mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
Follow-ups to #2559, from a review of the ported idle-sleep/scheduler-health changes. ### Fixes - **`NetState.IsIdle` omitted `_pendingDisconnects`** — `Slice()` drains five queues; the property checked four. The other deferred work (`_connectingQueue`, alive checks, movement throttle) is time-gated and correctly excluded; the disconnect queue was the only ready-work omission. Impact was bounded (≤ one idle wait of delay), but the property's contract is "sleeping cannot strand pending work". - **Neither new setting was clamped** (`Main.cs`): - `server.lateWakeThreshold: -1` made `late <= threshold` false for every sample even at zero late wakes, so from the second sample on, sleeping was re-suspended every second, forever — a permanent full-core spin whose only trace was a nonsense warning ("… at least 8ms late 0 time(s)"). - `server.eventLoopIdleWaitMs: -1` disabled sleeping while the admin gump reported **Healthy** (it tested `== 0`). - Both now clamp to `>= 0` and log a warning naming the configured value. `-1` is a natural thing to reach for given the sibling key's doc says "set very high to disable". - **World snapshots were misattributed to `StolenMs`** — `World.Snapshot` ran outside all five profiler phases, so a 3-second save inside a sample read as ~75% stolen, and `debugging-event-loop.md` teaches stolen = "the host ran something else". The diagnostic pointed operators at buying dedicated CPU for their own largest loop-thread stall. Saves now land in a new `WorldSnapshot` phase; `[LoopStats` iterates `PhaseCount` generically, so the report and CSV pick it up with no changes. - **Admin gump conflated host-forced spin with configured spin** — when the startup probe finds no high-resolution wait support it zeroes the idle wait, after which the gump said "Spinning (configured)" and the operator's config said 2. New `Core.IdleSleepUnsupported` property; the gump now shows "Spinning - host cannot honor short waits" as a distinct fourth verdict. A genuinely configured 0 still reads "configured" (the probe only runs when the configured value was > 0). - **The backoff-ceiling `Error` logged once per process lifetime** — `_loggedBackoffCeiling` never reset, and at the ceiling the method returns before the `Warning`, so a host that recovered (>60s clean streak) and later degraded back to the ceiling never re-logged the one operator-actionable message. The flag now resets with the clean-streak escalation reset. - **Removed the unreachable "already suspended, extend" branch** — no sleeps occur while suspended, so `_lateWakes` stays 0 and every suspended sample early-returns before reaching it; with the threshold clamped it can never fire. If sleep gating ever changes, the normal path handles the case by counting a fresh episode. `dev-docs/debugging-event-loop.md` updated to match (phase list + gump verdict table). ### Verification - `dotnet build` clean (0 warnings) both normally and with `-p:EventLoopProfiling=true` (the snapshot phase only becomes live IL under the profiling flag).
624 lines
22 KiB
C#
624 lines
22 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: NetState.Network.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.NetworkInformation;
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using System.Network;
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using System.Numerics;
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namespace Server.Network;
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/// <summary>
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/// Network infrastructure for IORingGroup-based socket I/O.
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/// </summary>
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public partial class NetState
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{
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// Buffer sizes
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private const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
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private const int DefaultSendBufferSize = 1024 * 256; // 256KB send buffers
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private const int MinSendBufferSize = 1024 * 64; // Platform allocation granularity
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private const int MaxConnections = 4096; // Max concurrent connections
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private static readonly Queue<NetState> _disposed = [];
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private static readonly TimeSpan ConnectingSocketIdleLimit = TimeSpan.FromMilliseconds(5000); // 5 seconds
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// Socket manager handles buffer pools, socket lifecycle, and I/O operations
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private static RingSocketManager _socketManager;
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// NetState storage indexed by RingSocket.Id
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private static readonly NetState[] _netStates = new NetState[MaxConnections];
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// Events buffer for ProcessCompletions. Bounded by one event per peeked completion
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// (maxSockets), doubled for headroom. Undersizing drops DataReceived events whose bytes were
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// already committed, leaving them unparsed until the next recv completes.
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private static readonly RingSocketEvent[] _events = new RingSocketEvent[MaxConnections * 2];
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// Listener management
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private static nint[] _listeners = Array.Empty<nint>();
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private static int _pendingAcceptCount;
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private const int PendingAcceptsPerListener = 32;
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private const long AliveCheckIntervalMs = 5000;
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private static long _nextAliveCheck;
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/// <summary>
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/// Gets the IORingGroup instance for socket operations.
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/// </summary>
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public static IIORingGroup Ring => _socketManager?.Ring;
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/// <summary>
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/// Waits for network I/O completions or until the specified timeout expires.
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/// Used by the game loop to sleep efficiently while remaining responsive to network events.
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/// </summary>
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/// <param name="timeoutMs">Maximum time to wait in milliseconds.</param>
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public static void WaitForCompletion(int timeoutMs)
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{
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_socketManager?.WaitForCompletion(timeoutMs);
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}
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/// <summary>
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/// Wakes the game loop if it is blocked in <see cref="WaitForCompletion"/>. Safe from any
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/// thread; a no-op before networking is configured or after teardown. The signal is sticky,
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/// so a wake racing the loop's decision to sleep is not lost.
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/// </summary>
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public static void Wake()
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{
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_socketManager?.Ring?.Wake();
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}
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/// <summary>
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/// True when no queued network work remains for the loop to drain. <see cref="Slice"/> defers
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/// work in several places, so an empty completion queue alone is not enough.
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/// </summary>
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internal static bool IsIdle =>
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_throttled.Count == 0 && _throttledPending.Count == 0 &&
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_flushPending.Count == 0 && _pendingDisconnects.Count == 0 && _disposed.Count == 0;
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/// <summary>
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/// Gets the listening addresses that the server is bound to.
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/// </summary>
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public static IPEndPoint[] ListeningAddresses { get; private set; }
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private static IPRateLimiter _ipRateLimiter;
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/// <summary>
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/// Configures the IORingGroup and socket manager.
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/// </summary>
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private static void ConfigureNetwork()
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{
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// Skip if already configured
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if (_socketManager != null)
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{
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return;
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}
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// Initialize IP rate limiter
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_ipRateLimiter = new IPRateLimiter(10, 10000, 1000, 2.0, 3_600_000, Core.ClosingTokenSource.Token);
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// Sends in flight per connection; honoured by RIO only (see IIORingGroup). Costs a
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// request-queue and completion-queue slot per send, not another buffer. Worst-case added
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// latency is roughly completion RTT / this value.
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var maxOutstandingSends = ServerConfiguration.GetOrUpdateSetting("network.maxOutstandingSends", 32);
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// Initialize IORingGroup
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var ring = IORingGroup.Create(
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queueSize: MaxConnections * 2,
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maxConnections: MaxConnections,
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maxOutstandingSends: maxOutstandingSends
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);
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// Per-connection send buffer: the lever for "send buffer exhausted" disconnects, and the
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// per-connection memory ceiling.
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var sendBufferSize = GetSendBufferSize();
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// Create socket manager which handles buffer pools and socket lifecycle
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_socketManager = new RingSocketManager(
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ring,
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maxSockets: MaxConnections,
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recvBufferSize: RecvBufferSize,
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sendBufferSize: sendBufferSize,
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initialBufferSlabs: 8,
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maxBufferSlabs: 32
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);
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}
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/// <summary>
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/// Reads the configured send buffer size, coerced to a power of two of at least the platform
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/// allocation granularity. IORingBuffer requires this and would otherwise throw at socket
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/// creation rather than at startup.
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/// </summary>
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private static int GetSendBufferSize()
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{
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var configured = ServerConfiguration.GetOrUpdateSetting("network.sendBufferSize", DefaultSendBufferSize);
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var size = Math.Max(MinSendBufferSize, configured);
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if (!BitOperations.IsPow2(size))
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{
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size = (int)BitOperations.RoundUpToPowerOf2((uint)size);
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}
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if (size != configured)
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{
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logger.Warning(
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"network.sendBufferSize {Configured} is not a power of two of at least {Minimum}; using {Adjusted}",
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configured,
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MinSendBufferSize,
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size
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);
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}
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return size;
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}
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/// <summary>
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/// Starts the network server on configured listening addresses.
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/// </summary>
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public static void Start()
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{
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HashSet<IPEndPoint> listeningAddresses = [];
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List<nint> listeners = [];
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var ring = _socketManager.Ring;
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for (var i = 0; i < ServerConfiguration.Listeners.Count; i++)
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{
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var ipep = ServerConfiguration.Listeners[i];
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var listener = ring.CreateListener(ipep.Address.ToString(), (ushort)ipep.Port, 256);
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if (listener == -1)
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{
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logger.Warning("Failed to create listener for {Address}", ipep);
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continue;
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}
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if (ipep.Address.Equals(IPAddress.Any) || ipep.Address.Equals(IPAddress.IPv6Any))
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{
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listeningAddresses.UnionWith(GetListeningAddresses(ipep));
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}
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else
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{
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listeningAddresses.Add(ipep);
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}
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listeners.Add(listener);
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}
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foreach (var ipep in listeningAddresses)
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{
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logger.Information("Listening: {Address}", ipep);
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}
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ListeningAddresses = listeningAddresses.ToArray();
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// Register listeners to start accepting connections
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RegisterListeners(listeners.ToArray());
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}
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/// <summary>
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/// Shuts down the network server and closes all listeners.
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/// </summary>
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public static void Shutdown()
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{
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CloseListeners();
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}
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/// <summary>
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/// Gets the actual listening addresses for a wildcard endpoint.
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/// </summary>
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public static IEnumerable<IPEndPoint> GetListeningAddresses(IPEndPoint ipep) =>
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NetworkInterface.GetAllNetworkInterfaces().SelectMany(adapter =>
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adapter.GetIPProperties().UnicastAddresses
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.Where(uip => ipep.AddressFamily == uip.Address.AddressFamily)
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.Select(uip => new IPEndPoint(uip.Address, ipep.Port))
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);
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/// <summary>
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/// Registers listeners with the ring and starts accepting connections.
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/// </summary>
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private static void RegisterListeners(nint[] listeners)
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{
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_listeners = listeners;
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var ring = _socketManager.Ring;
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// Queue initial accept operations for each listener
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for (var i = 0; i < _listeners.Length; i++)
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{
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var listener = _listeners[i];
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for (var j = 0; j < PendingAcceptsPerListener; j++)
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{
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ring.PrepareAccept(listener, 0, 0, IORingUserData.EncodeAccept());
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_pendingAcceptCount++;
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}
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}
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}
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/// <summary>
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/// Closes all listeners.
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/// </summary>
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private static void CloseListeners()
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{
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var ring = _socketManager?.Ring;
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if (ring == null)
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{
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return;
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}
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foreach (var listener in _listeners)
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{
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ring.CloseListener(listener);
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}
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_listeners = [];
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}
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private static void HandleAcceptCompletion(int result)
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{
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_pendingAcceptCount--;
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var ring = _socketManager.Ring;
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// EAGAIN (-11) means no connection pending - just re-queue
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if (result == -11)
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{
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goto ReplenishAccepts;
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}
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if (result >= 0)
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{
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var clientSocket = (nint)result;
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var remoteIP = SocketHelper.GetRemoteAddress(clientSocket);
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if (remoteIP != null)
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{
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if (_ipRateLimiter != null && !_ipRateLimiter.Verify(remoteIP, out var totalAttempts))
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{
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logger.Debug("{Address} Past IP limit threshold ({TotalAttempts})", remoteIP, totalAttempts);
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if (Bans.BanConfiguration.Settings.ReportRateLimitTrips)
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{
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// Enqueue-only contribution; NOT added to the local firewall set (the limiter already
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// gates it here and the OS bouncer drops it at the kernel).
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Bans.BanChannel.Report(remoteIP, Bans.BanConfiguration.Settings.AutoBanDuration, Bans.BanReasons.RateLimit);
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}
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}
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else if (ConnectionFilters.ShouldDeny(remoteIP, out var deniedBy))
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{
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// Whatever a hit implies (persisting, promoting to an OS bouncer, contributing to the
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// ban channel) is the filter's own business; the accept path just drops the socket.
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logger.Debug("{Address} denied by connection filter '{Filter}'", remoteIP, deniedBy);
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}
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else
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{
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// Allow event handlers to reject the connection
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var args = new SocketConnectEventArgs(remoteIP);
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EventSink.InvokeSocketConnect(args);
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if (args.AllowConnection)
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{
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ring.ConfigureSocket(clientSocket);
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CreateFromSocket(clientSocket, remoteIP);
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goto ReplenishAccepts;
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}
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logger.Debug("{Address} Rejected by socket handler", remoteIP);
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}
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}
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ring.CloseSocket(clientSocket);
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}
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else if (result != -4) // EINTR
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{
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logger.Debug("Accept error: {Result}", result);
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}
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ReplenishAccepts:
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var targetAccepts = _listeners.Length * PendingAcceptsPerListener;
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while (_pendingAcceptCount < targetAccepts && _listeners.Length > 0)
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{
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var listenerIndex = _pendingAcceptCount % _listeners.Length;
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ring.PrepareAccept(_listeners[listenerIndex], 0, 0, IORingUserData.EncodeAccept());
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_pendingAcceptCount++;
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}
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}
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/// <summary>
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/// Creates a NetState from an accepted socket handle.
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/// </summary>
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internal static NetState CreateFromSocket(nint socketHandle, IPAddress address)
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{
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// Use socket manager to create managed socket (handles buffers, registration, recv posting)
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var socket = _socketManager.CreateSocket(socketHandle);
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if (socket == null)
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{
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logger.Debug("Failed to create socket (resources exhausted)");
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_socketManager.Ring.CloseSocket(socketHandle);
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return null;
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}
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// Create NetState and map by socket ID
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var ns = new NetState(socket, address);
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return _netStates[socket.Id] = ns;
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}
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private static void DisconnectUnattachedSockets()
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{
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var now = Core.Now;
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// Process connecting queue with lazy removal - O(1) operations
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while (_connectingQueue.TryPeek(out var ns))
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{
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// Lazy removal: skip already-authenticated or disconnected connections
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if (!ns.Running || ns.Account != null)
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{
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_connectingQueue.Dequeue();
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continue;
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}
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// If the socket has been connected for less than the limit, we can stop
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// (queue is ordered by connection time, so remaining entries are newer)
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if (now - ns.ConnectedOn < ConnectingSocketIdleLimit)
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{
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break;
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}
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_connectingQueue.Dequeue();
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// Socket must have finished the entire authentication process or be forcibly disconnected
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if (!ns.SentFirstPacket || !ns.Seeded)
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{
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// Only the totally silent ones are evidence. A connection that sent SOME data and ran out of
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// time is far more likely a slow link, and banning those makes the player retry, trip the
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// rate limiter, and compound it into an hours-long ban.
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if (!ns._receivedData && Bans.BanConfiguration.Settings.ReportBadConnects)
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{
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Bans.BanChannel.Report(
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ns.Address,
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Bans.BanConfiguration.Settings.BadConnectDuration,
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Bans.BanReasons.SilentConnect
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);
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}
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ns.Disconnect(null);
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// Force immediate cleanup - these are unauthenticated connections
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// where graceful disconnect can get stuck with pending sends.
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if (ns._socket is { DisconnectPending: true })
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{
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_socketManager.DisconnectImmediate(ns._socket);
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}
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}
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}
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}
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public static void FlushAll()
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{
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while (_flushPending.TryDequeue(out var ns))
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{
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if (ns == null)
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{
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continue;
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}
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// Reset flag to allow re-queueing if more data is added later
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ns._flushQueued = false;
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if (ns.Running)
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{
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ns._socket?.QueueSend();
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}
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}
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// Submit any pending operations
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_socketManager?.Submit();
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}
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public static void Slice()
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{
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var curTicks = Core.TickCount;
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DisconnectUnattachedSockets();
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// Process throttled states
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while (_throttled.Count > 0)
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{
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var ns = _throttled.Dequeue();
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if (ns.Running)
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{
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ns.HandleReceive(true);
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}
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}
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// This is enqueued by HandleReceive if already throttled and still throttled
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while (_throttledPending.Count > 0)
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{
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_throttled.Enqueue(_throttledPending.Dequeue());
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}
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// Process queued movements at proper intervals
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MovementThrottle.ProcessAllQueues();
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// Process all completions through the manager FIRST
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// This ensures DataReceived events are processed and HandleReceive runs,
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// which may call Send() and add to _flushPending
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var eventCount = _socketManager.ProcessCompletions(_events);
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for (var i = 0; i < eventCount; i++)
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{
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ref var evt = ref _events[i];
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switch (evt.Type)
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{
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case RingSocketEventType.Accept:
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{
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// Handle accept - AcceptedSocketHandle contains the result
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HandleAcceptCompletion((int)evt.AcceptedSocketHandle);
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break;
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}
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case RingSocketEventType.DataReceived:
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{
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var nsRecv = _netStates[evt.Socket.Id];
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// Verify generation via object identity to avoid stale completion issues
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if (nsRecv != null && nsRecv._socket == evt.Socket)
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{
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nsRecv.NextActivityCheck = curTicks + 30000;
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HandleDataReceived(nsRecv, evt.BytesTransferred);
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}
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break;
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}
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case RingSocketEventType.DataSent:
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{
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var nsSend = _netStates[evt.Socket.Id];
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// Verify generation via object identity
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if (nsSend != null && nsSend._socket == evt.Socket)
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{
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// Update activity check on successful send
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nsSend.NextActivityCheck = curTicks + 30000;
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}
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break;
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}
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case RingSocketEventType.Disconnected:
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{
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var nsDisc = _netStates[evt.Socket.Id];
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// Verify generation via object identity
|
|
if (nsDisc != null && nsDisc._socket == evt.Socket)
|
|
{
|
|
HandleDisconnected(nsDisc);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process flush queue AFTER event processing
|
|
// This ensures sends triggered by HandleReceive (via packet handlers like SendPlayServerAck)
|
|
// are queued in the SAME Slice, not the next one
|
|
while (_flushPending.TryDequeue(out var ns))
|
|
{
|
|
// Reset flag to allow re-queueing if more data is added later
|
|
ns._flushQueued = false;
|
|
|
|
if (ns.Running)
|
|
{
|
|
ns._socket?.QueueSend();
|
|
}
|
|
}
|
|
|
|
// CRITICAL: Process send queue NOW to post pending sends
|
|
// This ensures PostSend() runs and sets SendPending=true BEFORE disconnect checks
|
|
// Without this, Disconnect() would see SendPending=false even though data is queued
|
|
_socketManager.ProcessSendQueue();
|
|
|
|
// Process pending disconnects AFTER flush queue AND send queue processing
|
|
// This ensures the traditional order: Game Logic (Sends/Disconnects) → Receives → Flush → Disconnect
|
|
// Any Send() calls made after Disconnect() in the same tick are flushed before disconnect
|
|
while (_pendingDisconnects.TryDequeue(out var ns))
|
|
{
|
|
// Reset flag to allow re-queueing if reconnect happens
|
|
ns._disconnectQueued = false;
|
|
|
|
if (ns.Running && ns._socket != null)
|
|
{
|
|
// RingSocket.Disconnect() handles graceful disconnect:
|
|
// - Waits for pending sends to flush (if SendBuffer.ReadableBytes > 0)
|
|
// - Waits for in-flight I/O to complete
|
|
// - Ensures buffers aren't released while kernel is still using them
|
|
ns._socket.Disconnect();
|
|
}
|
|
}
|
|
|
|
// Submit any queued operations
|
|
_socketManager.Submit();
|
|
|
|
// Process disposes
|
|
while (_disposed.TryDequeue(out var ns))
|
|
{
|
|
ns.DisposeInternal();
|
|
}
|
|
|
|
// Check for dead connections AFTER processing all completions.
|
|
// Recv completions reset NextActivityCheck, so after a server stall,
|
|
// buffered client pings update timestamps before this check fires.
|
|
if (curTicks - _nextAliveCheck >= 0)
|
|
{
|
|
_nextAliveCheck = curTicks + AliveCheckIntervalMs;
|
|
CheckAllAlive();
|
|
}
|
|
}
|
|
|
|
private static void HandleDataReceived(NetState ns, int bytesReceived)
|
|
{
|
|
if (!ns._running)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (bytesReceived > 0)
|
|
{
|
|
ns._receivedData = true;
|
|
}
|
|
|
|
// Data is already committed to buffer by RingSocketManager
|
|
// Decode if encryption is enabled
|
|
ns.DecryptRecvBuffer(bytesReceived);
|
|
|
|
// Process packets
|
|
ns.HandleReceive();
|
|
}
|
|
|
|
private static void HandleDisconnected(NetState ns)
|
|
{
|
|
var slotId = ns._socket.Id;
|
|
|
|
// IMPORTANT: Check if the slot still points to this NetState
|
|
// During quick reconnect, the slot might have been reused for a new connection
|
|
var currentNs = _netStates[slotId];
|
|
if (currentNs != ns)
|
|
{
|
|
// Slot was already reused - don't clear it!
|
|
// Just mark this NetState as not running and queue for dispose
|
|
ns._running = false;
|
|
_disposed.Enqueue(ns);
|
|
return;
|
|
}
|
|
|
|
// Clear the NetState slot
|
|
_netStates[slotId] = null;
|
|
|
|
// Mark as not running and queue for dispose
|
|
ns._running = false;
|
|
_disposed.Enqueue(ns);
|
|
}
|
|
|
|
public static void CheckAllAlive()
|
|
{
|
|
try
|
|
{
|
|
var curTicks = Core.TickCount;
|
|
|
|
foreach (var ns in Instances)
|
|
{
|
|
ns.CheckAlive(curTicks);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
TraceException(ex);
|
|
}
|
|
}
|
|
}
|