ModernUO/Projects/UOContent/Special Systems/Engines/PreventInaccess.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

89 lines
2.7 KiB
C#

using System.Collections.Generic;
using ModernUO.CodeGeneratedEvents;
using Server.Mobiles;
namespace Server.Misc
{
/*
* This system prevents the inability for server staff to
* access their server due to data overflows during login.
*
* Whenever a staff character's NetState is disposed right after
* the login process, the character is moved to and logged out
* at a "safe" alternative.
*
* The location the character was moved from will be reported
* to the player upon the next successful login.
*
* This system does not affect non-staff players.
*/
public static class PreventInaccess
{
public static readonly bool Enabled = true;
private static readonly LocationInfo[] m_Destinations =
{
new(new Point3D(5275, 1163, 0), Map.Felucca), // Jail
new(new Point3D(5275, 1163, 0), Map.Trammel),
new(new Point3D(5445, 1153, 0), Map.Felucca), // Green acres
new(new Point3D(5445, 1153, 0), Map.Trammel)
};
private static Dictionary<Mobile, LocationInfo> m_MoveHistory;
public static void Initialize()
{
m_MoveHistory = new Dictionary<Mobile, LocationInfo>();
}
[OnEvent(nameof(PlayerMobile.PlayerLoginEvent))]
public static void OnLogin(PlayerMobile from)
{
if (!Enabled)
{
return;
}
if (from == null || from.AccessLevel < AccessLevel.Counselor)
{
return;
}
if (HasDisconnected(from))
{
if (!m_MoveHistory.ContainsKey(from))
{
m_MoveHistory[from] = new LocationInfo(from.Location, from.Map);
}
var dest = GetRandomDestination();
from.Location = dest.Location;
from.Map = dest.Map;
}
else if (m_MoveHistory.Remove(from, out var orig))
{
from.SendMessage(
$"Your character was moved from {orig.Location} ({orig.Map}) due to a detected client crash."
);
}
}
private static bool HasDisconnected(Mobile m) => m.NetState is not { IsConnected: true };
private static LocationInfo GetRandomDestination() => m_Destinations.RandomElement();
private class LocationInfo
{
public LocationInfo(Point3D loc, Map map)
{
Location = loc;
Map = map;
}
public Point3D Location { get; }
public Map Map { get; }
}
}
}