> [!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
80 lines
2.2 KiB
C#
80 lines
2.2 KiB
C#
using System.Linq;
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using Server;
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using Server.Multis;
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using Server.Network;
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using Server.Tests;
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using Server.Tests.Network;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class HousePacketTests
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{
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[Theory]
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[InlineData(0x1001u)]
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public void TestBeginHouseCustomization(uint serial)
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{
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var expected = new BeginHouseCustomization((Serial)serial).Compile();
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendBeginHouseCustomization((Serial)serial);
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var result = ns.SendBuffer.GetReadSpan();
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AssertThat.Equal(result, expected);
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}
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[Theory]
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[InlineData(0x1001u)]
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public void TestEndHouseCustomization(uint serial)
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{
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var expected = new EndHouseCustomization((Serial)serial).Compile();
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendEndHouseCustomization((Serial)serial);
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var result = ns.SendBuffer.GetReadSpan();
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AssertThat.Equal(result, expected);
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}
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[Theory]
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[InlineData(0x1001u, 0)]
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[InlineData(0x1001u, 100)]
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public void TestDesignStateGeneral(uint serial, int revision)
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{
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var expected = new DesignStateGeneral((Serial)serial, revision).Compile();
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendDesignStateGeneral((Serial)serial, revision);
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var result = ns.SendBuffer.GetReadSpan();
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AssertThat.Equal(result, expected);
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}
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[Fact]
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public void TestHouseDesignStateDetailed()
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{
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var serial = (Serial)0x40000001;
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var revision = 10;
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var tiles = new MultiTileEntry[250];
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for (var i = 0; i < tiles.Length; i++)
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{
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tiles[i] = new MultiTileEntry(
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(ushort)i,
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(byte)i,
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(byte)i,
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(byte)(i / 50),
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TileFlag.None
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);
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}
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var mcl = new MultiComponentList(tiles.ToList());
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var expected = new DesignStateDetailed(
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serial, revision, mcl.Min.X, mcl.Min.Y, mcl.Max.X, mcl.Max.Y, tiles
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).Compile();
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var actual = HousePackets.CreateHouseDesignStateDetailed(serial, revision, mcl);
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AssertThat.Equal(actual, expected);
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}
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}
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