## Problem
When a client's send buffer fills, the `send buffer exhausted` warning repeats for every packet, every tick, until the NetState is finally disposed. Before the io_uring transport an overflow produced one message plus the disconnect line.
## Root cause
Since #2315, `NetState.Disconnect()` only queues. The NetState keeps running, the Mobile stays attached, and in `Slice()` the queued disconnect becomes `RingSocket.Disconnect()`, which sees buffered or in-flight sends and merely sets `DisconnectPending` while the transport drains. Nothing stopped game logic from writing into that buffer afterwards, so:
- every broadcast to that player still reached `Send()`, hit the full buffer, and re-reported exhaustion (made visible by #2551);
- refills kept `ReadableBytes` above zero, so the graceful drain could never finish, and `DataSent` completions kept pushing the alive check out. A slow-but-acking client could keep a "disconnected" session attached indefinitely.
Two more sources of the same warning surfaced during the analysis: `Dispose()` sets `_running = false` before nulling `Mobile.NetState`, and the setter's bank-close / target-cancel packets then reported `0 writable`; and when the socket takes the immediate-close branch (nothing in flight) `Connected` drops without `DisconnectPending`, leaving a one-tick window that also re-reported.
## Changes
- `CannotSendPackets()` refuses once the socket is `DisconnectPending` or no longer `Connected`. Sends between `Disconnect()` and the `Slice()` handoff are still delivered (kicks with a message, the play-server ack).
- `SendBufferExhausted()` reports once per disconnect and keeps the first reason.
- `Send()` is silent while closing instead of reporting exhaustion for a socket that is going away.
- `_nextAliveCheck` is seeded from a real tick (the zero default suppressed the alive sweep on hosts whose counter starts negative).
- `CancelAllTrades()` had its null guard inverted since 547c2ea0f (#2603) and never cancelled anything.
## Does the gate cut off the graceful flush?
No. The gate only refuses writes made after `Slice()` has handed the disconnect to the socket. Everything committed before that point is drained by the transport, which then sends FIN. This matches the pre-io_uring lifecycle: `Disconnect()` cleared `_running` at once, and the next `Slice()` made its final `Flush()` and then closed the socket in `Dispose()`. In both worlds the send window after `Disconnect()` ends at the next network slice; the old one made a single flush attempt, the new one drains everything buffered.
Checked flows:
- **Login gateway.** `PlayServer` sends the 0x8C ack, and the parser queues `Disconnect()` in the same `HandleReceive` call. Both happen before the handoff, so the ack is delivered and FIN follows. ClassicUO's `HandleRelayServerPacket` disconnects and opens a fresh connection before sending the seed and second login, so the game login is a new NetState. The `LoginServer_ServerSelectAck` "CUO/Orion do not reconnect" fallback (#489, 2021) resets the parser state and returns without parsing or replying, and no further receive is posted once the disconnect is pending, so it sends nothing either way. Orion likewise opens a separate game socket before closing the login one.
- **Login rejections, character create/select/delete errors, duplicate-packet guards.** Each sends its rejection first and calls `Disconnect()` in the same handler.
- **Kicks and bans** (`[kick`, `[ban`, AdminGump, ClientGump, ClientVerification, AssistantHandler, lockdown). The message is sent first; delayed variants fire `Disconnect()` from a timer with nothing sent afterwards.
- **Main loop order.** Timers run before `NetState.Slice()`, packet handlers run inside it before the flush, and `LoopContext` tasks run after it; in every case a send that precedes `Disconnect()` reaches the buffer before the next handoff.
`Send_BeforeDisconnect_IsDeliveredThenPeerSeesEof` and `Send_LargeBeforeDisconnect_IsFullyDrainedThenPeerSeesEof` read the bytes back from the peer socket after the handoff (the latter 192 KB across several send completions, past the loopback kernel buffers) and then wait for the FIN, proving delivery and clean close with the gate in place.
## Tests
Seven new tests in `NetStateDisconnectTests` over real loopback sockets: force-close after the drain deadline, delivery then EOF for small and multi-completion sends before `Disconnect()`, send dropped after the handoff, send dropped after an immediate close, exhaustion reported once with the first reason kept, and trades cancelled on disconnect. `MockAccount` promoted to a shared test helper. Server.Tests 876 passed, UOContent.Tests 1048 passed against the published 1.0.11.
## Drain deadline and IORingGroup 1.0.11
A socket handed a disconnect drains what is buffered and closes once the peer has acknowledged it. Send completions keep `NextActivityCheck` moving, so a slow but acking peer could hold a closing socket open indefinitely. A deadline (`DrainTimeoutMs`, 10 s) is now armed at the handoff, or on first sight of a transport-initiated drain in `CheckAlive`, and force-closes when it passes, independent of the inactivity check.
That force-close is only safe with IORingGroup 1.0.11 (modernuo/IORingGroup#12), which this PR bumps to. Before it, `DisconnectImmediate` released pooled buffers while recv/send operations could still be in flight, a failed send stranded the socket forever, and a recv completion could be delivered after its buffer was released. 1.0.11 retires every outstanding operation before release, aborts on a failed send, and holds buffers until the pass after the `Disconnected` event.
1270 lines
41 KiB
C#
Executable file
1270 lines
41 KiB
C#
Executable file
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: NetState.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 Server.Accounting;
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using Server.Collections;
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using Server.HuePickers;
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using Server.Items;
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using Server.Logging;
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using Server.Menus;
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Network;
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using System.Runtime.CompilerServices;
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namespace Server.Network;
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public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetState>, IDisposable
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(NetState));
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private const int HuePickerCap = 512;
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private const int MenuCap = 512;
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private const int PacketPerSecondThreshold = 3000;
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internal const long DrainTimeoutMs = 10000; // graceful disconnect gets this long to drain
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private static readonly Queue<NetState> _flushPending = new(2048);
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private static readonly Queue<NetState> _pendingDisconnects = new(256); // Processed AFTER flush
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private static readonly Queue<NetState> _throttled = new(256);
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private static readonly Queue<NetState> _throttledPending = new(256);
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private static readonly Queue<NetState> _connectingQueue = new(2048);
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private static readonly HashSet<NetState> _instances = new(2048);
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public static HashSet<NetState> Instances => _instances;
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private readonly string _toString;
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private ClientVersion _version;
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private bool _running = true;
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private IClientEncryption _encryption;
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private bool _flushQueued;
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private bool _disconnectQueued; // Queued for disconnect processing (after flush)
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private long[] _packetThrottles;
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private long[] _packetCounts;
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internal string _disconnectReason = string.Empty;
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private long _drainDeadline;
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private bool _drainDeadlineArmed;
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internal ParserState _parserState = ParserState.AwaitingNextPacket;
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internal ProtocolState _protocolState = ProtocolState.AwaitingSeed;
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private bool _packetLogging;
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// Whether ANY inbound bytes have arrived: what separates a slow client from a socket held open on
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// purpose. See BanSettings.ReportBadConnects.
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internal bool _receivedData;
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// Managed socket with buffers (handles lifecycle automatically)
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internal RingSocket _socket;
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private IAccount _account;
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internal enum ParserState
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{
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AwaitingNextPacket,
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AwaitingPartialPacket,
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ProcessingPacket,
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Throttled,
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Error
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}
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internal enum ProtocolState
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{
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AwaitingSeed, // Based on the way the seed arrives, we know if this is a login server or a game server connection
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LoginServer_AwaitingLogin,
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LoginServer_AwaitingServerSelect,
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LoginServer_ServerSelectAck,
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GameServer_AwaitingGameServerLogin,
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GameServer_LoggedIn,
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Error
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}
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private static string _packetLoggingPath;
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public static void Configure()
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{
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_packetLoggingPath = ServerConfiguration.GetSetting("netstate.packetLoggingPath", Path.Combine(Core.BaseDirectory, "Packets"));
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// Initialize IORingGroup and buffer pools
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ConfigureNetwork();
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}
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// Internal constructor for accepted sockets
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private NetState(RingSocket socket, IPAddress address)
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{
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_socket = socket;
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Address = address;
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Seeded = false;
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NextActivityCheck = Core.TickCount + 30000;
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ConnectedOn = Core.Now;
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_toString = address?.ToString() ?? "(error)";
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_instances.Add(this);
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_connectingQueue.Enqueue(this);
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LogInfo($"Connected. [{_instances.Count} Online]");
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}
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// Sectors
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public NetState Next { get; set; }
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public NetState Previous { get; set; }
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public bool OnLinkList { get; set; }
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public long NextActivityCheck { get; private set; }
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// Only use this for debugging. This will make your server very slow!
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public bool PacketLogging
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{
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get => _packetLogging;
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set
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{
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_packetLogging = value;
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if (_packetLogging)
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{
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StartPacketLog();
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}
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}
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}
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public int AuthId { get; set; }
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public int Seed { get; set; }
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public DateTime ConnectedOn { get; }
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public TimeSpan ConnectedFor => Core.Now - ConnectedOn;
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public IPAddress Address { get; }
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public IClientEncryption Encryption
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{
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get => _encryption;
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set => _encryption = value;
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}
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public int CurrentPacket { get; internal set; }
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public bool SentFirstPacket { get; set; }
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public bool BlockAllPackets { get; set; }
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public List<SecureTrade> Trades { get; private set; }
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public bool Seeded { get; set; }
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public bool Running => _running;
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/// <summary>
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/// Gets whether the socket is connected.
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/// </summary>
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public bool IsConnected => _socket != null;
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/// <summary>
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/// Gets the socket handle.
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/// </summary>
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public nint SocketHandle => _socket?.Handle ?? 0;
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/// <summary>
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/// Gets the local endpoint (address/port) the client connected to.
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/// </summary>
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public IPEndPoint LocalEndPoint => _socket != null ? SocketHelper.GetLocalEndPoint(_socket.Handle) : null;
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/// <summary>
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/// Gets the send buffer for this connection.
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/// </summary>
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internal IORingBuffer SendBuffer => _socket?.SendBuffer;
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public bool CompressionEnabled { get; set; }
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public int Sequence { get; set; }
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public List<HuePicker> HuePickers { get; private set; }
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public List<IMenu> Menus { get; private set; }
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public CityInfo[] CityInfo { get; set; }
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public Mobile Mobile { get; set; }
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public ServerInfo[] ServerInfo { get; set; }
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public IAccount Account
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{
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get => _account;
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set => _account = value;
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}
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public string Assistant { get; set; }
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public int CompareTo(NetState other) => string.CompareOrdinal(_toString, other?._toString);
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private void SetPacketTime(int packetID)
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{
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if (packetID is >= 0 and < 0x100)
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{
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_packetThrottles ??= new long[0x100];
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_packetThrottles[packetID] = Core.TickCount;
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}
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}
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public long GetPacketTime(int packetID) =>
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packetID is >= 0 and < 0x100 && _packetThrottles != null ? _packetThrottles[packetID] : 0;
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private void UpdatePacketCount(int packetID)
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{
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if (packetID is >= 0 and < 0x100)
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{
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_packetCounts ??= new long[0x100];
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_packetCounts[packetID]++;
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}
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}
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public int CheckPacketCounts()
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{
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if (_packetCounts == null)
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{
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return 0;
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}
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for (var i = 0; i < _packetCounts.Length; i++)
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{
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var count = _packetCounts[i];
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_packetCounts[i] = 0;
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if (count > PacketPerSecondThreshold)
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{
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return i;
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}
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}
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return 0;
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}
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public void ValidateAllTrades()
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{
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if (Trades == null)
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{
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return;
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}
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for (var i = Trades.Count - 1; i >= 0; --i)
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{
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if (Trades == null)
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{
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break;
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}
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if (i >= Trades.Count)
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{
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continue;
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}
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var trade = Trades[i];
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if (trade.From.Mobile.Deleted || trade.To.Mobile.Deleted || !trade.From.Mobile.Alive ||
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!trade.To.Mobile.Alive || !trade.From.Mobile.InRange(trade.To.Mobile, 2) ||
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trade.From.Mobile.Map != trade.To.Mobile.Map)
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{
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trade.Cancel();
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}
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}
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}
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public void CancelAllTrades()
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{
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if (Trades == null)
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{
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return;
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}
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for (var i = Trades.Count - 1; i >= 0; --i)
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{
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// RemoveTrade() nulls the list once empty
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if (Trades == null)
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{
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break;
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}
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if (i < Trades.Count)
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{
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Trades[i].Cancel();
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}
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}
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}
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public void RemoveTrade(SecureTrade trade)
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{
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Trades?.Remove(trade);
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if (Trades?.Count == 0)
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{
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Trades = null;
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}
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}
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public SecureTrade FindTrade(Mobile m)
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{
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if (Trades == null)
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{
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return null;
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}
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for (var i = 0; i < Trades.Count; ++i)
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{
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var trade = Trades[i];
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if (trade.From.Mobile == m || trade.To.Mobile == m)
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{
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return trade;
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}
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}
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return null;
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}
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public SecureTradeContainer FindTradeContainer(Mobile m)
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{
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if (Trades == null)
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{
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return null;
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}
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for (var i = 0; i < Trades.Count; ++i)
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{
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var trade = Trades[i];
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var from = trade.From;
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var to = trade.To;
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if (from.Mobile == Mobile && to.Mobile == m)
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{
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return from.Container;
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}
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if (from.Mobile == m && to.Mobile == Mobile)
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{
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return to.Container;
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}
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}
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return null;
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}
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public SecureTradeContainer AddTrade(NetState state)
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{
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var newTrade = new SecureTrade(Mobile, state.Mobile);
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Trades ??= [];
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Trades.Add(newTrade);
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state.Trades ??= [];
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state.Trades.Add(newTrade);
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return newTrade.From.Container;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void LogInfo(string text)
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{
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logger.Information("Client: {NetState}: {Message}", this, text);
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}
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public void AddMenu(IMenu menu)
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{
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Menus ??= [];
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if (Menus.Count < MenuCap)
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{
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Menus.Add(menu);
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}
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else
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{
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LogInfo("Exceeded menu cap, disconnecting...");
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Disconnect("Exceeded menu cap.");
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}
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}
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public void RemoveMenu(IMenu menu)
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{
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Menus?.Remove(menu);
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}
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public void RemoveMenu(int index)
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{
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Menus?.RemoveAt(index);
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}
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public void ClearMenus()
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{
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Menus?.Clear();
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}
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public void AddHuePicker(HuePicker huePicker)
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{
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HuePickers ??= [];
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if (HuePickers.Count < HuePickerCap)
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{
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HuePickers.Add(huePicker);
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}
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else
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{
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LogInfo("Exceeded hue picker cap, disconnecting...");
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Disconnect("Exceeded hue picker cap.");
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}
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}
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public void RemoveHuePicker(HuePicker huePicker)
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{
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HuePickers?.Remove(huePicker);
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}
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public void RemoveHuePicker(int index)
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{
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HuePickers?.RemoveAt(index);
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}
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public void ClearHuePickers()
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{
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HuePickers?.Clear();
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}
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public void LaunchBrowser(ReadOnlySpan<char> url)
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{
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this.SendMessageLocalized(Serial.MinusOne, -1, MessageType.Label, 0x35, 3, 501231);
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this.SendLaunchBrowser(url);
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}
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public override string ToString() => _toString;
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public bool GetSendBuffer(out Span<byte> buffer)
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{
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#if THREADGUARD
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if (Thread.CurrentThread != Core.Thread)
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{
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Utility.PushColor(ConsoleColor.Red);
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Console.WriteLine("Attempting to get pipe buffer from wrong thread!");
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Console.WriteLine(new StackTrace());
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Utility.PopColor();
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buffer = Array.Empty<byte>();
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return false;
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}
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#endif
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if (!_running || _socket == null)
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{
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buffer = Span<byte>.Empty;
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return false;
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}
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buffer = _socket.SendBuffer.GetWriteSpan();
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return buffer.Length > 0;
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}
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public void Send(ReadOnlySpan<byte> span)
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{
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if (span == ReadOnlySpan<byte>.Empty || this.CannotSendPackets())
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{
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return;
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}
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var length = span.Length;
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if (length <= 0)
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{
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return;
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}
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// Closing; nothing to report
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if (!_running || _socket == null)
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{
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return;
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}
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// Never drop silently: the client would stay connected while missing game state.
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if (!GetSendBuffer(out var buffer))
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{
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SendBufferExhausted(length, 0);
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return;
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}
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try
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{
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// Apply encoding first (e.g., compression from UOContent)
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if (CompressionEnabled)
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{
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length = NetworkCompression.Compress(span, buffer);
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|
|
// 0 means nothing was written, whether it did not fit or the input was too large.
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|
if (length <= 0)
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{
|
|
SendBufferExhausted(span.Length, buffer.Length);
|
|
return;
|
|
}
|
|
}
|
|
else if (span.Length > buffer.Length)
|
|
{
|
|
SendBufferExhausted(span.Length, buffer.Length);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
span.CopyTo(buffer);
|
|
}
|
|
|
|
// Then encrypt (if encryption is enabled)
|
|
_encryption?.ServerEncrypt(buffer[..length]);
|
|
|
|
if (PacketLogging)
|
|
{
|
|
LogPacket(span, false);
|
|
}
|
|
|
|
_socket.SendBuffer.CommitWrite(length);
|
|
|
|
if (!_flushQueued)
|
|
{
|
|
_flushPending.Enqueue(this);
|
|
_flushQueued = true;
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
TraceException(ex);
|
|
Disconnect("Exception while sending.");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles a packet that cannot be placed in the send buffer.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// High unacked means a slow client holding the buffer; needed approaching capacity means the
|
|
/// buffer is too small for this shard and network.sendBufferSize should be raised.
|
|
/// </remarks>
|
|
private void SendBufferExhausted(int needed, int writable)
|
|
{
|
|
// One report per disconnect; the first reason wins
|
|
if (_disconnectQueued)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var sendBuffer = _socket?.SendBuffer;
|
|
var unacked = sendBuffer?.InFlightBytes ?? 0;
|
|
var capacity = sendBuffer?.PhysicalSize ?? 0;
|
|
|
|
logger.Warning(
|
|
"{NetState}: send buffer exhausted - needed {Needed} bytes, {Writable} writable, {Unacked} awaiting acknowledgement, {Capacity} capacity. Raise network.sendBufferSize (power of two) if this recurs on healthy connections.",
|
|
this,
|
|
needed,
|
|
writable,
|
|
unacked,
|
|
capacity
|
|
);
|
|
|
|
Disconnect($"Send buffer exhausted (needed {needed}, writable {writable}, unacked {unacked}, capacity {capacity})");
|
|
}
|
|
|
|
private void StartPacketLog()
|
|
{
|
|
try
|
|
{
|
|
var logDir = Path.Combine(_packetLoggingPath, _toString);
|
|
PathUtility.EnsureDirectory(logDir);
|
|
var logPath = Path.Combine(logDir, "packets.log");
|
|
using var op = new StreamWriter(logPath, true);
|
|
|
|
op.WriteLine(">>>>>>>>>> Logging started {0:yyyy/MM/dd HH:mm::ss} <<<<<<<<<<", Core.Now);
|
|
op.WriteLine();
|
|
op.WriteLine();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Console.WriteLine(e);
|
|
}
|
|
}
|
|
|
|
private void LogPacket(ReadOnlySpan<byte> buffer, bool incoming)
|
|
{
|
|
try
|
|
{
|
|
var logDir = Path.Combine(_packetLoggingPath, _toString);
|
|
PathUtility.EnsureDirectory(logDir);
|
|
var logPath = Path.Combine(logDir, "packets.log");
|
|
|
|
const string incomingStr = "Client -> Server";
|
|
const string outgoingStr = "Server -> Client";
|
|
|
|
using var sw = new StreamWriter(logPath, true);
|
|
sw.WriteLine($"{Core.Now:HH:mm:ss.ffff}: {(incoming ? incomingStr : outgoingStr)} 0x{buffer[0]:X2} (Length: {buffer.Length})");
|
|
sw.FormatBuffer(buffer);
|
|
sw.WriteLine();
|
|
sw.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
private void DecryptRecvBuffer(int bytesReceived)
|
|
{
|
|
if (_socket == null || _encryption == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get the portion of the buffer that was just written (the new data)
|
|
var readSpan = _socket.RecvBuffer.GetReadSpan();
|
|
var newDataStart = Math.Max(0, readSpan.Length - bytesReceived);
|
|
|
|
_encryption?.ClientDecrypt(readSpan.Slice(newDataStart, bytesReceived));
|
|
}
|
|
|
|
public void HandleReceive(bool throttled = false)
|
|
{
|
|
if (!_running || _socket == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Data already in recv buffer from recv completion - no need to call ReceiveData
|
|
try
|
|
{
|
|
// Process as many packets as we can synchronously
|
|
while (_running && _parserState != ParserState.Error && _protocolState != ProtocolState.Error)
|
|
{
|
|
var buffer = _socket.RecvBuffer.GetReadSpan();
|
|
var length = buffer.Length;
|
|
|
|
if (length <= 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
var packetReader = new SpanReader(buffer);
|
|
var packetId = packetReader.ReadByte();
|
|
var packetLength = length;
|
|
|
|
// These can arrive at any time and are only informational
|
|
if (_protocolState != ProtocolState.AwaitingSeed && IncomingPackets.IsInfoPacket(packetId))
|
|
{
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
}
|
|
else
|
|
{
|
|
switch (_protocolState)
|
|
{
|
|
case ProtocolState.AwaitingSeed:
|
|
{
|
|
// Traffic that is positively another protocol. Unlike "does not look like a
|
|
// good client", this cannot misfire on a misconfigured one.
|
|
var foreign = ForeignProtocol.Identify(buffer, out var foreignKind);
|
|
|
|
if (foreign == ForeignProtocolMatch.Incomplete)
|
|
{
|
|
_parserState = ParserState.AwaitingPartialPacket;
|
|
break;
|
|
}
|
|
|
|
if (foreign == ForeignProtocolMatch.Confirmed)
|
|
{
|
|
logger.Debug(
|
|
"{Address} spoke {Protocol} on the game port; disconnecting",
|
|
Address,
|
|
foreignKind
|
|
);
|
|
|
|
if (Bans.BanConfiguration.Settings.ReportBadConnects)
|
|
{
|
|
Bans.BanChannel.Report(
|
|
Address,
|
|
Bans.BanConfiguration.Settings.BadConnectDuration,
|
|
Bans.BanReasons.ForeignProtocol
|
|
);
|
|
}
|
|
|
|
Disconnect(string.Empty);
|
|
return;
|
|
}
|
|
|
|
if (packetId == 0xEF)
|
|
{
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_AwaitingLogin;
|
|
}
|
|
}
|
|
else if (length >= 4)
|
|
{
|
|
var newSeed = (packetId << 24) | (packetReader.ReadByte() << 16) | (packetReader.ReadByte() << 8) | packetReader.ReadByte();
|
|
|
|
if (newSeed == 0)
|
|
{
|
|
// No real client sends a zero seed, so this is deliberate garbage
|
|
// rather than a damaged connection — unlike the short-read branch
|
|
// below, which a fragmented first segment can reach honestly.
|
|
if (Bans.BanConfiguration.Settings.ReportBadConnects)
|
|
{
|
|
Bans.BanChannel.Report(
|
|
Address,
|
|
Bans.BanConfiguration.Settings.BadConnectDuration,
|
|
Bans.BanReasons.InvalidSeed
|
|
);
|
|
}
|
|
|
|
Disconnect(string.Empty);
|
|
return;
|
|
}
|
|
|
|
Seed = newSeed;
|
|
Seeded = true;
|
|
packetLength = 4;
|
|
|
|
_parserState = ParserState.AwaitingNextPacket;
|
|
_protocolState = ProtocolState.GameServer_AwaitingGameServerLogin;
|
|
}
|
|
else
|
|
{
|
|
// Disconnect rather than wait. Waiting would hold a connection slot for
|
|
// the full ConnectingSocketIdleLimit per one- or two-byte client, which
|
|
// is what a flood sends. Only pre-0xEF clients reach here.
|
|
Disconnect(string.Empty);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.LoginServer_AwaitingLogin:
|
|
{
|
|
// Check for unencrypted login packet
|
|
if (packetId == 0x80)
|
|
{
|
|
// Unencrypted - check if allowed
|
|
if (EncryptionManager.Enabled && !EncryptionManager.Mode.HasFlag(EncryptionMode.Unencrypted))
|
|
{
|
|
LogInfo("Unencrypted client rejected by encryption policy.");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_AwaitingServerSelect;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// First byte isn't 0x80 - might be encrypted
|
|
if (!EncryptionManager.Enabled)
|
|
{
|
|
LogInfo("Possible encrypted client detected, disconnecting...");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Need 62 bytes for login packet to attempt decryption
|
|
if (length < 62)
|
|
{
|
|
_parserState = ParserState.AwaitingPartialPacket;
|
|
break;
|
|
}
|
|
|
|
// Try to detect and decrypt encrypted login
|
|
if (!this.DetectLoginEncryption(buffer[..62], out var loginEncryption))
|
|
{
|
|
LogInfo("Encrypted client detection failed, disconnecting...");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Decryption succeeded - set up encryption and process
|
|
if (loginEncryption != null)
|
|
{
|
|
_encryption = loginEncryption;
|
|
|
|
// Decrypt the buffer in place for processing
|
|
loginEncryption.ClientDecrypt(buffer[..62]);
|
|
}
|
|
|
|
// Now process as normal (first byte should now be 0x80)
|
|
packetReader = new SpanReader(buffer);
|
|
packetId = packetReader.ReadByte();
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_AwaitingServerSelect;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.LoginServer_AwaitingServerSelect:
|
|
{
|
|
if (packetId != 0xA0)
|
|
{
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_ServerSelectAck;
|
|
Disconnect(string.Empty);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.LoginServer_ServerSelectAck:
|
|
{
|
|
#if STRICT_UO_PROTOCOL
|
|
HandleError(packetId, packetLength);
|
|
#else
|
|
// Reset the state because CUO/Orion do not reconnect
|
|
_parserState = ParserState.AwaitingNextPacket;
|
|
_protocolState = ProtocolState.AwaitingSeed;
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
case ProtocolState.GameServer_AwaitingGameServerLogin:
|
|
{
|
|
// Some clients send 0x80 on game server connection
|
|
if (packetId == 0x80 || length == 62)
|
|
{
|
|
goto case ProtocolState.LoginServer_AwaitingLogin;
|
|
}
|
|
|
|
// Check for unencrypted game login packet
|
|
if (packetId == 0x91)
|
|
{
|
|
// Unencrypted - check if allowed
|
|
if (EncryptionManager.Enabled && !EncryptionManager.Mode.HasFlag(EncryptionMode.Unencrypted))
|
|
{
|
|
LogInfo("Unencrypted game client rejected by encryption policy.");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.GameServer_LoggedIn;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// First byte isn't 0x91 - might be encrypted
|
|
if (!EncryptionManager.Enabled)
|
|
{
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Need 65 bytes for game login packet to attempt decryption
|
|
if (length < 65)
|
|
{
|
|
_parserState = ParserState.AwaitingPartialPacket;
|
|
break;
|
|
}
|
|
|
|
// Try to detect and decrypt encrypted game login
|
|
if (!this.DetectGameEncryption(buffer[..65], out var gameEncryption))
|
|
{
|
|
LogInfo("Encrypted game client detection failed, disconnecting...");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Decryption succeeded - set up encryption and process
|
|
if (gameEncryption != null)
|
|
{
|
|
_encryption = gameEncryption;
|
|
|
|
// Decrypt the buffer in place for processing
|
|
gameEncryption.ClientDecrypt(buffer[..65]);
|
|
}
|
|
|
|
// Now process as normal (first byte should now be 0x91)
|
|
packetReader = new SpanReader(buffer);
|
|
packetId = packetReader.ReadByte();
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.GameServer_LoggedIn;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.GameServer_LoggedIn:
|
|
{
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_parserState is ParserState.AwaitingNextPacket)
|
|
{
|
|
_socket.RecvBuffer.CommitRead(packetLength);
|
|
}
|
|
else if (_parserState is ParserState.Throttled)
|
|
{
|
|
if (!throttled)
|
|
{
|
|
_throttled.Enqueue(this);
|
|
}
|
|
else
|
|
{
|
|
_throttledPending.Enqueue(this);
|
|
}
|
|
|
|
break;
|
|
}
|
|
else if (_parserState is ParserState.AwaitingPartialPacket)
|
|
{
|
|
break;
|
|
}
|
|
else if (_parserState is ParserState.Error)
|
|
{
|
|
HandleError(packetId, packetLength);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
#if DEBUG
|
|
Console.WriteLine(ex);
|
|
#endif
|
|
TraceException(ex);
|
|
Disconnect("Exception during HandleReceive");
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void HandleError(byte packetId, int packetLength)
|
|
{
|
|
var msg =
|
|
$"{this} entered bad state on packet 0x{packetId:X2} with length {packetLength} while in protocol state {_protocolState} and parser state {_parserState}";
|
|
Disconnect(msg);
|
|
_parserState = ParserState.Error;
|
|
_protocolState = ProtocolState.Error;
|
|
}
|
|
|
|
/*
|
|
* length is the total buffer length. We might be able to use packetReader.Capacity() instead.
|
|
* packetLength is the length of the packet that this function actually found.
|
|
*/
|
|
private unsafe ParserState HandlePacket(SpanReader packetReader, byte packetId, out int packetLength)
|
|
{
|
|
var handler = IncomingPackets.GetHandler(packetId);
|
|
var length = packetReader.Length;
|
|
|
|
if (handler == null)
|
|
{
|
|
LogInfo($"Received unknown packet 0x{packetId:X2} while in state {_protocolState}");
|
|
packetLength = 1;
|
|
return ParserState.Error;
|
|
}
|
|
|
|
packetLength = handler.GetLength(this);
|
|
if (packetLength <= 0)
|
|
{
|
|
// Variable length packet. See if we have pulled in the length.
|
|
if (length < 3)
|
|
{
|
|
return ParserState.AwaitingPartialPacket;
|
|
}
|
|
|
|
packetLength = packetReader.ReadUInt16();
|
|
if (packetLength < 3)
|
|
{
|
|
return ParserState.Error;
|
|
}
|
|
}
|
|
|
|
// Not enough data, let's wait for more to come in
|
|
if (length < packetLength)
|
|
{
|
|
return ParserState.AwaitingPartialPacket;
|
|
}
|
|
|
|
if (handler.InGameOnly)
|
|
{
|
|
if (Mobile == null)
|
|
{
|
|
LogInfo($"Received packet 0x{packetId:X2} before having been attached to a mobile.");
|
|
return ParserState.Error;
|
|
}
|
|
|
|
if (Mobile.Deleted)
|
|
{
|
|
LogInfo($"Received packet 0x{packetId:X2} after having been attached to a deleted mobile.");
|
|
return ParserState.Error;
|
|
}
|
|
}
|
|
|
|
if (handler.OutOfGameOnly && Mobile?.Deleted == false)
|
|
{
|
|
LogInfo($"Received packet 0x{packetId:X2} after having been attached to a mobile.");
|
|
return ParserState.Error;
|
|
}
|
|
|
|
var throttler = handler.ThrottleCallback;
|
|
if (throttler != null)
|
|
{
|
|
if (throttler(packetId, this))
|
|
{
|
|
return ParserState.Throttled;
|
|
}
|
|
|
|
SetPacketTime(packetId);
|
|
}
|
|
|
|
UpdatePacketCount(packetId);
|
|
|
|
if (PacketLogging)
|
|
{
|
|
LogPacket(packetReader.Buffer[..packetLength], true);
|
|
}
|
|
|
|
// Make a new SpanReader that is limited to the length of the packet.
|
|
// This allows us to use reader.Remaining for VendorBuyReply packet
|
|
var start = packetReader.Position;
|
|
var remainingLength = packetLength - packetReader.Position;
|
|
|
|
handler.OnReceive(this, new SpanReader(packetReader.Buffer.Slice(start, remainingLength)));
|
|
|
|
return ParserState.AwaitingNextPacket;
|
|
}
|
|
|
|
// Bounds the graceful drain. Send completions keep NextActivityCheck moving, so a slow peer
|
|
// could otherwise hold a closing socket open indefinitely.
|
|
internal void ArmDrainDeadline(long curTicks)
|
|
{
|
|
if (!_drainDeadlineArmed)
|
|
{
|
|
_drainDeadlineArmed = true;
|
|
_drainDeadline = curTicks + DrainTimeoutMs;
|
|
}
|
|
}
|
|
|
|
public void CheckAlive(long curTicks)
|
|
{
|
|
if (_socket == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_socket.DisconnectPending)
|
|
{
|
|
ArmDrainDeadline(curTicks); // transport-initiated drains are first seen here
|
|
|
|
if (curTicks - _drainDeadline >= 0 || NextActivityCheck - curTicks < 0)
|
|
{
|
|
LogInfo("Force disconnecting stuck socket...");
|
|
_socketManager.DisconnectImmediate(_socket);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (NextActivityCheck - curTicks >= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Authenticated pre-game clients (login screens): send keep-alive instead of disconnecting.
|
|
// The 0xBD ClientVersionRequest resets NextActivityCheck via DataSent.
|
|
if (_account != null && Mobile == null)
|
|
{
|
|
this.SendClientVersionRequest();
|
|
return;
|
|
}
|
|
|
|
LogInfo("Disconnecting due to inactivity...");
|
|
Disconnect("Disconnecting due to inactivity.");
|
|
}
|
|
|
|
public void Trace(ReadOnlySpan<byte> buffer)
|
|
{
|
|
// We don't have data, so nothing to trace
|
|
if (buffer.Length == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
using var sw = new StreamWriter("unhandled-packets.log", true);
|
|
sw.WriteLine("Client: {0}: Unhandled packet 0x{1:X2}", this, buffer[0]);
|
|
sw.FormatBuffer(buffer);
|
|
sw.WriteLine();
|
|
sw.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
public static void TraceException(Exception ex)
|
|
{
|
|
try
|
|
{
|
|
using var op = new StreamWriter("network-errors.log", true);
|
|
op.WriteLine("# {0}", Core.Now);
|
|
|
|
op.WriteLine(ex);
|
|
|
|
op.WriteLine();
|
|
op.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
|
|
Console.WriteLine(ex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests a graceful disconnect. Processed after the flush queue in Slice(): sends made before
|
|
/// that handoff are flushed first, sends after it are dropped (see CannotSendPackets).
|
|
/// </summary>
|
|
public void Disconnect(string reason)
|
|
{
|
|
if (!_running || _socket == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_disconnectReason = reason;
|
|
|
|
if (!_disconnectQueued)
|
|
{
|
|
_disconnectQueued = true;
|
|
_pendingDisconnects.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
public static void TraceDisconnect(string reason, string ip)
|
|
{
|
|
if (string.IsNullOrWhiteSpace(reason))
|
|
{
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
using var op = new StreamWriter("network-disconnects.log", true);
|
|
op.WriteLine($"# {Core.Now}");
|
|
|
|
op.WriteLine($"NetState: {ip}");
|
|
op.WriteLine(reason);
|
|
|
|
op.WriteLine();
|
|
op.WriteLine();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
TraceException(ex);
|
|
}
|
|
}
|
|
|
|
private void DisposeInternal() => Dispose();
|
|
|
|
// Do not run this directly. Use Disconnect instead.
|
|
// This is available for testing cleanup only.
|
|
[Obsolete("Use Disconnect instead")]
|
|
public void Dispose()
|
|
{
|
|
var wasRunning = _running;
|
|
_running = false;
|
|
// It's possible we could queue for dispose multiple times
|
|
if (_socket == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TraceDisconnect(_disconnectReason, _toString);
|
|
|
|
// If still running, force immediate disconnect
|
|
if (wasRunning)
|
|
{
|
|
_socketManager?.DisconnectImmediate(_socket);
|
|
}
|
|
|
|
var m = Mobile;
|
|
if (m?.NetState == this)
|
|
{
|
|
m.NetState = null;
|
|
}
|
|
|
|
_instances.Remove(this);
|
|
|
|
// Clear the NetState slot
|
|
var slotId = _socket.Id;
|
|
if (slotId >= 0 && slotId < _netStates.Length && _netStates[slotId] == this)
|
|
{
|
|
_netStates[slotId] = null;
|
|
}
|
|
|
|
// Note: RingSocketManager handles cleanup of ring resources (unregister, close, buffer release)
|
|
// when it processes the disconnect event. We just clear our reference.
|
|
_socket = null;
|
|
|
|
Mobile = null;
|
|
|
|
var a = Account;
|
|
|
|
Menus?.Clear();
|
|
Menus = null;
|
|
|
|
HuePickers?.Clear();
|
|
HuePickers = null;
|
|
|
|
// Just in case, but should already be nulled when Mobile.NetState is set to null and CancelAllTrades is called.
|
|
Trades?.Clear();
|
|
Trades = null;
|
|
|
|
Account = null;
|
|
ServerInfo = null;
|
|
CityInfo = null;
|
|
|
|
var count = _instances.Count;
|
|
|
|
LogInfo(a != null ? $"Disconnected. [{count} Online] [{a}]" : $"Disconnected. [{count} Online]");
|
|
}
|
|
}
|