ModernUO/Projects/Server.Tests/Tests/Network/Packets/Outgoing/EffectPacketTests.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

118 lines
3.7 KiB
C#

using System;
using Server.Network;
using Xunit;
namespace Server.Tests.Network;
[Collection("Sequential Server Tests")]
public class EffectPackets
{
[Theory, InlineData(10, 1000, 10, 5)]
public void TestSoundEffect(ushort soundID, int x, int y, int z)
{
var p = new Point3D(x, y, z);
var expected = new PlaySound(soundID, p).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendSoundEffect(soundID, p);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Fact]
public void TestParticleEffect()
{
var effectType = EffectType.Moving;
var serial = (Serial)0x4000;
var from = (Serial)0x1000;
var to = (Serial)0x2000;
var itemId = 0x100;
var fromPoint = new Point3D(1000, 100, -10);
var toPoint = new Point3D(1500, 500, 0);
byte speed = 3;
byte duration = 2;
var direction = false;
var explode = false;
var hue = 0x1024;
var renderMode = 1;
ushort effect = 3;
ushort explodeEffect = 0;
ushort explodeSound = 0;
byte layer = 9;
ushort unknown = 0;
var expected = new ParticleEffect(
effectType, from, to, itemId, fromPoint, toPoint, speed, duration, direction,
explode, hue, renderMode, effect, explodeEffect, explodeSound, serial, layer,
unknown
).Compile();
Span<byte> actual = stackalloc byte[OutgoingEffectPackets.ParticleEffectLength];
OutgoingEffectPackets.CreateParticleEffect(
actual,
effectType, from, to, itemId, fromPoint, toPoint, speed, duration, direction,
explode, hue, renderMode, effect, explodeEffect, explodeSound, serial, layer,
unknown
);
AssertThat.Equal(actual, expected);
}
[Fact]
public void TestHuedEffect()
{
var effectType = EffectType.Moving;
var from = (Serial)0x1000;
var to = (Serial)0x2000;
var itemId = 0x100;
var fromPoint = new Point3D(1000, 100, -10);
var toPoint = new Point3D(1500, 500, 0);
byte speed = 3;
byte duration = 2;
var direction = false;
var explode = false;
var hue = 0x1024;
var renderMode = 1;
var expected = new HuedEffect(
effectType, from, to, itemId, fromPoint, toPoint, speed,
duration, direction, explode, hue, renderMode
).Compile();
Span<byte> actual = stackalloc byte[OutgoingEffectPackets.HuedEffectLength];
OutgoingEffectPackets.CreateHuedEffect(
actual,
effectType, from, to, itemId, fromPoint, toPoint, speed,
duration, direction, explode, hue, renderMode
);
AssertThat.Equal(actual, expected);
}
[Theory, InlineData(ScreenEffectType.DarkFlash), InlineData(ScreenEffectType.FadeInOut)]
public void TestScreenEffect(ScreenEffectType screenType)
{
var expected = new ScreenEffect(screenType).Compile();
using var ns = PacketTestUtilities.CreateTestNetState();
ns.SendScreenEffect(screenType);
var result = ns.SendBuffer.GetReadSpan();
AssertThat.Equal(result, expected);
}
[Fact]
public void TestBoltEffect()
{
IEntity entity = new Entity((Serial)0x1000, new Point3D(1000, 100, -10), Map.Felucca);
var hue = 0x1024;
var expected = new BoltEffect(entity, hue).Compile();
Span<byte> actual = stackalloc byte[OutgoingEffectPackets.BoltEffectLength];
OutgoingEffectPackets.CreateBoltEffect(actual, entity, hue);
AssertThat.Equal(actual, expected);
}
}