> [!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
51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using Server;
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using Server.Network;
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using Server.Tests;
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using Server.Tests.Network;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class SkillPacketsTests
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{
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[Theory]
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[InlineData(SkillName.Alchemy, 0, 1)]
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[InlineData(SkillName.Archery, 10, 1000)]
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[InlineData(SkillName.Begging, 100000, 1000)]
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public void TestSkillChange(SkillName skillName, int baseFixedPoint, int capFixedPoint)
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{
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var m = new Mobile((Serial)0x1);
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m.DefaultMobileInit();
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var skill = m.Skills[skillName];
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skill.BaseFixedPoint = baseFixedPoint;
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skill.CapFixedPoint = capFixedPoint;
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var expected = new SkillChange(skill).Compile();
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendSkillChange(skill);
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var result = ns.SendBuffer.GetReadSpan();
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AssertThat.Equal(result, expected);
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}
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[Fact]
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public void TestSkillsUpdate()
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{
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var m = new Mobile((Serial)0x1);
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m.DefaultMobileInit();
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var skills = m.Skills;
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m.Skills[SkillsInfo.RandomSkill()].BaseFixedPoint = 1000;
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var expected = new SkillUpdate(skills).Compile();
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using var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendSkillsUpdate(skills);
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var result = ns.SendBuffer.GetReadSpan();
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AssertThat.Equal(result, expected);
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}
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}
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