modernuo/Projects/Server/Network/NetState/NetState.cs
Kamron Batman 15e506ffc2
perf: Migrate Old Guild System gumps to DynamicGump (#2420)
## Summary

Migrates the Old Guild System (pre-AOS guild stones) gumps from the legacy `Gump` class to `DynamicGump`, following the same pattern used for the Quest gump migration in #2416. All concrete gumps now have private constructors gated by static `DisplayTo` entry points (empty-gump rule), and `Singleton => true` is set across the board so reopening a sibling dialog automatically closes the previous one.

**Migrated gumps:**
- `GuildGump` - main guild dialog
- `GuildmasterGump` - guildmaster functions
- `GuildCharterGump` - charter and website display
- `GuildWarGump` - warfare status (kept as player-facing)
- `GuildWarAdminGump` - war menu (retained as player-facing - reachable from `GuildmasterGump`'s WAR button by guildmasters)
- `GuildChangeTypeGump` - Standard/Order/Chaos selection

**Abstract bases:** `GuildListGump` and `GuildMobileListGump` keep their shared list-rendering chrome inside a single concrete `BuildLayout` on the abstract class and expose a `protected abstract void BuildHeader(ref DynamicGumpBuilder builder)` hook for subclasses (replacing the old `Design()` override). This mirrors the abstract-base treatment used for the ML quest base in the quest-gump migration PR.

**Concrete subclasses migrated alongside the abstract bases:**
- `GuildListGump` subclasses: `GuildAcceptWarGump`, `GuildDeclarePeaceGump`, `GuildDeclareWarGump`, `GuildRejectWarGump`, `GuildRescindDeclarationGump`
- `GuildMobileListGump` subclasses: `DeclareFealtyGump`, `GrantGuildTitleGump`, `GuildAdminCandidatesGump`, `GuildCandidatesGump`, `GuildDismissGump`, `GuildRosterGump`

**Cliloc rule:** Every gump bakes per-instance dynamic content (guild names, member names, war declarations, candidate lists), which would defeat `StaticGump<T>` caching. Per the cliloc rule, all are `DynamicGump`.

**External callers updated:** the prompt files (`GuildAbbrvPrompt`, `GuildCharterPrompt`, `GuildDeclareWarPrompt`, `GuildNamePrompt`, `GuildTitlePrompt`, `GuildWebsitePrompt`), `RecruitTarget`, the `Guildstone` item, and the New Guild System `GuildInfoGump`'s Order/Chaos handler all now go through static `DisplayTo` entry points instead of `new XGump(...)`.
2026-04-26 10:44:11 -07:00

1095 lines
35 KiB
C#
Executable file

/*************************************************************************
* 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 <http://www.gnu.org/licenses/>. *
*************************************************************************/
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<NetState>, IValueLinkListNode<NetState>, 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<NetState> _flushPending = new(2048);
private static readonly Queue<NetState> _pendingDisconnects = new(256); // Processed AFTER flush
private static readonly Queue<NetState> _throttled = new(256);
private static readonly Queue<NetState> _throttledPending = new(256);
private static readonly Queue<NetState> _connectingQueue = new(2048);
private static readonly HashSet<NetState> _instances = new(2048);
public static IReadOnlySet<NetState> 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<SecureTrade> Trades { get; }
public bool Seeded { get; set; }
public bool Running => _running;
/// <summary>
/// Gets whether the socket is connected.
/// </summary>
public bool IsConnected => _socket != null;
/// <summary>
/// Gets the socket handle.
/// </summary>
public nint SocketHandle => _socket?.Handle ?? 0;
/// <summary>
/// Gets the local endpoint (address/port) the client connected to.
/// </summary>
public IPEndPoint LocalEndPoint => _socket != null ? SocketHelper.GetLocalEndPoint(_socket.Handle) : null;
/// <summary>
/// Gets the send buffer for this connection.
/// </summary>
internal IORingBuffer SendBuffer => _socket?.SendBuffer;
public bool CompressionEnabled { get; set; }
public int Sequence { get; set; }
public List<HuePicker> HuePickers { get; private set; }
public List<IMenu> 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<char> url)
{
this.SendMessageLocalized(Serial.MinusOne, -1, MessageType.Label, 0x35, 3, 501231);
this.SendLaunchBrowser(url);
}
public override string ToString() => _toString;
public bool GetSendBuffer(out Span<byte> 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<byte>();
return false;
}
#endif
if (!_running || _socket == null)
{
buffer = Span<byte>.Empty;
return false;
}
buffer = _socket.SendBuffer.GetWriteSpan();
return buffer.Length > 0;
}
public void Send(ReadOnlySpan<byte> span)
{
if (span == ReadOnlySpan<byte>.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<byte> 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<byte> 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);
}
/// <summary>
/// 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.
/// </summary>
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]");
}
}