Writes up IConnectionFilter for content authors: the accept-path contract (allocation-free, non-blocking, side effects owned by the filter), registration order and short-circuiting, the unregister-on-throw policy, and why this must not be routed through EventSink.InvokeSocketConnect. Also records the IPAddress <-> UInt128 normalization quirk. Addresses are normalized to IPv6 form, so a v4 address round-tripped through UInt128 can come back as InterNetworkV6 with IsIPv4MappedToIPv6 set. That is what the seemingly redundant clause in ToUInt128 is defending, not a stray condition. Noted as a follow-up rather than churned mid-feature: the normalization would read better as an explicit "to canonical v6 bits" step that never needs the family check. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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ModernUO Networking & Packets
This document covers ModernUO's networking system, including outgoing and incoming packet patterns, SpanWriter/SpanReader, and NetState extensions.
Overview
ModernUO uses a binary packet protocol for client-server communication. The system is built around:
- Outgoing packets: Static
Create*methods +Send*extension methods onNetState - Incoming packets: Function pointer handlers registered in
Configure() - SpanWriter/SpanReader: High-performance binary I/O using
Span<byte>
Outgoing Packet Pattern
Step 1: Define Constants and Create Method
public static class OutgoingMyPackets
{
public const int MyPacketLength = 12; // Fixed-size packet
public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
{
if (buffer[0] != 0) // Already initialized guard
return;
var writer = new SpanWriter(buffer);
writer.Write((byte)0xBF); // Packet ID
writer.Write((ushort)12); // Packet length
writer.Write((ushort)0x99); // Sub-command
writer.Write(target); // Serial (4 bytes)
writer.Write((short)value); // Value (2 bytes)
}
}
Step 2: Define Send Extension Method
public static void SendMyPacket(this NetState ns, Serial target, int value)
{
if (ns.CannotSendPackets())
return;
var buffer = stackalloc byte[MyPacketLength].InitializePacket();
CreateMyPacket(buffer, target, value);
ns.Send(buffer);
}
Step 3: Call from Game Code
// Send to one player
mobile.NetState.SendMyPacket(target.Serial, 42);
// Send to nearby players
foreach (var ns in mobile.GetClientsInRange(18))
{
ns.SendMyPacket(target.Serial, 42);
}
Variable-Length Outgoing Packets
public static void SendMyDynamicPacket(this NetState ns, string name, int[] values)
{
if (ns.CannotSendPackets())
return;
var length = 7 + name.Length * 2 + values.Length * 4;
var writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0x99); // Packet ID
writer.Write((ushort)0); // Length placeholder
writer.WriteBigUniNull(name); // Unicode string
writer.Write((ushort)values.Length);
foreach (var val in values)
writer.Write(val);
writer.WritePacketLength(); // Fill in actual length at position 1-2
ns.Send(writer.Span);
}
Shared Buffer Pattern (Multiple Recipients)
When sending the same packet to multiple players, create the buffer once:
public static void SendToNearby(Mobile source, int effectId)
{
Span<byte> buffer = stackalloc byte[EffectPacketLength];
buffer.InitializePacket();
foreach (var ns in source.GetClientsInRange(18))
{
// CreateXxx checks buffer[0] != 0 to avoid re-initializing
CreateEffectPacket(buffer, source.Serial, effectId);
ns.Send(buffer);
}
}
Incoming Packet Pattern
Step 1: Register Handler in Configure()
public static class IncomingMyPackets
{
public static unsafe void Configure()
{
// Fixed-length packet (12 bytes, in-game only)
IncomingPackets.Register(0x99, 12, true, &MyHandler);
// Variable-length packet (0 = variable)
IncomingPackets.Register(0x9A, 0, true, &MyDynamicHandler);
// Out-of-game packet
IncomingPackets.Register(0x9B, 10, false, &LoginHandler);
// Encoded packet (sub-command)
IncomingPackets.RegisterEncoded(0x28, true, &EncodedHandler);
}
}
Step 2: Implement Handler
public static void MyHandler(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
return;
var targetSerial = (Serial)reader.ReadUInt32();
var value = reader.ReadInt16();
var target = World.FindMobile(targetSerial);
if (target == null)
return;
// Process packet...
}
public static void MyDynamicHandler(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
return;
var name = reader.ReadBigUniSafe();
var count = reader.ReadUInt16();
for (var i = 0; i < count; i++)
{
var val = reader.ReadInt32();
// Process each value...
}
}
Encoded Packet Handler
public static void EncodedHandler(NetState state, IEntity target, EncodedReader reader)
{
// Encoded packets have a different signature
var from = state.Mobile;
if (from == null)
return;
// Process...
}
Registration Parameters
IncomingPackets.Register(
int packetID, // Packet identifier (0x00-0xFF)
int length, // Fixed length, or 0 for variable-length
bool inGameOnly, // Requires authenticated player
delegate*<NetState, SpanReader, void> handler // Function pointer
);
SpanWriter Reference
High-performance ref struct for writing binary data. Defined in Projects/Server/Buffers/SpanWriter.cs.
Constructors
var writer = new SpanWriter(Span<byte> buffer); // Fixed buffer
var writer = new SpanWriter(stackalloc byte[64]); // Stack buffer
var writer = new SpanWriter(int capacity, bool resize = false); // Pooled buffer
Integer Writes (Big-Endian by Default)
writer.Write(bool value); // 1 byte
writer.Write(byte value); // 1 byte
writer.Write(sbyte value); // 1 byte
writer.Write(short value); // 2 bytes, big-endian
writer.Write(ushort value); // 2 bytes, big-endian
writer.Write(int value); // 4 bytes, big-endian
writer.Write(uint value); // 4 bytes, big-endian
writer.Write(long value); // 8 bytes, big-endian
writer.Write(ulong value); // 8 bytes, big-endian
writer.Write(Serial serial); // 4 bytes (writes serial.Value)
Little-Endian Variants
writer.WriteLE(short value);
writer.WriteLE(ushort value);
writer.WriteLE(int value);
writer.WriteLE(uint value);
String Writes
// ASCII (1 byte per char)
writer.WriteAscii(string value);
writer.WriteAsciiNull(string value); // Null-terminated
writer.WriteAscii(string value, int fixedLength);
// Latin-1 (1 byte per char, extended ASCII)
writer.WriteLatin1(string value);
writer.WriteLatin1Null(string value);
writer.WriteLatin1(string value, int fixedLength);
// UTF-16 Big-Endian (UO standard for Unicode)
writer.WriteBigUni(string value);
writer.WriteBigUniNull(string value);
writer.WriteBigUni(string value, int fixedLength);
// UTF-16 Little-Endian
writer.WriteLittleUni(string value);
writer.WriteLittleUniNull(string value);
writer.WriteLittleUni(string value, int fixedLength);
// UTF-8
writer.WriteUTF8(string value);
writer.WriteUTF8Null(string value);
Utilities
writer.Write(ReadOnlySpan<byte> data); // Raw bytes
writer.Clear(int count); // Write zeros
writer.Seek(int offset, SeekOrigin origin); // Move position
writer.WritePacketLength(); // Fill length at position 1-2
writer.EnsureCapacity(int capacity); // Grow buffer if needed
writer.Dispose(); // Return pooled buffer
// Properties
writer.Position; // Current write position
writer.Capacity; // Buffer size
writer.Span; // ReadOnlySpan<byte> of written data
writer.RawBuffer; // Mutable Span<byte> of full buffer
SpanReader Reference
High-performance ref struct for reading binary data. Defined in Projects/Server/Buffers/SpanReader.cs.
Constructor
var reader = new SpanReader(ReadOnlySpan<byte> data);
Integer Reads (Big-Endian by Default)
reader.ReadByte(); // 1 byte
reader.ReadBoolean(); // 1 byte (> 0 = true)
reader.ReadSByte(); // 1 byte signed
reader.ReadInt16(); // 2 bytes, big-endian
reader.ReadUInt16(); // 2 bytes, big-endian
reader.ReadInt32(); // 4 bytes, big-endian
reader.ReadUInt32(); // 4 bytes, big-endian
reader.ReadInt64(); // 8 bytes, big-endian
reader.ReadUInt64(); // 8 bytes, big-endian
Little-Endian Variants
reader.ReadInt16LE();
reader.ReadUInt16LE();
reader.ReadUInt32LE();
String Reads
// Each has a "Safe" variant that filters control characters
reader.ReadAscii(int fixedLength = -1);
reader.ReadAsciiSafe(int fixedLength = -1);
reader.ReadLatin1(int fixedLength = -1);
reader.ReadLatin1Safe(int fixedLength = -1);
reader.ReadBigUni(int fixedLength = -1);
reader.ReadBigUniSafe(int fixedLength = -1);
reader.ReadLittleUni(int fixedLength = -1);
reader.ReadLittleUniSafe(int fixedLength = -1);
reader.ReadUTF8(int fixedLength = -1);
reader.ReadUTF8Safe(int fixedLength = -1);
Utilities
reader.Seek(int offset, SeekOrigin origin);
reader.Read(Span<byte> destination);
// Properties
reader.Position; // Current read position
reader.Length; // Total data length
reader.Remaining; // Bytes remaining
reader.Buffer; // ReadOnlySpan<byte> of full data
Player-Facing Message APIs
For chat, system messages, and overhead text, prefer the high-level convenience methods on Mobile and Item — they handle stackalloc sizing, packet buffer initialization, spatial queries, and visibility filtering for you. The underlying packets all live in OutgoingMessagePackets.
On Mobile
// Self-message (sent only to this mobile's NetState)
mob.SendMessage(int hue, ReadOnlySpan<char> text);
mob.SendAsciiMessage(int hue, ReadOnlySpan<char> text);
mob.SendLocalizedMessage(int number, ReadOnlySpan<char> args = default, int hue = 0x3B2);
mob.SendLocalizedMessage(int number, bool append, ReadOnlySpan<char> affix, ReadOnlySpan<char> args = default, int hue = 0x3B2);
// Speech variants (overhead text from this mobile, broadcast in range)
mob.Say(ReadOnlySpan<char> text); // SpeechHue
mob.Say(int number, ReadOnlySpan<char> args = default);
mob.Emote(ReadOnlySpan<char> text); // EmoteHue
mob.Whisper(ReadOnlySpan<char> text); // WhisperHue, short range
mob.Yell(ReadOnlySpan<char> text); // YellHue, long range
// Targeted overhead messages
mob.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text, bool noLineOfSight = true, AccessLevel accessLevel = AccessLevel.Player);
mob.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default, bool noLineOfSight = true);
mob.PrivateOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args, NetState state);
mob.LocalOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
mob.NonlocalOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
On Item
item.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
item.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
item.SendLocalizedMessageTo(Mobile to, int number, ReadOnlySpan<char> args = default);
item.SendLocalizedMessageTo(Mobile to, int number, int hue, ReadOnlySpan<char> args = default);
item.SendMessageTo(Mobile to, ReadOnlySpan<char> text, int hue = 0x3B2);
Direct NetState extensions
When you have a NetState and need full control (custom serial, body, font, language):
ns.SendMessage(Serial serial, int graphic, MessageType type, int hue, int font, bool ascii, string lang, ReadOnlySpan<char> name, ReadOnlySpan<char> text);
ns.SendMessageLocalized(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name = default, ReadOnlySpan<char> args = default);
ns.SendMessageLocalizedAffix(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name, AffixType affixType, ReadOnlySpan<char> affix = default, ReadOnlySpan<char> args = default);
Zero-allocation interpolation overloads
Every method above has a ref RawInterpolatedStringHandler overload for the text/args parameter. When the call-site argument is a $"..." literal, the compiler picks the handler overload and the message text is rendered directly into a pooled char[] — no string allocation:
mob.SendMessage($"You have {gold:N0} gold and {bounty:N0} bounty");
mob.Say($"Hello, {target.Name}!");
item.SendLocalizedMessageTo(player, cliloc, $"{a}\t{b}");
mob.PublicOverheadMessage(MessageType.Regular, hue, false, $"I am {mob.Name}");
When the argument is a pre-built string or ReadOnlySpan<char> variable, the ROS<char> overload is selected via implicit conversion — also fine, just doesn't get the zero-alloc benefit.
For methods with two text parameters (SendLocalizedMessageTo with affix, SendLocalizedMessage with append), only args has a handler overload — affix stays ROS<char> because it's typically a short literal.
Critical caveat: call-site shapes like ternaries, switch expressions, pre-built locals, and .ToString() inside the hole silently defeat the handler overload selection. See the Interpolation Anti-Patterns section in the string-handling doc for the full list and the fixes.
Lowercase format specifier
RawInterpolatedStringHandler recognizes :L to lowercase a value's output (using MemoryExtensions.ToLowerInvariant). Useful for enum names in player-facing text:
mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
See dev-docs/string-handling.md for full coverage.
Implementation notes
Mobile.PublicOverheadMessageandItem.PublicOverheadMessageroute through genericOutgoingMessagePackets.BroadcastMessage*<TFilter>helpers (inOutgoingMessagePackets.Broadcast.cs) parameterized over aprivate readonly structfilter that encapsulates the per-method visibility predicate (CanSee,InLOS,AccessLevel,!= self). Thewhere TFilter : struct, IBroadcastFilterconstraint specializes per filter type and keeps the dispatch zero-allocation (no boxing, no virtual call — JIT inlines the predicate).- The convenience methods themselves live in
Mobile.Messages.csandItem.Messages.cspartial files for organization.
Common Existing Send Methods
Effects and Sounds
ns.SendSoundEffect(int soundID, IPoint3D target);
ns.SendMobileAnimation(Serial mobile, int action, int frames, int repeat, bool forward, bool loop, int delay);
ns.SendNewMobileAnimation(Serial mobile, int action, int frames, int delay);
Mobile Status
ns.SendMobileHits(Mobile m, bool normalize = false);
ns.SendMobileMana(Mobile m, bool normalize = false);
ns.SendMobileStam(Mobile m, bool normalize = false);
ns.SendMobileAttributes(Mobile m, bool normalize = false);
ns.SendMobileStatus(Mobile m);
ns.SendMobileName(Mobile m);
ns.SendMobileMoving(Mobile source, Mobile target);
ns.SendBondedStatus(Serial serial, bool bonded);
ns.SendDeathAnimation(Serial killed, Serial corpse);
Damage
ns.SendDamage(Serial serial, int amount);
Targeting
ns.SendTargetReq(Target target);
ns.SendMovementRej(int sequence, Mobile m);
Protocol Notes
- Endianness: UO protocol is big-endian by default
- Packet ID: First byte identifies the packet type (0x00-0xFF)
- Length: For variable-length packets, bytes 1-2 are the total length (big-endian ushort)
- Serials: 4-byte identifiers for items (0x40000000+) and mobiles (0x00000001+)
- Clilocs: 4-byte localized string IDs
Best Practices
- Always check
ns.CannotSendPackets()before sending - Use
stackallocfor fixed-size packets (avoids heap allocation) - Use
InitializePacket()extension on stackalloc spans - Use
ReadAsciiSafe/ReadBigUniSafefor incoming strings (filters control chars) - Use
WritePacketLength()for variable-length packets - Big-endian by default -- only use
WriteLE/ReadLEwhen the protocol requires it - Function pointers (
&Handler) for incoming packet registration (no delegate allocation)
Connection Filtering (Accept Path)
Every inbound socket is checked before it becomes a NetState. The check runs on the game loop once
per accepted connection -- this is the path that has to survive a DDoS -- so it must be allocation-free
and non-blocking.
Gates plug in through IConnectionFilter, registered with ConnectionFilters.Register() during the
Configure sweep:
public sealed class MyFilter : IConnectionFilter
{
public string Name => "my-filter";
public void Configure() { /* read config, no I/O */ }
public void Start(CancellationToken token) { /* background hydration */ }
public void Stop() { }
public bool ShouldDeny(IPAddress address) => /* allocation-free membership test */;
}
// In a static Configure() so the sweep finds it:
ConnectionFilters.Register(new MyFilter());
Rules:
ShouldDenymust be allocation-free, O(log n) at worst, no I/O, no blocking. Anything expensive (parsing, reloading, contributing to an external service) belongs off the loop or behind a bounded, non-blocking enqueue.- Side effects a hit implies (reporting to
BanChannel, promoting to an OS firewall, suppressing duplicate reports) are the filter's business, not the accept path's. - Filters are consulted in registration order and the first denial short-circuits, so register the cheapest and most selective first. Core registers before content is swept.
- A filter that throws is unregistered and the connection fails open. A filter that faults once faults for every connection, so leaving it registered would mean an exception per accept.
Built-in filters: firewall (core, admin-curated, mutable at runtime) and blocklist (UOContent,
file-sourced, millions of entries, demand-pages hits to CrowdSec). Do not route this kind of check
through EventSink.InvokeSocketConnect -- that fires later and allocates a SocketConnectEventArgs
per connection, which is exactly what the accept path avoids for rejected traffic.
IP Address Normalization (IPAddressUtility)
Addresses are normalized to UInt128 in IPv6 form so a single comparison/index works for both
families. An IPv4 address becomes its v4-mapped-v6 value (::ffff:a.b.c.d), which is why round-tripping
matters: IPv4 -> UInt128 -> IPAddress can come back as InterNetworkV6 with IsIPv4MappedToIPv6
set, even though it is "really" a v4 address. Code that switches on AddressFamily alone will mis-handle
those, so the helpers check both.
Known wart / follow-up:
ToUInt128guards withAddressFamily == InterNetwork && !IsIPv4MappedToIPv6. Per BCL semanticsIsIPv4MappedToIPv6is only ever true forInterNetworkV6, so the second clause reads as redundant -- it is really defending the round-trip described above. The normalization would be clearer as an explicit "to canonical v6 bits" step that never needs the family check at all. Deliberately left as-is; to be revisited in a follow-up PR rather than churned mid-feature.
Key File References
| File | Description |
|---|---|
Projects/Server/Buffers/SpanWriter.cs |
SpanWriter ref struct |
Projects/Server/Buffers/SpanReader.cs |
SpanReader ref struct |
Projects/Server/Network/Packets/IncomingPackets.cs |
Packet registration |
Projects/UOContent/Network/Packets/IncomingPlayerPackets.cs |
Player packet handlers |
Projects/UOContent/Network/Packets/IncomingMovementPackets.cs |
Movement handlers |
Projects/UOContent/Network/Packets/IncomingMessagePackets.cs |
Speech handlers |
Projects/UOContent/Network/Packets/IncomingItemPackets.cs |
Item handlers |
Projects/UOContent/Network/Packets/IncomingTargetingPackets.cs |
Targeting handlers |
Projects/Server/Network/Packets/OutgoingMobilePackets.cs |
Mobile packets |
Projects/Server/Network/Packets/OutgoingItemPackets.cs |
Item packets |
Projects/Server/Network/Packets/OutgoingDamagePackets.cs |
Damage packets |
Projects/Server/Network/Packets/OutgoingEffectPackets.cs |
Effect/sound packets |
Projects/Server/Network/Packets/OutgoingAccountPackets.cs |
Account packets |
Projects/Server/Network/Packets/OutgoingContainerPackets.cs |
Container packets |
Projects/Server/Network/PacketHandler.cs |
PacketHandler class |
Projects/Server/Network/IConnectionFilter.cs |
Accept-path gate contract |
Projects/Server/Network/ConnectionFilters.cs |
Filter registry + lifecycle |
Projects/Server/Network/Firewall/Firewall.cs |
Admin-curated firewall set |
Projects/Server/Utilities/IPAddressUtility.cs |
IPAddress <-> UInt128 normalization |
Projects/UOContent/Misc/Blocklist/BlocklistFilter.cs |
File-sourced blocklist filter |