> [!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
63 lines
1.5 KiB
C#
63 lines
1.5 KiB
C#
using System;
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using System.Reflection;
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using Server.Items;
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using Server.Misc;
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using Server.Tests.Maps;
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using Xunit;
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namespace Server.Tests;
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[CollectionDefinition("Sequential UOContent Tests", DisableParallelization = true)]
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public class UOContentFixture : ICollectionFixture<UOContentFixture>, IDisposable
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{
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public UOContentFixture()
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{
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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// Load Configurations
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ServerConfiguration.Load(true);
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// Load UOContent.dll into the type resolver
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
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// Load Skills
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SkillsInfo.Configure();
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// Configure networking (initializes RingSocketManager for tests)
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Server.Network.NetState.Configure();
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// Configure / Initialize
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TestMapDefinitions.ConfigureTestMapDefinitions();
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// Configure the world
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World.Configure();
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Timer.Init(0);
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// Configure Races
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RaceDefinitions.Configure();
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// Load the world
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World.Load();
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World.ExitSerializationThreads();
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DecayScheduler.Configure();
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}
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private static int _counter;
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public void Dispose()
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{
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_counter++;
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if (_counter > 1)
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{
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throw new Exception("NO!");
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}
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Timer.Init(0);
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}
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}
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