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:
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588 changed files with 10843 additions and 16177 deletions
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@ -672,92 +672,92 @@ namespace Server.Gumps
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if (e == null)
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return;
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int cost = e.Cost - house.Price;
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int cost = e.Cost - house.Price;
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if (cost > 0)
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if (cost > 0)
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{
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if (Banker.Withdraw(from, cost))
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{
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if (Banker.Withdraw(from, cost))
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{
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from.SendLocalizedMessage(1060398,
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cost.ToString()); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
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}
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else
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{
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from.SendLocalizedMessage(
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1061624); // You do not have enough funds in your bank to cover the difference between your old house and your new one.
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return;
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}
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from.SendLocalizedMessage(1060398,
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cost.ToString()); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
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}
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else if (cost < 0)
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else
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{
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if (Banker.Deposit(from, -cost))
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from.SendLocalizedMessage(1060397,
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(-cost).ToString()); // ~1_AMOUNT~ gold has been deposited into your bank box.
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else
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return;
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}
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BaseHouse newHouse = e.ConstructHouse(from);
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if (newHouse != null)
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{
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newHouse.Price = e.Cost;
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house.MoveAllToCrate();
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newHouse.Friends = new List<Mobile>(house.Friends);
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newHouse.CoOwners = new List<Mobile>(house.CoOwners);
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newHouse.Bans = new List<Mobile>(house.Bans);
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newHouse.Access = new List<Mobile>(house.Access);
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newHouse.BuiltOn = house.BuiltOn;
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newHouse.LastTraded = house.LastTraded;
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newHouse.Public = house.Public;
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newHouse.VendorInventories.AddRange(house.VendorInventories);
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house.VendorInventories.Clear();
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foreach (VendorInventory inventory in newHouse.VendorInventories) inventory.House = newHouse;
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newHouse.InternalizedVendors.AddRange(house.InternalizedVendors);
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house.InternalizedVendors.Clear();
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foreach (Mobile mobile in newHouse.InternalizedVendors)
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if (mobile is PlayerVendor vendor)
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vendor.House = newHouse;
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else if (mobile is PlayerBarkeeper barkeeper)
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barkeeper.House = newHouse;
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if (house.MovingCrate != null)
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{
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newHouse.MovingCrate = house.MovingCrate;
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newHouse.MovingCrate.House = newHouse;
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house.MovingCrate = null;
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}
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List<Item> items = house.GetItems();
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List<Mobile> mobiles = house.GetMobiles();
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newHouse.MoveToWorld(
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new Point3D(house.X + house.ConvertOffsetX, house.Y + house.ConvertOffsetY,
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house.Z + house.ConvertOffsetZ), house.Map);
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house.Delete();
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foreach (Item item in items) item.Location = newHouse.BanLocation;
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foreach (Mobile mobile in mobiles) mobile.Location = newHouse.BanLocation;
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/* You have successfully replaced your original house with a new house.
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* The value of the replaced house has been deposited into your bank box.
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* All of the items in your original house have been relocated to a Moving Crate in the new house.
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* Any deed-based house add-ons have been converted back into deeds.
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* Vendors and barkeeps in the house, if any, have been stored in the Moving Crate as well.
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* Use the <B>Get Vendor</B> context-sensitive menu option on your character to retrieve them.
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* These containers can be used to re-create the vendor in a new location.
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* Any barkeepers have been converted into deeds.
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*/
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from.SendGump(new NoticeGump(1060637, 30720, 1060012, 32512, 420, 280));
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from.SendLocalizedMessage(
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1061624); // You do not have enough funds in your bank to cover the difference between your old house and your new one.
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return;
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}
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}
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else if (cost < 0)
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{
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if (Banker.Deposit(from, -cost))
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from.SendLocalizedMessage(1060397,
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(-cost).ToString()); // ~1_AMOUNT~ gold has been deposited into your bank box.
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else
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return;
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}
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BaseHouse newHouse = e.ConstructHouse(from);
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if (newHouse != null)
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{
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newHouse.Price = e.Cost;
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house.MoveAllToCrate();
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newHouse.Friends = new List<Mobile>(house.Friends);
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newHouse.CoOwners = new List<Mobile>(house.CoOwners);
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newHouse.Bans = new List<Mobile>(house.Bans);
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newHouse.Access = new List<Mobile>(house.Access);
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newHouse.BuiltOn = house.BuiltOn;
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newHouse.LastTraded = house.LastTraded;
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newHouse.Public = house.Public;
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newHouse.VendorInventories.AddRange(house.VendorInventories);
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house.VendorInventories.Clear();
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foreach (VendorInventory inventory in newHouse.VendorInventories) inventory.House = newHouse;
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newHouse.InternalizedVendors.AddRange(house.InternalizedVendors);
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house.InternalizedVendors.Clear();
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foreach (Mobile mobile in newHouse.InternalizedVendors)
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if (mobile is PlayerVendor vendor)
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vendor.House = newHouse;
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else if (mobile is PlayerBarkeeper barkeeper)
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barkeeper.House = newHouse;
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if (house.MovingCrate != null)
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{
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newHouse.MovingCrate = house.MovingCrate;
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newHouse.MovingCrate.House = newHouse;
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house.MovingCrate = null;
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}
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List<Item> items = house.GetItems();
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List<Mobile> mobiles = house.GetMobiles();
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newHouse.MoveToWorld(
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new Point3D(house.X + house.ConvertOffsetX, house.Y + house.ConvertOffsetY,
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house.Z + house.ConvertOffsetZ), house.Map);
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house.Delete();
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foreach (Item item in items) item.Location = newHouse.BanLocation;
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foreach (Mobile mobile in mobiles) mobile.Location = newHouse.BanLocation;
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/* You have successfully replaced your original house with a new house.
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* The value of the replaced house has been deposited into your bank box.
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* All of the items in your original house have been relocated to a Moving Crate in the new house.
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* Any deed-based house add-ons have been converted back into deeds.
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* Vendors and barkeeps in the house, if any, have been stored in the Moving Crate as well.
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* Use the <B>Get Vendor</B> context-sensitive menu option on your character to retrieve them.
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* These containers can be used to re-create the vendor in a new location.
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* Any barkeepers have been converted into deeds.
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*/
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from.SendGump(new NoticeGump(1060637, 30720, 1060012, 32512, 420, 280));
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return;
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}
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}
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from.SendGump(new HouseGumpAOS(HouseGumpPageAOS.Security, from, house));
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