Core now owns the question -- "should this socket be denied?" -- and none of the answers. The firewall was the last implementation left in core, and the reasons to keep it did not survive scrutiny: it is not extended downstream, and a shard running bare core has no way to populate it anyway, since the admin gump and the commands that mutate it are both content. Larger shards front the server with an upstream proxy or edge scrubbing and never use it; it survives as the fallback an admin reaches for over a single player, which is squarely content's concern. Nothing about the firewall changes for operators: same Server.Network namespace, same Configuration/firewall.json, same gump and commands, same legacy .cfg migration. It reaches the accept path through ConnectionFilters like any other filter, and registers itself first because an empty set is the cheapest gate. Untangling core from the firewall entry types first: - NetworkUtilities built its reserved-network tables out of CidrFirewallEntry, which made core depend on the firewall for something with nothing to do with banning. Those are constant CIDR blocks answering "is this address in one of these ranges?", so they are now a SortedRangeIndex<UInt128> -- the same primitive the firewall and blocklist already share. Same semantics, same public API, one linear scan replaced by a binary search. - The CIDR -> normalized range parse those tables needed is now IPAddressUtility.TryParseCidrRange, and CidrFirewallEntry drops its private copy of that logic in favor of it. Core no longer references IFirewallEntry or Firewall anywhere. 1344 tests pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
21 KiB
ModernUO Networking & Packets
This document covers ModernUO's networking system, including outgoing and incoming packet patterns, SpanWriter/SpanReader, and NetState extensions.
Overview
ModernUO uses a binary packet protocol for client-server communication. The system is built around:
- Outgoing packets: Static
Create*methods +Send*extension methods onNetState - Incoming packets: Function pointer handlers registered in
Configure() - SpanWriter/SpanReader: High-performance binary I/O using
Span<byte>
Outgoing Packet Pattern
Step 1: Define Constants and Create Method
public static class OutgoingMyPackets
{
public const int MyPacketLength = 12; // Fixed-size packet
public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
{
if (buffer[0] != 0) // Already initialized guard
return;
var writer = new SpanWriter(buffer);
writer.Write((byte)0xBF); // Packet ID
writer.Write((ushort)12); // Packet length
writer.Write((ushort)0x99); // Sub-command
writer.Write(target); // Serial (4 bytes)
writer.Write((short)value); // Value (2 bytes)
}
}
Step 2: Define Send Extension Method
public static void SendMyPacket(this NetState ns, Serial target, int value)
{
if (ns.CannotSendPackets())
return;
var buffer = stackalloc byte[MyPacketLength].InitializePacket();
CreateMyPacket(buffer, target, value);
ns.Send(buffer);
}
Step 3: Call from Game Code
// Send to one player
mobile.NetState.SendMyPacket(target.Serial, 42);
// Send to nearby players
foreach (var ns in mobile.GetClientsInRange(18))
{
ns.SendMyPacket(target.Serial, 42);
}
Variable-Length Outgoing Packets
public static void SendMyDynamicPacket(this NetState ns, string name, int[] values)
{
if (ns.CannotSendPackets())
return;
var length = 7 + name.Length * 2 + values.Length * 4;
var writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0x99); // Packet ID
writer.Write((ushort)0); // Length placeholder
writer.WriteBigUniNull(name); // Unicode string
writer.Write((ushort)values.Length);
foreach (var val in values)
writer.Write(val);
writer.WritePacketLength(); // Fill in actual length at position 1-2
ns.Send(writer.Span);
}
Shared Buffer Pattern (Multiple Recipients)
When sending the same packet to multiple players, create the buffer once:
public static void SendToNearby(Mobile source, int effectId)
{
Span<byte> buffer = stackalloc byte[EffectPacketLength];
buffer.InitializePacket();
foreach (var ns in source.GetClientsInRange(18))
{
// CreateXxx checks buffer[0] != 0 to avoid re-initializing
CreateEffectPacket(buffer, source.Serial, effectId);
ns.Send(buffer);
}
}
Incoming Packet Pattern
Step 1: Register Handler in Configure()
public static class IncomingMyPackets
{
public static unsafe void Configure()
{
// Fixed-length packet (12 bytes, in-game only)
IncomingPackets.Register(0x99, 12, true, &MyHandler);
// Variable-length packet (0 = variable)
IncomingPackets.Register(0x9A, 0, true, &MyDynamicHandler);
// Out-of-game packet
IncomingPackets.Register(0x9B, 10, false, &LoginHandler);
// Encoded packet (sub-command)
IncomingPackets.RegisterEncoded(0x28, true, &EncodedHandler);
}
}
Step 2: Implement Handler
public static void MyHandler(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
return;
var targetSerial = (Serial)reader.ReadUInt32();
var value = reader.ReadInt16();
var target = World.FindMobile(targetSerial);
if (target == null)
return;
// Process packet...
}
public static void MyDynamicHandler(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
return;
var name = reader.ReadBigUniSafe();
var count = reader.ReadUInt16();
for (var i = 0; i < count; i++)
{
var val = reader.ReadInt32();
// Process each value...
}
}
Encoded Packet Handler
public static void EncodedHandler(NetState state, IEntity target, EncodedReader reader)
{
// Encoded packets have a different signature
var from = state.Mobile;
if (from == null)
return;
// Process...
}
Registration Parameters
IncomingPackets.Register(
int packetID, // Packet identifier (0x00-0xFF)
int length, // Fixed length, or 0 for variable-length
bool inGameOnly, // Requires authenticated player
delegate*<NetState, SpanReader, void> handler // Function pointer
);
SpanWriter Reference
High-performance ref struct for writing binary data. Defined in Projects/Server/Buffers/SpanWriter.cs.
Constructors
var writer = new SpanWriter(Span<byte> buffer); // Fixed buffer
var writer = new SpanWriter(stackalloc byte[64]); // Stack buffer
var writer = new SpanWriter(int capacity, bool resize = false); // Pooled buffer
Integer Writes (Big-Endian by Default)
writer.Write(bool value); // 1 byte
writer.Write(byte value); // 1 byte
writer.Write(sbyte value); // 1 byte
writer.Write(short value); // 2 bytes, big-endian
writer.Write(ushort value); // 2 bytes, big-endian
writer.Write(int value); // 4 bytes, big-endian
writer.Write(uint value); // 4 bytes, big-endian
writer.Write(long value); // 8 bytes, big-endian
writer.Write(ulong value); // 8 bytes, big-endian
writer.Write(Serial serial); // 4 bytes (writes serial.Value)
Little-Endian Variants
writer.WriteLE(short value);
writer.WriteLE(ushort value);
writer.WriteLE(int value);
writer.WriteLE(uint value);
String Writes
// ASCII (1 byte per char)
writer.WriteAscii(string value);
writer.WriteAsciiNull(string value); // Null-terminated
writer.WriteAscii(string value, int fixedLength);
// Latin-1 (1 byte per char, extended ASCII)
writer.WriteLatin1(string value);
writer.WriteLatin1Null(string value);
writer.WriteLatin1(string value, int fixedLength);
// UTF-16 Big-Endian (UO standard for Unicode)
writer.WriteBigUni(string value);
writer.WriteBigUniNull(string value);
writer.WriteBigUni(string value, int fixedLength);
// UTF-16 Little-Endian
writer.WriteLittleUni(string value);
writer.WriteLittleUniNull(string value);
writer.WriteLittleUni(string value, int fixedLength);
// UTF-8
writer.WriteUTF8(string value);
writer.WriteUTF8Null(string value);
Utilities
writer.Write(ReadOnlySpan<byte> data); // Raw bytes
writer.Clear(int count); // Write zeros
writer.Seek(int offset, SeekOrigin origin); // Move position
writer.WritePacketLength(); // Fill length at position 1-2
writer.EnsureCapacity(int capacity); // Grow buffer if needed
writer.Dispose(); // Return pooled buffer
// Properties
writer.Position; // Current write position
writer.Capacity; // Buffer size
writer.Span; // ReadOnlySpan<byte> of written data
writer.RawBuffer; // Mutable Span<byte> of full buffer
SpanReader Reference
High-performance ref struct for reading binary data. Defined in Projects/Server/Buffers/SpanReader.cs.
Constructor
var reader = new SpanReader(ReadOnlySpan<byte> data);
Integer Reads (Big-Endian by Default)
reader.ReadByte(); // 1 byte
reader.ReadBoolean(); // 1 byte (> 0 = true)
reader.ReadSByte(); // 1 byte signed
reader.ReadInt16(); // 2 bytes, big-endian
reader.ReadUInt16(); // 2 bytes, big-endian
reader.ReadInt32(); // 4 bytes, big-endian
reader.ReadUInt32(); // 4 bytes, big-endian
reader.ReadInt64(); // 8 bytes, big-endian
reader.ReadUInt64(); // 8 bytes, big-endian
Little-Endian Variants
reader.ReadInt16LE();
reader.ReadUInt16LE();
reader.ReadUInt32LE();
String Reads
// Each has a "Safe" variant that filters control characters
reader.ReadAscii(int fixedLength = -1);
reader.ReadAsciiSafe(int fixedLength = -1);
reader.ReadLatin1(int fixedLength = -1);
reader.ReadLatin1Safe(int fixedLength = -1);
reader.ReadBigUni(int fixedLength = -1);
reader.ReadBigUniSafe(int fixedLength = -1);
reader.ReadLittleUni(int fixedLength = -1);
reader.ReadLittleUniSafe(int fixedLength = -1);
reader.ReadUTF8(int fixedLength = -1);
reader.ReadUTF8Safe(int fixedLength = -1);
Utilities
reader.Seek(int offset, SeekOrigin origin);
reader.Read(Span<byte> destination);
// Properties
reader.Position; // Current read position
reader.Length; // Total data length
reader.Remaining; // Bytes remaining
reader.Buffer; // ReadOnlySpan<byte> of full data
Player-Facing Message APIs
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.
On Mobile
// Self-message (sent only to this mobile's NetState)
mob.SendMessage(int hue, ReadOnlySpan<char> text);
mob.SendAsciiMessage(int hue, ReadOnlySpan<char> text);
mob.SendLocalizedMessage(int number, ReadOnlySpan<char> args = default, int hue = 0x3B2);
mob.SendLocalizedMessage(int number, bool append, ReadOnlySpan<char> affix, ReadOnlySpan<char> args = default, int hue = 0x3B2);
// Speech variants (overhead text from this mobile, broadcast in range)
mob.Say(ReadOnlySpan<char> text); // SpeechHue
mob.Say(int number, ReadOnlySpan<char> args = default);
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
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):
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 $"..." literal, the compiler picks the handler overload and the message text is rendered directly into a pooled char[] — no string allocation:
mob.SendMessage($"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, $"I am {mob.Name}");
When the argument is a pre-built string or ReadOnlySpan<char> variable, the ROS<char> overload is selected via implicit conversion — also fine, just doesn't get the zero-alloc benefit.
For methods with two text parameters (SendLocalizedMessageTo with affix, SendLocalizedMessage with append), only args has a handler overload — affix stays ROS<char> because it's typically a short literal.
Critical caveat: call-site shapes like ternaries, switch expressions, pre-built locals, and .ToString() inside the hole silently defeat the handler overload selection. See the Interpolation Anti-Patterns section in the string-handling doc for the full list and the fixes.
Lowercase format specifier
RawInterpolatedStringHandler recognizes :L to lowercase a value's output (using MemoryExtensions.ToLowerInvariant). Useful for enum names in player-facing text:
mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
See dev-docs/string-handling.md for full coverage.
Implementation notes
Mobile.PublicOverheadMessageandItem.PublicOverheadMessageroute through genericOutgoingMessagePackets.BroadcastMessage*<TFilter>helpers (inOutgoingMessagePackets.Broadcast.cs) parameterized over aprivate readonly structfilter that encapsulates the per-method visibility predicate (CanSee,InLOS,AccessLevel,!= self). Thewhere TFilter : struct, IBroadcastFilterconstraint 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.csandItem.Messages.cspartial files for organization.
Common Existing Send Methods
Effects and Sounds
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
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
ns.SendDamage(Serial serial, int amount);
Targeting
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
- Always check
ns.CannotSendPackets()before sending - Use
stackallocfor fixed-size packets (avoids heap allocation) - Use
InitializePacket()extension on stackalloc spans - Use
ReadAsciiSafe/ReadBigUniSafefor incoming strings (filters control chars) - Use
WritePacketLength()for variable-length packets - Big-endian by default -- only use
WriteLE/ReadLEwhen the protocol requires it - 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:
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:
ShouldDenymust 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 two that ship are firewall
(admin-curated, mutable at runtime, persisted to Configuration/firewall.json) and blocklist
(file-sourced, millions of entries, demand-pages hits to CrowdSec). A shard that fronts its server with
an upstream proxy or edge scrubbing can drop both and register nothing.
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:
ToUInt128guards withAddressFamily == InterNetwork && !IsIPv4MappedToIPv6. Per BCL semanticsIsIPv4MappedToIPv6is only ever true forInterNetworkV6, 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/Misc/Firewall/Firewall.cs |
Admin-curated firewall set |
Projects/Server/Utilities/IPAddressUtility.cs |
IPAddress <-> UInt128 normalization, CIDR parsing |
Projects/UOContent/Misc/Blocklist/BlocklistFilter.cs |
File-sourced blocklist filter |