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
179cb50557
588 changed files with 10843 additions and 16177 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Net.NetworkInformation;
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using System.Net.Sockets;
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@ -9,18 +10,18 @@ namespace Server.Misc
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{
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public class ServerList
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{
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/*
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/*
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* The default setting for Address, a value of 'null', will use your local IP address. If all of your local IP addresses
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* are private network addresses and AutoDetect is 'true' then RunUO will attempt to discover your public IP address
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* for you automatically.
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*
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* If you do not plan on allowing clients outside of your LAN to connect, you can set AutoDetect to 'false' and leave
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* Address set to 'null'.
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*
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*
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* If your public IP address cannot be determined, you must change the value of Address to your public IP address
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* manually to allow clients outside of your LAN to connect to your server. Address can be either an IP address or
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* a hostname that will be resolved when RunUO starts.
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*
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*
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* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
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* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
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* involves configuration of the router through your web browser.
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@ -32,7 +33,7 @@ namespace Server.Misc
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* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
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* locally private address, the server will direct the client to either the AutoDetected IP address or the manually entered
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* IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
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*
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*
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* If you would like to listen on additional ports (i.e. 22, 23, 80, for clients behind highly restrictive egress
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* firewalls) or specific IP adddresses you can do so by modifying the file SocketOptions.cs found in this directory.
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*/
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@ -111,7 +112,7 @@ namespace Server.Misc
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IPHostEntry iphe = Dns.GetHostEntry(addr);
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if (iphe.AddressList.Length > 0)
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outValue = iphe.AddressList[iphe.AddressList.Length - 1];
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outValue = iphe.AddressList[^1];
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}
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catch
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{
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@ -119,65 +120,23 @@ namespace Server.Misc
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}
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}
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private static bool HasPublicIPAddress()
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{
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NetworkInterface[] adapters = NetworkInterface.GetAllNetworkInterfaces();
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private static bool HasPublicIPAddress() =>
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NetworkInterface.GetAllNetworkInterfaces().Select(adapter => adapter.GetIPProperties())
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.Any(properties => properties.UnicastAddresses.Select(unicast => unicast.Address)
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.Any(ip => !IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork(ip)));
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foreach (NetworkInterface adapter in adapters)
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{
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IPInterfaceProperties properties = adapter.GetIPProperties();
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foreach (IPAddressInformation unicast in properties.UnicastAddresses)
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{
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IPAddress ip = unicast.Address;
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if (!IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 &&
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!IsPrivateNetwork(ip))
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return true;
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}
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}
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return false;
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/*
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IPHostEntry iphe = Dns.GetHostEntry( Dns.GetHostName() );
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IPAddress[] ips = iphe.AddressList;
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for ( int i = 0; i < ips.Length; ++i )
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{
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if ( ips[i].AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork( ips[i] ) )
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return true;
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}
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return false;
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*/
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}
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private static bool IsPrivateNetwork(IPAddress ip)
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{
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// 10.0.0.0/8
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// 172.16.0.0/12
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// 192.168.0.0/16
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// 169.254.0.0/16
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// 100.64.0.0/10 RFC 6598
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if (ip.AddressFamily == AddressFamily.InterNetworkV6)
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return false;
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if (Utility.IPMatch("192.168.*", ip))
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return true;
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if (Utility.IPMatch("10.*", ip))
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return true;
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if (Utility.IPMatch("172.16-31.*", ip))
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return true;
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if (Utility.IPMatch("169.254.*", ip))
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return true;
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if (Utility.IPMatch("100.64-127.*", ip))
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return true;
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return false;
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}
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// 10.0.0.0/8
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// 172.16.0.0/12
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// 192.168.0.0/16
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// 169.254.0.0/16
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// 100.64.0.0/10 RFC 6598
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private static bool IsPrivateNetwork(IPAddress ip) =>
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ip.AddressFamily != AddressFamily.InterNetworkV6 &&
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(Utility.IPMatch("192.168.*", ip) ||
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Utility.IPMatch("10.*", ip) ||
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Utility.IPMatch("172.16-31.*", ip) ||
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Utility.IPMatch("169.254.*", ip) ||
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Utility.IPMatch("100.64-127.*", ip));
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private static IPAddress FindPublicAddress()
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{
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@ -193,7 +152,7 @@ namespace Server.Misc
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StreamReader sr = new StreamReader(s);
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IPAddress ip = IPAddress.Parse(sr.ReadLine());
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IPAddress ip = IPAddress.Parse(sr.ReadLine() ?? "");
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sr.Close();
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s.Close();
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