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:
parent
7aa8fd3df1
commit
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588 changed files with 10843 additions and 16177 deletions
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@ -433,7 +433,7 @@ namespace Server.Engines.ConPVP
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if (Pyramid.Levels.Count < 1)
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break;
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PyramidLevel top = Pyramid.Levels[Pyramid.Levels.Count - 1];
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PyramidLevel top = Pyramid.Levels[^1];
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if (top.FreeAdvance != null || top.Matches.Count != 1)
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break;
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@ -451,7 +451,7 @@ namespace Server.Engines.ConPVP
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if (Pyramid.Levels.Count < 2)
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break;
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PyramidLevel top = Pyramid.Levels[Pyramid.Levels.Count - 1];
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PyramidLevel top = Pyramid.Levels[^1];
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if (top.FreeAdvance != null || top.Matches.Count != 1)
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break;
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@ -471,7 +471,7 @@ namespace Server.Engines.ConPVP
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GiveAwards(part.Players, TrophyRank.Silver, cash / 2);
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}
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PyramidLevel next = Pyramid.Levels[Pyramid.Levels.Count - 2];
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PyramidLevel next = Pyramid.Levels[^2];
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if (next.Matches.Count > 2)
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break;
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@ -495,7 +495,7 @@ namespace Server.Engines.ConPVP
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}
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}
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private void GiveAwards(List<Mobile> players, TrophyRank rank, int cash)
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private void GiveAwards(IReadOnlyList<Mobile> players, TrophyRank rank, int cash)
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{
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if (players.Count == 0)
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return;
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@ -663,69 +663,39 @@ namespace Server.Engines.ConPVP
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try
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{
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if (EventController != null)
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{
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Alert("The tournament has completed!",
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$"Team {EventController.GetTeamName(Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner))} has won!");
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}
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else if (TourneyType == TourneyType.RandomTeam)
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{
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Alert("The tournament has completed!",
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$"Team {Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) + 1} has won!");
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}
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else if (TourneyType == TourneyType.Faction)
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{
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if (m_ParticipantsPerMatch == 4)
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{
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string name = "(null)";
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switch (Pyramid.Levels[0].Matches[0].Participants.IndexOf(
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winner))
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string name = Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) switch
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{
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case 0:
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{
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name = "Minax";
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break;
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}
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case 1:
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{
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name = "Council of Mages";
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break;
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}
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case 2:
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{
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name = "True Britannians";
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break;
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}
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case 3:
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{
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name = "Shadowlords";
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break;
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}
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}
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0 => "Minax",
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1 => "Council of Mages",
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2 => "True Britannians",
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3 => "Shadowlords",
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_ => "(null)"
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};
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Alert("The tournament has completed!", $"The {name} team has won!");
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}
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else if (m_ParticipantsPerMatch == 2)
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{
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Alert("The tournament has completed!",
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$"The {(Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) == 0 ? "Evil" : "Hero")} team has won!");
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}
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else
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{
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Alert("The tournament has completed!",
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$"Team {Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) + 1} has won!");
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}
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}
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else if (TourneyType == TourneyType.RedVsBlue)
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{
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Alert("The tournament has completed!",
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$"Team {(Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) == 0 ? "Red" : "Blue")} has won!");
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}
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else
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{
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Alert("The tournament has completed!",
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$"{winner.NameList} {(winner.Players.Count > 1 ? "are" : "is")} the champion{(winner.Players.Count == 1 ? "" : "s")}.");
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}
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}
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catch
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{
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@ -739,7 +709,7 @@ namespace Server.Engines.ConPVP
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}
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else if (Pyramid.Levels.Count > 0)
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{
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PyramidLevel activeLevel = Pyramid.Levels[Pyramid.Levels.Count - 1];
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PyramidLevel activeLevel = Pyramid.Levels[^1];
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bool stillGoing = false;
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for (int i = 0; i < activeLevel.Matches.Count; ++i)
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@ -846,7 +816,6 @@ namespace Server.Engines.ConPVP
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$"The {(Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) == 0 ? "Evil" : "Hero")} team has won!");
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}
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else
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{
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Alert("The tournament has completed!",
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$"Team {Pyramid.Levels[0].Matches[0].Participants.IndexOf(winner) + 1} has won!");
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}
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Reference in a new issue