modernuo/Projects/Server/Network/Encryption/EncryptionManager.cs

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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
/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
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
* Email: hi@modernuo.com *
* File: EncryptionManager.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;
using System.Buffers.Binary;
using Server.Logging;
namespace Server.Network;
/// <summary>
/// Manages encryption detection and configuration for client connections.
/// </summary>
public static class EncryptionManager
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(EncryptionManager));
private static EncryptionMode _mode = EncryptionMode.None;
private static bool _debug;
/// <summary>
/// Gets whether encryption handling is enabled.
/// </summary>
public static bool Enabled => _mode != EncryptionMode.None;
/// <summary>
/// Gets the current encryption mode.
/// </summary>
public static EncryptionMode Mode => _mode;
/// <summary>
/// Gets whether debug logging is enabled for encryption.
/// </summary>
public static bool Debug => _debug;
/// <summary>
/// Configures encryption settings from server configuration.
/// </summary>
public static void Configure()
{
_mode = ServerConfiguration.GetSetting("network.encryptionMode", EncryptionMode.Both);
_debug = ServerConfiguration.GetSetting("network.encryptionDebug", false);
if (_mode != EncryptionMode.None)
{
logger.Information("Encryption support enabled: {Mode}", _mode);
}
}
/// <param name="ns">The network state.</param>
extension(NetState ns)
{
/// <summary>
/// Detects and initializes encryption for a login packet (0x80).
/// </summary>
/// <param name="buffer">The 62-byte login packet buffer.</param>
/// <param name="encryption">The detected encryption, or null if unencrypted.</param>
/// <returns>True if detection succeeded (encrypted or unencrypted), false if rejected.</returns>
public bool DetectLoginEncryption(ReadOnlySpan<byte> buffer, out IClientEncryption encryption)
{
encryption = null;
if (buffer.Length < 62)
{
return false;
}
// Check if unencrypted:
// - Packet ID is 0x80, OR
// - Username and password null terminators are present
var isUnencrypted = buffer[0] == 0x80 || buffer[30] == 0x00 && buffer[60] == 0x00;
if (isUnencrypted)
{
if (!_mode.HasFlag(EncryptionMode.Unencrypted))
{
if (_debug)
{
logger.Debug("Client {Address}: Unencrypted login rejected (mode: {Mode})", ns.Address, _mode);
}
return false;
}
if (_debug)
{
logger.Debug("Client {Address}: Unencrypted login detected", ns.Address);
}
return true;
}
// Try encrypted
if (!_mode.HasFlag(EncryptionMode.Encrypted))
{
if (_debug)
{
logger.Debug("Client {Address}: Encrypted login rejected (mode: {Mode})", ns.Address, _mode);
}
return false;
}
// Attempt decryption with version-derived keys
if (LoginEncryption.TryDecrypt(ns.Version, (uint)ns.Seed, buffer, out var loginEncryption))
{
encryption = loginEncryption;
if (_debug)
{
logger.Debug("Client {Address}: Encrypted login detected (version: {Version})", ns.Address, ns.Version);
}
return true;
}
if (_debug)
{
logger.Debug("Client {Address}: Login encryption detection failed", ns.Address);
}
return false;
}
/// <summary>
/// Detects and initializes encryption for a game server login packet (0x91).
/// </summary>
/// <param name="buffer">The 65-byte game login packet buffer.</param>
/// <param name="encryption">The detected encryption, or null if unencrypted.</param>
/// <returns>True if detection succeeded (encrypted or unencrypted), false if rejected.</returns>
public bool DetectGameEncryption(ReadOnlySpan<byte> buffer, out IClientEncryption encryption)
{
encryption = null;
if (buffer.Length < 65)
{
return false;
}
// Extract auth ID from packet (bytes 1-4, big-endian)
var authId = BinaryPrimitives.ReadUInt32BigEndian(buffer[1..]);
// Check if unencrypted:
// - Packet ID is 0x91, OR
// - Auth ID equals seed (indicates no encryption applied)
var isUnencrypted = buffer[0] == 0x91 || authId == (uint)ns.Seed;
if (isUnencrypted)
{
if (!_mode.HasFlag(EncryptionMode.Unencrypted))
{
if (_debug)
{
logger.Debug("Client {Address}: Unencrypted game login rejected (mode: {Mode})", ns.Address, _mode);
}
return false;
}
if (_debug)
{
logger.Debug("Client {Address}: Unencrypted game login detected", ns.Address);
}
return true;
}
// Try encrypted
if (!_mode.HasFlag(EncryptionMode.Encrypted))
{
if (_debug)
{
logger.Debug("Client {Address}: Encrypted game login rejected (mode: {Mode})", ns.Address, _mode);
}
return false;
}
// Attempt decryption with seed-derived Twofish
if (GameEncryption.TryDecrypt((uint)ns.Seed, buffer, out var gameEncryption))
{
encryption = gameEncryption;
if (_debug)
{
logger.Debug("Client {Address}: Encrypted game login detected (seed: 0x{Seed:X8})", ns.Address, ns.Seed);
}
return true;
}
if (_debug)
{
logger.Debug("Client {Address}: Game encryption detection failed", ns.Address);
}
return false;
}
}
}