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