### Summary - Bump IORingGroup 1.0.0 → 1.0.1 — fixes a disconnect handling bug in the native ring layer - Fix ghost NetStates — Dispose() set _running = false before checking it, so the "force immediate disconnect" path was dead code. Capture wasRunning before clearing it, add [Obsolete] guard, and route internal callers through DisposeInternal() - Fix unauthenticated socket cleanup — graceful disconnect on unauthed connections could get stuck with pending sends; now force-immediate after Disconnect() if DisconnectPending is already set - Replace ConcurrentQueue<NetState> _disposed with Queue<NetState> — server is single-threaded; moved the field into the Network partial class where it's consumed - Move ConnectingSocketIdleLimit into the Network partial class alongside DisconnectUnattachedSockets - Reset activity timer on receive, not just send — receiving data directly proves liveness instead of relying on the ping→pong→send round-trip to reset the timer - Move CheckAllAlive from Timer into Slice — the timer fired before I/O completions were processed, so after server stalls (world saves), buffered client pings hadn't reset timestamps yet, causing false disconnects. Now runs at the end of Slice() after all recv completions are handled - Lower inactivity timeout 90s → 30s, check interval 90s → 5s — clients ping every ~1s, so 30s of silence is ~30 missed pings; worst-case detection drops from ~180s to ~35s - Simplify CheckAlive — early-return when socket is null or alive; force-kill stuck DisconnectPending sockets immediately instead of calling Disconnect() again - Remove unused imports from GameEncryption.cs
522 lines
18 KiB
C#
522 lines
18 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2025 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: NetState.Network.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.NetworkInformation;
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using System.Network;
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namespace Server.Network;
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/// <summary>
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/// Network infrastructure for IORingGroup-based socket I/O.
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/// </summary>
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public partial class NetState
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{
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// Buffer sizes
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private const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
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private const int SendBufferSize = 1024 * 256; // 256KB send buffers
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private const int MaxConnections = 4096; // Max concurrent connections
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private static readonly Queue<NetState> _disposed = [];
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private static readonly TimeSpan ConnectingSocketIdleLimit = TimeSpan.FromMilliseconds(5000); // 5 seconds
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// Socket manager handles buffer pools, socket lifecycle, and I/O operations
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private static RingSocketManager _socketManager;
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// NetState storage indexed by RingSocket.Id
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private static readonly NetState[] _netStates = new NetState[MaxConnections];
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// Events buffer for ProcessCompletions
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private static readonly RingSocketEvent[] _events = new RingSocketEvent[MaxConnections * 2];
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// Listener management
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private static nint[] _listeners = Array.Empty<nint>();
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private static int _pendingAcceptCount;
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private const int PendingAcceptsPerListener = 32;
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private const long AliveCheckIntervalMs = 5000;
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private static long _nextAliveCheck;
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/// <summary>
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/// Gets the IORingGroup instance for socket operations.
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/// </summary>
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public static IIORingGroup Ring => _socketManager?.Ring;
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/// <summary>
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/// Gets the listening addresses that the server is bound to.
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/// </summary>
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public static IPEndPoint[] ListeningAddresses { get; private set; }
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private static IPRateLimiter _ipRateLimiter;
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/// <summary>
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/// Configures the IORingGroup and socket manager.
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/// </summary>
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private static void ConfigureNetwork()
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{
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// Skip if already configured
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if (_socketManager != null)
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{
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return;
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}
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// Initialize IP rate limiter
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_ipRateLimiter = new IPRateLimiter(10, 10000, 1000, 2.0, 3_600_000, Core.ClosingTokenSource.Token);
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// Initialize IORingGroup
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var ring = IORingGroup.Create(queueSize: MaxConnections * 2, maxConnections: MaxConnections);
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// Create socket manager which handles buffer pools and socket lifecycle
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_socketManager = new RingSocketManager(
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ring,
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maxSockets: MaxConnections,
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recvBufferSize: RecvBufferSize,
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sendBufferSize: SendBufferSize,
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initialBufferSlabs: 8,
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maxBufferSlabs: 32
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);
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}
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/// <summary>
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/// Starts the network server on configured listening addresses.
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/// </summary>
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public static void Start()
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{
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HashSet<IPEndPoint> listeningAddresses = [];
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List<nint> listeners = [];
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var ring = _socketManager.Ring;
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for (var i = 0; i < ServerConfiguration.Listeners.Count; i++)
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{
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var ipep = ServerConfiguration.Listeners[i];
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var listener = ring.CreateListener(ipep.Address.ToString(), (ushort)ipep.Port, 256);
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if (listener == -1)
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{
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logger.Warning("Failed to create listener for {Address}", ipep);
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continue;
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}
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if (ipep.Address.Equals(IPAddress.Any) || ipep.Address.Equals(IPAddress.IPv6Any))
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{
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listeningAddresses.UnionWith(GetListeningAddresses(ipep));
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}
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else
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{
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listeningAddresses.Add(ipep);
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}
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listeners.Add(listener);
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}
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foreach (var ipep in listeningAddresses)
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{
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logger.Information("Listening: {Address}", ipep);
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}
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ListeningAddresses = listeningAddresses.ToArray();
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// Register listeners to start accepting connections
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RegisterListeners(listeners.ToArray());
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}
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/// <summary>
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/// Shuts down the network server and closes all listeners.
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/// </summary>
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public static void Shutdown()
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{
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CloseListeners();
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}
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/// <summary>
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/// Gets the actual listening addresses for a wildcard endpoint.
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/// </summary>
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public static IEnumerable<IPEndPoint> GetListeningAddresses(IPEndPoint ipep) =>
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NetworkInterface.GetAllNetworkInterfaces().SelectMany(adapter =>
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adapter.GetIPProperties().UnicastAddresses
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.Where(uip => ipep.AddressFamily == uip.Address.AddressFamily)
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.Select(uip => new IPEndPoint(uip.Address, ipep.Port))
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);
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/// <summary>
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/// Registers listeners with the ring and starts accepting connections.
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/// </summary>
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private static void RegisterListeners(nint[] listeners)
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{
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_listeners = listeners;
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var ring = _socketManager.Ring;
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// Queue initial accept operations for each listener
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for (var i = 0; i < _listeners.Length; i++)
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{
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var listener = _listeners[i];
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for (var j = 0; j < PendingAcceptsPerListener; j++)
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{
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ring.PrepareAccept(listener, 0, 0, IORingUserData.EncodeAccept());
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_pendingAcceptCount++;
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}
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}
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}
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/// <summary>
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/// Closes all listeners.
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/// </summary>
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private static void CloseListeners()
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{
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var ring = _socketManager?.Ring;
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if (ring == null)
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{
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return;
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}
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foreach (var listener in _listeners)
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{
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ring.CloseListener(listener);
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}
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_listeners = [];
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}
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private static void HandleAcceptCompletion(int result)
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{
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_pendingAcceptCount--;
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var ring = _socketManager.Ring;
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// EAGAIN (-11) means no connection pending - just re-queue
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if (result == -11)
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{
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goto ReplenishAccepts;
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}
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if (result >= 0)
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{
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var clientSocket = (nint)result;
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var remoteIP = SocketHelper.GetRemoteAddress(clientSocket);
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if (remoteIP != null)
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{
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if (_ipRateLimiter != null && !_ipRateLimiter.Verify(remoteIP, out var totalAttempts))
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{
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logger.Debug("{Address} Past IP limit threshold ({TotalAttempts})", remoteIP, totalAttempts);
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}
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else if (Firewall.IsBlocked(remoteIP))
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{
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logger.Debug("{Address} Firewalled", remoteIP);
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}
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else
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{
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// Allow event handlers to reject the connection
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var args = new SocketConnectEventArgs(remoteIP);
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EventSink.InvokeSocketConnect(args);
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if (args.AllowConnection)
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{
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ring.ConfigureSocket(clientSocket);
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CreateFromSocket(clientSocket, remoteIP);
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goto ReplenishAccepts;
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}
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logger.Debug("{Address} Rejected by socket handler", remoteIP);
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}
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}
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ring.CloseSocket(clientSocket);
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}
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else if (result != -4) // EINTR
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{
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logger.Debug("Accept error: {Result}", result);
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}
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ReplenishAccepts:
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var targetAccepts = _listeners.Length * PendingAcceptsPerListener;
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while (_pendingAcceptCount < targetAccepts && _listeners.Length > 0)
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{
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var listenerIndex = _pendingAcceptCount % _listeners.Length;
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ring.PrepareAccept(_listeners[listenerIndex], 0, 0, IORingUserData.EncodeAccept());
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_pendingAcceptCount++;
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}
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}
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/// <summary>
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/// Creates a NetState from an accepted socket handle.
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/// </summary>
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internal static NetState CreateFromSocket(nint socketHandle, IPAddress address)
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{
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// Use socket manager to create managed socket (handles buffers, registration, recv posting)
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var socket = _socketManager.CreateSocket(socketHandle);
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if (socket == null)
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{
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logger.Debug("Failed to create socket (resources exhausted)");
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_socketManager.Ring.CloseSocket(socketHandle);
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return null;
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}
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// Create NetState and map by socket ID
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var ns = new NetState(socket, address);
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return _netStates[socket.Id] = ns;
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}
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private static void DisconnectUnattachedSockets()
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{
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var now = Core.Now;
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// Process connecting queue with lazy removal - O(1) operations
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while (_connectingQueue.TryPeek(out var ns))
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{
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// Lazy removal: skip already-authenticated or disconnected connections
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if (!ns.Running || ns.Account != null)
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{
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_connectingQueue.Dequeue();
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continue;
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}
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// If the socket has been connected for less than the limit, we can stop
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// (queue is ordered by connection time, so remaining entries are newer)
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if (now - ns.ConnectedOn < ConnectingSocketIdleLimit)
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{
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break;
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}
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_connectingQueue.Dequeue();
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// Socket must have finished the entire authentication process or be forcibly disconnected
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if (!ns.SentFirstPacket || !ns.Seeded)
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{
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ns.Disconnect(null);
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// Force immediate cleanup - these are unauthenticated connections
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// where graceful disconnect can get stuck with pending sends.
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if (ns._socket is { DisconnectPending: true })
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{
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_socketManager.DisconnectImmediate(ns._socket);
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}
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}
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}
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}
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public static void FlushAll()
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{
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while (_flushPending.TryDequeue(out var ns))
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{
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if (ns == null)
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{
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continue;
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}
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// Reset flag to allow re-queueing if more data is added later
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ns._flushQueued = false;
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if (ns.Running)
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{
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ns._socket?.QueueSend();
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}
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}
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// Submit any pending operations
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_socketManager?.Submit();
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}
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public static void Slice()
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{
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var curTicks = Core.TickCount;
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DisconnectUnattachedSockets();
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// Process throttled states
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while (_throttled.Count > 0)
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{
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var ns = _throttled.Dequeue();
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if (ns.Running)
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{
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ns.HandleReceive(true);
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}
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}
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// This is enqueued by HandleReceive if already throttled and still throttled
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while (_throttledPending.Count > 0)
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{
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_throttled.Enqueue(_throttledPending.Dequeue());
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}
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// Process all completions through the manager FIRST
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// This ensures DataReceived events are processed and HandleReceive runs,
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// which may call Send() and add to _flushPending
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var eventCount = _socketManager.ProcessCompletions(_events);
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for (var i = 0; i < eventCount; i++)
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{
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ref var evt = ref _events[i];
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switch (evt.Type)
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{
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case RingSocketEventType.Accept:
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{
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// Handle accept - AcceptedSocketHandle contains the result
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HandleAcceptCompletion((int)evt.AcceptedSocketHandle);
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break;
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}
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case RingSocketEventType.DataReceived:
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{
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var nsRecv = _netStates[evt.Socket.Id];
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// Verify generation via object identity to avoid stale completion issues
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if (nsRecv != null && nsRecv._socket == evt.Socket)
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{
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nsRecv.NextActivityCheck = curTicks + 30000;
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HandleDataReceived(nsRecv, evt.BytesTransferred);
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}
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break;
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}
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case RingSocketEventType.DataSent:
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{
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var nsSend = _netStates[evt.Socket.Id];
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// Verify generation via object identity
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if (nsSend != null && nsSend._socket == evt.Socket)
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{
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// Update activity check on successful send
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nsSend.NextActivityCheck = curTicks + 30000;
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}
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break;
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}
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case RingSocketEventType.Disconnected:
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{
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var nsDisc = _netStates[evt.Socket.Id];
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// Verify generation via object identity
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if (nsDisc != null && nsDisc._socket == evt.Socket)
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{
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HandleDisconnected(nsDisc);
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}
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break;
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}
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}
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}
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// Process flush queue AFTER event processing
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// This ensures sends triggered by HandleReceive (via packet handlers like SendPlayServerAck)
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// are queued in the SAME Slice, not the next one
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while (_flushPending.TryDequeue(out var ns))
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{
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// Reset flag to allow re-queueing if more data is added later
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ns._flushQueued = false;
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if (ns.Running)
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{
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ns._socket?.QueueSend();
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}
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}
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// CRITICAL: Process send queue NOW to post pending sends
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// This ensures PostSend() runs and sets SendPending=true BEFORE disconnect checks
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// Without this, Disconnect() would see SendPending=false even though data is queued
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_socketManager.ProcessSendQueue();
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// Process pending disconnects AFTER flush queue AND send queue processing
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// This ensures the traditional order: Game Logic (Sends/Disconnects) → Receives → Flush → Disconnect
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// Any Send() calls made after Disconnect() in the same tick are flushed before disconnect
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while (_pendingDisconnects.TryDequeue(out var ns))
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{
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// Reset flag to allow re-queueing if reconnect happens
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ns._disconnectQueued = false;
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if (ns.Running && ns._socket != null)
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{
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// RingSocket.Disconnect() handles graceful disconnect:
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// - Waits for pending sends to flush (if SendBuffer.ReadableBytes > 0)
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// - Waits for in-flight I/O to complete
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// - Ensures buffers aren't released while kernel is still using them
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ns._socket.Disconnect();
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}
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}
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// Submit any queued operations
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_socketManager.Submit();
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// Process disposes
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while (_disposed.TryDequeue(out var ns))
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{
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ns.DisposeInternal();
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}
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// Check for dead connections AFTER processing all completions.
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// Recv completions reset NextActivityCheck, so after a server stall,
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// buffered client pings update timestamps before this check fires.
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if (curTicks - _nextAliveCheck >= 0)
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{
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_nextAliveCheck = curTicks + AliveCheckIntervalMs;
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CheckAllAlive();
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}
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}
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private static void HandleDataReceived(NetState ns, int bytesReceived)
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{
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if (!ns._running)
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{
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return;
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}
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// Data is already committed to buffer by RingSocketManager
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// Decode if encryption is enabled
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ns.DecryptRecvBuffer(bytesReceived);
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// Process packets
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ns.HandleReceive();
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}
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private static void HandleDisconnected(NetState ns)
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{
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var slotId = ns._socket.Id;
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// IMPORTANT: Check if the slot still points to this NetState
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// During quick reconnect, the slot might have been reused for a new connection
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var currentNs = _netStates[slotId];
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if (currentNs != ns)
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{
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// Slot was already reused - don't clear it!
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// Just mark this NetState as not running and queue for dispose
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ns._running = false;
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_disposed.Enqueue(ns);
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return;
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}
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// Clear the NetState slot
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_netStates[slotId] = null;
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// Mark as not running and queue for dispose
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ns._running = false;
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_disposed.Enqueue(ns);
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}
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public static void CheckAllAlive()
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{
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try
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{
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var curTicks = Core.TickCount;
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foreach (var ns in Instances)
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{
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ns.CheckAlive(curTicks);
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}
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}
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catch (Exception ex)
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{
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TraceException(ex);
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}
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}
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}
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