Updates Packets & Randomizer (#43)

* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
This commit is contained in:
Kamron Batman 2019-11-11 03:40:16 -08:00 committed by 3HMonkey
parent 7aa8fd3df1
commit 179cb50557
588 changed files with 10843 additions and 16177 deletions

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Security.Cryptography;
using System.Text;

View file

@ -61,8 +61,7 @@ namespace Server.Accounting
InvalidAccountAccessLog accessLog = FindAccessLog(ns);
if (accessLog == null)
m_List.Add(accessLog = new InvalidAccountAccessLog(ns.Address));
m_List.Add(accessLog ??= new InvalidAccountAccessLog(ns.Address));
accessLog.Counts += 1;
accessLog.RefreshAccessTime();

View file

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using Server.Accounting;
using Server.Engines.Help;
@ -176,8 +177,8 @@ namespace Server.Misc
from.SendLocalizedMessage(501234, "",
0x35); /* The next available Counselor/Game Master will respond as soon as possible.
* Please check your Journal for messages every few minutes.
*/
* Please check your Journal for messages every few minutes.
*/
PageQueue.Enqueue(new PageEntry(from,
$"[Automated: Change Password]<br>Desired password: {pass}<br>Current IP address: {ipAddress}<br>Account IP address: {accessList[0]}",
@ -199,38 +200,27 @@ namespace Server.Misc
if (!(state.Account is Account acct))
{
state.Dispose();
return;
}
else if (index < 0 || index >= acct.Length)
{
state.Send(new DeleteResult(DeleteResultType.BadRequest));
state.Send(new CharacterListUpdate(acct));
}
DeleteResultType deleteType;
if (index < 0 || index >= acct.Length)
deleteType = DeleteResultType.BadRequest;
else
{
Mobile m = acct[index];
if (m == null)
{
state.Send(new DeleteResult(DeleteResultType.CharNotExist));
state.Send(new CharacterListUpdate(acct));
}
deleteType = DeleteResultType.CharNotExist;
else if (m.NetState != null)
{
state.Send(new DeleteResult(DeleteResultType.CharBeingPlayed));
state.Send(new CharacterListUpdate(acct));
}
deleteType = DeleteResultType.CharBeingPlayed;
else if (RestrictDeletion && DateTime.UtcNow < m.CreationTime + DeleteDelay)
{
state.Send(new DeleteResult(DeleteResultType.CharTooYoung));
state.Send(new CharacterListUpdate(acct));
}
deleteType = DeleteResultType.CharTooYoung;
else if (m.AccessLevel == AccessLevel.Player &&
Region.Find(m.LogoutLocation, m.LogoutMap).IsPartOf<Jail>()
) //Don't need to check current location, if netstate is null, they're logged out
{
state.Send(new DeleteResult(DeleteResultType.BadRequest));
state.Send(new CharacterListUpdate(acct));
}
deleteType = DeleteResultType.BadRequest;
else
{
Console.WriteLine("Client: {0}: Deleting character {1} (0x{2:X})", state, index, m.Serial.Value);
@ -238,27 +228,18 @@ namespace Server.Misc
acct.Comments.Add(new AccountComment("System", $"Character #{index + 1} {m} deleted by {state}"));
m.Delete();
state.Send(new CharacterListUpdate(acct));
Packets.SendCharacterListUpdate(state, acct);
return;
}
}
Packets.SendDeleteResult(state, deleteType);
Packets.SendCharacterListUpdate(state, acct);
}
public static bool CanCreate(IPAddress ip)
{
if (!IPTable.ContainsKey(ip))
return true;
public static bool CanCreate(IPAddress ip) => !IPTable.ContainsKey(ip) || IPTable[ip] < MaxAccountsPerIP;
return IPTable[ip] < MaxAccountsPerIP;
}
private static bool IsForbiddenChar(char c)
{
for (int i = 0; i < m_ForbiddenChars.Length; ++i)
if (c == m_ForbiddenChars[i])
return true;
return false;
}
private static bool IsForbiddenChar(char c) => m_ForbiddenChars.Any(t => c == t);
private static Account CreateAccount(NetState state, string un, string pw)
{
@ -377,9 +358,7 @@ namespace Server.Misc
string pw = e.Password;
if (!(Accounts.GetAccount(un) is Account acct))
{
e.Accepted = false;
}
else if (!acct.HasAccess(e.State))
{
Console.WriteLine("Login: {0}: Access denied for '{1}'", e.State, un);

View file

@ -90,4 +90,4 @@ namespace Server.Accounting
xml.Close();
}
}
}
}

View file

@ -191,9 +191,7 @@ namespace Server
return otherAddress.Equals(m_Address);
}
else if (obj is IPFirewallEntry entry)
{
return m_Address.Equals(entry.m_Address);
}
return false;
}
@ -246,7 +244,7 @@ namespace Server
public WildcardIPFirewallEntry(string entry) => m_Entry = entry;
public bool IsBlocked(IPAddress address)
bool IFirewallEntry.IsBlocked(IPAddress address)
{
if (!m_Valid)
return false; //Why process if it's invalid? it'll return false anyway after processing it.