WorldSession.NetReceiveLoop wrapped its entire while loop in a single try/catch, so ANY non-timeout SocketException permanently killed the background receive thread: the catch block at the loop's end was empty (misattributed the error to "socket closed during shutdown"), and the finally called _inboundQueue.Writer.TryComplete(), which silently and irrecoverably stopped all inbound processing for the rest of the session — no log line, no recovery path, and LiveSessionHost.Reconnect has zero production callers to notice. The realistic trigger is a well-known Windows UdpClient quirk: an ICMP "port unreachable" reply to an EARLIER Send (e.g. against a stale ACE session that already tore down its socket) surfaces as a WSAECONNRESET SocketException on this socket's NEXT, completely unrelated Receive call. NetClient.Receive already swallows the expected SocketError.TimedOut heartbeat case; anything else reaching WorldSession was a real, transient, per-datagram error being treated as session-fatal. Three changes, root-cause not a band-aid: - NetClient's constructor now disables SIO_UDP_CONNRESET reporting on Windows, so a delayed ICMP error can't poison receives at all. - NetReceiveLoop now catches SocketException PER ITERATION, logs it, and continues polling instead of exiting. The existing clean-shutdown paths (cancellation, ObjectDisposedException during Dispose) are unchanged — only the non-timeout-socket-error case that used to kill the loop is now recoverable. - NetClient.Receive no longer calls the ReceiveTimeout setter (a setsockopt syscall) on every single call — only when the requested timeout differs from the last-applied value, cached in a new field. This was an unrelated but adjacent finding (4x/sec syscall churn at the 250ms heartbeat cadence) in the same audit. No change to outbound wire behavior, ack cadence, heartbeat interval, or datagram ordering — this is purely receive-loop resilience. Tests: NetClientTests gained a SIO_UDP_CONNRESET construction smoke test and two ReceiveTimeout-caching tests. A new WorldSessionNetReceiveLoopResilienceTests drives the actual private NetReceiveLoop method (via the existing internal IWorldSessionTransport seam + reflection) with a scripted transport that throws a non-timeout SocketException on the first call, proving the loop survives it and keeps enqueueing subsequent datagrams — fully deterministic, no real sockets. Full solution suite green: 3204/3206 Core, 3462/3465 App, 552/552 Core.Net (skips pre-existing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> (cherry picked from commit c72ce028a927e15b8a54a86bbd0661a723dc84ca)
131 lines
4.7 KiB
C#
131 lines
4.7 KiB
C#
using System.Net;
|
|
using System.Net.Sockets;
|
|
|
|
namespace AcDream.Core.Net;
|
|
|
|
/// <summary>
|
|
/// Minimum-viable UDP transport for acdream. Wraps a <see cref="UdpClient"/>
|
|
/// with synchronous send + timeout-based receive — good enough for the
|
|
/// Phase 4.6 handshake smoke test and early state-machine bring-up.
|
|
///
|
|
/// <para>
|
|
/// <b>Not yet provided</b> (deferred to a later phase once the handshake
|
|
/// actually works): background receive thread, outbound queue, ack/retransmit
|
|
/// window, heartbeat timer, concurrent send/receive. The acdream game loop
|
|
/// will need a real async pump eventually but building that now would be
|
|
/// debugging two things at once when we hit the first protocol mismatch.
|
|
/// </para>
|
|
/// </summary>
|
|
public sealed class NetClient : IDisposable
|
|
{
|
|
private readonly UdpClient _udp;
|
|
private readonly IPEndPoint _remote;
|
|
|
|
/// <summary>Last <see cref="Socket.ReceiveTimeout"/> value applied to the
|
|
/// underlying socket, so repeated <see cref="Receive"/> calls with the
|
|
/// same timeout (every 250ms heartbeat tick) skip the setsockopt syscall.</summary>
|
|
private int _lastAppliedReceiveTimeoutMs = int.MinValue;
|
|
|
|
public NetClient(IPEndPoint remote)
|
|
{
|
|
_remote = remote;
|
|
// Bind to an OS-assigned local port; server will reply to it.
|
|
_udp = new UdpClient(new IPEndPoint(IPAddress.Any, 0));
|
|
|
|
if (OperatingSystem.IsWindows())
|
|
{
|
|
// SIO_UDP_CONNRESET: Windows' UDP stack otherwise surfaces an
|
|
// ICMP "port unreachable" reply to an EARLIER Send (e.g. a stale
|
|
// server session that already tore down its socket) as a
|
|
// WSAECONNRESET SocketException on this socket's NEXT unrelated
|
|
// Receive call. An ICMP error from one send must not poison
|
|
// receiving for the rest of the session — disable that reporting.
|
|
const int SioUdpConnReset = -1744830452; // 0x9800000C
|
|
_udp.Client.IOControl((IOControlCode)SioUdpConnReset, new byte[] { 0 }, null);
|
|
}
|
|
}
|
|
|
|
/// <summary>The local endpoint the OS assigned us.</summary>
|
|
public IPEndPoint LocalEndPoint => (IPEndPoint)_udp.Client.LocalEndPoint!;
|
|
|
|
/// <summary>The remote endpoint we're talking to.</summary>
|
|
public IPEndPoint RemoteEndPoint => _remote;
|
|
|
|
/// <summary>
|
|
/// Send a datagram to the configured default remote. Blocks until the
|
|
/// OS has accepted the bytes (fast — just a kernel buffer copy on loopback).
|
|
/// </summary>
|
|
public void Send(ReadOnlySpan<byte> datagram)
|
|
{
|
|
_udp.Send(datagram.ToArray(), datagram.Length, _remote);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a datagram to an arbitrary remote endpoint. Needed for the AC
|
|
/// handshake because the server binds separate listeners on port 9000
|
|
/// (LoginRequest) and port 9001 (ConnectResponse), so the second
|
|
/// handshake leg targets a different port than the first.
|
|
/// </summary>
|
|
public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram)
|
|
{
|
|
_udp.Send(datagram.ToArray(), datagram.Length, remote);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Block until a datagram arrives or <paramref name="timeout"/> elapses.
|
|
/// Returns the raw bytes, or <c>null</c> on timeout. The sender's
|
|
/// endpoint is recorded in <paramref name="from"/> so the caller can
|
|
/// verify it matches the expected remote.
|
|
/// </summary>
|
|
public byte[]? Receive(TimeSpan timeout, out IPEndPoint? from)
|
|
{
|
|
int timeoutMs = (int)timeout.TotalMilliseconds;
|
|
if (timeoutMs != _lastAppliedReceiveTimeoutMs)
|
|
{
|
|
_udp.Client.ReceiveTimeout = timeoutMs;
|
|
_lastAppliedReceiveTimeoutMs = timeoutMs;
|
|
}
|
|
try
|
|
{
|
|
IPEndPoint any = new(IPAddress.Any, 0);
|
|
var bytes = _udp.Receive(ref any);
|
|
from = any;
|
|
return bytes;
|
|
}
|
|
catch (SocketException ex) when (ex.SocketErrorCode == SocketError.TimedOut)
|
|
{
|
|
from = null;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Non-blocking receive: returns the next pending datagram if one is
|
|
/// already in the kernel buffer, or <c>null</c> if not. Never blocks,
|
|
/// so it's safe to call once per game-loop frame. Uses
|
|
/// <see cref="UdpClient.Available"/> under the hood.
|
|
/// </summary>
|
|
public byte[]? TryReceive(out IPEndPoint? from)
|
|
{
|
|
if (_udp.Available == 0)
|
|
{
|
|
from = null;
|
|
return null;
|
|
}
|
|
|
|
try
|
|
{
|
|
IPEndPoint any = new(IPAddress.Any, 0);
|
|
var bytes = _udp.Receive(ref any);
|
|
from = any;
|
|
return bytes;
|
|
}
|
|
catch (SocketException)
|
|
{
|
|
from = null;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
public void Dispose() => _udp.Dispose();
|
|
}
|