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

@ -5,11 +5,6 @@ using Server.Mobiles;
using Server.Network;
using Server.Spells;
/*
this is From me to you, Under no terms, Conditions... K? to apply you
just simply Unpatch/delete, Stick these in, Same location.. Restart
*/
namespace Server.Engines.Doom
{
public class LeverPuzzleController : Item
@ -326,7 +321,7 @@ namespace Server.Engines.Doom
SendLocationEffect(lp_Center, 0x1153, 0, 60, 1);
PlaySounds(lp_Center, cs1);
Effects.SendBoltEffect(player, true);
Effects.SendBoltEffect(player);
player.MoveToWorld(lr_Enter, Map.Malas);
m_Timer = new LampRoomTimer(this);
@ -417,25 +412,24 @@ namespace Server.Engines.Doom
public static void SendLocationEffect(IPoint3D p, int itemID, int speed, int duration, int hue)
{
Effects.SendPacket(p, Map.Malas, new LocationEffect(p, itemID, speed, duration, hue, 0));
Effects.SendLocationEffect(p, Map.Malas, itemID, speed, duration, hue);
}
public static void PlayerSendASCII(Mobile player, int index)
{
player.Send(new AsciiMessage(Serial.MinusOne, 0xFFFF, MessageType.Label, MsgParams[index][0],
MsgParams[index][1], null, Msgs[index]));
Packets.SendAsciiMessage(player.NetState, Serial.MinusOne, 0xFFFF, MessageType.Label, MsgParams[index][0],
MsgParams[index][1], null, Msgs[index]);
}
/* I cant find any better way to send "speech" using fonts other than default */
public static void POHMessage(Mobile from, int index)
{
Packet p = new AsciiMessage(from.Serial, from.Body, MessageType.Regular, MsgParams[index][0],
IPooledEnumerable eable = from.Map.GetClientsInRange(from.Location);
foreach (NetState state in eable)
Packets.SendAsciiMessage(state, from.Serial, from.Body, MessageType.Regular, MsgParams[index][0],
MsgParams[index][1], from.Name, Msgs[index]);
p.Acquire();
foreach (NetState state in from.Map.GetClientsInRange(from.Location))
state.Send(p);
Packet.Release(p);
eable.Free();
}
public override void Serialize(GenericWriter writer)

View file

@ -39,7 +39,7 @@ namespace Server.Engines.Doom
public void CallBackMessage()
{
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1060003, ""); // You try to pry the box open...
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1060003); // You try to pry the box open...
}
public override void OnAfterDelete()

View file

@ -77,17 +77,15 @@ namespace Server.Engines.Doom
public Mobile m_Occupant;
public LeverPuzzleRegion(LeverPuzzleController controller, int[] loc)
: base(null, Map.Malas, Find(LeverPuzzleController.lr_Enter, Map.Malas), new Rectangle2D(loc[0], loc[1], 1, 1))
{
: base(null, Map.Malas, Find(LeverPuzzleController.lr_Enter, Map.Malas), new Rectangle2D(loc[0], loc[1], 1, 1)) =>
Register();
}
[CommandProperty(AccessLevel.GameMaster)]
public Mobile Occupant => m_Occupant?.Alive == true ? m_Occupant : null;
public override void OnEnter(Mobile m)
{
if (m != null && m_Occupant == null && m is PlayerMobile && m.Alive)
if (m_Occupant == null && m is PlayerMobile && m.Alive)
m_Occupant = m;
}