> [!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
195 lines
6.9 KiB
C#
195 lines
6.9 KiB
C#
using System;
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using System.Net;
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using System.Net.Http;
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using System.Net.NetworkInformation;
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using System.Net.Sockets;
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using ModernUO.CodeGeneratedEvents;
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using Server.Logging;
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using Server.Network;
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namespace Server.Misc
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{
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/*
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* The default settings are configured to automatically detect your external IP address.
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*
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* If your public IP address cannot be determined then set your IP address in modernuo.json, for example:
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* "serverListing.address": "1.2.3.4"
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*
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* If you do not plan on allowing clients outside of your LAN to connect, then set the following in modernuo.json
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* "serverListing.address": null,
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* "serverListing.autoDetect": false
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*
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* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
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* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
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* involves configuration of the router through your web browser.
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*
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* ServerList will direct connecting clients depending on both the address they are connecting from and the address and
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* port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
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* will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
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* will be directed to whichever address and port they initially connected to. This allows multi-homed servers to function
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* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
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* locally private address, the server will direct the client to either the automatically detected IP address or the
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* manually entered IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
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*/
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public static class ServerList
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(ServerList));
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private static IPAddress _publicAddress;
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public static string Address { get; private set; }
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public static string ServerName { get; private set; }
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public static bool AutoDetect { get; private set; }
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private static bool _useServerListingAddressConfig { get; set; }
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public static void Configure()
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{
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Address = ServerConfiguration.GetOrUpdateSetting("serverListing.address", null);
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AutoDetect = ServerConfiguration.GetOrUpdateSetting("serverListing.autoDetect", true);
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ServerName = ServerConfiguration.GetOrUpdateSetting("serverListing.serverName", "ModernUO");
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}
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public static void Initialize()
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{
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if (Address == null)
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{
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if (AutoDetect)
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{
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AutoDetection();
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}
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}
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else
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{
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Resolve(Address, out _publicAddress);
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if (_publicAddress != null)
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{
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_useServerListingAddressConfig = true;
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logger.Information("Server listing address set from config: {address}", _publicAddress);
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}
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}
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}
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[OnEvent(nameof(GatewayServer.ServerListEvent))]
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public static void OnServerListEvent(GatewayServer.ServerListEventArgs e)
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{
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try
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{
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var ns = e.State;
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var localEndPoint = ns.LocalEndPoint;
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if (localEndPoint == null)
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{
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return;
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}
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var localAddress = localEndPoint.Address;
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var localPort = localEndPoint.Port;
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if (_useServerListingAddressConfig)
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{
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localAddress = _publicAddress;
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}
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else if (localAddress.IsPrivateNetwork())
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{
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// Check if client is from a public network
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if (!ns.Address.IsPrivateNetwork() && _publicAddress != null)
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{
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localAddress = _publicAddress;
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}
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}
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e.AddServer(ServerName, new IPEndPoint(localAddress, localPort));
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}
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catch (Exception er)
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{
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logger.Warning(er, "Unhandled exception at server list");
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e.Rejected = true;
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}
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}
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private static void AutoDetection()
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{
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if (!HasPublicIPAddress())
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{
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_publicAddress = FindPublicAddress();
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if (_publicAddress != null)
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{
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logger.Information("Auto-detected public IP address ({IPAddress})", _publicAddress);
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}
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else
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{
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logger.Error("Could not auto-detect public IP address. Users will not be able to connect!");
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}
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}
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}
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private static void Resolve(string addr, out IPAddress outValue)
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{
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if (IPAddress.TryParse(addr, out outValue))
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{
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return;
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}
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try
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{
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var iphe = Dns.GetHostEntry(addr);
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if (iphe.AddressList.Length > 0)
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{
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outValue = iphe.AddressList[^1];
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}
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}
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catch
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{
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// ignored
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}
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}
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private static bool HasPublicIPAddress()
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{
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foreach (var adapter in NetworkInterface.GetAllNetworkInterfaces())
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{
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foreach (var unicast in adapter.GetIPProperties().UnicastAddresses)
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{
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var ip = unicast.Address;
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if (!IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 &&
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!ip.IsPrivateNetwork())
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{
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return true;
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}
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}
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}
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return false;
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}
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private const string _ipifyUrl = "https://api.ipify.org";
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private static IPAddress FindPublicAddress()
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{
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const int count = 3;
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for (var i = 0; i < count; i++)
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{
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try
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{
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// This isn't called often so we don't need to optimize
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using var hc = new HttpClient();
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hc.Timeout = TimeSpan.FromSeconds(1); // Only wait 1 second
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var ipAddress = hc.GetStringAsync(_ipifyUrl).Result;
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return IPAddress.Parse(ipAddress);
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}
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catch
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{
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// ignored
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}
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}
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logger.Warning("Attempted to get a public IP address {Count} times from {RemoteIPService} and failed.", count, _ipifyUrl);
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return null;
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}
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}
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}
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