feat: Adds Latin1 text support (#2317)
## Summary - Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase - Adds specialized, optimized string decoding methods with safe string filtering for each encoding type - Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since the UO client renders nothing for these characters - Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes ## Changes TextEncoding.cs - Added SearchValues-based invalid byte/char detection for efficient filtering - Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni, GetStringLittleUni - Each method supports a safeString parameter for filtering invalid characters - Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems - Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them SpanReader.cs - Added ReadLatin1() and ReadLatin1Safe() methods - Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods - Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1 SpanWriter.cs - Added WriteLatin1 and WriteLatin1Null methods ## Packet Updates - Updated all packet code to use Latin1 encoding instead of CP1252 - Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure trade packets, vendor packets, gump packets, book packets, mahjong packets ## Filtering Behavior Invalid characters filtered in safe mode: ``` ┌───────────────┬────────────────────────┐ │ Range │ Description │ ├───────────────┼────────────────────────┤ │ 0x00-0x1F │ C0 control codes │ ├───────────────┼────────────────────────┤ │ 0x7F │ DEL │ ├───────────────┼────────────────────────┤ │ 0x80-0x9F │ C1 control codes │ ├───────────────┼────────────────────────┤ │ 0xFFFE-0xFFFF │ Unicode non-characters │ └───────────────┴────────────────────────┘ ``` Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired vs unpaired surrogates. The UO client renders nothing for these anyway. ## Test Plan - All 631 Server.Tests pass - Verified client rendering behavior using TestUnicodeGump command (pages 1-5) - Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client - Verified Latin1 characters (0xA0-0xFF) display correctly - Verified C1 control codes (0x80-0x9F) are filtered and don't display
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parent
1e4c32c809
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27 changed files with 735 additions and 96 deletions
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@ -89,7 +89,7 @@ public static class OutgoingAccountPackets
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var name = (m.RawName?.Trim()).DefaultIfNullOrEmpty("-no name-");
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count++;
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writer.WriteAscii(name, 30);
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writer.WriteLatin1(name, 30);
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writer.Clear(30); // Password (empty)
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}
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}
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@ -276,7 +276,7 @@ public static class OutgoingAccountPackets
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else
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{
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var name = (m.RawName?.Trim()).DefaultIfNullOrEmpty("-no name-");
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writer.WriteAscii(name, 30);
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writer.WriteLatin1(name, 30);
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writer.Clear(30); // password
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}
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}
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@ -341,7 +341,7 @@ public static class OutgoingAccountPackets
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else
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{
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var name = (m.RawName?.Trim()).DefaultIfNullOrEmpty("-no name-");
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writer.WriteAscii(name, 30);
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writer.WriteLatin1(name, 30);
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writer.Clear(30); // password
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}
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}
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@ -353,8 +353,8 @@ public static class OutgoingAccountPackets
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var ci = cityInfo[i];
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writer.Write((byte)i);
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writer.WriteAscii(ci.City, textLength);
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writer.WriteAscii(ci.Building, textLength);
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writer.WriteLatin1(ci.City, textLength);
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writer.WriteLatin1(ci.Building, textLength);
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if (client70130)
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{
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writer.Write(ci.X);
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@ -428,7 +428,7 @@ public static class OutgoingAccountPackets
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var si = info[i];
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writer.Write((ushort)i);
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writer.WriteAscii(si.Name, 32);
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writer.WriteLatin1(si.Name, 32);
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writer.Write((byte)si.FullPercent);
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writer.Write((sbyte)si.TimeZone);
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// UO only supports IPv4
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