## 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
}
```
## 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]
> **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 the command [TrackLeaks to enable tracking item/mobiles that have been deleted but still have dangling references. Requires adding the _TRACK_LEAKS_ define constant during build.
### 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.
### Summary
- Moves `CharacterCreated` event to UOContent using code generated event _CharacterCreatedEvent_.
- Moves `TargetByResourceMacro` event to UOContent using code generated event _TargetByResourceMacro_.
- Moves `GameLogin` event to UOContent using code generated event _GameLoginEvent_.
- Moves `ServerList` event to UOContent using code generated event _ServerListEvent_.
- Streamlines ProfessionInfo
> [!IMPORTANT]
> **Developer Note**
> Custom scripts that use any of these event sinks will need to be updated to use the new code generated events.
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
> [!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
* 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.
## 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)
> ```
### 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`
### Summary
- Removes copying private setters
- Fixes duping containers
- Adds public `Dupe.DoDupe` functions for external scripts to hook into the existing logic.
## Summary
### Changes
- Adds `[IgnoreDupe]` and `[SerializedIgnoreDupe]`
- Updates all _known_ classes that need the attribute. Some might be missing, please helps us find them!
- Adds `Item.Dupe()` command and encapsulates `CopyProperties` and `OnAfterDuped`. This is also overridable.
- Updates Dupe command to use the new logic.
- Fixes duping multiple kinds of objects that used to be outright broken.
### Bug Fixes
- Fixes issue with durability after duping
- Fixes issue with hue after duping
> [!Note]
> **Developer Note**
> Customizing how duping an item works now requires two steps:
> 1. Add `[IgnoreDupe]` or `[SerializedIgnoreDupe]` to the property/field
> 2. Add custom logic in an `OnAfterDuped` override
>
> When do you need to do this?
> *When the property being copied is not a primitive, and you need to manually deep-clone the contents of the property such as with Lists, Dictionaries, or sub classes.*
# 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.
> [!IMPORTANT]
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.
### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`
> [!NOTE]
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
### 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!
### Summary
- Works around a sneaky edge case bug in the JIT with stackalloc where sometimes the buffer is not zero'd.
- Fixes SendDisplayBoatHS
- Fixes sending health bars in the `SendEverything()` logic.
- Fixes a bug in sizing for some string helper functions.
### Developer Note
We are enabled `SkipLocalsInit` - do not rely on `stackalloc` to be zero'd. To zero the buffer, use `span.Clear();`
Closes#1606
## BREAKING CHANGE
- Deletes `map.GetObjectsInRange` and `map.GetObejctsInBounds`
### Notes
Developers are expected to enumerate mobiles and items separately now using `map.GetMobilesInRange` and `map.GetItemsInRange`. This helps keep the code streamlined so we don't have to maintain multiple copies of ref struct enumerators that do the same thing.
### Fixes
- [X] Fixes bug with planks closing
- [X] Fixes issue with iterating items/mobiles from a null map
### Summary
Eliminates `IPooledEnumerable<NetState>` and `eable.Free()` from `Map` for clients. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetClientsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
### Summary
Modifying a ValueLinkList using one of the methods will bump the "version". This field is used by iterators (foreach loops) to determine if the link list was modified while iterating. The sector.Items (and in the future other lists), will no longer be safe to modify while iterating. The server will _CRASH_ if the ValueLinkList is modified.
Thanks to @stefanomerotta for help!
### Screenshots
<img width="588" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/83ee0b6e-ff4f-4768-9e29-84456e04b1ec">
### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.