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

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