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.
70 lines
2.9 KiB
Markdown
70 lines
2.9 KiB
Markdown
# Slice H-c1 — cancellable pooled receive owner
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## Result
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The in-world transport now has one asynchronous socket receive owner:
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```text
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one retained full-size socket buffer
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-> ReceiveFromAsync(cancellation token)
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-> copy actual datagram length into a right-sized ArrayPool bucket
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-> FIFO Channel<PooledInboundDatagram>
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-> render-thread decode/dispatch
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-> return bucket exactly once
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```
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The synchronous `PumpOnce` handshake path keeps its existing 250 ms pacing,
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but receives into a temporarily rented caller buffer rather than accepting a
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fresh `UdpClient.Receive` array. The normal in-world path no longer wakes four
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times per idle second and no longer uses `SocketException(TimedOut)` as its
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heartbeat.
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`NetClient.Send` also consumes its caller's `ReadOnlySpan<byte>` directly
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through `Socket.SendTo`; the transport-only `datagram.ToArray()` copy is gone.
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Higher-level outbound framing allocations are intentionally left to H-c3.
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## Retail and protocol boundary
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Behavioral invariants remain unchanged:
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- one outstanding receive;
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- kernel arrival order is FIFO channel order;
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- decode, ISAAC, fragment assembly, ACK decisions, and event dispatch remain
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on the existing render/update thread;
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- ACK generation remains inside `ProcessDatagram`, immediately after decode
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acceptance;
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- `LinkStatusHolder::OnHeartbeat` (`0x004113D0`) last-heard placement remains
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immediately after successful decode;
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- blocking `PumpOnce` handshake cadence is unchanged.
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The initial design review caught that 484 bytes is a fragment limit, not a
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safe UDP receive limit. Named-retail `CNetLayerPacket` (type 3705 in
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`acclient.h`) contains a separate `ProtoHeader` plus `m_Data[65484]`.
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Accordingly the socket edge retains a full UDP buffer. Only the received byte
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count crosses the queue boundary, preventing small queued packets from each
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pinning a 64 KiB bucket.
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Holtburger's receive/finalize path remains the cross-reference for
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ACK-per-accepted-packet ordering. The transport ownership mechanism is a
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modern .NET adaptation; it does not change AC wire behavior.
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## Deterministic evidence
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- real loopback `ReceiveAsync` writes a 1,500-byte datagram into caller-owned
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memory;
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- cancelling an idle receive terminates the one outstanding operation;
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- a scripted recoverable `SocketException` does not kill the receive owner;
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- three accepted packets retain arrival order and produce ACKs in the exact
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sequence `41, 42, 43`;
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- blocking handshake timeout behavior and cached socket-timeout tests remain
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unchanged;
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- graceful confirmation drain releases every consumed pooled datagram, and
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shutdown cancels/joins the receive task before returning unread buffers.
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## Remaining H-c work
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H-c2 removes `Packet`, `BodyBytes`, `PacketHeaderOptional`, `List`, and
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single-fragment payload copies from the production decode path using borrowed
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memory with an explicit lifetime boundary. H-c3 writes fragment and packet
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framing directly into caller storage.
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