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

@ -48,44 +48,26 @@ namespace Server
ParticleSupportType == ParticleSupportType.Full ||
ParticleSupportType == ParticleSupportType.Detect && state.IsUOTDClient;
public static void PlaySound(IPoint3D p, Map map, int soundID)
public static void PlaySound(IPoint3D p, Map map, int soundId)
{
if (soundID <= -1)
if (soundId <= -1)
return;
if (map != null)
{
Packet playSound = null;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(new Point3D(p));
IPooledEnumerable<NetState> eable = map.GetClientsInRange(p);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (playSound == null)
playSound = Packet.Acquire(new PlaySound(soundID, p));
state.Send(playSound);
Packets.SendPlaySound(state, soundId, p);
}
Packet.Release(playSound);
eable.Free();
}
}
public static void SendBoltEffect(IEntity e)
{
SendBoltEffect(e, true, 0);
}
public static void SendBoltEffect(IEntity e, bool sound)
{
SendBoltEffect(e, sound, 0);
}
public static void SendBoltEffect(IEntity e, bool sound, int hue)
public static void SendBoltEffect(IEntity e, bool sound = true)
{
Map map = e.Map;
@ -94,61 +76,35 @@ namespace Server
e.ProcessDelta();
Packet preEffect = null, boltEffect = null, playSound = null;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
foreach (NetState state in eable)
if (state.Mobile.CanSee(e))
{
if (SendParticlesTo(state))
{
if (preEffect == null)
preEffect = Packet.Acquire(new TargetParticleEffect(e, 0, 10, 5, 0, 0, 5031, 3, 0));
Packets.SendTargetParticleEffect(state, e, 0, 10, 5, 0, 0, 5031, 3, 0);
state.Send(preEffect);
}
if (boltEffect == null)
boltEffect = Packet.Acquire(new BoltEffect(e, hue));
state.Send(boltEffect);
Packets.SendBoltEffect(state, e);
if (sound)
{
if (playSound == null)
playSound = Packet.Acquire(new PlaySound(0x29, e));
state.Send(playSound);
}
Packets.SendPlaySound(state, 0x29, e);
}
Packet.Release(preEffect);
Packet.Release(boltEffect);
Packet.Release(playSound);
eable.Free();
}
public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration)
public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration, int speed = 10, int hue = 0,
int renderMode = 0)
{
SendLocationEffect(p, map, itemID, duration, 10, 0, 0);
}
IPooledEnumerable<NetState> eable = map.GetClientsInRange(p);
public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration, int speed)
{
SendLocationEffect(p, map, itemID, duration, speed, 0, 0);
}
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendLocationHuedEffect(state, p, itemID, speed, duration, hue, renderMode);
}
public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration, int hue, int renderMode)
{
SendLocationEffect(p, map, itemID, duration, 10, hue, renderMode);
}
public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration, int speed, int hue,
int renderMode)
{
SendPacket(p, map, new LocationEffect(p, itemID, speed, duration, hue, renderMode));
eable.Free();
}
public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int effect)
@ -166,63 +122,39 @@ namespace Server
{
Map map = e.Map;
if (map != null)
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
foreach (NetState state in eable)
{
Packet particles = null, regular = null;
state.Mobile.ProcessDelta();
IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (SendParticlesTo(state))
{
if (particles == null)
particles = Packet.Acquire(new LocationParticleEffect(e, itemID, speed, duration, hue,
renderMode, effect, unknown));
state.Send(particles);
}
else if (itemID != 0)
{
if (regular == null)
regular = Packet.Acquire(new LocationEffect(e, itemID, speed, duration, hue, renderMode));
state.Send(regular);
}
}
Packet.Release(particles);
Packet.Release(regular);
eable.Free();
if (SendParticlesTo(state))
Packets.SendLocationParticleEffect(state, e, itemID, speed, duration, hue,
renderMode, effect, unknown);
else if (itemID != 0)
Packets.SendLocationHuedEffect(state, e, itemID, speed, duration, hue, renderMode);
}
//SendPacket( e.Location, e.Map, new LocationParticleEffect( e, itemID, speed, duration, hue, renderMode, effect, unknown ) );
eable.Free();
}
public static void SendTargetEffect(IEntity target, int itemID, int duration)
{
SendTargetEffect(target, itemID, duration, 0, 0);
}
public static void SendTargetEffect(IEntity target, int itemID, int speed, int duration)
{
SendTargetEffect(target, itemID, speed, duration, 0, 0);
}
public static void SendTargetEffect(IEntity target, int itemID, int duration, int hue, int renderMode)
{
SendTargetEffect(target, itemID, 10, duration, hue, renderMode);
}
public static void SendTargetEffect(IEntity target, int itemID, int speed, int duration, int hue, int renderMode)
public static void SendTargetEffect(IEntity target, int itemID, int speed, int duration, int hue = 0, int renderMode = 0)
{
if (target is Mobile mobile)
mobile.ProcessDelta();
SendPacket(target.Location, target.Map, new TargetEffect(target, itemID, speed, duration, hue, renderMode));
IPooledEnumerable<NetState> eable = target.Map.GetClientsInRange(target.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendTargetHuedEffect(state, target, itemID, speed, duration, hue, renderMode);
}
eable.Free();
}
public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int effect,
@ -245,44 +177,47 @@ namespace Server
Map map = target.Map;
if (map != null)
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(target.Location);
foreach (NetState state in eable)
{
Packet particles = null, regular = null;
state.Mobile.ProcessDelta();
IPooledEnumerable<NetState> eable = map.GetClientsInRange(target.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (SendParticlesTo(state))
{
if (particles == null)
particles = Packet.Acquire(new TargetParticleEffect(target, itemID, speed, duration, hue,
renderMode, effect, (int)layer, unknown));
state.Send(particles);
}
else if (itemID != 0)
{
if (regular == null)
regular = Packet.Acquire(new TargetEffect(target, itemID, speed, duration, hue, renderMode));
state.Send(regular);
}
}
Packet.Release(particles);
Packet.Release(regular);
eable.Free();
if (SendParticlesTo(state))
Packets.SendTargetParticleEffect(state, target, itemID, speed, duration, hue,
renderMode, effect, (int)layer, unknown);
else if (itemID != 0)
Packets.SendTargetHuedEffect(state, target, itemID, speed, duration, hue, renderMode);
}
//SendPacket( target.Location, target.Map, new TargetParticleEffect( target, itemID, speed, duration, hue, renderMode, effect, (int)layer, unknown ) );
eable.Free();
}
public static void SendMovingEffect(IPoint3D from, IPoint3D to, Map map, int itemID, int speed = 0, int duration = 0,
bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
{
SendMovingEffect(from, from, to, map, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
}
public static void SendMovingEffect(IPoint3D range, IPoint3D from, IPoint3D to, Map map, int itemID, int speed = 0, int duration = 0,
bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
{
IPooledEnumerable<NetState> eable = map.GetClientsInRange(range);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
}
eable.Free();
}
public static void SendMovingEffect(IEntity from, IEntity to, int itemID, int speed, int duration,
bool fixedDirection, bool explodes, int hue = 0, int renderMode = 0)
bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
{
if (from is Mobile mobile)
mobile.ProcessDelta();
@ -290,8 +225,15 @@ namespace Server
if (to is Mobile mobile1)
mobile1.ProcessDelta();
SendPacket(from.Location, from.Map,
new MovingEffect(from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode));
IPooledEnumerable<NetState> eable = from.Map.GetClientsInRange(from.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
}
eable.Free();
}
public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
@ -328,82 +270,25 @@ namespace Server
Map map = from.Map;
if (map != null)
{
Packet particles = null, regular = null;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(from.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (SendParticlesTo(state))
{
if (particles == null)
particles = Packet.Acquire(new MovingParticleEffect(from, to, itemID, speed, duration,
fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, layer,
unknown));
state.Send(particles);
}
else if (itemID > 1)
{
if (regular == null)
regular = Packet.Acquire(new MovingEffect(from, to, itemID, speed, duration, fixedDirection,
explodes, hue, renderMode));
state.Send(regular);
}
}
Packet.Release(particles);
Packet.Release(regular);
eable.Free();
}
//SendPacket( from.Location, from.Map, new MovingParticleEffect( from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, unknown ) );
}
public static void SendPacket(Point3D origin, Map map, Packet p)
{
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(origin);
p.Acquire();
IPooledEnumerable<NetState> eable = map.GetClientsInRange(from.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
state.Send(p);
if (SendParticlesTo(state))
Packets.SendMovingParticleEffect(state, from, to, itemID, speed, duration,
fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, layer,
unknown);
else if (itemID > 1)
Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection,
explodes, hue, renderMode);
}
p.Release();
eable.Free();
}
public static void SendPacket(IPoint3D origin, Map map, Packet p)
{
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(new Point3D(origin));
p.Acquire();
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
state.Send(p);
}
p.Release();
eable.Free();
}
}
}
}