> [!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
136 lines
4 KiB
C#
136 lines
4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Server;
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using Server.Collections;
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using Server.Multis;
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using Server.Multis.Boats;
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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 BoatPacketTests
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{
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[Theory]
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[InlineData(Direction.West, 10, 100, 200)]
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public void TestMoveBoatHS(Direction d, int speed, int xOffset, int yOffset)
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{
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var item1 = new Item((Serial)0x1000)
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{
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ItemID = 0x13B9,
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Location = new Point3D(11, 21, 16),
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Map = Map.Felucca,
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Visible = true
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};
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var item2 = new Item((Serial)0x2000)
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{
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ItemID = 0x13B9,
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Location = new Point3D(100, 200, 16),
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Map = Map.Felucca,
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Visible = true
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};
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var beholder = new MockedMobile((Serial)0x100);
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beholder.DefaultMobileInit();
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beholder.Location = new Point3D(10, 20, 15);
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beholder.Map = Map.Felucca;
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beholder.CanSeeEntities.Add(item1);
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using var list = PooledRefList<IEntity>.Create();
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list.Add(beholder);
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list.Add(item1);
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var notContained = new List<IEntity> { item2 };
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var boat = new TestBoat((Serial)0x3000, notContained)
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{
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Location = new Point3D(10, 20, 15),
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Facing = Direction.Right,
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Map = Map.Felucca
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};
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beholder.CanSeeEntities.Add(boat);
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.ProtocolChanges = ProtocolChanges.HighSeas;
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var expected = new MoveBoatHS(beholder, boat, d, speed, list, xOffset, yOffset).Compile();
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ns.SendMoveBoatHS(boat, list, d, speed, xOffset, yOffset);
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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 TestDisplayBoatHS()
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{
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var item1 = new Item((Serial)0x1000)
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{
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ItemID = 0x13B9,
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Location = new Point3D(11, 21, 16),
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Map = Map.Felucca
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};
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var item2 = new Item((Serial)0x2000)
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{
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ItemID = 0x13B9,
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Location = new Point3D(100, 200, 16),
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Map = Map.Felucca
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};
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var beholder = new MockedMobile((Serial)0x100);
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beholder.DefaultMobileInit();
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beholder.Location = new Point3D(10, 20, 15);
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beholder.Map = Map.Felucca;
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beholder.CanSeeEntities.Add(item1);
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var notContained = new List<IEntity> { item2 };
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var boat = new TestBoat((Serial)0x3000, notContained)
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{
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Location = new Point3D(10, 20, 15),
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Facing = Direction.Right,
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Map = Map.Felucca
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};
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beholder.CanSeeEntities.Add(boat);
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.ProtocolChanges = ProtocolChanges.HighSeas;
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var expected = new DisplayBoatHS(beholder, boat).Compile();
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ns.SendDisplayBoatHS(beholder, boat);
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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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private class TestBoat : BaseBoat
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{
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private readonly List<IEntity> _notContainedList;
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public TestBoat(Serial serial, List<IEntity> notContainedList) : base(serial) => _notContainedList = notContainedList;
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public override MultiComponentList Components { get; } = new(new List<MultiTileEntry>());
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public override bool Contains(int x, int y) => !_notContainedList.Any(e => e.X == x && e.Y == y);
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public override MovingEntitiesEnumerable GetMovingEntities(bool includeBoat = false) =>
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new(this, true, new Rectangle2D(new Point2D(9, 19), new Point2D(13, 22)));
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}
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private class MockedMobile : Mobile
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{
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public HashSet<IEntity> CanSeeEntities = new();
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public MockedMobile(Serial serial) : base(serial)
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{
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}
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public override bool CanSee(Mobile m) => m == this;
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public override bool CanSee(Item i) => CanSeeEntities.Contains(i);
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}
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}
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