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
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588 changed files with 10843 additions and 16177 deletions
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@ -12,7 +12,6 @@ using Server.Regions;
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using Server.Spells;
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using Server.Spells.Spellweaving;
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using Server.Targets;
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using MoveImpl = Server.Movement.MovementImpl;
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namespace Server.Mobiles
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{
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@ -111,18 +110,7 @@ namespace Server.Mobiles
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m_Timer = new AITimer(this);
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bool activate;
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if (!m.PlayerRangeSensitive)
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activate = true;
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else if (World.Loading)
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activate = false;
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else if (m.Map == null || m.Map == Map.Internal || !m.Map.GetSector(m).Active)
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activate = false;
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else
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activate = true;
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if (activate)
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if (!(m.PlayerRangeSensitive || World.Loading || m.Map == null || m.Map == Map.Internal || !m.Map.GetSector(m).Active))
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m_Timer.Start();
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Action = ActionType.Wander;
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@ -1689,20 +1677,17 @@ namespace Server.Mobiles
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bool isPassive = delay == m_Mobile.PassiveSpeed;
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bool isControlled = m_Mobile.Controlled || m_Mobile.Summoned;
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if (delay == 0.2)
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delay = 0.3;
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else if (delay == 0.25)
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delay = 0.45;
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else if (delay == 0.3)
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delay = 0.6;
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else if (delay == 0.4)
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delay = 0.9;
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else if (delay == 0.5)
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delay = 1.05;
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else if (delay == 0.6)
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delay = 1.2;
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else if (delay == 0.8)
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delay = 1.5;
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delay = delay switch
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{
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0.2 => 0.3,
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0.25 => 0.45,
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0.3 => 0.6,
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0.4 => 0.9,
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0.5 => 1.05,
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0.6 => 1.2,
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0.8 => 1.5,
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_ => delay
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};
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if (isPassive)
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delay += 0.2;
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@ -1782,13 +1767,13 @@ namespace Server.Mobiles
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m_Mobile.Pushing = false;
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MoveImpl.IgnoreMovableImpassables = m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles;
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MovementImpl.IgnoreMovableImpassables = m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles;
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if ((m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
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{
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bool v = m_Mobile.Move(d);
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MoveImpl.IgnoreMovableImpassables = false;
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MovementImpl.IgnoreMovableImpassables = false;
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return v ? MoveResult.Success : MoveResult.Blocked;
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}
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@ -1810,7 +1795,7 @@ namespace Server.Mobiles
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if (map != null)
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{
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int x = m_Mobile.X, y = m_Mobile.Y;
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Movement.Movement.Offset(d, ref x, ref y);
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Movement.Offset(d, ref x, ref y);
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int destroyables = 0;
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@ -1899,20 +1884,20 @@ namespace Server.Mobiles
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if (m_Mobile.Move(m_Mobile.Direction))
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{
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MoveImpl.IgnoreMovableImpassables = false;
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MovementImpl.IgnoreMovableImpassables = false;
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return MoveResult.SuccessAutoTurn;
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}
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}
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MoveImpl.IgnoreMovableImpassables = false;
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MovementImpl.IgnoreMovableImpassables = false;
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return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
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}
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MoveImpl.IgnoreMovableImpassables = false;
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MovementImpl.IgnoreMovableImpassables = false;
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return MoveResult.Success;
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}
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MoveImpl.IgnoreMovableImpassables = false;
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MovementImpl.IgnoreMovableImpassables = false;
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return MoveResult.Success;
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}
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@ -2022,9 +2007,9 @@ namespace Server.Mobiles
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return true;
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}
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if (m_Path?.Goal == m)
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if (ReferenceEquals(m_Path?.Goal, m))
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{
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if (m_Path.Follow(run, 1))
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if (m_Path?.Follow(run, 1) == true)
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{
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m_Path = null;
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return true;
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@ -2032,8 +2017,7 @@ namespace Server.Mobiles
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}
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else if (!DoMove(m_Mobile.GetDirectionTo(m), true))
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{
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m_Path = new PathFollower(m_Mobile, m);
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m_Path.Mover = DoMoveImpl;
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m_Path = new PathFollower(m_Mobile, m) {Mover = DoMoveImpl};
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if (m_Path.Follow(run, 1))
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{
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@ -2075,30 +2059,23 @@ namespace Server.Mobiles
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if (iCurrDist < iWantDistMin || iCurrDist > iWantDistMax)
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{
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bool needCloser = iCurrDist > iWantDistMax;
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bool needFurther = !needCloser;
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if (needCloser && m_Path != null && m_Path.Goal == m)
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if (needCloser && m_Path != null && ReferenceEquals(m_Path.Goal, m))
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{
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if (m_Path.Follow(bRun, 1))
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m_Path = null;
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}
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else
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{
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Direction dirTo;
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if (iCurrDist > iWantDistMax)
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dirTo = m_Mobile.GetDirectionTo(m);
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else
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dirTo = m.GetDirectionTo(m_Mobile);
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Direction dirTo = iCurrDist > iWantDistMax ? m_Mobile.GetDirectionTo(m) : m.GetDirectionTo(m_Mobile);
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// Add the run flag
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if (bRun)
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dirTo = dirTo | Direction.Running;
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dirTo |= Direction.Running;
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if (!DoMove(dirTo, true) && needCloser)
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{
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m_Path = new PathFollower(m_Mobile, m);
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m_Path.Mover = DoMoveImpl;
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m_Path = new PathFollower(m_Mobile, m) {Mover = DoMoveImpl};
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if (m_Path.Follow(bRun, 1))
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m_Path = null;
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@ -2704,13 +2681,9 @@ namespace Server.Mobiles
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}
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if (m_Owner.m_Mobile.BardPacified)
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{
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m_Owner.DoBardPacified();
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}
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else if (m_Owner.m_Mobile.BardProvoked)
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{
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m_Owner.DoBardProvoked();
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}
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else
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{
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if (!m_Owner.m_Mobile.Controlled)
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