ModernUO/Projects/UOContent.Tests/Tests/Skills/SkillPacketsTests.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

51 lines
1.4 KiB
C#

using Server;
using Server.Network;
using Server.Tests;
using Server.Tests.Network;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class SkillPacketsTests
{
[Theory]
[InlineData(SkillName.Alchemy, 0, 1)]
[InlineData(SkillName.Archery, 10, 1000)]
[InlineData(SkillName.Begging, 100000, 1000)]
public void TestSkillChange(SkillName skillName, int baseFixedPoint, int capFixedPoint)
{
var m = new Mobile((Serial)0x1);
m.DefaultMobileInit();
var skill = m.Skills[skillName];
skill.BaseFixedPoint = baseFixedPoint;
skill.CapFixedPoint = capFixedPoint;
var expected = new SkillChange(skill).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendSkillChange(skill);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Fact]
public void TestSkillsUpdate()
{
var m = new Mobile((Serial)0x1);
m.DefaultMobileInit();
var skills = m.Skills;
m.Skills[SkillsInfo.RandomSkill()].BaseFixedPoint = 1000;
var expected = new SkillUpdate(skills).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendSkillsUpdate(skills);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
}