/************************************************************************* * ModernUO * * Copyright 2019-2026 - ModernUO Development Team * * Email: hi@modernuo.com * * File: NetState.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 . * *************************************************************************/ using Server.Accounting; using Server.Collections; using Server.HuePickers; using Server.Items; using Server.Logging; using Server.Menus; using System; using System.Buffers; using System.Collections.Generic; using System.IO; using System.Net; using System.Network; using System.Runtime.CompilerServices; namespace Server.Network; public partial class NetState : IComparable, IValueLinkListNode, IDisposable { private static readonly ILogger logger = LogFactory.GetLogger(typeof(NetState)); private const int HuePickerCap = 512; private const int MenuCap = 512; private const int PacketPerSecondThreshold = 3000; private static readonly Queue _flushPending = new(2048); private static readonly Queue _pendingDisconnects = new(256); // Processed AFTER flush private static readonly Queue _throttled = new(256); private static readonly Queue _throttledPending = new(256); private static readonly Queue _connectingQueue = new(2048); private static readonly HashSet _instances = new(2048); public static IReadOnlySet Instances => _instances; private readonly string _toString; private ClientVersion _version; private bool _running = true; private IClientEncryption _encryption; private bool _flushQueued; private bool _disconnectQueued; // Queued for disconnect processing (after flush) private long[] _packetThrottles; private long[] _packetCounts; private string _disconnectReason = string.Empty; internal ParserState _parserState = ParserState.AwaitingNextPacket; internal ProtocolState _protocolState = ProtocolState.AwaitingSeed; private bool _packetLogging; // Managed socket with buffers (handles lifecycle automatically) internal RingSocket _socket; private IAccount _account; internal enum ParserState { AwaitingNextPacket, AwaitingPartialPacket, ProcessingPacket, Throttled, Error } internal enum ProtocolState { AwaitingSeed, // Based on the way the seed arrives, we know if this is a login server or a game server connection LoginServer_AwaitingLogin, LoginServer_AwaitingServerSelect, LoginServer_ServerSelectAck, GameServer_AwaitingGameServerLogin, GameServer_LoggedIn, Error } private static string _packetLoggingPath; public static void Configure() { _packetLoggingPath = ServerConfiguration.GetSetting("netstate.packetLoggingPath", Path.Combine(Core.BaseDirectory, "Packets")); // Initialize IORingGroup and buffer pools ConfigureNetwork(); } // Internal constructor for accepted sockets private NetState(RingSocket socket, IPAddress address) { _socket = socket; Address = address; Seeded = false; HuePickers = []; Menus = []; Trades = []; NextActivityCheck = Core.TickCount + 30000; ConnectedOn = Core.Now; _toString = address?.ToString() ?? "(error)"; _instances.Add(this); _connectingQueue.Enqueue(this); LogInfo($"Connected. [{_instances.Count} Online]"); } // Sectors public NetState Next { get; set; } public NetState Previous { get; set; } public bool OnLinkList { get; set; } public long NextActivityCheck { get; private set; } // Only use this for debugging. This will make your server very slow! public bool PacketLogging { get => _packetLogging; set { _packetLogging = value; if (_packetLogging) { StartPacketLog(); } } } public int AuthId { get; set; } public int Seed { get; set; } public DateTime ConnectedOn { get; } public TimeSpan ConnectedFor => Core.Now - ConnectedOn; public IPAddress Address { get; } public IClientEncryption Encryption { get => _encryption; set => _encryption = value; } public int CurrentPacket { get; internal set; } public bool SentFirstPacket { get; set; } public bool BlockAllPackets { get; set; } public List Trades { get; } public bool Seeded { get; set; } public bool Running => _running; /// /// Gets whether the socket is connected. /// public bool IsConnected => _socket != null; /// /// Gets the socket handle. /// public nint SocketHandle => _socket?.Handle ?? 0; /// /// Gets the local endpoint (address/port) the client connected to. /// public IPEndPoint LocalEndPoint => _socket != null ? SocketHelper.GetLocalEndPoint(_socket.Handle) : null; /// /// Gets the send buffer for this connection. /// internal IORingBuffer SendBuffer => _socket?.SendBuffer; public bool CompressionEnabled { get; set; } public int Sequence { get; set; } public List HuePickers { get; private set; } public List Menus { get; private set; } public CityInfo[] CityInfo { get; set; } public Mobile Mobile { get; set; } public ServerInfo[] ServerInfo { get; set; } public IAccount Account { get => _account; set => _account = value; } public string Assistant { get; set; } public int CompareTo(NetState other) => string.CompareOrdinal(_toString, other?._toString); private void SetPacketTime(int packetID) { if (packetID is >= 0 and < 0x100) { _packetThrottles ??= new long[0x100]; _packetThrottles[packetID] = Core.TickCount; } } public long GetPacketTime(int packetID) => packetID is >= 0 and < 0x100 && _packetThrottles != null ? _packetThrottles[packetID] : 0; private void UpdatePacketCount(int packetID) { if (packetID is >= 0 and < 0x100) { _packetCounts ??= new long[0x100]; _packetCounts[packetID]++; } } public int CheckPacketCounts() { if (_packetCounts == null) { return 0; } for (var i = 0; i < _packetCounts.Length; i++) { var count = _packetCounts[i]; _packetCounts[i] = 0; if (count > PacketPerSecondThreshold) { return i; } } return 0; } public void ValidateAllTrades() { for (var i = Trades.Count - 1; i >= 0; --i) { if (i >= Trades.Count) { continue; } var trade = Trades[i]; if (trade.From.Mobile.Deleted || trade.To.Mobile.Deleted || !trade.From.Mobile.Alive || !trade.To.Mobile.Alive || !trade.From.Mobile.InRange(trade.To.Mobile, 2) || trade.From.Mobile.Map != trade.To.Mobile.Map) { trade.Cancel(); } } } public void CancelAllTrades() { for (var i = Trades.Count - 1; i >= 0; --i) { if (i < Trades.Count) { Trades[i].Cancel(); } } } public void RemoveTrade(SecureTrade trade) { Trades.Remove(trade); } public SecureTrade FindTrade(Mobile m) { for (var i = 0; i < Trades.Count; ++i) { var trade = Trades[i]; if (trade.From.Mobile == m || trade.To.Mobile == m) { return trade; } } return null; } public SecureTradeContainer FindTradeContainer(Mobile m) { for (var i = 0; i < Trades.Count; ++i) { var trade = Trades[i]; var from = trade.From; var to = trade.To; if (from.Mobile == Mobile && to.Mobile == m) { return from.Container; } if (from.Mobile == m && to.Mobile == Mobile) { return to.Container; } } return null; } public SecureTradeContainer AddTrade(NetState state) { var newTrade = new SecureTrade(Mobile, state.Mobile); Trades.Add(newTrade); state.Trades.Add(newTrade); return newTrade.From.Container; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void LogInfo(string text) { logger.Information("Client: {NetState}: {Message}", this, text); } public void AddMenu(IMenu menu) { Menus ??= []; if (Menus.Count < MenuCap) { Menus.Add(menu); } else { LogInfo("Exceeded menu cap, disconnecting..."); Disconnect("Exceeded menu cap."); } } public void RemoveMenu(IMenu menu) { Menus?.Remove(menu); } public void RemoveMenu(int index) { Menus?.RemoveAt(index); } public void ClearMenus() { Menus?.Clear(); } public void AddHuePicker(HuePicker huePicker) { HuePickers ??= []; if (HuePickers.Count < HuePickerCap) { HuePickers.Add(huePicker); } else { LogInfo("Exceeded hue picker cap, disconnecting..."); Disconnect("Exceeded hue picker cap."); } } public void RemoveHuePicker(HuePicker huePicker) { HuePickers?.Remove(huePicker); } public void RemoveHuePicker(int index) { HuePickers?.RemoveAt(index); } public void ClearHuePickers() { HuePickers?.Clear(); } public void LaunchBrowser(ReadOnlySpan url) { this.SendMessageLocalized(Serial.MinusOne, -1, MessageType.Label, 0x35, 3, 501231); this.SendLaunchBrowser(url); } public override string ToString() => _toString; public bool GetSendBuffer(out Span buffer) { #if THREADGUARD if (Thread.CurrentThread != Core.Thread) { Utility.PushColor(ConsoleColor.Red); Console.WriteLine("Attempting to get pipe buffer from wrong thread!"); Console.WriteLine(new StackTrace()); Utility.PopColor(); buffer = Array.Empty(); return false; } #endif if (!_running || _socket == null) { buffer = Span.Empty; return false; } buffer = _socket.SendBuffer.GetWriteSpan(); return buffer.Length > 0; } public void Send(ReadOnlySpan span) { if (span == ReadOnlySpan.Empty || this.CannotSendPackets()) { return; } var length = span.Length; if (length <= 0 || !GetSendBuffer(out var buffer)) { return; } try { // Apply encoding first (e.g., compression from UOContent) if (CompressionEnabled) { length = NetworkCompression.Compress(span, buffer); } else { span.CopyTo(buffer); } // Then encrypt (if encryption is enabled) _encryption?.ServerEncrypt(buffer[..length]); if (PacketLogging) { LogPacket(span, false); } _socket.SendBuffer.CommitWrite(length); if (!_flushQueued) { _flushPending.Enqueue(this); _flushQueued = true; } } catch (Exception ex) { TraceException(ex); Disconnect("Exception while sending."); } } private void StartPacketLog() { try { var logDir = Path.Combine(_packetLoggingPath, _toString); PathUtility.EnsureDirectory(logDir); var logPath = Path.Combine(logDir, "packets.log"); using var op = new StreamWriter(logPath, true); op.WriteLine(">>>>>>>>>> Logging started {0:yyyy/MM/dd HH:mm::ss} <<<<<<<<<<", Core.Now); op.WriteLine(); op.WriteLine(); } catch (Exception e) { Console.WriteLine(e); } } private void LogPacket(ReadOnlySpan buffer, bool incoming) { try { var logDir = Path.Combine(_packetLoggingPath, _toString); PathUtility.EnsureDirectory(logDir); var logPath = Path.Combine(logDir, "packets.log"); const string incomingStr = "Client -> Server"; const string outgoingStr = "Server -> Client"; using var sw = new StreamWriter(logPath, true); sw.WriteLine($"{Core.Now:HH:mm:ss.ffff}: {(incoming ? incomingStr : outgoingStr)} 0x{buffer[0]:X2} (Length: {buffer.Length})"); sw.FormatBuffer(buffer); sw.WriteLine(); sw.WriteLine(); } catch { // ignored } } private void DecryptRecvBuffer(int bytesReceived) { if (_socket == null || _encryption == null) { return; } // Get the portion of the buffer that was just written (the new data) var readSpan = _socket.RecvBuffer.GetReadSpan(); var newDataStart = Math.Max(0, readSpan.Length - bytesReceived); _encryption?.ClientDecrypt(readSpan.Slice(newDataStart, bytesReceived)); } public void HandleReceive(bool throttled = false) { if (!_running || _socket == null) { return; } // Data already in recv buffer from recv completion - no need to call ReceiveData try { // Process as many packets as we can synchronously while (_running && _parserState != ParserState.Error && _protocolState != ProtocolState.Error) { var buffer = _socket.RecvBuffer.GetReadSpan(); var length = buffer.Length; if (length <= 0) { break; } var packetReader = new SpanReader(buffer); var packetId = packetReader.ReadByte(); var packetLength = length; // These can arrive at any time and are only informational if (_protocolState != ProtocolState.AwaitingSeed && IncomingPackets.IsInfoPacket(packetId)) { _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); } else { switch (_protocolState) { case ProtocolState.AwaitingSeed: { if (packetId == 0xEF) { _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); if (_parserState == ParserState.AwaitingNextPacket) { _protocolState = ProtocolState.LoginServer_AwaitingLogin; } } else if (length >= 4) { var newSeed = (packetId << 24) | (packetReader.ReadByte() << 16) | (packetReader.ReadByte() << 8) | packetReader.ReadByte(); if (newSeed == 0) { Disconnect(string.Empty); return; } Seed = newSeed; Seeded = true; packetLength = 4; _parserState = ParserState.AwaitingNextPacket; _protocolState = ProtocolState.GameServer_AwaitingGameServerLogin; } else // Don't allow partial packets on initial connection, just disconnect them. { Disconnect(string.Empty); } break; } case ProtocolState.LoginServer_AwaitingLogin: { // Check for unencrypted login packet if (packetId == 0x80) { // Unencrypted - check if allowed if (EncryptionManager.Enabled && !EncryptionManager.Mode.HasFlag(EncryptionMode.Unencrypted)) { LogInfo("Unencrypted client rejected by encryption policy."); HandleError(packetId, packetLength); return; } _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); if (_parserState == ParserState.AwaitingNextPacket) { _protocolState = ProtocolState.LoginServer_AwaitingServerSelect; } break; } // First byte isn't 0x80 - might be encrypted if (!EncryptionManager.Enabled) { LogInfo("Possible encrypted client detected, disconnecting..."); HandleError(packetId, packetLength); return; } // Need 62 bytes for login packet to attempt decryption if (length < 62) { _parserState = ParserState.AwaitingPartialPacket; break; } // Try to detect and decrypt encrypted login if (!this.DetectLoginEncryption(buffer[..62], out var loginEncryption)) { LogInfo("Encrypted client detection failed, disconnecting..."); HandleError(packetId, packetLength); return; } // Decryption succeeded - set up encryption and process if (loginEncryption != null) { _encryption = loginEncryption; // Decrypt the buffer in place for processing loginEncryption.ClientDecrypt(buffer[..62]); } // Now process as normal (first byte should now be 0x80) packetReader = new SpanReader(buffer); packetId = packetReader.ReadByte(); _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); if (_parserState == ParserState.AwaitingNextPacket) { _protocolState = ProtocolState.LoginServer_AwaitingServerSelect; } break; } case ProtocolState.LoginServer_AwaitingServerSelect: { if (packetId != 0xA0) { HandleError(packetId, packetLength); return; } _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); if (_parserState == ParserState.AwaitingNextPacket) { _protocolState = ProtocolState.LoginServer_ServerSelectAck; Disconnect(string.Empty); } break; } case ProtocolState.LoginServer_ServerSelectAck: { #if STRICT_UO_PROTOCOL HandleError(packetId, packetLength); #else // Reset the state because CUO/Orion do not reconnect _parserState = ParserState.AwaitingNextPacket; _protocolState = ProtocolState.AwaitingSeed; #endif return; } case ProtocolState.GameServer_AwaitingGameServerLogin: { // Some clients send 0x80 on game server connection if (packetId == 0x80 || length == 62) { goto case ProtocolState.LoginServer_AwaitingLogin; } // Check for unencrypted game login packet if (packetId == 0x91) { // Unencrypted - check if allowed if (EncryptionManager.Enabled && !EncryptionManager.Mode.HasFlag(EncryptionMode.Unencrypted)) { LogInfo("Unencrypted game client rejected by encryption policy."); HandleError(packetId, packetLength); return; } _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); if (_parserState == ParserState.AwaitingNextPacket) { _protocolState = ProtocolState.GameServer_LoggedIn; } break; } // First byte isn't 0x91 - might be encrypted if (!EncryptionManager.Enabled) { HandleError(packetId, packetLength); return; } // Need 65 bytes for game login packet to attempt decryption if (length < 65) { _parserState = ParserState.AwaitingPartialPacket; break; } // Try to detect and decrypt encrypted game login if (!this.DetectGameEncryption(buffer[..65], out var gameEncryption)) { LogInfo("Encrypted game client detection failed, disconnecting..."); HandleError(packetId, packetLength); return; } // Decryption succeeded - set up encryption and process if (gameEncryption != null) { _encryption = gameEncryption; // Decrypt the buffer in place for processing gameEncryption.ClientDecrypt(buffer[..65]); } // Now process as normal (first byte should now be 0x91) packetReader = new SpanReader(buffer); packetId = packetReader.ReadByte(); _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); if (_parserState == ParserState.AwaitingNextPacket) { _protocolState = ProtocolState.GameServer_LoggedIn; } break; } case ProtocolState.GameServer_LoggedIn: { _parserState = ParserState.ProcessingPacket; _parserState = HandlePacket(packetReader, packetId, out packetLength); break; } } } if (_parserState is ParserState.AwaitingNextPacket) { _socket.RecvBuffer.CommitRead(packetLength); } else if (_parserState is ParserState.Throttled) { if (!throttled) { _throttled.Enqueue(this); } else { _throttledPending.Enqueue(this); } break; } else if (_parserState is ParserState.AwaitingPartialPacket) { break; } else if (_parserState is ParserState.Error) { HandleError(packetId, packetLength); break; } } } catch (Exception ex) { #if DEBUG Console.WriteLine(ex); #endif TraceException(ex); Disconnect("Exception during HandleReceive"); } } [MethodImpl(MethodImplOptions.AggressiveInlining)] private void HandleError(byte packetId, int packetLength) { var msg = $"{this} entered bad state on packet 0x{packetId:X2} with length {packetLength} while in protocol state {_protocolState} and parser state {_parserState}"; Disconnect(msg); _parserState = ParserState.Error; _protocolState = ProtocolState.Error; } /* * length is the total buffer length. We might be able to use packetReader.Capacity() instead. * packetLength is the length of the packet that this function actually found. */ private unsafe ParserState HandlePacket(SpanReader packetReader, byte packetId, out int packetLength) { var handler = IncomingPackets.GetHandler(packetId); var length = packetReader.Length; if (handler == null) { LogInfo($"Received unknown packet 0x{packetId:X2} while in state {_protocolState}"); packetLength = 1; return ParserState.Error; } packetLength = handler.GetLength(this); if (packetLength <= 0) { // Variable length packet. See if we have pulled in the length. if (length < 3) { return ParserState.AwaitingPartialPacket; } packetLength = packetReader.ReadUInt16(); if (packetLength < 3) { return ParserState.Error; } } // Not enough data, let's wait for more to come in if (length < packetLength) { return ParserState.AwaitingPartialPacket; } if (handler.InGameOnly) { if (Mobile == null) { LogInfo($"Received packet 0x{packetId:X2} before having been attached to a mobile."); return ParserState.Error; } if (Mobile.Deleted) { LogInfo($"Received packet 0x{packetId:X2} after having been attached to a deleted mobile."); return ParserState.Error; } } if (handler.OutOfGameOnly && Mobile?.Deleted == false) { LogInfo($"Received packet 0x{packetId:X2} after having been attached to a mobile."); return ParserState.Error; } var throttler = handler.ThrottleCallback; if (throttler != null) { if (throttler(packetId, this)) { return ParserState.Throttled; } SetPacketTime(packetId); } UpdatePacketCount(packetId); if (PacketLogging) { LogPacket(packetReader.Buffer[..packetLength], true); } // Make a new SpanReader that is limited to the length of the packet. // This allows us to use reader.Remaining for VendorBuyReply packet var start = packetReader.Position; var remainingLength = packetLength - packetReader.Position; handler.OnReceive(this, new SpanReader(packetReader.Buffer.Slice(start, remainingLength))); return ParserState.AwaitingNextPacket; } public void CheckAlive(long curTicks) { if (_socket == null || NextActivityCheck - curTicks >= 0) { return; } if (_socket.DisconnectPending) { LogInfo("Force disconnecting stuck socket..."); _socketManager.DisconnectImmediate(_socket); } else { // Authenticated pre-game clients (login screens): send keep-alive instead of disconnecting. // The 0xBD ClientVersionRequest resets NextActivityCheck via DataSent. if (_account != null && Mobile == null) { this.SendClientVersionRequest(); return; } LogInfo("Disconnecting due to inactivity..."); Disconnect("Disconnecting due to inactivity."); } } public void Trace(ReadOnlySpan buffer) { // We don't have data, so nothing to trace if (buffer.Length == 0) { return; } try { using var sw = new StreamWriter("unhandled-packets.log", true); sw.WriteLine("Client: {0}: Unhandled packet 0x{1:X2}", this, buffer[0]); sw.FormatBuffer(buffer); sw.WriteLine(); sw.WriteLine(); } catch { // ignored } } public static void TraceException(Exception ex) { try { using var op = new StreamWriter("network-errors.log", true); op.WriteLine("# {0}", Core.Now); op.WriteLine(ex); op.WriteLine(); op.WriteLine(); } catch { // ignored } Console.WriteLine(ex); } /// /// Requests a graceful disconnect. The disconnect is queued and processed after the flush /// queue in Slice(), ensuring Send() calls made in the same tick are processed first. /// public void Disconnect(string reason) { if (!_running || _socket == null) { return; } _disconnectReason = reason; if (!_disconnectQueued) { _disconnectQueued = true; _pendingDisconnects.Enqueue(this); } } public static void TraceDisconnect(string reason, string ip) { if (string.IsNullOrWhiteSpace(reason)) { return; } try { using var op = new StreamWriter("network-disconnects.log", true); op.WriteLine($"# {Core.Now}"); op.WriteLine($"NetState: {ip}"); op.WriteLine(reason); op.WriteLine(); op.WriteLine(); } catch (Exception ex) { TraceException(ex); } } private void DisposeInternal() => Dispose(); // Do not run this directly. Use Disconnect instead. // This is available for testing cleanup only. [Obsolete("Use Disconnect instead")] public void Dispose() { var wasRunning = _running; _running = false; // It's possible we could queue for dispose multiple times if (_socket == null) { return; } TraceDisconnect(_disconnectReason, _toString); // If still running, force immediate disconnect if (wasRunning) { _socketManager?.DisconnectImmediate(_socket); } var m = Mobile; if (m?.NetState == this) { m.NetState = null; } _instances.Remove(this); // Clear the NetState slot var slotId = _socket.Id; if (slotId >= 0 && slotId < _netStates.Length && _netStates[slotId] == this) { _netStates[slotId] = null; } // Note: RingSocketManager handles cleanup of ring resources (unregister, close, buffer release) // when it processes the disconnect event. We just clear our reference. _socket = null; Mobile = null; var a = Account; Menus.Clear(); HuePickers.Clear(); Account = null; ServerInfo = null; CityInfo = null; var count = _instances.Count; LogInfo(a != null ? $"Disconnected. [{count} Online] [{a}]" : $"Disconnected. [{count} Online]"); } }