Core now owns the question -- "should this socket be denied?" -- and none of the answers. The firewall was the last implementation left in core, and the reasons to keep it did not survive scrutiny: it is not extended downstream, and a shard running bare core has no way to populate it anyway, since the admin gump and the commands that mutate it are both content. Larger shards front the server with an upstream proxy or edge scrubbing and never use it; it survives as the fallback an admin reaches for over a single player, which is squarely content's concern. Nothing about the firewall changes for operators: same Server.Network namespace, same Configuration/firewall.json, same gump and commands, same legacy .cfg migration. It reaches the accept path through ConnectionFilters like any other filter, and registers itself first because an empty set is the cheapest gate. Untangling core from the firewall entry types first: - NetworkUtilities built its reserved-network tables out of CidrFirewallEntry, which made core depend on the firewall for something with nothing to do with banning. Those are constant CIDR blocks answering "is this address in one of these ranges?", so they are now a SortedRangeIndex<UInt128> -- the same primitive the firewall and blocklist already share. Same semantics, same public API, one linear scan replaced by a binary search. - The CIDR -> normalized range parse those tables needed is now IPAddressUtility.TryParseCidrRange, and CidrFirewallEntry drops its private copy of that logic in favor of it. Core no longer references IFirewallEntry or Firewall anywhere. 1344 tests pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
558 lines
21 KiB
Markdown
558 lines
21 KiB
Markdown
# ModernUO Networking & Packets
|
|
|
|
This document covers ModernUO's networking system, including outgoing and incoming packet patterns, SpanWriter/SpanReader, and NetState extensions.
|
|
|
|
## Overview
|
|
|
|
ModernUO uses a binary packet protocol for client-server communication. The system is built around:
|
|
- **Outgoing packets**: Static `Create*` methods + `Send*` extension methods on `NetState`
|
|
- **Incoming packets**: Function pointer handlers registered in `Configure()`
|
|
- **SpanWriter/SpanReader**: High-performance binary I/O using `Span<byte>`
|
|
|
|
## Outgoing Packet Pattern
|
|
|
|
### Step 1: Define Constants and Create Method
|
|
|
|
```csharp
|
|
public static class OutgoingMyPackets
|
|
{
|
|
public const int MyPacketLength = 12; // Fixed-size packet
|
|
|
|
public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
|
|
{
|
|
if (buffer[0] != 0) // Already initialized guard
|
|
return;
|
|
|
|
var writer = new SpanWriter(buffer);
|
|
writer.Write((byte)0xBF); // Packet ID
|
|
writer.Write((ushort)12); // Packet length
|
|
writer.Write((ushort)0x99); // Sub-command
|
|
writer.Write(target); // Serial (4 bytes)
|
|
writer.Write((short)value); // Value (2 bytes)
|
|
}
|
|
}
|
|
```
|
|
|
|
### Step 2: Define Send Extension Method
|
|
|
|
```csharp
|
|
public static void SendMyPacket(this NetState ns, Serial target, int value)
|
|
{
|
|
if (ns.CannotSendPackets())
|
|
return;
|
|
|
|
var buffer = stackalloc byte[MyPacketLength].InitializePacket();
|
|
CreateMyPacket(buffer, target, value);
|
|
ns.Send(buffer);
|
|
}
|
|
```
|
|
|
|
### Step 3: Call from Game Code
|
|
|
|
```csharp
|
|
// Send to one player
|
|
mobile.NetState.SendMyPacket(target.Serial, 42);
|
|
|
|
// Send to nearby players
|
|
foreach (var ns in mobile.GetClientsInRange(18))
|
|
{
|
|
ns.SendMyPacket(target.Serial, 42);
|
|
}
|
|
```
|
|
|
|
### Variable-Length Outgoing Packets
|
|
|
|
```csharp
|
|
public static void SendMyDynamicPacket(this NetState ns, string name, int[] values)
|
|
{
|
|
if (ns.CannotSendPackets())
|
|
return;
|
|
|
|
var length = 7 + name.Length * 2 + values.Length * 4;
|
|
var writer = new SpanWriter(stackalloc byte[length]);
|
|
|
|
writer.Write((byte)0x99); // Packet ID
|
|
writer.Write((ushort)0); // Length placeholder
|
|
writer.WriteBigUniNull(name); // Unicode string
|
|
writer.Write((ushort)values.Length);
|
|
|
|
foreach (var val in values)
|
|
writer.Write(val);
|
|
|
|
writer.WritePacketLength(); // Fill in actual length at position 1-2
|
|
ns.Send(writer.Span);
|
|
}
|
|
```
|
|
|
|
### Shared Buffer Pattern (Multiple Recipients)
|
|
|
|
When sending the same packet to multiple players, create the buffer once:
|
|
|
|
```csharp
|
|
public static void SendToNearby(Mobile source, int effectId)
|
|
{
|
|
Span<byte> buffer = stackalloc byte[EffectPacketLength];
|
|
buffer.InitializePacket();
|
|
|
|
foreach (var ns in source.GetClientsInRange(18))
|
|
{
|
|
// CreateXxx checks buffer[0] != 0 to avoid re-initializing
|
|
CreateEffectPacket(buffer, source.Serial, effectId);
|
|
ns.Send(buffer);
|
|
}
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## Incoming Packet Pattern
|
|
|
|
### Step 1: Register Handler in Configure()
|
|
|
|
```csharp
|
|
public static class IncomingMyPackets
|
|
{
|
|
public static unsafe void Configure()
|
|
{
|
|
// Fixed-length packet (12 bytes, in-game only)
|
|
IncomingPackets.Register(0x99, 12, true, &MyHandler);
|
|
|
|
// Variable-length packet (0 = variable)
|
|
IncomingPackets.Register(0x9A, 0, true, &MyDynamicHandler);
|
|
|
|
// Out-of-game packet
|
|
IncomingPackets.Register(0x9B, 10, false, &LoginHandler);
|
|
|
|
// Encoded packet (sub-command)
|
|
IncomingPackets.RegisterEncoded(0x28, true, &EncodedHandler);
|
|
}
|
|
}
|
|
```
|
|
|
|
### Step 2: Implement Handler
|
|
|
|
```csharp
|
|
public static void MyHandler(NetState state, SpanReader reader)
|
|
{
|
|
var from = state.Mobile;
|
|
if (from == null)
|
|
return;
|
|
|
|
var targetSerial = (Serial)reader.ReadUInt32();
|
|
var value = reader.ReadInt16();
|
|
|
|
var target = World.FindMobile(targetSerial);
|
|
if (target == null)
|
|
return;
|
|
|
|
// Process packet...
|
|
}
|
|
|
|
public static void MyDynamicHandler(NetState state, SpanReader reader)
|
|
{
|
|
var from = state.Mobile;
|
|
if (from == null)
|
|
return;
|
|
|
|
var name = reader.ReadBigUniSafe();
|
|
var count = reader.ReadUInt16();
|
|
|
|
for (var i = 0; i < count; i++)
|
|
{
|
|
var val = reader.ReadInt32();
|
|
// Process each value...
|
|
}
|
|
}
|
|
```
|
|
|
|
### Encoded Packet Handler
|
|
|
|
```csharp
|
|
public static void EncodedHandler(NetState state, IEntity target, EncodedReader reader)
|
|
{
|
|
// Encoded packets have a different signature
|
|
var from = state.Mobile;
|
|
if (from == null)
|
|
return;
|
|
|
|
// Process...
|
|
}
|
|
```
|
|
|
|
### Registration Parameters
|
|
|
|
```csharp
|
|
IncomingPackets.Register(
|
|
int packetID, // Packet identifier (0x00-0xFF)
|
|
int length, // Fixed length, or 0 for variable-length
|
|
bool inGameOnly, // Requires authenticated player
|
|
delegate*<NetState, SpanReader, void> handler // Function pointer
|
|
);
|
|
```
|
|
|
|
---
|
|
|
|
## SpanWriter Reference
|
|
|
|
High-performance ref struct for writing binary data. Defined in `Projects/Server/Buffers/SpanWriter.cs`.
|
|
|
|
### Constructors
|
|
|
|
```csharp
|
|
var writer = new SpanWriter(Span<byte> buffer); // Fixed buffer
|
|
var writer = new SpanWriter(stackalloc byte[64]); // Stack buffer
|
|
var writer = new SpanWriter(int capacity, bool resize = false); // Pooled buffer
|
|
```
|
|
|
|
### Integer Writes (Big-Endian by Default)
|
|
|
|
```csharp
|
|
writer.Write(bool value); // 1 byte
|
|
writer.Write(byte value); // 1 byte
|
|
writer.Write(sbyte value); // 1 byte
|
|
writer.Write(short value); // 2 bytes, big-endian
|
|
writer.Write(ushort value); // 2 bytes, big-endian
|
|
writer.Write(int value); // 4 bytes, big-endian
|
|
writer.Write(uint value); // 4 bytes, big-endian
|
|
writer.Write(long value); // 8 bytes, big-endian
|
|
writer.Write(ulong value); // 8 bytes, big-endian
|
|
writer.Write(Serial serial); // 4 bytes (writes serial.Value)
|
|
```
|
|
|
|
### Little-Endian Variants
|
|
|
|
```csharp
|
|
writer.WriteLE(short value);
|
|
writer.WriteLE(ushort value);
|
|
writer.WriteLE(int value);
|
|
writer.WriteLE(uint value);
|
|
```
|
|
|
|
### String Writes
|
|
|
|
```csharp
|
|
// ASCII (1 byte per char)
|
|
writer.WriteAscii(string value);
|
|
writer.WriteAsciiNull(string value); // Null-terminated
|
|
writer.WriteAscii(string value, int fixedLength);
|
|
|
|
// Latin-1 (1 byte per char, extended ASCII)
|
|
writer.WriteLatin1(string value);
|
|
writer.WriteLatin1Null(string value);
|
|
writer.WriteLatin1(string value, int fixedLength);
|
|
|
|
// UTF-16 Big-Endian (UO standard for Unicode)
|
|
writer.WriteBigUni(string value);
|
|
writer.WriteBigUniNull(string value);
|
|
writer.WriteBigUni(string value, int fixedLength);
|
|
|
|
// UTF-16 Little-Endian
|
|
writer.WriteLittleUni(string value);
|
|
writer.WriteLittleUniNull(string value);
|
|
writer.WriteLittleUni(string value, int fixedLength);
|
|
|
|
// UTF-8
|
|
writer.WriteUTF8(string value);
|
|
writer.WriteUTF8Null(string value);
|
|
```
|
|
|
|
### Utilities
|
|
|
|
```csharp
|
|
writer.Write(ReadOnlySpan<byte> data); // Raw bytes
|
|
writer.Clear(int count); // Write zeros
|
|
writer.Seek(int offset, SeekOrigin origin); // Move position
|
|
writer.WritePacketLength(); // Fill length at position 1-2
|
|
writer.EnsureCapacity(int capacity); // Grow buffer if needed
|
|
writer.Dispose(); // Return pooled buffer
|
|
|
|
// Properties
|
|
writer.Position; // Current write position
|
|
writer.Capacity; // Buffer size
|
|
writer.Span; // ReadOnlySpan<byte> of written data
|
|
writer.RawBuffer; // Mutable Span<byte> of full buffer
|
|
```
|
|
|
|
---
|
|
|
|
## SpanReader Reference
|
|
|
|
High-performance ref struct for reading binary data. Defined in `Projects/Server/Buffers/SpanReader.cs`.
|
|
|
|
### Constructor
|
|
|
|
```csharp
|
|
var reader = new SpanReader(ReadOnlySpan<byte> data);
|
|
```
|
|
|
|
### Integer Reads (Big-Endian by Default)
|
|
|
|
```csharp
|
|
reader.ReadByte(); // 1 byte
|
|
reader.ReadBoolean(); // 1 byte (> 0 = true)
|
|
reader.ReadSByte(); // 1 byte signed
|
|
reader.ReadInt16(); // 2 bytes, big-endian
|
|
reader.ReadUInt16(); // 2 bytes, big-endian
|
|
reader.ReadInt32(); // 4 bytes, big-endian
|
|
reader.ReadUInt32(); // 4 bytes, big-endian
|
|
reader.ReadInt64(); // 8 bytes, big-endian
|
|
reader.ReadUInt64(); // 8 bytes, big-endian
|
|
```
|
|
|
|
### Little-Endian Variants
|
|
|
|
```csharp
|
|
reader.ReadInt16LE();
|
|
reader.ReadUInt16LE();
|
|
reader.ReadUInt32LE();
|
|
```
|
|
|
|
### String Reads
|
|
|
|
```csharp
|
|
// Each has a "Safe" variant that filters control characters
|
|
reader.ReadAscii(int fixedLength = -1);
|
|
reader.ReadAsciiSafe(int fixedLength = -1);
|
|
reader.ReadLatin1(int fixedLength = -1);
|
|
reader.ReadLatin1Safe(int fixedLength = -1);
|
|
reader.ReadBigUni(int fixedLength = -1);
|
|
reader.ReadBigUniSafe(int fixedLength = -1);
|
|
reader.ReadLittleUni(int fixedLength = -1);
|
|
reader.ReadLittleUniSafe(int fixedLength = -1);
|
|
reader.ReadUTF8(int fixedLength = -1);
|
|
reader.ReadUTF8Safe(int fixedLength = -1);
|
|
```
|
|
|
|
### Utilities
|
|
|
|
```csharp
|
|
reader.Seek(int offset, SeekOrigin origin);
|
|
reader.Read(Span<byte> destination);
|
|
|
|
// Properties
|
|
reader.Position; // Current read position
|
|
reader.Length; // Total data length
|
|
reader.Remaining; // Bytes remaining
|
|
reader.Buffer; // ReadOnlySpan<byte> of full data
|
|
```
|
|
|
|
---
|
|
|
|
## Player-Facing Message APIs
|
|
|
|
For chat, system messages, and overhead text, prefer the high-level convenience methods on `Mobile` and `Item` — they handle stackalloc sizing, packet buffer initialization, spatial queries, and visibility filtering for you. The underlying packets all live in `OutgoingMessagePackets`.
|
|
|
|
### On `Mobile`
|
|
|
|
```csharp
|
|
// Self-message (sent only to this mobile's NetState)
|
|
mob.SendMessage(int hue, ReadOnlySpan<char> text);
|
|
mob.SendAsciiMessage(int hue, ReadOnlySpan<char> text);
|
|
mob.SendLocalizedMessage(int number, ReadOnlySpan<char> args = default, int hue = 0x3B2);
|
|
mob.SendLocalizedMessage(int number, bool append, ReadOnlySpan<char> affix, ReadOnlySpan<char> args = default, int hue = 0x3B2);
|
|
|
|
// Speech variants (overhead text from this mobile, broadcast in range)
|
|
mob.Say(ReadOnlySpan<char> text); // SpeechHue
|
|
mob.Say(int number, ReadOnlySpan<char> args = default);
|
|
mob.Emote(ReadOnlySpan<char> text); // EmoteHue
|
|
mob.Whisper(ReadOnlySpan<char> text); // WhisperHue, short range
|
|
mob.Yell(ReadOnlySpan<char> text); // YellHue, long range
|
|
|
|
// Targeted overhead messages
|
|
mob.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text, bool noLineOfSight = true, AccessLevel accessLevel = AccessLevel.Player);
|
|
mob.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default, bool noLineOfSight = true);
|
|
mob.PrivateOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args, NetState state);
|
|
mob.LocalOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
|
|
mob.NonlocalOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
|
|
```
|
|
|
|
### On `Item`
|
|
|
|
```csharp
|
|
item.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
|
|
item.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
|
|
item.SendLocalizedMessageTo(Mobile to, int number, ReadOnlySpan<char> args = default);
|
|
item.SendLocalizedMessageTo(Mobile to, int number, int hue, ReadOnlySpan<char> args = default);
|
|
item.SendMessageTo(Mobile to, ReadOnlySpan<char> text, int hue = 0x3B2);
|
|
```
|
|
|
|
### Direct `NetState` extensions
|
|
|
|
When you have a `NetState` and need full control (custom serial, body, font, language):
|
|
|
|
```csharp
|
|
ns.SendMessage(Serial serial, int graphic, MessageType type, int hue, int font, bool ascii, string lang, ReadOnlySpan<char> name, ReadOnlySpan<char> text);
|
|
ns.SendMessageLocalized(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name = default, ReadOnlySpan<char> args = default);
|
|
ns.SendMessageLocalizedAffix(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name, AffixType affixType, ReadOnlySpan<char> affix = default, ReadOnlySpan<char> args = default);
|
|
```
|
|
|
|
### Zero-allocation interpolation overloads
|
|
|
|
Every method above has a `ref RawInterpolatedStringHandler` overload for the text/args parameter. When the call-site argument is a `$"..."` literal, the compiler picks the handler overload and the message text is rendered directly into a pooled `char[]` — no `string` allocation:
|
|
|
|
```csharp
|
|
mob.SendMessage($"You have {gold:N0} gold and {bounty:N0} bounty");
|
|
mob.Say($"Hello, {target.Name}!");
|
|
item.SendLocalizedMessageTo(player, cliloc, $"{a}\t{b}");
|
|
mob.PublicOverheadMessage(MessageType.Regular, hue, false, $"I am {mob.Name}");
|
|
```
|
|
|
|
When the argument is a pre-built `string` or `ReadOnlySpan<char>` variable, the `ROS<char>` overload is selected via implicit conversion — also fine, just doesn't get the zero-alloc benefit.
|
|
|
|
For methods with two text parameters (`SendLocalizedMessageTo` with affix, `SendLocalizedMessage` with append), only `args` has a handler overload — `affix` stays `ROS<char>` because it's typically a short literal.
|
|
|
|
**Critical caveat:** call-site shapes like ternaries, switch expressions, pre-built locals, and `.ToString()` inside the hole silently defeat the handler overload selection. See the [Interpolation Anti-Patterns](string-handling.md#interpolation-anti-patterns) section in the string-handling doc for the full list and the fixes.
|
|
|
|
### Lowercase format specifier
|
|
|
|
`RawInterpolatedStringHandler` recognizes `:L` to lowercase a value's output (using `MemoryExtensions.ToLowerInvariant`). Useful for enum names in player-facing text:
|
|
|
|
```csharp
|
|
mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
|
|
```
|
|
|
|
See [`dev-docs/string-handling.md`](string-handling.md#rawinterpolatedstringhandler) for full coverage.
|
|
|
|
### Implementation notes
|
|
|
|
- `Mobile.PublicOverheadMessage` and `Item.PublicOverheadMessage` route through generic `OutgoingMessagePackets.BroadcastMessage*<TFilter>` helpers (in `OutgoingMessagePackets.Broadcast.cs`) parameterized over a `private readonly struct` filter that encapsulates the per-method visibility predicate (`CanSee`, `InLOS`, `AccessLevel`, `!= self`). The `where TFilter : struct, IBroadcastFilter` constraint specializes per filter type and keeps the dispatch zero-allocation (no boxing, no virtual call — JIT inlines the predicate).
|
|
- The convenience methods themselves live in `Mobile.Messages.cs` and `Item.Messages.cs` partial files for organization.
|
|
|
|
---
|
|
|
|
## Common Existing Send Methods
|
|
|
|
### Effects and Sounds
|
|
```csharp
|
|
ns.SendSoundEffect(int soundID, IPoint3D target);
|
|
ns.SendMobileAnimation(Serial mobile, int action, int frames, int repeat, bool forward, bool loop, int delay);
|
|
ns.SendNewMobileAnimation(Serial mobile, int action, int frames, int delay);
|
|
```
|
|
|
|
### Mobile Status
|
|
```csharp
|
|
ns.SendMobileHits(Mobile m, bool normalize = false);
|
|
ns.SendMobileMana(Mobile m, bool normalize = false);
|
|
ns.SendMobileStam(Mobile m, bool normalize = false);
|
|
ns.SendMobileAttributes(Mobile m, bool normalize = false);
|
|
ns.SendMobileStatus(Mobile m);
|
|
ns.SendMobileName(Mobile m);
|
|
ns.SendMobileMoving(Mobile source, Mobile target);
|
|
ns.SendBondedStatus(Serial serial, bool bonded);
|
|
ns.SendDeathAnimation(Serial killed, Serial corpse);
|
|
```
|
|
|
|
### Damage
|
|
```csharp
|
|
ns.SendDamage(Serial serial, int amount);
|
|
```
|
|
|
|
### Targeting
|
|
```csharp
|
|
ns.SendTargetReq(Target target);
|
|
ns.SendMovementRej(int sequence, Mobile m);
|
|
```
|
|
|
|
---
|
|
|
|
## Protocol Notes
|
|
|
|
- **Endianness**: UO protocol is big-endian by default
|
|
- **Packet ID**: First byte identifies the packet type (0x00-0xFF)
|
|
- **Length**: For variable-length packets, bytes 1-2 are the total length (big-endian ushort)
|
|
- **Serials**: 4-byte identifiers for items (0x40000000+) and mobiles (0x00000001+)
|
|
- **Clilocs**: 4-byte localized string IDs
|
|
|
|
## Best Practices
|
|
|
|
1. **Always check `ns.CannotSendPackets()`** before sending
|
|
2. **Use `stackalloc`** for fixed-size packets (avoids heap allocation)
|
|
3. **Use `InitializePacket()`** extension on stackalloc spans
|
|
4. **Use `ReadAsciiSafe`/`ReadBigUniSafe`** for incoming strings (filters control chars)
|
|
5. **Use `WritePacketLength()`** for variable-length packets
|
|
6. **Big-endian by default** -- only use `WriteLE`/`ReadLE` when the protocol requires it
|
|
7. **Function pointers** (`&Handler`) for incoming packet registration (no delegate allocation)
|
|
|
|
## Connection Filtering (Accept Path)
|
|
|
|
Every inbound socket is checked before it becomes a `NetState`. The check runs on the game loop once
|
|
per accepted connection -- this is the path that has to survive a DDoS -- so it must be allocation-free
|
|
and non-blocking.
|
|
|
|
Gates plug in through `IConnectionFilter`, registered with `ConnectionFilters.Register()` during the
|
|
Configure sweep:
|
|
|
|
```csharp
|
|
public sealed class MyFilter : IConnectionFilter
|
|
{
|
|
public string Name => "my-filter";
|
|
public void Configure() { /* read config, no I/O */ }
|
|
public void Start(CancellationToken token) { /* background hydration */ }
|
|
public void Stop() { }
|
|
public bool ShouldDeny(IPAddress address) => /* allocation-free membership test */;
|
|
}
|
|
|
|
// In a static Configure() so the sweep finds it:
|
|
ConnectionFilters.Register(new MyFilter());
|
|
```
|
|
|
|
Rules:
|
|
|
|
- `ShouldDeny` must be **allocation-free**, O(log n) at worst, no I/O, no blocking. Anything expensive
|
|
(parsing, reloading, contributing to an external service) belongs off the loop or behind a bounded,
|
|
non-blocking enqueue.
|
|
- Side effects a hit implies (reporting to `BanChannel`, promoting to an OS firewall, suppressing
|
|
duplicate reports) are the **filter's** business, not the accept path's.
|
|
- Filters are consulted in registration order and the first denial short-circuits, so register the
|
|
cheapest and most selective first. Order affects only how quickly a denial is reached, never whether
|
|
one happens.
|
|
- A filter that throws is **unregistered** and the connection fails open. A filter that faults once
|
|
faults for every connection, so leaving it registered would mean an exception per accept.
|
|
|
|
Core owns the question; **every implementation lives in UOContent**. The two that ship are `firewall`
|
|
(admin-curated, mutable at runtime, persisted to `Configuration/firewall.json`) and `blocklist`
|
|
(file-sourced, millions of entries, demand-pages hits to CrowdSec). A shard that fronts its server with
|
|
an upstream proxy or edge scrubbing can drop both and register nothing.
|
|
|
|
Do **not** route this kind of check through `EventSink.InvokeSocketConnect` -- that fires later and
|
|
allocates a `SocketConnectEventArgs` per connection, which is exactly what the accept path avoids for
|
|
rejected traffic.
|
|
|
|
### IP Address Normalization (`IPAddressUtility`)
|
|
|
|
Addresses are normalized to `UInt128` in **IPv6 form** so a single comparison/index works for both
|
|
families. An IPv4 address becomes its v4-mapped-v6 value (`::ffff:a.b.c.d`), which is why round-tripping
|
|
matters: `IPv4 -> UInt128 -> IPAddress` can come back as `InterNetworkV6` with `IsIPv4MappedToIPv6`
|
|
set, even though it is "really" a v4 address. Code that switches on `AddressFamily` alone will mis-handle
|
|
those, so the helpers check both.
|
|
|
|
> **Known wart / follow-up:** `ToUInt128` guards with `AddressFamily == InterNetwork && !IsIPv4MappedToIPv6`.
|
|
> Per BCL semantics `IsIPv4MappedToIPv6` is only ever true for `InterNetworkV6`, so the second clause
|
|
> reads as redundant -- it is really defending the round-trip described above. The normalization would be
|
|
> clearer as an explicit "to canonical v6 bits" step that never needs the family check at all. Deliberately
|
|
> left as-is; to be revisited in a follow-up PR rather than churned mid-feature.
|
|
|
|
## Key File References
|
|
|
|
| File | Description |
|
|
|---|---|
|
|
| `Projects/Server/Buffers/SpanWriter.cs` | SpanWriter ref struct |
|
|
| `Projects/Server/Buffers/SpanReader.cs` | SpanReader ref struct |
|
|
| `Projects/Server/Network/Packets/IncomingPackets.cs` | Packet registration |
|
|
| `Projects/UOContent/Network/Packets/IncomingPlayerPackets.cs` | Player packet handlers |
|
|
| `Projects/UOContent/Network/Packets/IncomingMovementPackets.cs` | Movement handlers |
|
|
| `Projects/UOContent/Network/Packets/IncomingMessagePackets.cs` | Speech handlers |
|
|
| `Projects/UOContent/Network/Packets/IncomingItemPackets.cs` | Item handlers |
|
|
| `Projects/UOContent/Network/Packets/IncomingTargetingPackets.cs` | Targeting handlers |
|
|
| `Projects/Server/Network/Packets/OutgoingMobilePackets.cs` | Mobile packets |
|
|
| `Projects/Server/Network/Packets/OutgoingItemPackets.cs` | Item packets |
|
|
| `Projects/Server/Network/Packets/OutgoingDamagePackets.cs` | Damage packets |
|
|
| `Projects/Server/Network/Packets/OutgoingEffectPackets.cs` | Effect/sound packets |
|
|
| `Projects/Server/Network/Packets/OutgoingAccountPackets.cs` | Account packets |
|
|
| `Projects/Server/Network/Packets/OutgoingContainerPackets.cs` | Container packets |
|
|
| `Projects/Server/Network/PacketHandler.cs` | PacketHandler class |
|
|
| `Projects/Server/Network/IConnectionFilter.cs` | Accept-path gate contract |
|
|
| `Projects/Server/Network/ConnectionFilters.cs` | Filter registry + lifecycle |
|
|
| `Projects/UOContent/Misc/Firewall/Firewall.cs` | Admin-curated firewall set |
|
|
| `Projects/Server/Utilities/IPAddressUtility.cs` | IPAddress <-> UInt128 normalization, CIDR parsing |
|
|
| `Projects/UOContent/Misc/Blocklist/BlocklistFilter.cs` | File-sourced blocklist filter |
|