ModernUO/Projects/UOContent.Tests/Tests/Items/Games/Mahjong/MahjongPacketTests.cs
Kamron Batman 3c0d6cb9d6
feat: Upgrades networking to use io_uring. (#2315)
> [!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
2026-02-01 16:02:32 -08:00

117 lines
3.2 KiB
C#

using Server;
using Server.Engines.Mahjong;
using Server.Tests;
using Server.Tests.Network;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class MahjongPacketTests
{
[Fact]
public void TestMahjongJoinGame()
{
var game = (Serial)0x1024u;
var expected = new MahjongJoinGame(game).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendMahjongJoinGame(game);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Theory]
[InlineData(true)]
[InlineData(false)]
public void TestMahjongPlayersInfo(bool showScores)
{
var m = new Mobile((Serial)0x1);
m.DefaultMobileInit();
var game = new MahjongGame { ShowScores = showScores };
game.Players.Join(m);
var expected = new MahjongPlayersInfo(game, m).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendMahjongPlayersInfo(game, m);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Theory]
[InlineData(true, true)]
[InlineData(true, false)]
[InlineData(false, true)]
[InlineData(false, false)]
public void TestMahjongGeneralInfo(bool showScores, bool spectatorVision)
{
var game = new MahjongGame { ShowScores = showScores, SpectatorVision = spectatorVision};
var expected = new MahjongGeneralInfo(game).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendMahjongGeneralInfo(game);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Theory]
[InlineData(true)]
[InlineData(false)]
public void TestMahjongTilesInfo(bool spectatorVision)
{
var m = new Mobile((Serial)0x1);
m.DefaultMobileInit();
var game = new MahjongGame { SpectatorVision = spectatorVision };
game.Players.Join(m);
var expected = new MahjongTilesInfo(game, m).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendMahjongTilesInfo(game, m);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Theory]
[InlineData(true)]
[InlineData(false)]
public void TestMahjongTileInfo(bool spectatorVision)
{
var m = new Mobile((Serial)0x1);
m.DefaultMobileInit();
var game = new MahjongGame { SpectatorVision = spectatorVision };
game.Players.Join(m);
var expected = new MahjongTileInfo(game.Tiles[0], m).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendMahjongTileInfo(game.Tiles[0], m);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Fact]
public void TestMahjongRelieve()
{
var game = (Serial)0x1024u;
var expected = new MahjongRelieve(game).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendMahjongRelieve(game);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
}