP handshake and socket setup are already paid for. `cs-firewall-bouncer` drops the same traffic **at the kernel**, and it's what CrowdSec is built to do. So the shard now contributes what it uniquely knows (rate-limit trips, blocklist hits from real connection attempts) and lets the OS enforce.
The one thing the OS can't do — hold millions of entries on Windows — is exactly what the in-app blocklist covers, and it feeds the same pipeline.
## Threading policy
`CLAUDE.md` rule #3 is rewritten as an explicit three-part policy, with rule #10 restated in tandem:
- Anything touching game state runs **only** on the main loop.
- Heavy work that *needs* game state must be **chunked** across ticks, never threaded.
- Heavy work that does *not* need game state (large-file parse, external I/O) **must** run off-loop **and must yield to world saves**.
Results come back via an immutable snapshot swapped through a single `volatile` reference, or `Core.LoopContext.Post` — never by letting the scheduler decide where heavy work runs. Both new subsystems follow it.
## Shared primitives
`SortedRangeIndex<T> where T : IBinaryInteger<T>` — coalesced disjoint interval arrays plus a binary search. The firewall, the blocklist, and (as of this PR) core's reserved-network tables all use it.
Coalescing is a correctness requirement, not an optimization: multi-feed lists nest CIDRs (`/24` containing a `/32`), and a search that inspects only the rightmost run whose minimum is ≤ the value is sound **only** over disjoint runs. That bug was caught in review and is covered by regression tests.
`IPAddressUtility` collects the allocation-free `IPAddress` ↔ `UInt128` conversions and CIDR parsing that were previously scattered or duplicated.
## Config
| File | Owner | Keys |
|---|---|---|
| `Configuration/bans.json` | core | `reportRateLimitTrips`, `autoBanDuration` |
| `Configuration/blocklist.json` | content | `file`, `reloadInterval`, `reportHits`, `banDuration`, `promoteSuppression` |
| `Configuration/crowdsec.json` | content | `lapiUrl`, `machineId`, `password`, `origin`, `manualBanDuration`, `flushInterval`, `maxQueue` |
| `Configuration/firewall.json` | content | persisted firewall entries (migrated from `firewall.cfg`) |
Everything is inert by default. CrowdSec self-disables without credentials; the blocklist self-disables until its file exists. A shard that changes nothing sees no behavior change.
## Notes for review
- **Core no longer references `Firewall` or `IFirewallEntry` anywhere.** `NetworkUtilities` used to build its reserved-network tables out of `CidrFirewallEntry`, which coupled core to the firewall for something unrelated to banning; those are now a `SortedRangeIndex<UInt128>`, same semantics and public API.
- **`BanChannel.Stop()` no longer persists the firewall** — a contribution coordinator has no business saving an enforcement store. That's the firewall filter's `Stop()`.
- **A dead `whitelisted` parameter was dropped** from the blocklist gate: it was hardcoded `false` at its only call site, and no whitelist concept exists in core.
- **The blocklist filter is an instance, not a static.** The static version forced its tests onto the sequential collection with a reset hook; they now run in parallel.
- `dev-docs/networking-packets.md` documents the seam for content authors, plus a known wart in the `IPAddress` ↔ `UInt128` normalization flagged for a follow-up PR.
- The generator was verified on Linux, macOS and Windows under a temporary CI matrix (since removed). It caught two portability bugs — a Windows-only path separator, and a culture-sensitive duration parse that read `2.5` as `25` on comma-decimal locales and *silently* turned a 2.5h cooldown into 25h — plus a third that made the script unparseable on Windows PowerShell 5.1. The source is ASCII-only for that last reason: `#requires` is only honored once a file parses, so non-ASCII in a BOM-less script produces parse errors instead of the version message.
## Tests
**1344 pass** (782 `Server.Tests`, 562 `UOContent.Tests`). New coverage: filter registry (registration, short-circuit, fault-disable), blocklist parsing/CIDR/coalescing, snapshot reload markers, promote-guard TTL, ban-channel fan-out, CrowdSec alert building/dedup/flush-on-stop, and the generator's output-format contract pinned against the reader.
## Summary
- **Add a self-referencing `InterpolationHandler` to `ValueStringBuilder`** that writes directly into the builder's buffer — zero intermediate allocation, works with `stackalloc`-backed builders
- **Replace all `System.Text.StringBuilder` usage** across the codebase with `ValueStringBuilder`
- **Convert `ValueStringBuilder.Create()` to `stackalloc`** at 10 sites where output length is provably bounded
- **Convert manual `Dispose()` to `using var`** where possible, and hoist loop-scoped builders outside loops with `Reset()`
- **Convert verbose `Append()` chains to `Append($"...")`** interpolation for readability
- **Add comprehensive documentation** for string handling patterns
## InterpolationHandler Design
`ValueStringBuilder` is a `ref struct`, which creates challenges for C#'s interpolated string handler pattern:
- **`ref` fields to ref structs are not allowed** (CS9050)
- **`[InterpolatedStringHandlerArgument("")]` passes struct receivers by value**, not by ref
- **`ISelfInterpolatedStringHandler` requires boxing** ref structs into interface fields
**Solution: Copy-and-reconcile pattern.** The handler receives a value copy of the builder. The copy shares the same underlying `char` buffer (`Span` points to the same `stackalloc`/pooled memory), so writes go to the original buffer. `Append()` reconciles by `this = handler._builder`, updating `_length` and any buffer references changed by `Grow()`.
This is safe because:
- The game loop is single-threaded — no concurrent access between handler construction and reconciliation
- If `Grow()` occurs in the copy, the original's stale buffer isn't accessed until `Append()` replaces it
- `Dispose()` correctly returns the reconciled buffer to the pool
## Changes by Category
### ValueStringBuilder (`Projects/Server/Buffers/ValueStringBuilder.cs`)
- Added nested `InterpolationHandler` ref struct with copy-and-reconcile pattern
- Added `Append([InterpolatedStringHandlerArgument("")] scoped ref InterpolationHandler)` method
- Removed `RawInterpolatedStringHandler` overloads (new handler replaces them)
- All `AppendFormatted` overloads delegate to existing `Append` methods (no code duplication)
- Alignment support via direct private field access (nested type privilege)
### StringBuilder → ValueStringBuilder (15 files)
Replaced all `new StringBuilder()` with `ValueStringBuilder.Create()` or `stackalloc`:
- ConPVP games: KingOfTheHill, DoubleDom, CTF, BombingRun, TourneyMatch
- ConPVP infrastructure: Tournament, Participant, TourneyParticipant
- ConPVP gumps: ArenaGump, TournamentBracketGump, AcceptTeamGump, ConfirmSignupGump
- Commands: Handlers, Logging, Add
- Other: TownCrier, SpeechLogGump, TestCenter
Key patterns:
- `sb = new StringBuilder()` reassignment → `sb.Reset()`
- `sb.AppendFormat("{0:N0}", value)` → `sb.Append($"{value:N0}")`
- `sb.Append(x).Append(y)` chains → separate statements (VSB returns void)
### Create() → stackalloc (10 files)
Converted heap-allocated builders to stackalloc where output is bounded:
- ClientVersion (32), MapSelection (160), HouseRaffleStone (48)
- HolySense (96), UnholySense (96), ClientVerification (192)
- AcceptTeamGump (64), ConfirmSignupGump (64)
- BaseWeapon (160), BaseArmor (128)
### Loop optimizations (2 files)
Hoisted `ValueStringBuilder` creation outside loops with `Reset()` per iteration:
- TourneyMatch.cs: `using var` inside for loop → stackalloc before loop
- ArenaGump.cs: `Create()` + `Dispose()` per iteration → stackalloc before loop
### Append chain → interpolation (5 files)
Converted multi-line `Append()` chains to `Append($"...")`:
- BountyMessage.cs: title switch (6 cases), paragraph (15→1 Append), description lines, closing
- AcceptTeamGump, ConfirmSignupGump, TournamentBracketGump: tournament type strings
- AdminGump: comment/tag formatting in loops
### Documentation
- `dev-docs/string-handling.md`: Full reference — construction, interpolation, disposal, decision guide
- `dev-docs/claude-skills/modernuo-string-handling.md`: Claude skill with quick reference
- `CLAUDE.md`: Added rule 17 (no StringBuilder), dev-docs table entry, skills table entry
- `dev-docs/code-standards.md`: Updated memory management section
## Test Plan
- [x] `dotnet build` — 0 errors, 0 warnings
- [x] `dotnet test` — 940/940 tests pass
- [x] 28 ValueStringBuilder tests covering all reconciliation scenarios:
- Stackalloc no-grow, stackalloc with grow (→pool transition)
- Heap no-grow, heap with grow, heap double grow
- Pre-existing content with and without grow
- Sequential multiple `Append($"...")` calls
- Mixed plain + interpolated Append
- Empty interpolation, literal-only, format specifiers
- Null string holes, ISpanFormattable types
- Dispose after stackalloc→pool grow
## Summary
- Adds `public virtual bool Murderer => Kills >= 5` property to `Mobile`, replacing ~30 scattered `Kills >= 5` / `Kills < 5` magic-number checks across the codebase
- `BaseCreature` overrides `Murderer` to also return `true` when `AlwaysMurderer` is set
- Updates `Corpse` serialization to v15, storing `_murderer` as a `bool` field (migrated from `int Kills >= 5` in earlier versions)
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!
### Summary
* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
New Jail System for MUO
----------------------------
Commands:
[jail [player] [reason] - Jail with time escalation per offense (5 to 120 minutes, GM only)
[unjail [player] - Manual release from jail regardless of time (GM only)
[jailinfo [player] - Check jail status and history (GM only)
[jailrecord - Checks their own jail record stats (player access)
Jail/Unjail can be found in the client view of a player in Admin Gump

Jail record gump, invoked with [jailrecord (30 second cooldown)

### Summary
- Puts back `EventSink.SocketConnect`.
- Reverts networking change to push the networking to a separate thread.
- Reverts changes to the firewall by removing the firewall queue.
- Fixes listeners not shutting down with the server.
- Fixes race condition causing connections to get stuck even after they are disposed.
> [!NOTE]
> **Developer Note**
> Networking has been reverted back to using the main thread instead of a background thread. This alleviated complexity and the requirement for concurrent queues all over the place.
### 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.
> [!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.
### Summary
- Fixed a bug caused by a bad assumption. If `m_List[index]` is sparse and null values are casted, the server does not crash.
- Fixed a bug where `PooledRefList.ToList` extension method returned the wrong list size.
> [!Warning]
> **Developer Warning**
> The `PacketThrottle` callback return value is now reversed. `true` indicates the connection is _throttled_.
### Summary
- Fixes an issue where connections get stalled forever
- Fixes an issue where the throttler is not working properly
- Removes account attack limiter
- Rewrites IP limiter
- Removes IP restrictions (they weren't used, and not practical)
- Fixes issue where IP limiter was counting before firewall was blocking.
View without whitespace:
https://github.com/modernuo/ModernUO/pull/1796/files?diff=split&w=1
### Summary
* Adds `StaticNoticeGump<T>` and `StaticWarningGump<T>`
* Converts NoticeGump/WarningGump to use `DynamicGump`
* Changes various uses of notice gump and warning gump to their static counterpart.
### Summary
- Fixes `[AdvancedSearch` being accessible by players 😱
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!
> [!WARNING]
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.
> [!NOTE]
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.
### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">
<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
## Breaking Changes
* The Firewall and IP Limiter have been rewritten. Please read the notes carefully!
* `TcpServer.Instances` moved back to `NetState.Instances` - sorry - it was stupid to move it to begin with.
> [!Note]
> Sockets that fail the IP Limiter or Firewall will be immediately and forcibly disconnected.
> This means they will be stuck at "Verifying account..." if it was a real client.
### Summary
- Removes firewall wildcard support.
- Removes `AccessRestrictions`.
- Moves Firewall/IPLimiter to the core.
- Moves `TcpServer` to its own thread.
- Removes the `SocketConnect` and `SocketDisconnect` event sinks.
- Moves `Instances` back to `NetState.Instances`.
- Fixes a long standing bug with bad handling of duplicate listener addresses.
#### Firewall
The firewall has been completely rewritten. There is now an "Admin Firewall" which saves to the config file. Secondarily, there is an internal firewall used exclusively by the TcpServer while processing sockets. The Admin firewall mirrors it's additions/deletions to the internal firewall by adding requests to a queue.
> [!IMPORTANT]
> **Wildcard firewall entries, such as `X`, `*`, `?` are not allowed.**
> **Ranges in between IP classes or sextets are not allowed.**
> **Please make sure to use one of the following:**
> * IP Address - `192.168.1.1`
> * CIDR - `192.168.1.0/24`
> * Range - `192.168.1.1-192.168.1.100`
#### IP Limiter
The IP Limiter has been completely rewritten. The available configurations are:
```json
"ipLimiter.enable": "True",
"ipLimiter.maxConnectionsPerIP": 10,
"ipLimiter.clearConnectionAttemptsDuration": "00:00:00:10",
"ipLimiter.clearThrottledDuration": "00:00:02:00",
```
The IP Limiter is set up to prevent spamming connections from the same IP. Every time an IP connects, it is added to a connection list. After 10 attempts, the IP is added to the throttle list. To keep the system fast, the connection list is entirely wiped every 10 seconds, and the throttle list is entirely wiped every 2 minutes.
- [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.
- [X] Removes static freezing/unfreezing. Use other tools for this.
- [X] Cleans up IPoint3D allocations
- [X] Removes IPoint3D constructors since the compiler may not optimize the constructor path and allow allocations.
Note: Instead of `new Point3D(m)`, do something like `new Point3D(m.Location)`. Sorry for the inconvenience. In the long run this will prevent abuse of hot paths that will cause performance issues.
* Fixes tooltip for container furniture so it works. This doesn't work on ClassicUO.
* Fixes double click opening container furniture by double clicking the addon component.
* Fixes the context menu not showing up sometimes on the addon piece.
Note: You cannot drop anything into the addon component since it might be far away and it is not a real container. There is no easy fix for this without building an entire custom container class for addons or changing how items drag/drop entirely. Requires closing/opening container gumps as it switches from one component to another that shares the same content. Also requires sharing tooltips, invalidated properties, process delta changes, etc.
Not worth the effort.
<img width="444" alt="Screen_Shot_2021-09-12_at_4 27 28_PM" src="https://user-images.githubusercontent.com/3953314/133011752-c5b54cf2-2c7b-45c0-882d-0365ef62e686.png">
- [X] Fixes TimeSpan not working with codegen
- [X] Fixes bad check for generic classes with a serialize method and deserialize ctor
- [X] Moves Accounts to codegen so it is versioned
- [X] Fixes deserialization of old Accounts with no version variable.
- [X] Fixes deserialize seek not doing anything. 🙈
- [X] Adds Email to serialization
- [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] Removes network pause/resume
- [X] Adds back packet profiler
- [X] Adds state machine to keep track and trace netstates
- [X] Changes NetState.Running back to using an interlock exchange
- [X] Adds preliminary packet throttling support
### Packet Throttling
- `[GetThrottle <packetId>` to get the delay in milliseconds for that packet
- `[SetThrottle <packetId> <delay>` to set the delay in milliseconds for that packet
The settings are saved to `Configuration/throttles.json`