## Why The shard owner, on a Starlink CGNAT address, was blocked by the imported reputation blocklist. The cause was not CrowdSec. The address was a literal line in `ip-blocklist.txt`, so `BlocklistFilter` denied it at accept and then promoted it — and clearing the CrowdSec decision could not fix it either, because the file entry re-reports within `promoteSuppression` of every reconnect attempt. This is structural, not a one-off. Reputation feeds list shared consumer address space constantly: on CGNAT one public address fronts many subscribers **at the same time**, so a single abusive customer gets the address listed and everyone else behind it is blocked with them. Where leases rotate, a listing says little about whoever holds the address now. Around 1,000 Starlink addresses sit in the current list. So exemptions go where they cost nothing, and escalation is driven by what a connection actually does. ## Generator — `tools/Export-IpBlocklist.ps1` `-AllowlistFile` takes multiple paths, subtracted from the merged set before the output is written. Defaults to every `ip-allowlist*.txt` beside the output, merged into one allow set: - `ip-allowlist.txt` — operator exemptions, created once and **never rewritten** - `ip-allowlist-<name>.txt` — a carve-out you built, regenerable and copyable between shards **Subtraction is range-correct.** An allowlisted address inside a blocked CIDR splits that CIDR around the hole rather than being silently ignored. This also fixes `-ExcludeAnonymizers`, which parsed CIDR entries into `$anonCidr` and then only ever subtracted singles. **No carve-out ships.** A carve-out names a real network, and which ones a shard should exempt depends on where its players actually are — so publishing one would make that policy call for every shard and put a specific provider's address space in the repo. The script builds them on request instead: ```powershell .\Export-IpBlocklist.ps1 -AddCarveout starlink -Asn 14593 ``` Carve-outs are **discovered, not configured**: every `ip-allowlist*.txt` beside the output is subtracted, by the generator and by the shard, so a file an admin adds needs no config edit and no code change. Each carries an `asn=` marker in its header, which is how `-RefreshCarveouts` rebuilds it without the script keeping a list of anyone's networks; a hand-written allowlist has no marker and is never rewritten. Prefixes come from **announcements, not ownership records**, because registry data disagrees with what is actually routed and silently caps result sets: ARIN whois returns at most 256 rows and gives per-customer /24s, and `206.83.96.0/19` reads as APNIC in RDAP even though `206.83.96/21` is announced by Starlink. Editing an allowlist bypasses `-MinInterval`, so a just-added exemption isn't indistinguishable from the allowlist not working. A Starlink carve-out, if you build one, costs **~4,300 IPs + ~144 CIDRs of 4.2M (0.10%)**. ## Allowlists **`FileAllowlist`** reads the same files the generator subtracts, so an operator entry means "leave this address alone" for real. Subtraction alone only covers being *blocked*; behavioural detections never consult the blocklist, so without this a carve-out was quietly routed around — one scanner behind a shared address was enough to get everyone behind it contributed and firewalled, with nothing in the shard's own config explaining why. Reading the files also means an entry applies on the next reload rather than the next regeneration, which is what matters when someone is complaining now. **`LoginAllowlist`** is earned by authenticating, with a 90-day TTL because an address that logged in years ago is a stranger. Its own store rather than `Account.LoginIPs`, which has no timestamps and cannot be backfilled. An entry is evidence rather than a licence: 10 suppressed contributions in an hour revokes it, and a fresh login forgives the tally. Both are consulted **only after the blocklist has already matched**, so a normal accept pays nothing for them and the accept gate stays allowlist-free. `BanExemptions` combines them behind `BanChannel.IsExempt` and suppresses escalation only — every local defence still applies. Two limits, both deliberate and documented in the class: `LoginAllowlist` **cannot bootstrap** (an entry is only earned by getting in, so it never repairs an existing false positive), and it is weakest on rotating CGNAT. That is why `FileAllowlist` is the fix for those, and why it is manual. ## Behavioural detection | Reason | Trigger | |---|---| | `silent-connect` | Reaped after 5s having sent **zero bytes** | | `invalid-seed` | Opened with a zero seed | | `foreign-protocol` | Positively identified as HTTP, TLS or SSH | **`ForeignProtocol` inverts the test.** Asking "is this a good UO client?" cannot work: `LoginEncryption.ClientDecrypt` is a byte-for-byte stream XOR, so a legitimate client with encryption enabled when the shard expects none sends a structurally perfect connection whose payload is noise. "Speaks HTTP" is safe where "unreadable" is not — however misconfigured a UO client is, it never sends `GET / HTTP/1.1`. Nothing assumes arrival framing. TCP has no message boundaries, so a rule of the form "these bytes must arrive together" is broken by construction and drops real players on poor links. A prefix match with too few bytes to confirm waits for more. A four-byte seed can legitimately spell `GET ` (the address 71.69.84.32) or `0x16 0x03 0x0?` (22.3.x.x), so confirmation requires the request line to continue in printable ASCII or an actual ClientHello inside a plausible record — a real client's fifth byte is a packet id (`0x80`, `0x91`, `0xEF`), none of them printable, so those collisions fall through. Everything is keyed on **bytes-received rather than elapsed time**. A connection that sent something and ran out of time is far more likely a slow link than an attack, and banning those produces the worst failure mode available: the player retries, trips the rate limiter, and compounds a bad connection into hours of being firewalled off. ## `AutoDenylist` A short-lived local hold (15m) on behavioural detections, as `IConnectionFilter` + `IBanReporter` over one store so the engine detection sites never reach into content. This closes the gap where a flood pays for a socket, buffer and `NetState` slot per connection while waiting for the OS bouncer — the verdicts that matter most are reachable only *after* reading bytes — and it is the entire defence on a shard running no bouncer, which is the default config. Not persisted: a holding pen that survives restarts is a ban without a ban's review. Cost: one dictionary lookup on a usually-empty dict per accept. ## `BanReasons` Centralises the reason slugs. `IsBehavioral` is an **opt-in** set, not "everything except manual", so a future reason escalates normally instead of silently inheriting an exemption or entering a local denylist. This caught a real bug during review: the first cut of the exemption swallowed `manual` admin bans (`Commands.cs`, three sites in `AdminGump`) for any allowlisted address. ## Fixes found in review - **`BanConfiguration.Settings` was null until `Configure()` ran**, while the reap path dereferences it every `Slice()`. A harness driving `NetState.Slice()` directly hit an NRE that presented as flaky because it depended on whether an earlier test had already called `Configure()` — which is why it failed on some CI platforms and not others. Now starts at the record's defaults, with idempotency tracked by a flag; this also removes the same latent NRE from the pre-existing rate-limit path. - **`-AllowlistFile` was typed `[string]`** while documented and used as a list, so passing two paths would have collapsed them into one string. ## Layout and docs Content network code moves out of `Misc/` into `UOContent/Network/`, one concern per folder — `AutoDenylist/`, `Blocklist/`, `CrowdSec/`, `Firewall/`, `LoginAllowlist/`, `Packets/`. **Namespaces are untouched**, so these are pure file moves (git tracks all 16 as renames). `dev-docs/ip-bans-and-allowlists.md` documents the subsystem, leading with the operator process for unblocking a player — including the three things that look sufficient and are not: deleting the CrowdSec decision alone, editing `ip-blocklist.txt` by hand, and `cscli allowlists` alone. `.gitignore` covers the new config files. ## Testing Build clean. **Server.Tests 810 passed**, **UOContent.Tests 637 passed**, zero warnings. This branch adds 38 tests; the rest of the delta is main's, since this is rebased on current `main`. New coverage: TTL boundary and renewal, private-address exclusion, manual-ban-never-exempt, unopted-reason-never-exempt, strike revocation, quiet-window reset, login forgiveness, file-allowlist CIDR coverage, file-allowlist not spending the earned list's strikes, denylist expiry-on-read, cap enforcement, lapsed-entry reclaim, HTTP/TLS/SSH identification, seed-collision fall-through, and encrypted-login-is-not-foreign. Generator verified end-to-end against live feeds: a clean run ships no carve-out, `-AddCarveout starlink -Asn 14593` fetches and collapses 213 prefixes to 115 ranges in 0.1s over 4.2M entries, `-RefreshCarveouts` rediscovers it by its `asn=` marker, a hand-written allowlist is left untouched, and deleting a carve-out drops it rather than having it rewritten. CIDR splitting verified exhaustively: a single-IP hole in a /24 leaves exactly 255 of 256 addresses blocked. ## Operator note Existing installs are unaffected until the generator next runs, which creates `ip-allowlist.txt` and nothing else. To unblock someone: add the address to that file and delete any live CrowdSec decision — the existing ban outlives the config change. The shard picks the entry up on its next reload, so re-running the generator is optional. A shard whose players are on CGNAT (satellite, mobile, or an ISP short on IPv4) will likely also want `-AddCarveout`; see `dev-docs/ip-bans-and-allowlists.md`. ## Also included: a latent CI failure this PR surfaced `fix(tests): serialize test classes that rent through STArrayPool` touches a property-list test file that has nothing to do with this feature. It is here because it was failing macOS CI, and it is trivially cherry-pickable out if you would rather it went to `main` on its own — **which may be the better call, since it is failing `main` today.** CI has since gone green with it applied. `STArrayPool` is single-threaded by design and its bucket cache is a plain `static`, not `[ThreadStatic]`, with a check-then-act initialize in `Return()`: ```csharp var cacheBuckets = _cacheBuckets ?? InitializeBuckets(); ``` Two threads both see null, both initialize, and the loser trips `Debug.Assert(_cacheBuckets is null)`. Anything renting from it has to stay off parallel test threads — which is what the `DisableParallelization` collections are for. - `ObjectPropertyListReentrancyTests` and `ObjectPropertyListNestedBuildTests` (added in #2555) build property lists, which rent the interpolation buffer, but were not in the sequential collection — unlike `PropertyListInvalidationDuringBuildTests` in the same file. This is a **latent failure already on `main`**; it is timing-dependent, so it shows on some platforms and not others. - `AutoDenylistTests` (added here) has the same exposure: its cap tests reach `AutoDenylist.Sweep`, which rents a `PooledRefList` without `mt`. The blocklist tests need no marking because `BlocklistSnapshot.Build` asks for the `mt` pool explicitly. No production change — `STArrayPool` is the right pool on the game loop, where both `Sweep` and the property list actually run. ## Deliberately not included Waiting for a fragmented four-byte seed at `AwaitingSeed`. It looked like a bug but the disconnect is a deliberate defence: only pre-0xEF clients reach it (0xEF goes through `HandlePacket`, which already waits for its 21 bytes), and waiting converts an instant drop into a full 5s slot hold for a client sending one or two bytes, or a loris dribbling a byte every few seconds. Against a fixed 4096-entry `MaxConnections` table that trades capacity that matters for a fragmentation case a reconnect already fixes.
567 lines
22 KiB
Markdown
567 lines
22 KiB
Markdown
# ModernUO Networking & Packets
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This document covers ModernUO's networking system, including outgoing and incoming packet patterns, SpanWriter/SpanReader, and NetState extensions.
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## Overview
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ModernUO uses a binary packet protocol for client-server communication. The system is built around:
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- **Outgoing packets**: Static `Create*` methods + `Send*` extension methods on `NetState`
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- **Incoming packets**: Function pointer handlers registered in `Configure()`
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- **SpanWriter/SpanReader**: High-performance binary I/O using `Span<byte>`
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## Outgoing Packet Pattern
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### Step 1: Define Constants and Create Method
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```csharp
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public static class OutgoingMyPackets
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{
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public const int MyPacketLength = 12; // Fixed-size packet
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public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
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{
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if (buffer[0] != 0) // Already initialized guard
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return;
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var writer = new SpanWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)12); // Packet length
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writer.Write((ushort)0x99); // Sub-command
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writer.Write(target); // Serial (4 bytes)
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writer.Write((short)value); // Value (2 bytes)
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}
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}
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```
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### Step 2: Define Send Extension Method
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```csharp
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public static void SendMyPacket(this NetState ns, Serial target, int value)
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{
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if (ns.CannotSendPackets())
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return;
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var buffer = stackalloc byte[MyPacketLength].InitializePacket();
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CreateMyPacket(buffer, target, value);
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ns.Send(buffer);
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}
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```
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### Step 3: Call from Game Code
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```csharp
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// Send to one player
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mobile.NetState.SendMyPacket(target.Serial, 42);
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// Send to nearby players
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foreach (var ns in mobile.GetClientsInRange(18))
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{
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ns.SendMyPacket(target.Serial, 42);
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}
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```
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### Variable-Length Outgoing Packets
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```csharp
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public static void SendMyDynamicPacket(this NetState ns, string name, int[] values)
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{
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if (ns.CannotSendPackets())
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return;
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var length = 7 + name.Length * 2 + values.Length * 4;
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var writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0x99); // Packet ID
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writer.Write((ushort)0); // Length placeholder
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writer.WriteBigUniNull(name); // Unicode string
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writer.Write((ushort)values.Length);
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foreach (var val in values)
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writer.Write(val);
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writer.WritePacketLength(); // Fill in actual length at position 1-2
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ns.Send(writer.Span);
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}
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```
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### Shared Buffer Pattern (Multiple Recipients)
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When sending the same packet to multiple players, create the buffer once:
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```csharp
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public static void SendToNearby(Mobile source, int effectId)
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{
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Span<byte> buffer = stackalloc byte[EffectPacketLength];
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buffer.InitializePacket();
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foreach (var ns in source.GetClientsInRange(18))
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{
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// CreateXxx checks buffer[0] != 0 to avoid re-initializing
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CreateEffectPacket(buffer, source.Serial, effectId);
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ns.Send(buffer);
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}
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}
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```
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---
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## Incoming Packet Pattern
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### Step 1: Register Handler in Configure()
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```csharp
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public static class IncomingMyPackets
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{
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public static unsafe void Configure()
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{
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// Fixed-length packet (12 bytes, in-game only)
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IncomingPackets.Register(0x99, 12, true, &MyHandler);
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// Variable-length packet (0 = variable)
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IncomingPackets.Register(0x9A, 0, true, &MyDynamicHandler);
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// Out-of-game packet
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IncomingPackets.Register(0x9B, 10, false, &LoginHandler);
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// Encoded packet (sub-command)
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IncomingPackets.RegisterEncoded(0x28, true, &EncodedHandler);
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}
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}
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```
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### Step 2: Implement Handler
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```csharp
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public static void MyHandler(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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return;
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var targetSerial = (Serial)reader.ReadUInt32();
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var value = reader.ReadInt16();
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var target = World.FindMobile(targetSerial);
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if (target == null)
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return;
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// Process packet...
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}
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public static void MyDynamicHandler(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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return;
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var name = reader.ReadBigUniSafe();
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var count = reader.ReadUInt16();
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for (var i = 0; i < count; i++)
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{
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var val = reader.ReadInt32();
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// Process each value...
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}
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}
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```
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### Encoded Packet Handler
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```csharp
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public static void EncodedHandler(NetState state, IEntity target, EncodedReader reader)
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{
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// Encoded packets have a different signature
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var from = state.Mobile;
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if (from == null)
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return;
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// Process...
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}
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```
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### Registration Parameters
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```csharp
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IncomingPackets.Register(
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int packetID, // Packet identifier (0x00-0xFF)
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int length, // Fixed length, or 0 for variable-length
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bool inGameOnly, // Requires authenticated player
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delegate*<NetState, SpanReader, void> handler // Function pointer
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);
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```
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---
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## SpanWriter Reference
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High-performance ref struct for writing binary data. Defined in `Projects/Server/Buffers/SpanWriter.cs`.
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### Constructors
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```csharp
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var writer = new SpanWriter(Span<byte> buffer); // Fixed buffer
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var writer = new SpanWriter(stackalloc byte[64]); // Stack buffer
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var writer = new SpanWriter(int capacity, bool resize = false); // Pooled buffer
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```
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### Integer Writes (Big-Endian by Default)
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```csharp
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writer.Write(bool value); // 1 byte
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writer.Write(byte value); // 1 byte
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writer.Write(sbyte value); // 1 byte
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writer.Write(short value); // 2 bytes, big-endian
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writer.Write(ushort value); // 2 bytes, big-endian
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writer.Write(int value); // 4 bytes, big-endian
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writer.Write(uint value); // 4 bytes, big-endian
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writer.Write(long value); // 8 bytes, big-endian
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writer.Write(ulong value); // 8 bytes, big-endian
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writer.Write(Serial serial); // 4 bytes (writes serial.Value)
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```
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### Little-Endian Variants
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```csharp
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writer.WriteLE(short value);
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writer.WriteLE(ushort value);
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writer.WriteLE(int value);
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writer.WriteLE(uint value);
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```
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### String Writes
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```csharp
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// ASCII (1 byte per char)
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writer.WriteAscii(string value);
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writer.WriteAsciiNull(string value); // Null-terminated
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writer.WriteAscii(string value, int fixedLength);
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// Latin-1 (1 byte per char, extended ASCII)
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writer.WriteLatin1(string value);
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writer.WriteLatin1Null(string value);
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writer.WriteLatin1(string value, int fixedLength);
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// UTF-16 Big-Endian (UO standard for Unicode)
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writer.WriteBigUni(string value);
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writer.WriteBigUniNull(string value);
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writer.WriteBigUni(string value, int fixedLength);
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// UTF-16 Little-Endian
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writer.WriteLittleUni(string value);
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writer.WriteLittleUniNull(string value);
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writer.WriteLittleUni(string value, int fixedLength);
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// UTF-8
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writer.WriteUTF8(string value);
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writer.WriteUTF8Null(string value);
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```
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### Utilities
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```csharp
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writer.Write(ReadOnlySpan<byte> data); // Raw bytes
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writer.Clear(int count); // Write zeros
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writer.Seek(int offset, SeekOrigin origin); // Move position
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writer.WritePacketLength(); // Fill length at position 1-2
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writer.EnsureCapacity(int capacity); // Grow buffer if needed
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writer.Dispose(); // Return pooled buffer
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// Properties
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writer.Position; // Current write position
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writer.Capacity; // Buffer size
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writer.Span; // ReadOnlySpan<byte> of written data
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writer.RawBuffer; // Mutable Span<byte> of full buffer
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```
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---
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## SpanReader Reference
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High-performance ref struct for reading binary data. Defined in `Projects/Server/Buffers/SpanReader.cs`.
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### Constructor
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```csharp
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var reader = new SpanReader(ReadOnlySpan<byte> data);
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```
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### Integer Reads (Big-Endian by Default)
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```csharp
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reader.ReadByte(); // 1 byte
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reader.ReadBoolean(); // 1 byte (> 0 = true)
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reader.ReadSByte(); // 1 byte signed
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reader.ReadInt16(); // 2 bytes, big-endian
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reader.ReadUInt16(); // 2 bytes, big-endian
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reader.ReadInt32(); // 4 bytes, big-endian
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reader.ReadUInt32(); // 4 bytes, big-endian
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reader.ReadInt64(); // 8 bytes, big-endian
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reader.ReadUInt64(); // 8 bytes, big-endian
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```
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### Little-Endian Variants
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```csharp
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reader.ReadInt16LE();
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reader.ReadUInt16LE();
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reader.ReadUInt32LE();
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```
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### String Reads
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```csharp
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// Each has a "Safe" variant that filters control characters
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reader.ReadAscii(int fixedLength = -1);
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reader.ReadAsciiSafe(int fixedLength = -1);
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reader.ReadLatin1(int fixedLength = -1);
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reader.ReadLatin1Safe(int fixedLength = -1);
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reader.ReadBigUni(int fixedLength = -1);
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reader.ReadBigUniSafe(int fixedLength = -1);
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reader.ReadLittleUni(int fixedLength = -1);
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reader.ReadLittleUniSafe(int fixedLength = -1);
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reader.ReadUTF8(int fixedLength = -1);
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reader.ReadUTF8Safe(int fixedLength = -1);
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```
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### Utilities
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```csharp
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reader.Seek(int offset, SeekOrigin origin);
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reader.Read(Span<byte> destination);
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// Properties
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reader.Position; // Current read position
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reader.Length; // Total data length
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reader.Remaining; // Bytes remaining
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reader.Buffer; // ReadOnlySpan<byte> of full data
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```
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---
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## Player-Facing Message APIs
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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`.
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### On `Mobile`
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```csharp
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// Self-message (sent only to this mobile's NetState)
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mob.SendMessage(int hue, ReadOnlySpan<char> text);
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mob.SendAsciiMessage(int hue, ReadOnlySpan<char> text);
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mob.SendLocalizedMessage(int number, ReadOnlySpan<char> args = default, int hue = 0x3B2);
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mob.SendLocalizedMessage(int number, bool append, ReadOnlySpan<char> affix, ReadOnlySpan<char> args = default, int hue = 0x3B2);
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// Speech variants (overhead text from this mobile, broadcast in range)
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mob.Say(ReadOnlySpan<char> text); // SpeechHue
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mob.Say(int number, ReadOnlySpan<char> args = default);
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|
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 three that ship are `firewall`
|
|
(admin-curated, mutable at runtime, persisted to `Configuration/firewall.json`), `blocklist` (file-sourced,
|
|
millions of entries, demand-pages hits to CrowdSec) and `auto-denylist` (in-memory, short-lived, fed by the
|
|
shard's own behavioural detections). A shard that fronts its server with an upstream proxy or edge scrubbing
|
|
can drop all of them and register nothing.
|
|
|
|
The allowlists, ban contribution, behavioural detection and the operator process for exempting a
|
|
false-positive address are covered separately in
|
|
[`dev-docs/ip-bans-and-allowlists.md`](ip-bans-and-allowlists.md).
|
|
|
|
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/Network/Firewall/Firewall.cs` | Admin-curated firewall set |
|
|
| `Projects/Server/Utilities/IPAddressUtility.cs` | IPAddress <-> UInt128 normalization, CIDR parsing |
|
|
| `Projects/UOContent/Network/Blocklist/BlocklistFilter.cs` | File-sourced blocklist filter |
|
|
| `Projects/UOContent/Network/LoginAllowlist/LoginAllowlist.cs` | Allowlist earned by a recent successful login |
|
|
| `Projects/UOContent/Network/AutoDenylist/AutoDenylist.cs` | Short-lived local hold on behavioural detections |
|
|
| `Projects/Server/Network/Bans/BanReasons.cs` | Ban reason slugs + the behavioural opt-in set |
|
|
| `Projects/Server/Network/ForeignProtocol.cs` | Positive identification of non-UO traffic (HTTP/TLS/SSH) |
|