ModernUO/Projects/Server/Network/PingServer.cs
Kamron Batman 3c0d6cb9d6
feat: Upgrades networking to use io_uring. (#2315)
> [!IMPORTANT]
> **Breaking Changes**
> - DecodePacket and EncodePacket delegates replaced with IClientEncryption interface
> - NetState.Connection (Socket) replaced with internal RingSocket management
> - NetState.RecvPipe and NetState.SendPipe removed (buffers managed internally)

## Summary

Upgrades the networking stack from PollGroup-based I/O to io_uring, significantly improving I/O performance on Linux.
This also adds native client encryption support for encrypted UO clients.

## Major Changes

io_uring Networking Architecture
- Replaced PollGroup with IORingGroup for async socket I/O operations
- Removed Pipe.cs (mirrored ring buffer) and TcpServer.cs in favor of RingSocketManager
- Added NetState.Network.cs - centralized network infrastructure handling accept, recv, send, and disconnect
completions
- Added SocketHelper.cs - platform-specific socket utilities for raw socket handle operations (getpeername,
getsockname)
- Buffer management now handled by RingSocketManager with configurable slab allocation

### Client Encryption Support
- Added full encryption stack in Network/Encryption/:
  - EncryptionConfig.cs - configurable encryption modes (None, Unencrypted, Encrypted, Both)
  - EncryptionManager.cs - encryption detection and initialization for login/game packets
  - LoginEncryption.cs - handles login packet encryption with version-derived keys
  - GameEncryption.cs - handles game server encryption using Twofish
  - TwofishEngine.cs - optimized Twofish block cipher implementation
  - LoginKeys.cs - encryption key table for client versions
  - IClientEncryption.cs - interface for client encryption implementations

### NetState Improvements
- Replaced Socket Connection with RingSocket _socket for managed socket lifecycle
- Changed from GCHandle polling to event-based completion processing
- Disconnect handling now properly waits for pending sends to flush
- Simplified connecting socket management using lazy queue removal

### Configuration
- New settings: network.encryptionMode and network.encryptionDebug
- Encryption mode flags: Unencrypted, Encrypted, or Both

### Dependencies
- Replaced PollGroup NuGet package with IORingGroup
- Linux requires liburing-dev / liburing-devel package

### Test plan

- Verify server starts and accepts connections on Linux with io_uring
- Verify server starts and accepts connections on Windows (fallback to IOCP)
- Test unencrypted client connections (ClassicUO with encryption disabled)
- Test encrypted client connections if available
- Verify graceful disconnect flushes pending data
- Confirm CI builds pass on all target platforms
2026-02-01 16:02:32 -08:00

150 lines
4.5 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2024 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: PingServer.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using Server.Logging;
namespace Server.Network;
public static class PingServer
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(PingServer));
public static int MaxQueued { get; set; }
public static UdpClient[] Listeners { get; private set; }
public static bool Enabled { get; private set; }
public static int Port { get; private set; }
public static void Configure()
{
Enabled = ServerConfiguration.GetOrUpdateSetting("pingServer.enabled", true);
Port = ServerConfiguration.GetSetting("pingServer.port", 12000);
MaxQueued = ServerConfiguration.GetSetting("pingServer.maxConnections", 2048);
}
public static void Start()
{
if (!Enabled)
{
return;
}
HashSet<IPEndPoint> listeningAddresses = [];
List<UdpClient> listeners = [];
foreach (var serverIpep in ServerConfiguration.Listeners)
{
var ipep = new IPEndPoint(serverIpep.Address, Port);
var listener = CreateListener(ipep);
if (listener == null)
{
continue;
}
if (ipep.Address.Equals(IPAddress.Any) || ipep.Address.Equals(IPAddress.IPv6Any))
{
listeningAddresses.UnionWith(NetState.GetListeningAddresses(ipep));
}
else
{
listeningAddresses.Add(ipep);
}
listeners.Add(listener);
BeginAcceptingUdpRequest(listener);
}
foreach (var ipep in listeningAddresses)
{
logger.Information("Listening: {Address}:{Port} (Pings)", ipep.Address, ipep.Port);
}
Listeners = listeners.ToArray();
}
public static UdpClient CreateListener(IPEndPoint ipep)
{
var listener = new Socket(ipep.AddressFamily, SocketType.Dgram, ProtocolType.Udp)
{
ExclusiveAddressUse = false
};
try
{
listener.Bind(ipep);
return new UdpClient
{
Client = listener
};
}
catch (SocketException se)
{
// WSAEADDRINUSE
if (se.ErrorCode == 10048)
{
logger.Warning("Ping Listener: {Address}:{Port}: Failed (In Use)", ipep.Address, ipep.Port);
}
// WSAEADDRNOTAVAIL
else if (se.ErrorCode == 10049)
{
logger.Warning("Ping Listener {Address}:{Port}: Failed (Unavailable)", ipep.Address, ipep.Port);
}
else
{
logger.Warning(se, "Ping Listener Exception:");
}
}
return null;
}
private static async void BeginAcceptingUdpRequest(object state)
{
if (state is not UdpClient listener)
{
return;
}
var cancellationToken = Core.ClosingTokenSource.Token;
while (!cancellationToken.IsCancellationRequested)
{
try
{
var result = await listener.ReceiveAsync(cancellationToken);
await listener.SendAsync(result.Buffer, result.RemoteEndPoint, cancellationToken);
}
catch
{
// ignored
}
}
}
public static void Shutdown()
{
foreach (var listener in Listeners)
{
listener.Close();
}
}
}