/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: NetState.Network.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see . *
*************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Network;
using System.Numerics;
namespace Server.Network;
///
/// Network infrastructure for IORingGroup-based socket I/O.
///
public partial class NetState
{
// Buffer sizes
internal const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
private const int DefaultSendBufferSize = 1024 * 256; // 256KB send buffers
private const int MinSendBufferSize = 1024 * 64; // Platform allocation granularity
private const int DefaultMaxSendBufferSize = 1024 * 1024 * 2; // 2 MB
private const long DefaultSendBufferGrowthBudget = 1024L * 1024 * 256; // 256 MB
private const int DefaultMemoryCeilingPercent = 80;
private const int DefaultInitialBufferSlabs = 1; // one slab of each base pool warm at boot
internal const int DefaultMaxBufferSlabs = 128; // 32 connections per slab at MaxConnections
// Transport ceiling; larger values overflow its tier enumeration
private const int TransportMaxSendBufferSize = 1024 * 1024 * 256; // 256 MB
private const int MaxConnections = 4096; // Max concurrent connections
internal static int SendBufferSize { get; private set; }
internal static int MaxSendBufferSize { get; private set; }
// Pre-auth buffers are the smallest the platform can map; a platform whose floor is not below
// the base size (the Windows legacy mapping path) starts sockets on base
internal static int InitialRecvBufferSize { get; private set; }
internal static int InitialSendBufferSize { get; private set; }
private static long _sendBufferGrowthBudget;
private static int _memoryCeilingPercent;
// Refreshed by the maintenance sweep; internal for tests
internal static long _availableMemoryBytes;
private static Timer.DelayCallTimer _maintenanceTimer;
private static long _lastTierCapacityBytes;
private static int _lastTierInUse;
private static int _lastTierRetainFloor;
private static long _lastBaseCapacityBytes;
private static readonly Queue _disposed = [];
private static readonly TimeSpan ConnectingSocketIdleLimit = TimeSpan.FromMilliseconds(5000); // 5 seconds
// Socket manager handles buffer pools, socket lifecycle, and I/O operations
private static RingSocketManager _socketManager;
// NetState storage indexed by RingSocket.Id
private static readonly NetState[] _netStates = new NetState[MaxConnections];
// Events buffer for ProcessCompletions. Bounded by one event per peeked completion
// (maxSockets), doubled for headroom. Undersizing drops DataReceived events whose bytes were
// already committed, leaving them unparsed until the next recv completes.
private static readonly RingSocketEvent[] _events = new RingSocketEvent[MaxConnections * 2];
// Listener management
private static nint[] _listeners = Array.Empty();
private static int _pendingAcceptCount;
private const int PendingAcceptsPerListener = 32;
private const long AliveCheckIntervalMs = 5000;
private static long _nextAliveCheck;
///
/// Gets the IORingGroup instance for socket operations.
///
public static IIORingGroup Ring => _socketManager?.Ring;
// Test hook
internal static RingSocketManager SocketManager => _socketManager;
///
/// Waits for network I/O completions or until the specified timeout expires.
/// Used by the game loop to sleep efficiently while remaining responsive to network events.
///
/// Maximum time to wait in milliseconds.
public static void WaitForCompletion(int timeoutMs)
{
_socketManager?.WaitForCompletion(timeoutMs);
}
///
/// Wakes the game loop if it is blocked in . Safe from any
/// thread; a no-op before networking is configured or after teardown. The signal is sticky,
/// so a wake racing the loop's decision to sleep is not lost.
///
public static void Wake()
{
_socketManager?.Ring?.Wake();
}
///
/// True when no queued network work remains for the loop to drain. defers
/// work in several places, so an empty completion queue alone is not enough.
///
internal static bool IsIdle =>
_throttled.Count == 0 && _throttledPending.Count == 0 &&
_flushPending.Count == 0 && _pendingDisconnects.Count == 0 && _disposed.Count == 0;
///
/// Gets the listening addresses that the server is bound to.
///
public static IPEndPoint[] ListeningAddresses { get; private set; }
private static IPRateLimiter _ipRateLimiter;
///
/// Configures the IORingGroup and socket manager.
///
private static void ConfigureNetwork()
{
// Skip if already configured
if (_socketManager != null)
{
return;
}
// Seed from a real tick; a zero default suppresses the sweep when ticks start negative
_nextAliveCheck = Core.TickCount;
// Initialize IP rate limiter
_ipRateLimiter = new IPRateLimiter(10, 10000, 1000, 2.0, 3_600_000, Core.ClosingTokenSource.Token);
// Sends in flight per connection; honoured by RIO only (see IIORingGroup). Costs a
// request-queue and completion-queue slot per send, not another buffer. Worst-case added
// latency is roughly completion RTT / this value.
var maxOutstandingSends = ServerConfiguration.GetOrUpdateSetting("network.maxOutstandingSends", 32);
// Per-connection send buffer: the lever for "send buffer exhausted" disconnects, and the
// per-connection memory ceiling.
SendBufferSize = GetSendBufferSize();
MaxSendBufferSize = GetPowerOfTwoSetting("network.sendBufferMaxSize", DefaultMaxSendBufferSize, SendBufferSize);
_sendBufferGrowthBudget = CoerceSendBufferGrowthBudget(
ServerConfiguration.GetOrUpdateSetting("network.sendBufferGrowthBudget", DefaultSendBufferGrowthBudget),
SendBufferSize,
MaxSendBufferSize
);
// 0 disables the ceiling
_memoryCeilingPercent = Math.Clamp(ServerConfiguration.GetOrUpdateSetting("network.memoryCeilingPercent", DefaultMemoryCeilingPercent), 0, 100);
_availableMemoryBytes = GC.GetGCMemoryInfo().TotalAvailableMemoryBytes;
// Divides MaxConnections into base-pool slabs; both pools still reach MaxConnections, so
// this sets slab granularity, not a connection or memory ceiling.
var maxBufferSlabs = CoerceMaxBufferSlabs(
ServerConfiguration.GetOrUpdateSetting("network.maxBufferSlabs", DefaultMaxBufferSlabs)
);
// Slabs of each base pool held from boot; the pools grow and trim from here
var initialBufferSlabs = CoerceInitialBufferSlabs(
ServerConfiguration.GetOrUpdateSetting("network.initialBufferSlabs", DefaultInitialBufferSlabs),
BasePoolSlabCount(maxBufferSlabs)
);
// Until the game server verifies credentials a connection holds the smallest buffers the
// platform can map; a flood can fill these pools but never reaches the base pools. This is a
// request: the manager raises it to the platform floor and turns the pool off if that leaves
// no room below the base size (the Windows legacy mapping path floors at 64 KiB, which can
// equal RecvBufferSize). The effective sizes are read back below once the manager knows them.
var initialBufferSize = IORingBuffer.MinimumSize;
// Both calls take the same slab count; the manager throws if the table is smaller. Sized by
// the request, not the effective size the manager may coerce down to - conservative, never small.
var ring = IORingGroup.Create(
queueSize: MaxConnections * 2,
maxConnections: MaxConnections,
maxOutstandingSends: maxOutstandingSends,
maxRegisteredBuffers: RingSocketManager.RequiredRegisteredBuffers(
MaxConnections, SendBufferSize, MaxSendBufferSize, _sendBufferGrowthBudget, maxBufferSlabs,
initialBufferSize, initialBufferSize
)
);
// Create socket manager which handles buffer pools and socket lifecycle
_socketManager = new RingSocketManager(
ring,
maxSockets: MaxConnections,
recvBufferSize: RecvBufferSize,
sendBufferSize: SendBufferSize,
initialBufferSlabs: initialBufferSlabs,
maxBufferSlabs: maxBufferSlabs,
maxSendBufferSize: MaxSendBufferSize,
sendBufferGrowthBudget: _sendBufferGrowthBudget,
initialRecvBufferSize: initialBufferSize,
initialSendBufferSize: initialBufferSize
);
InitialRecvBufferSize = _socketManager.InitialRecvBufferSize;
InitialSendBufferSize = _socketManager.InitialSendBufferSize;
if (InitialRecvBufferSize == 0 || InitialSendBufferSize == 0)
{
logger.Information(
"Pre-auth buffers off where the platform floor ({Minimum} bytes) leaves no room below the base size (recv {Recv}, send {Send})",
IORingBuffer.MinimumSize,
RecvBufferSize,
SendBufferSize
);
}
_maintenanceTimer = Timer.DelayCall(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), MaintainSendBuffers);
}
internal static void MaintainSendBuffers()
{
if (_socketManager == null)
{
return;
}
// Container limits can change
_availableMemoryBytes = GC.GetGCMemoryInfo().TotalAvailableMemoryBytes;
var ceilingRefusals = _ceilingRefusals;
var capRefusals = _capRefusals;
_ceilingRefusals = 0;
_capRefusals = 0;
var stats = _socketManager.Maintain();
var changed = stats.TierCapacityBytes != _lastTierCapacityBytes ||
stats.TierInUse != _lastTierInUse ||
stats.TierRetainFloor != _lastTierRetainFloor ||
stats.BaseCapacityBytes != _lastBaseCapacityBytes;
_lastTierCapacityBytes = stats.TierCapacityBytes;
_lastTierInUse = stats.TierInUse;
_lastTierRetainFloor = stats.TierRetainFloor;
_lastBaseCapacityBytes = stats.BaseCapacityBytes;
// Quiet unless something moved
if (changed || stats.BuffersReleased > 0 || stats.BaseBuffersReleased > 0 || stats.GrowthRefusals > 0 ||
capRefusals > 0 || ceilingRefusals > 0)
{
logger.Debug(
"Send buffer tiers: {Capacity} bytes of tier capacity, {InUse} buffers in use, floor {Floor} buffers, released {Released}, refused: budget {BudgetRefusals}, at max {CapRefusals}, ceiling {CeilingRefusals}, base {BaseCapacity} bytes, released {BaseReleased}",
stats.TierCapacityBytes,
stats.TierInUse,
stats.TierRetainFloor,
stats.BuffersReleased,
stats.GrowthRefusals,
capRefusals,
ceilingRefusals,
stats.BaseCapacityBytes,
stats.BaseBuffersReleased
);
}
}
///
/// Slabs each base pool is divided into, after the transport applies its minimum slab size.
///
internal static int BasePoolSlabCount(int maxBufferSlabs) =>
RingSocketManager.BasePoolSlabCount(MaxConnections, maxBufferSlabs);
///
/// Clamps the base-pool slab divisor. Fewer than one slab is meaningless, and more slabs than
/// connections cannot make a slab any smaller.
///
internal static int CoerceMaxBufferSlabs(int configured)
{
var slabs = Math.Clamp(configured, 1, MaxConnections);
if (slabs != configured)
{
logger.Warning(
"network.maxBufferSlabs {Configured} is outside 1..{Maximum}; using {Adjusted}",
configured,
MaxConnections,
slabs
);
}
return slabs;
}
///
/// Clamps the slabs of each base pool held from boot; a pool never holds more slabs than it has.
///
internal static int CoerceInitialBufferSlabs(int configured, int slabCount)
{
var slabs = Math.Clamp(configured, 1, slabCount);
if (slabs != configured)
{
logger.Warning(
"network.initialBufferSlabs {Configured} is outside 1..{Maximum}; using {Adjusted}",
configured,
slabCount,
slabs
);
}
return slabs;
}
///
/// Reads the configured send buffer size, coerced to a power of two of at least the platform
/// allocation granularity. IORingBuffer requires this and would otherwise throw at socket
/// creation rather than at startup.
///
private static int GetSendBufferSize() =>
GetPowerOfTwoSetting("network.sendBufferSize", DefaultSendBufferSize, MinSendBufferSize);
private static int GetPowerOfTwoSetting(string key, int defaultValue, int minimum) =>
CoercePowerOfTwoSetting(key, ServerConfiguration.GetOrUpdateSetting(key, defaultValue), minimum);
///
/// Clamps to a power of two between and the transport ceiling.
///
internal static int CoercePowerOfTwoSetting(string key, int configured, int minimum)
{
var size = configured;
if (size > TransportMaxSendBufferSize)
{
logger.Warning(
"{Key} {Configured} is above the transport maximum {Maximum} (capped); using {Adjusted}",
key,
configured,
TransportMaxSendBufferSize,
TransportMaxSendBufferSize
);
size = TransportMaxSendBufferSize;
}
if (size < minimum)
{
logger.Warning(
"{Key} {Configured} is below the minimum {Minimum} (raised); using {Adjusted}",
key,
configured,
minimum,
minimum
);
size = minimum;
}
if (!BitOperations.IsPow2(size))
{
// Rounding up cannot cross the ceiling, itself a power of two
var rounded = (int)BitOperations.RoundUpToPowerOf2((uint)size);
logger.Warning("{Key} {Configured} is not a power of two; using {Adjusted}", key, configured, rounded);
size = rounded;
}
return size;
}
///
/// Negative disables growth; below one tier slab is raised to the minimum.
///
internal static long CoerceSendBufferGrowthBudget(long configured, int sendBufferSize, int maxSendBufferSize)
{
if (configured < 0)
{
logger.Warning("network.sendBufferGrowthBudget {Configured} is negative; using 0 (growth disabled)", configured);
return 0;
}
if (configured == 0 || maxSendBufferSize <= sendBufferSize)
{
return configured;
}
// Tier buffers are allocated a slab at a time.
var minimumBudget = RingSocketManager.MinimumSendBufferGrowthBudget(sendBufferSize);
if (configured < minimumBudget)
{
logger.Warning(
"network.sendBufferGrowthBudget {Configured} is below one tier slab; using {Minimum}",
configured,
minimumBudget
);
return minimumBudget;
}
return configured;
}
///
/// Starts the network server on configured listening addresses.
///
public static void Start()
{
HashSet listeningAddresses = [];
List listeners = [];
var ring = _socketManager.Ring;
for (var i = 0; i < ServerConfiguration.Listeners.Count; i++)
{
var ipep = ServerConfiguration.Listeners[i];
var listener = ring.CreateListener(ipep.Address.ToString(), (ushort)ipep.Port, 256);
if (listener == -1)
{
logger.Warning("Failed to create listener for {Address}", ipep);
continue;
}
if (ipep.Address.Equals(IPAddress.Any) || ipep.Address.Equals(IPAddress.IPv6Any))
{
listeningAddresses.UnionWith(GetListeningAddresses(ipep));
}
else
{
listeningAddresses.Add(ipep);
}
listeners.Add(listener);
}
foreach (var ipep in listeningAddresses)
{
logger.Information("Listening: {Address}", ipep);
}
ListeningAddresses = listeningAddresses.ToArray();
// Register listeners to start accepting connections
RegisterListeners(listeners.ToArray());
}
///
/// Shuts down the network server and closes all listeners.
///
public static void Shutdown()
{
CloseListeners();
}
///
/// Gets the actual listening addresses for a wildcard endpoint.
///
public static IEnumerable GetListeningAddresses(IPEndPoint ipep) =>
NetworkInterface.GetAllNetworkInterfaces().SelectMany(adapter =>
adapter.GetIPProperties().UnicastAddresses
.Where(uip => ipep.AddressFamily == uip.Address.AddressFamily)
.Select(uip => new IPEndPoint(uip.Address, ipep.Port))
);
///
/// Registers listeners with the ring and starts accepting connections.
///
private static void RegisterListeners(nint[] listeners)
{
_listeners = listeners;
var ring = _socketManager.Ring;
// Queue initial accept operations for each listener
for (var i = 0; i < _listeners.Length; i++)
{
var listener = _listeners[i];
for (var j = 0; j < PendingAcceptsPerListener; j++)
{
ring.PrepareAccept(listener, 0, 0, IORingUserData.EncodeAccept());
_pendingAcceptCount++;
}
}
}
///
/// Closes all listeners.
///
private static void CloseListeners()
{
var ring = _socketManager?.Ring;
if (ring == null)
{
return;
}
foreach (var listener in _listeners)
{
ring.CloseListener(listener);
}
_listeners = [];
}
private static void HandleAcceptCompletion(int result)
{
_pendingAcceptCount--;
var ring = _socketManager.Ring;
// EAGAIN (-11) means no connection pending - just re-queue
if (result == -11)
{
goto ReplenishAccepts;
}
if (result >= 0)
{
var clientSocket = (nint)result;
var remoteIP = SocketHelper.GetRemoteAddress(clientSocket);
if (remoteIP != null)
{
if (_ipRateLimiter != null && !_ipRateLimiter.Verify(remoteIP, out var totalAttempts))
{
logger.Debug("{Address} Past IP limit threshold ({TotalAttempts})", remoteIP, totalAttempts);
if (Bans.BanConfiguration.Settings.ReportRateLimitTrips)
{
// Enqueue-only contribution; NOT added to the local firewall set (the limiter already
// gates it here and the OS bouncer drops it at the kernel).
Bans.BanChannel.Report(remoteIP, Bans.BanConfiguration.Settings.AutoBanDuration, Bans.BanReasons.RateLimit);
}
}
else if (ConnectionFilters.ShouldDeny(remoteIP, out var deniedBy))
{
// Whatever a hit implies (persisting, promoting to an OS bouncer, contributing to the
// ban channel) is the filter's own business; the accept path just drops the socket.
logger.Debug("{Address} denied by connection filter '{Filter}'", remoteIP, deniedBy);
}
else
{
// Allow event handlers to reject the connection
var args = new SocketConnectEventArgs(remoteIP);
EventSink.InvokeSocketConnect(args);
if (args.AllowConnection)
{
ring.ConfigureSocket(clientSocket);
CreateFromSocket(clientSocket, remoteIP);
goto ReplenishAccepts;
}
logger.Debug("{Address} Rejected by socket handler", remoteIP);
}
}
ring.CloseSocket(clientSocket);
}
else if (result != -4) // EINTR
{
logger.Debug("Accept error: {Result}", result);
}
ReplenishAccepts:
var targetAccepts = _listeners.Length * PendingAcceptsPerListener;
while (_pendingAcceptCount < targetAccepts && _listeners.Length > 0)
{
var listenerIndex = _pendingAcceptCount % _listeners.Length;
ring.PrepareAccept(_listeners[listenerIndex], 0, 0, IORingUserData.EncodeAccept());
_pendingAcceptCount++;
}
}
///
/// Creates a NetState from an accepted socket handle.
///
internal static NetState CreateFromSocket(nint socketHandle, IPAddress address)
{
// Use socket manager to create managed socket (handles buffers, registration, recv posting)
var socket = _socketManager.CreateSocket(socketHandle);
if (socket == null)
{
logger.Debug("Failed to create socket (resources exhausted)");
_socketManager.Ring.CloseSocket(socketHandle);
return null;
}
// Create NetState and map by socket ID
var ns = new NetState(socket, address);
return _netStates[socket.Id] = ns;
}
private static void DisconnectUnattachedSockets()
{
var now = Core.Now;
// Process connecting queue with lazy removal - O(1) operations
while (_connectingQueue.TryPeek(out var ns))
{
// Lazy removal: skip already-authenticated or disconnected connections
if (!ns.Running || ns.Account != null)
{
_connectingQueue.Dequeue();
continue;
}
// If the socket has been connected for less than the limit, we can stop
// (queue is ordered by connection time, so remaining entries are newer)
if (now - ns.ConnectedOn < ConnectingSocketIdleLimit)
{
break;
}
_connectingQueue.Dequeue();
// Socket must have finished the entire authentication process or be forcibly disconnected
if (!ns.SentFirstPacket || !ns.Seeded)
{
// Only the totally silent ones are evidence. A connection that sent SOME data and ran out of
// time is far more likely a slow link, and banning those makes the player retry, trip the
// rate limiter, and compound it into an hours-long ban.
if (!ns._receivedData && Bans.BanConfiguration.Settings.ReportBadConnects)
{
Bans.BanChannel.Report(
ns.Address,
Bans.BanConfiguration.Settings.BadConnectDuration,
Bans.BanReasons.SilentConnect
);
}
ns.Disconnect(null);
// Force immediate cleanup - these are unauthenticated connections
// where graceful disconnect can get stuck with pending sends.
if (ns._socket is { DisconnectPending: true })
{
_socketManager.DisconnectImmediate(ns._socket);
}
}
}
}
public static void FlushAll()
{
while (_flushPending.TryDequeue(out var ns))
{
if (ns == null)
{
continue;
}
// Reset flag to allow re-queueing if more data is added later
ns._flushQueued = false;
if (ns.Running)
{
ns._socket?.QueueSend();
}
}
// Submit any pending operations
_socketManager?.Submit();
}
public static void Slice()
{
var curTicks = Core.TickCount;
DisconnectUnattachedSockets();
// Process throttled states
while (_throttled.Count > 0)
{
var ns = _throttled.Dequeue();
if (ns.Running)
{
ns.HandleReceive(true);
}
}
// This is enqueued by HandleReceive if already throttled and still throttled
while (_throttledPending.Count > 0)
{
_throttled.Enqueue(_throttledPending.Dequeue());
}
// Process queued movements at proper intervals
MovementThrottle.ProcessAllQueues();
// Process all completions through the manager FIRST
// This ensures DataReceived events are processed and HandleReceive runs,
// which may call Send() and add to _flushPending
var eventCount = _socketManager.ProcessCompletions(_events);
for (var i = 0; i < eventCount; i++)
{
ref var evt = ref _events[i];
switch (evt.Type)
{
case RingSocketEventType.Accept:
{
// Handle accept - AcceptedSocketHandle contains the result
HandleAcceptCompletion((int)evt.AcceptedSocketHandle);
break;
}
case RingSocketEventType.DataReceived:
{
var nsRecv = _netStates[evt.Socket.Id];
// Verify generation via object identity to avoid stale completion issues
if (nsRecv != null && nsRecv._socket == evt.Socket)
{
nsRecv.NextActivityCheck = curTicks + 30000;
HandleDataReceived(nsRecv, evt.BytesTransferred);
}
break;
}
case RingSocketEventType.DataSent:
{
var nsSend = _netStates[evt.Socket.Id];
// Verify generation via object identity
if (nsSend != null && nsSend._socket == evt.Socket)
{
// Update activity check on successful send
nsSend.NextActivityCheck = curTicks + 30000;
nsSend.TryShrinkSendBuffer(curTicks);
}
break;
}
case RingSocketEventType.Disconnected:
{
var nsDisc = _netStates[evt.Socket.Id];
// Verify generation via object identity
if (nsDisc != null && nsDisc._socket == evt.Socket)
{
HandleDisconnected(nsDisc);
}
break;
}
}
}
// Process flush queue AFTER event processing
// This ensures sends triggered by HandleReceive (via packet handlers like SendPlayServerAck)
// are queued in the SAME Slice, not the next one
while (_flushPending.TryDequeue(out var ns))
{
// Reset flag to allow re-queueing if more data is added later
ns._flushQueued = false;
if (ns.Running)
{
ns._socket?.QueueSend();
}
}
// CRITICAL: Process send queue NOW to post pending sends
// This ensures PostSend() runs and sets SendPending=true BEFORE disconnect checks
// Without this, Disconnect() would see SendPending=false even though data is queued
_socketManager.ProcessSendQueue();
// Process pending disconnects AFTER flush queue AND send queue processing
// This ensures the traditional order: Game Logic (Sends/Disconnects) → Receives → Flush → Disconnect
// Any Send() calls made after Disconnect() in the same tick are flushed before disconnect
while (_pendingDisconnects.TryDequeue(out var ns))
{
// Reset flag to allow re-queueing if reconnect happens
ns._disconnectQueued = false;
if (ns.Running && ns._socket != null)
{
// RingSocket.Disconnect() handles graceful disconnect:
// - Waits for pending sends to flush (if SendBuffer.ReadableBytes > 0)
// - Waits for in-flight I/O to complete
// - Ensures buffers aren't released while kernel is still using them
ns._socket.Disconnect();
if (ns._socket.DisconnectPending)
{
ns.ArmDrainDeadline(curTicks);
}
}
}
// Submit any queued operations
_socketManager.Submit();
// Process disposes
while (_disposed.TryDequeue(out var ns))
{
ns.DisposeInternal();
}
// Check for dead connections AFTER processing all completions.
// Recv completions reset NextActivityCheck, so after a server stall,
// buffered client pings update timestamps before this check fires.
if (curTicks - _nextAliveCheck >= 0)
{
_nextAliveCheck = curTicks + AliveCheckIntervalMs;
CheckAllAlive();
}
}
private static void HandleDataReceived(NetState ns, int bytesReceived)
{
if (!ns._running)
{
return;
}
if (bytesReceived > 0)
{
ns._receivedData = true;
}
// Data is already committed to buffer by RingSocketManager
// Decode if encryption is enabled
ns.DecryptRecvBuffer(bytesReceived);
// Process packets
ns.HandleReceive();
}
private static void HandleDisconnected(NetState ns)
{
var slotId = ns._socket.Id;
// IMPORTANT: Check if the slot still points to this NetState
// During quick reconnect, the slot might have been reused for a new connection
var currentNs = _netStates[slotId];
if (currentNs != ns)
{
// Slot was already reused - don't clear it!
// Just mark this NetState as not running and queue for dispose
ns._running = false;
_disposed.Enqueue(ns);
return;
}
// Clear the NetState slot
_netStates[slotId] = null;
// Mark as not running and queue for dispose
ns._running = false;
_disposed.Enqueue(ns);
}
public static void CheckAllAlive()
{
try
{
var curTicks = Core.TickCount;
foreach (var ns in Instances)
{
ns.CheckAlive(curTicks);
ns.TryShrinkSendBuffer(curTicks);
}
}
catch (Exception ex)
{
TraceException(ex);
}
}
}