perf(net): own one pooled async receive
Replace timeout-polled in-world UDP receives with one cancellable caller-buffered socket operation. Transfer only right-sized pooled datagrams through the FIFO, return every ownership edge deterministically, and send caller spans without a transport copy while preserving handshake pacing and ACK order.
This commit is contained in:
parent
a2a1e5916d
commit
7211bb1bf7
10 changed files with 547 additions and 87 deletions
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@ -4,22 +4,20 @@ using System.Net.Sockets;
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namespace AcDream.Core.Net;
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/// <summary>
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/// Minimum-viable UDP transport for acdream. Wraps a <see cref="UdpClient"/>
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/// with synchronous send + timeout-based receive — good enough for the
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/// Phase 4.6 handshake smoke test and early state-machine bring-up.
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/// UDP transport for acdream. The live world owns one cancellable,
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/// caller-buffered asynchronous receive after the synchronous handshake.
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///
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/// <para>
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/// <b>Not yet provided</b> (deferred to a later phase once the handshake
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/// actually works): background receive thread, outbound queue, ack/retransmit
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/// window, heartbeat timer, concurrent send/receive. The acdream game loop
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/// will need a real async pump eventually but building that now would be
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/// debugging two things at once when we hit the first protocol mismatch.
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/// Sends consume caller spans directly through <see cref="Socket"/> without
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/// materializing a transport-only array copy.
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/// </para>
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/// </summary>
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public sealed class NetClient : IDisposable
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{
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private readonly UdpClient _udp;
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private readonly IPEndPoint _remote;
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private readonly IPEndPoint _anyRemote =
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new(IPAddress.Any, 0);
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/// <summary>Last <see cref="Socket.ReceiveTimeout"/> value applied to the
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/// underlying socket, so repeated <see cref="Receive"/> calls with the
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@ -57,7 +55,10 @@ public sealed class NetClient : IDisposable
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/// </summary>
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public void Send(ReadOnlySpan<byte> datagram)
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{
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_udp.Send(datagram.ToArray(), datagram.Length, _remote);
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_udp.Client.SendTo(
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datagram,
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SocketFlags.None,
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_remote);
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}
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/// <summary>
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@ -68,7 +69,63 @@ public sealed class NetClient : IDisposable
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/// </summary>
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public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram)
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{
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_udp.Send(datagram.ToArray(), datagram.Length, remote);
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_udp.Client.SendTo(
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datagram,
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SocketFlags.None,
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remote);
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}
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/// <summary>
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/// Receive into caller-owned storage. Returns the received byte count,
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/// or <c>-1</c> when <paramref name="timeout"/> expires.
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/// </summary>
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public int Receive(
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Span<byte> destination,
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TimeSpan timeout,
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out IPEndPoint? from)
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{
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int timeoutMs = checked((int)timeout.TotalMilliseconds);
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if (timeoutMs != _lastAppliedReceiveTimeoutMs)
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{
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_udp.Client.ReceiveTimeout = timeoutMs;
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_lastAppliedReceiveTimeoutMs = timeoutMs;
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}
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try
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{
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EndPoint remote = _anyRemote;
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int length = _udp.Client.ReceiveFrom(
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destination,
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SocketFlags.None,
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ref remote);
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from = (IPEndPoint)remote;
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return length;
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}
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catch (SocketException ex)
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when (ex.SocketErrorCode == SocketError.TimedOut)
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{
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from = null;
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return -1;
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}
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}
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/// <summary>
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/// One cancellable asynchronous receive into caller-owned storage.
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/// The returned memory remains owned by the caller.
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/// </summary>
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public async ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination,
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CancellationToken cancellationToken)
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{
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SocketReceiveFromResult result =
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await _udp.Client.ReceiveFromAsync(
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destination,
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SocketFlags.None,
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_anyRemote,
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cancellationToken).ConfigureAwait(false);
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return new NetReceiveResult(
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result.ReceivedBytes,
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(IPEndPoint)result.RemoteEndPoint);
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}
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/// <summary>
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@ -79,7 +136,7 @@ public sealed class NetClient : IDisposable
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/// </summary>
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public byte[]? Receive(TimeSpan timeout, out IPEndPoint? from)
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{
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int timeoutMs = (int)timeout.TotalMilliseconds;
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int timeoutMs = checked((int)timeout.TotalMilliseconds);
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if (timeoutMs != _lastAppliedReceiveTimeoutMs)
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{
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_udp.Client.ReceiveTimeout = timeoutMs;
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@ -88,11 +145,12 @@ public sealed class NetClient : IDisposable
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try
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{
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IPEndPoint any = new(IPAddress.Any, 0);
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var bytes = _udp.Receive(ref any);
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byte[] bytes = _udp.Receive(ref any);
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from = any;
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return bytes;
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}
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catch (SocketException ex) when (ex.SocketErrorCode == SocketError.TimedOut)
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catch (SocketException ex)
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when (ex.SocketErrorCode == SocketError.TimedOut)
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{
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from = null;
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return null;
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@ -129,3 +187,10 @@ public sealed class NetClient : IDisposable
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public void Dispose() => _udp.Dispose();
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}
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/// <summary>
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/// Result of receiving one UDP datagram into caller-owned memory.
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/// </summary>
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public readonly record struct NetReceiveResult(
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int Length,
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IPEndPoint RemoteEndPoint);
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@ -1,3 +1,4 @@
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using System.Buffers;
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using System.Buffers.Binary;
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using System.Diagnostics;
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using System.Net;
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@ -14,7 +15,13 @@ internal interface IWorldSessionTransport : IDisposable
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{
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void Send(ReadOnlySpan<byte> datagram);
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void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram);
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byte[]? Receive(TimeSpan timeout, out IPEndPoint? from);
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int Receive(
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Span<byte> destination,
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TimeSpan timeout,
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out IPEndPoint? from);
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ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination,
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CancellationToken cancellationToken);
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}
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internal sealed class NetClientWorldSessionTransport(IPEndPoint remote)
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@ -27,8 +34,16 @@ internal sealed class NetClientWorldSessionTransport(IPEndPoint remote)
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public void Send(IPEndPoint endpoint, ReadOnlySpan<byte> datagram) =>
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_client.Send(endpoint, datagram);
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public byte[]? Receive(TimeSpan timeout, out IPEndPoint? from) =>
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_client.Receive(timeout, out from);
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public int Receive(
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Span<byte> destination,
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TimeSpan timeout,
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out IPEndPoint? from) =>
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_client.Receive(destination, timeout, out from);
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public ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination,
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CancellationToken cancellationToken) =>
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_client.ReceiveAsync(destination, cancellationToken);
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public void Dispose() => _client.Dispose();
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}
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@ -677,15 +692,29 @@ public sealed class WorldSession : IDisposable
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private int _characterLogOffConfirmed;
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private int _disposeStarted;
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// Phase A.3: background receive thread buffers raw UDP datagrams into
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// a channel so the render thread never blocks on socket I/O.
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private readonly Channel<byte[]> _inboundQueue =
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Channel.CreateUnbounded<byte[]>(
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// Retail CNetLayerPacket stores ProtoHeader separately beside
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// m_Data[65484] (named-retail acclient.h, type 3705). Keep one full UDP
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// receive buffer at the socket edge; only the actual byte count crosses
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// the queue boundary in a right-sized ArrayPool bucket.
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internal const int MaxInboundDatagramBytes = ushort.MaxValue;
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// Phase A.3 / Slice H-c1: one asynchronous socket owner buffers raw UDP
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// datagrams into a FIFO channel so the render thread never blocks on I/O.
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private readonly Channel<PooledInboundDatagram> _inboundQueue =
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Channel.CreateUnbounded<PooledInboundDatagram>(
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new UnboundedChannelOptions
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{ SingleReader = true, SingleWriter = true });
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private Thread? _netThread;
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private Task? _netReceiveTask;
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private readonly CancellationTokenSource _netCancel = new();
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internal readonly record struct PooledInboundDatagram(
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byte[] Buffer,
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int Length)
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{
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public ReadOnlyMemory<byte> Memory =>
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Buffer.AsMemory(0, Length);
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}
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/// <summary>
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/// Phase 4.10 latch — true after we've sent the LoginComplete game
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/// action in response to PlayerCreate. Prevents re-sending if the
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@ -775,11 +804,28 @@ public sealed class WorldSession : IDisposable
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Packet? cr = null;
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while (DateTime.UtcNow < deadline && cr is null)
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{
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var bytes = _net.Receive(deadline - DateTime.UtcNow, out _);
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if (bytes is null) break;
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var dec = PacketCodec.TryDecode(bytes, null);
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if (dec.IsOk && dec.Packet!.Header.HasFlag(PacketHeaderFlags.ConnectRequest))
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cr = dec.Packet;
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PooledInboundDatagram? received =
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ReceiveBlocking(deadline - DateTime.UtcNow);
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if (received is null)
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break;
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PooledInboundDatagram datagram = received.Value;
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try
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{
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var dec = PacketCodec.TryDecode(
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datagram.Memory.Span,
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inboundIsaac: null);
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if (dec.IsOk
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&& dec.Packet!.Header.HasFlag(
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PacketHeaderFlags.ConnectRequest))
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{
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cr = dec.Packet;
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}
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}
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finally
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{
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ReturnInboundDatagram(datagram);
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}
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}
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if (cr is null) { Transition(State.Failed); throw new TimeoutException("ConnectRequest not received"); }
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@ -876,12 +922,7 @@ public sealed class WorldSession : IDisposable
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// During Connect() and EnterWorld(), PumpOnce() read directly
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// from the socket (blocking). From here on, Tick() drains the
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// channel instead.
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_netThread = new Thread(NetReceiveLoop)
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{
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IsBackground = true,
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Name = "acdream.net-recv",
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};
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_netThread.Start();
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_netReceiveTask = NetReceiveLoopAsync();
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}
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internal readonly record struct EnterWorldSelection(
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@ -933,12 +974,20 @@ public sealed class WorldSession : IDisposable
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{
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int processed = 0;
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long start = Stopwatch.GetTimestamp();
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while (_inboundQueue.Reader.TryRead(out var bytes))
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while (_inboundQueue.Reader.TryRead(
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out PooledInboundDatagram datagram))
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{
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ProcessDatagram(bytes);
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try
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{
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ProcessDatagram(datagram.Memory.Span);
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}
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finally
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{
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ReturnInboundDatagram(datagram);
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}
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processed++;
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// Bound ONLY in-world: the handshake uses the blocking PumpOnce path, never Tick
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// (the net thread that feeds _inboundQueue starts at Transition(State.InWorld)).
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// (the async receive owner starts at Transition(State.InWorld)).
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// Acks are queued per packet inside ProcessDatagram BEFORE the heavy handler, so
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// deferring the tail only delays the tail's acks a few frames — within ACE's
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// tolerance (holtburger defers acks on a flush cadence). The tail stays queued
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@ -958,20 +1007,19 @@ public sealed class WorldSession : IDisposable
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=> state == State.InWorld && nowTicks - startTicks >= budgetTicks;
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/// <summary>
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/// Phase A.3: background receive loop. Runs on a dedicated daemon
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/// thread started at the end of <see cref="EnterWorld"/>. Continuously
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/// pulls raw UDP datagrams from the kernel buffer via
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/// <see cref="NetClient.Receive"/> and writes them into
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/// Phase A.3 / Slice H-c1: asynchronous receive loop. It owns exactly
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/// one outstanding socket receive from the end of
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/// <see cref="EnterWorld"/> until cancellation, then writes pooled raw
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/// datagrams into
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/// <see cref="_inboundQueue"/> for the render thread to drain in
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/// <see cref="Tick"/>. Does NOT decode, reassemble, or dispatch —
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/// all of that stays on the render thread to avoid ISAAC/assembler
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/// thread-safety issues.
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///
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/// <para>
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/// The 250ms receive timeout is the heartbeat: if no packet arrives
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/// within 250ms, the loop re-checks the cancellation token and
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/// tries again. On shutdown, <see cref="Dispose"/> cancels the token
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/// and joins the thread.
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/// Cancellation is wired directly into the socket receive. Idle
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/// sessions therefore create neither timeout exceptions nor polling
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/// wakeups. On shutdown, <see cref="Dispose"/> cancels and joins the task.
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/// </para>
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///
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/// <para>
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@ -989,16 +1037,33 @@ public sealed class WorldSession : IDisposable
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/// per-iteration, logged, and the loop keeps polling.
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/// </para>
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/// </summary>
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private void NetReceiveLoop()
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private async Task NetReceiveLoopAsync()
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{
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byte[] receiveBuffer = ArrayPool<byte>.Shared.Rent(
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MaxInboundDatagramBytes);
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try
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{
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while (!_netCancel.Token.IsCancellationRequested)
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{
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byte[]? bytes;
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byte[]? queuedBuffer = null;
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bool ownershipTransferred = false;
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try
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{
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bytes = _net.Receive(TimeSpan.FromMilliseconds(250), out _);
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NetReceiveResult result =
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await _net.ReceiveAsync(
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receiveBuffer.AsMemory(
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0,
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MaxInboundDatagramBytes),
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_netCancel.Token).ConfigureAwait(false);
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queuedBuffer = ArrayPool<byte>.Shared.Rent(
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result.Length);
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receiveBuffer.AsSpan(0, result.Length).CopyTo(
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queuedBuffer);
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ownershipTransferred =
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_inboundQueue.Writer.TryWrite(
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new PooledInboundDatagram(
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queuedBuffer,
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result.Length));
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}
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catch (System.Net.Sockets.SocketException ex)
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{
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@ -1007,21 +1072,55 @@ public sealed class WorldSession : IDisposable
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// keep receiving. Does NOT tear down _inboundQueue.
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Console.Error.WriteLine(
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$"[net] receive error (continuing): {ex.SocketErrorCode} {ex.Message}");
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continue;
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}
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if (bytes is not null)
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_inboundQueue.Writer.TryWrite(bytes);
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finally
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{
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if (!ownershipTransferred
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&& queuedBuffer is not null)
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{
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ArrayPool<byte>.Shared.Return(queuedBuffer);
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}
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}
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}
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}
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catch (OperationCanceledException) { /* graceful shutdown */ }
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catch (ObjectDisposedException) { /* NetClient disposed before thread noticed */ }
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finally
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{
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ArrayPool<byte>.Shared.Return(receiveBuffer);
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_inboundQueue.Writer.TryComplete();
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}
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}
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private PooledInboundDatagram? ReceiveBlocking(TimeSpan timeout)
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{
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byte[] buffer = ArrayPool<byte>.Shared.Rent(
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MaxInboundDatagramBytes);
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try
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{
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int length = _net.Receive(
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buffer.AsSpan(0, MaxInboundDatagramBytes),
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timeout,
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out _);
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if (length < 0)
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{
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ArrayPool<byte>.Shared.Return(buffer);
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return null;
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}
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return new PooledInboundDatagram(buffer, length);
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}
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catch
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{
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ArrayPool<byte>.Shared.Return(buffer);
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throw;
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}
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}
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private static void ReturnInboundDatagram(
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PooledInboundDatagram datagram) =>
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ArrayPool<byte>.Shared.Return(datagram.Buffer);
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/// <summary>
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/// Blocking single-datagram pump used during Connect/EnterWorld.
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/// Returns true if a datagram was processed.
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@ -1034,14 +1133,27 @@ public sealed class WorldSession : IDisposable
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private bool PumpOnce(out List<uint> opcodesThisCall)
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{
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opcodesThisCall = new List<uint>();
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var bytes = _net.Receive(TimeSpan.FromMilliseconds(250), out _);
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if (bytes is null) return false;
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ProcessDatagram(bytes, opcodesThisCall);
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return true;
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PooledInboundDatagram? received =
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ReceiveBlocking(TimeSpan.FromMilliseconds(250));
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if (received is null)
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return false;
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PooledInboundDatagram datagram = received.Value;
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try
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{
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ProcessDatagram(
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datagram.Memory.Span,
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opcodesThisCall);
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return true;
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}
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finally
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{
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ReturnInboundDatagram(datagram);
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}
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}
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private void ProcessDatagram(
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byte[] bytes,
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ReadOnlySpan<byte> bytes,
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List<uint>? opcodesOut = null,
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bool dispatchWorldEvents = true)
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{
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@ -2120,11 +2232,16 @@ public sealed class WorldSession : IDisposable
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Console.Error.WriteLine(
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$"[session] transport disconnect failed: {result.TransportDisconnectError.Message}");
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// Phase A.3: shut down the background receive thread. Cancel the
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// token → the 250ms receive timeout fires → loop exits → join.
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// Slice H-c1: cancel the outstanding socket receive directly, join
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// its task, then return every queued buffer before transport dispose.
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_netCancel.Cancel();
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_netReceiveTask?.GetAwaiter().GetResult();
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_inboundQueue.Writer.TryComplete();
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_netThread?.Join(TimeSpan.FromSeconds(2));
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while (_inboundQueue.Reader.TryRead(
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out PooledInboundDatagram queued))
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{
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ReturnInboundDatagram(queued);
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}
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_netCancel.Dispose();
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_net.Dispose();
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@ -2224,16 +2341,20 @@ public sealed class WorldSession : IDisposable
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WaitForCharacterLogOffConfirmation(
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_inboundQueue.Reader,
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timeout,
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bytes =>
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datagram =>
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{
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||||
ProcessDatagram(bytes, dispatchWorldEvents: false);
|
||||
ProcessDatagram(
|
||||
datagram.Memory.Span,
|
||||
dispatchWorldEvents: false);
|
||||
return Volatile.Read(ref _characterLogOffConfirmed) != 0;
|
||||
});
|
||||
},
|
||||
ReturnInboundDatagram);
|
||||
|
||||
internal static bool WaitForCharacterLogOffConfirmation(
|
||||
ChannelReader<byte[]> reader,
|
||||
internal static bool WaitForCharacterLogOffConfirmation<T>(
|
||||
ChannelReader<T> reader,
|
||||
TimeSpan timeout,
|
||||
Func<byte[], bool> processAndCheckConfirmation)
|
||||
Func<T, bool> processAndCheckConfirmation,
|
||||
Action<T>? release = null)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(reader);
|
||||
ArgumentNullException.ThrowIfNull(processAndCheckConfirmation);
|
||||
|
|
@ -2243,11 +2364,24 @@ public sealed class WorldSession : IDisposable
|
|||
{
|
||||
while (!timeoutSource.IsCancellationRequested)
|
||||
{
|
||||
while (reader.TryRead(out byte[]? bytes))
|
||||
while (reader.TryRead(out T? item))
|
||||
{
|
||||
if (timeoutSource.IsCancellationRequested)
|
||||
{
|
||||
release?.Invoke(item);
|
||||
return false;
|
||||
if (processAndCheckConfirmation(bytes))
|
||||
}
|
||||
|
||||
bool confirmed;
|
||||
try
|
||||
{
|
||||
confirmed = processAndCheckConfirmation(item);
|
||||
}
|
||||
finally
|
||||
{
|
||||
release?.Invoke(item);
|
||||
}
|
||||
if (confirmed)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue