ModernUO/Projects/Server.Tests/Helpers/PacketTestUtilities.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

94 lines
3 KiB
C#

using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Network;
using Server.Network;
namespace Server.Tests.Network;
public static class PacketTestUtilities
{
private static nint _testListener;
private static int _testPort;
private static readonly List<Socket> _testSocketClients = [];
public static Span<byte> Compile(this Packet p) => p.Compile(false, out var length).AsSpan(0, length);
/// <summary>
/// Creates a NetState for unit testing.
/// Uses a real Socket and RingSocket with actual buffers.
/// Must be disposed after use (use 'using' statement).
/// </summary>
public static NetState CreateTestNetState()
{
NetState.Slice(); // Process disconnects/disposes
for (var i = _testSocketClients.Count - 1; i >= 0; i--)
{
var sock = _testSocketClients[i];
if (!sock.Connected)
{
sock.Dispose();
_testSocketClients.RemoveAt(i);
}
}
var ring = NetState.Ring;
// Create a test listener if we don't have one (using the ring for RIO-compatible sockets)
if (_testListener == 0)
{
// Disable rate limiter for tests - we don't want connection attempts to be throttled
// NetState.DisableRateLimiter();
_testListener = ring.CreateListener("127.0.0.1", 0, 128);
if (_testListener == -1)
{
throw new InvalidOperationException("Failed to create test listener");
}
_testPort = SocketHelper.GetLocalEndPoint(_testListener)?.Port ?? 0;
if (_testPort == 0)
{
throw new InvalidOperationException("Failed to get test listener port");
}
}
// Queue an accept operation
ring.PrepareAccept(_testListener, 0, 0, IORingUserData.EncodeAccept());
ring.Submit();
Core._now = DateTime.UtcNow;
// Create a client socket and connect to trigger the accept
var testSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
testSocket.Connect(IPAddress.Loopback, _testPort);
_testSocketClients.Add(testSocket);
// Slice until we have a new NetState instance added
// AcceptEx is asynchronous, so we may need to wait/retry
const int maxRetries = 100;
for (var i = 0; i < maxRetries; i++)
{
NetState.Slice();
// Get the latest instance connected.
foreach (var ns in NetState.Instances)
{
if (ns.ConnectedOn == Core._now)
{
return ns;
}
}
// Wait a bit for AcceptEx to complete
if (i < maxRetries - 1)
{
System.Threading.Thread.Sleep(1);
}
}
throw new Exception("Failed to slice for test NetState instance after retries");
}
}