Updates movement packets & Fastwalk (#324)
- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
This commit is contained in:
parent
b6cd408623
commit
351611a23a
25 changed files with 781 additions and 490 deletions
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@ -182,6 +182,64 @@ namespace Server.Network
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return value;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public long ReadInt64()
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{
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long value;
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if (Position < _first.Length)
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{
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if (!BinaryPrimitives.TryReadInt64BigEndian(_first.Slice(Position), out value))
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{
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// Not enough space. Split the spans
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return ((long)ReadByte() >> 56) |
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((long)ReadByte() >> 48) |
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((long)ReadByte() >> 40) |
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((long)ReadByte() >> 32) |
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((long)ReadByte() >> 24) |
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((long)ReadByte() >> 16) |
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((long)ReadByte() >> 8) |
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ReadByte();
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}
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}
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else if (!BinaryPrimitives.TryReadInt64BigEndian(_second.Slice(Position - _first.Length), out value))
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{
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throw new OutOfMemoryException();
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}
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Position += 8;
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return value;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ulong ReadUInt64()
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{
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ulong value;
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if (Position < _first.Length)
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{
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if (!BinaryPrimitives.TryReadUInt64BigEndian(_first.Slice(Position), out value))
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{
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// Not enough space. Split the spans
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return ((ulong)ReadByte() >> 56) |
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((ulong)ReadByte() >> 48) |
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((ulong)ReadByte() >> 40) |
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((ulong)ReadByte() >> 32) |
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((ulong)ReadByte() >> 24) |
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((ulong)ReadByte() >> 16) |
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((ulong)ReadByte() >> 8) |
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ReadByte();
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}
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}
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else if (!BinaryPrimitives.TryReadUInt64BigEndian(_second.Slice(Position - _first.Length), out value))
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{
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throw new OutOfMemoryException();
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}
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Position += 8;
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return value;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public string ReadString(Encoding encoding, bool safeString = false, int fixedLength = -1)
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{
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@ -220,6 +220,76 @@ namespace System.Buffers
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}
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}
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/// <summary>
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/// Writes a 8-byte signed integer value to the underlying stream.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Write(long value)
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{
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if (Position < _first.Length)
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{
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if (!BinaryPrimitives.TryWriteInt64BigEndian(_first.Slice(Position), value))
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{
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// Not enough space. Split the spans
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Write((byte)(value >> 56));
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Write((byte)(value >> 48));
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Write((byte)(value >> 40));
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Write((byte)(value >> 32));
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Write((byte)(value >> 24));
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Write((byte)(value >> 16));
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Write((byte)(value >> 8));
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Write((byte)value);
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}
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else
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{
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Position += 8;
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}
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}
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else if (BinaryPrimitives.TryWriteInt64BigEndian(_second.Slice(Position - _first.Length), value))
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{
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Position += 8;
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}
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else
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{
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throw new OutOfMemoryException();
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}
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}
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/// <summary>
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/// Writes a 8-byte unsigned integer value to the underlying stream.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Write(ulong value)
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{
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if (Position < _first.Length)
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{
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if (!BinaryPrimitives.TryWriteUInt64BigEndian(_first.Slice(Position), value))
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{
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// Not enough space. Split the spans
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Write((byte)(value >> 56));
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Write((byte)(value >> 48));
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Write((byte)(value >> 40));
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Write((byte)(value >> 32));
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Write((byte)(value >> 24));
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Write((byte)(value >> 16));
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Write((byte)(value >> 8));
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Write((byte)value);
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}
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else
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{
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Position += 8;
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}
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}
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else if (BinaryPrimitives.TryWriteUInt64BigEndian(_second.Slice(Position - _first.Length), value))
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{
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Position += 8;
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}
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else
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{
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throw new OutOfMemoryException();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Write(ReadOnlySpan<byte> buffer)
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{
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@ -45,6 +45,12 @@ namespace Server
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return int.TryParse(strValue, out var value) ? value : defaultValue;
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}
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public static long GetSetting(string key, long defaultValue)
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{
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m_Settings.settings.TryGetValue(key, out var strValue);
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return long.TryParse(strValue, out var value) ? value : defaultValue;
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}
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public static bool GetSetting(string key, bool defaultValue)
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{
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m_Settings.settings.TryGetValue(key, out var strValue);
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@ -84,6 +90,22 @@ namespace Server
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return value;
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}
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public static long GetOrUpdateSetting(string key, long defaultValue)
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{
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long value;
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if (m_Settings.settings.TryGetValue(key, out var strValue))
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{
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value = long.TryParse(strValue, out value) ? value : defaultValue;
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}
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else
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{
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SetSetting(key, (value = defaultValue).ToString());
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}
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return value;
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}
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public static bool GetOrUpdateSetting(string key, bool defaultValue)
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{
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bool value;
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@ -18,22 +18,19 @@ using Server.Network;
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namespace Server
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{
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public class FastWalkEventArgs : EventArgs
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public class FastWalkEventArgs
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{
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public FastWalkEventArgs(NetState state)
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{
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NetState = state;
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Blocked = false;
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}
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public FastWalkEventArgs(NetState state) => NetState = state;
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public NetState NetState { get; }
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public bool Blocked { get; set; }
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public bool Blocked { get; set; } = true;
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}
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public static partial class EventSink
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{
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public static event Action<FastWalkEventArgs> FastWalk;
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public static void InvokeFastWalk(FastWalkEventArgs e) => FastWalk?.Invoke(e);
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}
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}
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@ -94,7 +94,7 @@ namespace Server
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Unk3 = 0x00000800,
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SeventhCharacterSlot = 0x00001000,
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Unk4 = 0x00002000,
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NewMovementSystem = 0x00004000,
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NewMovementSystem = 0x00004000, // Doesn't seem to be used on OSI
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NewFeluccaAreas = 0x00008000,
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ExpansionNone = ContextMenus,
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@ -18,6 +18,7 @@ using Server.Network;
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using Server.Prompts;
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using Server.Targeting;
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using Server.Utilities;
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using CalcMoves = Server.Movement.Movement;
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namespace Server
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{
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@ -502,7 +503,6 @@ namespace Server
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private Direction m_Direction;
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private bool m_DisplayGuildTitle;
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private long m_EndQueue;
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private Timer m_ExpireAggrTimer;
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private Timer m_ExpireCombatant;
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private Timer m_ExpireCriminal;
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@ -550,7 +550,6 @@ namespace Server
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*/
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private Item m_MountItem;
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private Queue<MovementRecord> m_MoveRecords;
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private string m_Name;
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private string m_NameMod;
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@ -1081,22 +1080,6 @@ namespace Server
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public bool Pushing { get; set; }
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public static int WalkFoot { get; set; } = 400;
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public static int RunFoot { get; set; } = 200;
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public static int WalkMount { get; set; } = 200;
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public static int RunMount { get; set; } = 100;
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public static AccessLevel FwdAccessOverride { get; set; } = AccessLevel.Counselor;
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public static bool FwdEnabled { get; set; } = true;
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public static bool FwdUOTDOverride { get; set; }
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public static int FwdMaxSteps { get; set; } = 4;
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public virtual bool IsDeadBondedPet => false;
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public ISpell Spell
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@ -2861,8 +2844,6 @@ namespace Server
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{
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ns.Send(new MobileUpdateOld(this));
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}
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ClearFastwalkStack();
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}
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if (ns != null)
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@ -2873,7 +2854,6 @@ namespace Server
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}
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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@ -2897,7 +2877,6 @@ namespace Server
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if (ns != null)
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{
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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@ -2997,8 +2976,6 @@ namespace Server
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{
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ns.Send(new MobileUpdateOld(this));
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}
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ClearFastwalkStack();
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}
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}
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else
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@ -3014,7 +2991,6 @@ namespace Server
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}
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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if (ns != null)
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{
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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{
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ourState.Send(new MobileUpdateOld(m));
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}
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ClearFastwalkStack();
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}
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if (sendIncoming)
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return true;
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}
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public virtual void ClearFastwalkStack()
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public virtual bool CheckMovement(Direction d, out int newZ) => Movement.Movement.CheckMovement(this, d, out newZ);
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private bool CanMove(Direction d, Point3D oldLocation, ref Point3D newLocation)
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{
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if (m_MoveRecords != null && m_MoveRecords.Count > 0)
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if (m_Spell?.OnCasterMoving(d) == false)
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{
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m_MoveRecords.Clear();
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return false;
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}
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m_EndQueue = Core.TickCount;
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}
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if (m_Paralyzed || m_Frozen)
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{
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SendLocalizedMessage(500111); // You are frozen and can not move.
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public virtual bool CheckMovement(Direction d, out int newZ) => Movement.Movement.CheckMovement(this, d, out newZ);
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return false;
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}
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if (!CheckMovement(d, out var newZ))
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{
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return false;
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}
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int x = oldLocation.m_X, y = oldLocation.m_Y;
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int oldX = x, oldY = y;
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var oldZ = oldLocation.m_Z;
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switch (d & Direction.Mask)
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{
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case Direction.North:
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--y;
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break;
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case Direction.Right:
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++x;
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--y;
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break;
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case Direction.East:
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++x;
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break;
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case Direction.Down:
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++x;
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++y;
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break;
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case Direction.South:
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++y;
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break;
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case Direction.Left:
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--x;
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++y;
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break;
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case Direction.West:
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--x;
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break;
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case Direction.Up:
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--x;
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--y;
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break;
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}
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newLocation.m_X = x;
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newLocation.m_Y = y;
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newLocation.m_Z = newZ;
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Pushing = false;
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var map = m_Map;
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if (map == null || !Region.CanMove(this, d, newLocation, oldLocation, map))
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{
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return false;
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}
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var oldSector = map.GetSector(oldX, oldY);
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var newSector = map.GetSector(x, y);
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if (oldSector != newSector)
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{
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for (var i = 0; i < oldSector.Mobiles.Count; ++i)
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{
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var m = oldSector.Mobiles[i];
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if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
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!m.OnMoveOff(this))
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{
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return false;
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}
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}
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for (var i = 0; i < oldSector.Items.Count; ++i)
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{
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var item = oldSector.Items[i];
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if (item.AtWorldPoint(oldX, oldY) &&
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(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
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!item.OnMoveOff(this))
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{
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return false;
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}
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}
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for (var i = 0; i < newSector.Mobiles.Count; ++i)
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{
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var m = newSector.Mobiles[i];
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if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
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{
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return false;
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}
|
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}
|
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|
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for (var i = 0; i < newSector.Items.Count; ++i)
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{
|
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var item = newSector.Items[i];
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if (item.AtWorldPoint(x, y) &&
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(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
|
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!item.OnMoveOver(this))
|
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{
|
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return false;
|
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}
|
||||
}
|
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}
|
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else
|
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{
|
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for (var i = 0; i < oldSector.Mobiles.Count; ++i)
|
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{
|
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var m = oldSector.Mobiles[i];
|
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|
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if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
|
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!m.OnMoveOff(this))
|
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{
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return false;
|
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}
|
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|
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if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
|
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{
|
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return false;
|
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}
|
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}
|
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|
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for (var i = 0; i < oldSector.Items.Count; ++i)
|
||||
{
|
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var item = oldSector.Items[i];
|
||||
|
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if (item.AtWorldPoint(oldX, oldY) &&
|
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(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
|
||||
!item.OnMoveOff(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
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if (item.AtWorldPoint(x, y) &&
|
||||
(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
|
||||
!item.OnMoveOver(this))
|
||||
{
|
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return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!InternalOnMove(d))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (
|
||||
CalcMoves.EnableFastwalkPrevention &&
|
||||
AccessLevel < CalcMoves.FastwalkExemptionLevel &&
|
||||
m_NetState?.AddStep(d) == false
|
||||
)
|
||||
{
|
||||
var fw = new FastWalkEventArgs(m_NetState);
|
||||
EventSink.InvokeFastWalk(fw);
|
||||
|
||||
if (fw.Blocked)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
LastMoveTime = Core.TickCount;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool Move(Direction d)
|
||||
{
|
||||
|
|
@ -4538,227 +4682,13 @@ namespace Server
|
|||
box.Close();
|
||||
}
|
||||
|
||||
var newLocation = m_Location;
|
||||
var oldLocation = newLocation;
|
||||
var oldLocation = m_Location;
|
||||
Point3D newLocation = oldLocation;
|
||||
|
||||
if ((m_Direction & Direction.Mask) == (d & Direction.Mask))
|
||||
{
|
||||
// We are actually moving (not just a direction change)
|
||||
|
||||
if (m_Spell?.OnCasterMoving(d) == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Paralyzed || m_Frozen)
|
||||
{
|
||||
SendLocalizedMessage(500111); // You are frozen and can not move.
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (CheckMovement(d, out var newZ))
|
||||
{
|
||||
int x = oldLocation.m_X, y = oldLocation.m_Y;
|
||||
int oldX = x, oldY = y;
|
||||
var oldZ = oldLocation.m_Z;
|
||||
|
||||
switch (d & Direction.Mask)
|
||||
{
|
||||
case Direction.North:
|
||||
--y;
|
||||
break;
|
||||
case Direction.Right:
|
||||
++x;
|
||||
--y;
|
||||
break;
|
||||
case Direction.East:
|
||||
++x;
|
||||
break;
|
||||
case Direction.Down:
|
||||
++x;
|
||||
++y;
|
||||
break;
|
||||
case Direction.South:
|
||||
++y;
|
||||
break;
|
||||
case Direction.Left:
|
||||
--x;
|
||||
++y;
|
||||
break;
|
||||
case Direction.West:
|
||||
--x;
|
||||
break;
|
||||
case Direction.Up:
|
||||
--x;
|
||||
--y;
|
||||
break;
|
||||
}
|
||||
|
||||
newLocation.m_X = x;
|
||||
newLocation.m_Y = y;
|
||||
newLocation.m_Z = newZ;
|
||||
|
||||
Pushing = false;
|
||||
|
||||
var map = m_Map;
|
||||
|
||||
if (map != null)
|
||||
{
|
||||
var oldSector = map.GetSector(oldX, oldY);
|
||||
var newSector = map.GetSector(x, y);
|
||||
|
||||
if (oldSector != newSector)
|
||||
{
|
||||
for (var i = 0; i < oldSector.Mobiles.Count; ++i)
|
||||
{
|
||||
var m = oldSector.Mobiles[i];
|
||||
|
||||
if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
|
||||
!m.OnMoveOff(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < oldSector.Items.Count; ++i)
|
||||
{
|
||||
var item = oldSector.Items[i];
|
||||
|
||||
if (item.AtWorldPoint(oldX, oldY) &&
|
||||
(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
|
||||
!item.OnMoveOff(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < newSector.Mobiles.Count; ++i)
|
||||
{
|
||||
var m = newSector.Mobiles[i];
|
||||
|
||||
if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < newSector.Items.Count; ++i)
|
||||
{
|
||||
var item = newSector.Items[i];
|
||||
|
||||
if (item.AtWorldPoint(x, y) &&
|
||||
(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
|
||||
!item.OnMoveOver(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var i = 0; i < oldSector.Mobiles.Count; ++i)
|
||||
{
|
||||
var m = oldSector.Mobiles[i];
|
||||
|
||||
if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
|
||||
!m.OnMoveOff(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < oldSector.Items.Count; ++i)
|
||||
{
|
||||
var item = oldSector.Items[i];
|
||||
|
||||
if (item.AtWorldPoint(oldX, oldY) &&
|
||||
(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
|
||||
!item.OnMoveOff(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (item.AtWorldPoint(x, y) &&
|
||||
(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
|
||||
!item.OnMoveOver(this))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!Region.CanMove(this, d, newLocation, oldLocation, m_Map))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!InternalOnMove(d))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (FwdEnabled && m_NetState != null && m_AccessLevel < FwdAccessOverride &&
|
||||
(!FwdUOTDOverride || !m_NetState.IsUOTDClient))
|
||||
{
|
||||
m_MoveRecords ??= new Queue<MovementRecord>(6);
|
||||
|
||||
while (m_MoveRecords.Count > 0)
|
||||
{
|
||||
var r = m_MoveRecords.Peek();
|
||||
|
||||
if (r.Expired())
|
||||
{
|
||||
m_MoveRecords.Dequeue();
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_MoveRecords.Count >= FwdMaxSteps)
|
||||
{
|
||||
var fw = new FastWalkEventArgs(m_NetState);
|
||||
EventSink.InvokeFastWalk(fw);
|
||||
|
||||
if (fw.Blocked)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
var delay = ComputeMovementSpeed(d);
|
||||
|
||||
long end;
|
||||
|
||||
if (m_MoveRecords.Count > 0)
|
||||
{
|
||||
end = m_EndQueue + delay;
|
||||
}
|
||||
else
|
||||
{
|
||||
end = Core.TickCount + delay;
|
||||
}
|
||||
|
||||
m_MoveRecords.Enqueue(MovementRecord.NewInstance(end));
|
||||
|
||||
m_EndQueue = end;
|
||||
}
|
||||
|
||||
LastMoveTime = Core.TickCount;
|
||||
}
|
||||
else
|
||||
if (!CanMove(d, oldLocation, ref newLocation))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
@ -4766,12 +4696,7 @@ namespace Server
|
|||
DisruptiveAction();
|
||||
}
|
||||
|
||||
m_NetState?.Send(
|
||||
MovementAck.Instantiate(
|
||||
m_NetState.Sequence,
|
||||
this
|
||||
)
|
||||
);
|
||||
m_NetState?.SendMovementAck(m_NetState.Sequence, this);
|
||||
|
||||
SetLocation(newLocation, false);
|
||||
SetDirection(d);
|
||||
|
|
@ -4886,22 +4811,14 @@ namespace Server
|
|||
|
||||
public int ComputeMovementSpeed() => ComputeMovementSpeed(Direction, false);
|
||||
|
||||
public int ComputeMovementSpeed(Direction dir) => ComputeMovementSpeed(dir, true);
|
||||
|
||||
public virtual int ComputeMovementSpeed(Direction dir, bool checkTurning)
|
||||
public virtual int ComputeMovementSpeed(Direction dir, bool checkTurning = true)
|
||||
{
|
||||
int delay;
|
||||
|
||||
if (Mounted)
|
||||
{
|
||||
delay = (dir & Direction.Running) != 0 ? RunMount : WalkMount;
|
||||
}
|
||||
else
|
||||
{
|
||||
delay = (dir & Direction.Running) != 0 ? RunFoot : WalkFoot;
|
||||
return (dir & Direction.Running) != 0 ? CalcMoves.RunMountDelay : CalcMoves.WalkMountDelay;
|
||||
}
|
||||
|
||||
return delay;
|
||||
return (dir & Direction.Running) != 0 ? CalcMoves.RunFootDelay : CalcMoves.WalkFootDelay;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -7856,8 +7773,6 @@ namespace Server
|
|||
{
|
||||
m_NetState.Send(new MobileUpdateOld(this));
|
||||
}
|
||||
|
||||
ClearFastwalkStack();
|
||||
}
|
||||
|
||||
var map = m_Map;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,48 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: Movement.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
namespace Server.Movement
|
||||
{
|
||||
public static class Movement
|
||||
{
|
||||
// Movement implementation algorithm
|
||||
public static IMovementImpl Impl { get; set; }
|
||||
public static int WalkFootDelay { get; set; } = 440;
|
||||
public static int RunFootDelay { get; set; } = 220;
|
||||
public static int WalkMountDelay { get; set; } = 220;
|
||||
public static int RunMountDelay { get; set; } = 110;
|
||||
|
||||
public static bool EnableFastwalkPrevention { get; set; } = true;
|
||||
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
|
||||
|
||||
// If this is changed during runtime, then the steps array needs resizing.
|
||||
public static int MaxSteps { get; private set; } = 4;
|
||||
|
||||
public static void Configure()
|
||||
{
|
||||
EnableFastwalkPrevention = ServerConfiguration.GetOrUpdateSetting("movement.enableFastWalkPrevention", EnableFastwalkPrevention);
|
||||
MaxSteps = ServerConfiguration.GetOrUpdateSetting("movement.maxSteps", MaxSteps);
|
||||
FastwalkExemptionLevel = ServerConfiguration.GetOrUpdateSetting("movement.fastwalkExemptionLevel", FastwalkExemptionLevel);
|
||||
WalkFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkFoot", WalkFootDelay);
|
||||
RunFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runFoot", RunFootDelay);
|
||||
WalkMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkMount", WalkMountDelay);
|
||||
RunMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runMount", RunMountDelay);
|
||||
|
||||
// Testing
|
||||
FastwalkExemptionLevel = (AccessLevel)((int)AccessLevel.Owner + 1);
|
||||
}
|
||||
|
||||
public static bool CheckMovement(Mobile m, Direction d, out int newZ)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,57 +0,0 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: MovementRecord.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class MovementRecord
|
||||
{
|
||||
private static readonly Queue<MovementRecord> m_InstancePool = new Queue<MovementRecord>();
|
||||
private long m_End;
|
||||
|
||||
private MovementRecord(long end) => m_End = end;
|
||||
|
||||
public static MovementRecord NewInstance(long end)
|
||||
{
|
||||
MovementRecord r;
|
||||
|
||||
if (m_InstancePool.Count > 0)
|
||||
{
|
||||
r = m_InstancePool.Dequeue();
|
||||
|
||||
r.m_End = end;
|
||||
}
|
||||
else
|
||||
{
|
||||
r = new MovementRecord(end);
|
||||
}
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
public bool Expired()
|
||||
{
|
||||
var v = Core.TickCount - m_End >= 0;
|
||||
|
||||
if (v)
|
||||
{
|
||||
m_InstancePool.Enqueue(this);
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
||||
92
Projects/Server/Network/NetState/NetState.Fastwalk.cs
Normal file
92
Projects/Server/Network/NetState/NetState.Fastwalk.cs
Normal file
|
|
@ -0,0 +1,92 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: NetState.Fastwalk.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
using CalcMoves = Server.Movement.Movement;
|
||||
|
||||
namespace Server.Network
|
||||
{
|
||||
public partial class NetState
|
||||
{
|
||||
private int _stepIndex;
|
||||
private int _stepCount;
|
||||
private long _startDelay;
|
||||
private long[] _stepDelays;
|
||||
|
||||
public bool AddStep(Direction d)
|
||||
{
|
||||
if (Mobile == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var maxSteps = CalcMoves.MaxSteps;
|
||||
|
||||
_stepDelays ??= new long[maxSteps];
|
||||
var length = _stepDelays.Length;
|
||||
|
||||
var index = _stepIndex - _stepCount;
|
||||
if (index < 0)
|
||||
{
|
||||
index += length;
|
||||
}
|
||||
|
||||
var now = Core.TickCount;
|
||||
var last = _startDelay;
|
||||
|
||||
// Discard old steps by decrementing the step counter
|
||||
while (index != _stepIndex || _stepCount >= maxSteps)
|
||||
{
|
||||
var step = _stepDelays[index++];
|
||||
if (now - last < step)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
last += step;
|
||||
_stepCount--;
|
||||
if (index >= length)
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
}
|
||||
|
||||
_startDelay = last;
|
||||
|
||||
// If we are out of steps, fail
|
||||
if (_stepCount >= maxSteps)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var delay = Mobile.ComputeMovementSpeed(d);
|
||||
|
||||
// Add the delay
|
||||
_stepDelays[_stepIndex++] = delay;
|
||||
|
||||
if (_stepIndex >= length)
|
||||
{
|
||||
_stepIndex = 0;
|
||||
}
|
||||
|
||||
if (_stepCount == 0)
|
||||
{
|
||||
_startDelay = now;
|
||||
}
|
||||
_stepCount++;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -392,8 +392,6 @@ namespace Server.Network
|
|||
state.SendMapChange(m.Map);
|
||||
|
||||
EventSink.InvokeLogin(m);
|
||||
|
||||
m.ClearFastwalkStack();
|
||||
}
|
||||
|
||||
private static int GenerateAuthID(this NetState state)
|
||||
|
|
|
|||
120
Projects/Server/Network/Packets/IncomingMovementPackets.cs
Normal file
120
Projects/Server/Network/Packets/IncomingMovementPackets.cs
Normal file
|
|
@ -0,0 +1,120 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: IncomingMovementPackets.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
namespace Server.Network
|
||||
{
|
||||
public static class IncomingMovementPackets
|
||||
{
|
||||
public static void Configure()
|
||||
{
|
||||
IncomingPackets.Register(0x02, 7, true, MovementReq);
|
||||
IncomingPackets.Register(0xF0, 0, true, NewMovementReq);
|
||||
IncomingPackets.Register(0xF1, 9, true, TimeSyncReq);
|
||||
}
|
||||
|
||||
public static void NewMovementReq(NetState ns, CircularBufferReader reader)
|
||||
{
|
||||
var from = ns.Mobile;
|
||||
|
||||
if (from == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var steps = reader.ReadByte();
|
||||
for (int i = 0; i < steps; i++)
|
||||
{
|
||||
var t1 = reader.ReadUInt64(); // start time?
|
||||
var t2 = reader.ReadUInt64(); // end time?
|
||||
int seq = reader.ReadByte();
|
||||
var dir = (Direction)reader.ReadByte();
|
||||
var mode = reader.ReadInt32(); // 1 = walk, 2 = run
|
||||
if (mode == 2)
|
||||
{
|
||||
dir |= Direction.Running;
|
||||
}
|
||||
|
||||
// Location
|
||||
reader.ReadInt32(); // x
|
||||
reader.ReadInt32(); // y
|
||||
reader.ReadInt32(); // z
|
||||
|
||||
if (ns.Sequence == 0 && seq != 0 || !from.Move(dir))
|
||||
{
|
||||
ns.SendMovementRej(seq, from);
|
||||
ns.Sequence = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
++seq;
|
||||
|
||||
if (seq == 256)
|
||||
{
|
||||
seq = 1;
|
||||
}
|
||||
|
||||
ns.Sequence = seq;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void TimeSyncReq(NetState ns, CircularBufferReader reader)
|
||||
{
|
||||
reader.ReadUInt64(); // Client Time?
|
||||
|
||||
ns.SendTimeSyncResponse();
|
||||
}
|
||||
|
||||
public static void MovementReq(NetState state, CircularBufferReader reader)
|
||||
{
|
||||
var from = state.Mobile;
|
||||
|
||||
if (from == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var dir = (Direction)reader.ReadByte();
|
||||
int seq = reader.ReadByte();
|
||||
var key = reader.ReadUInt32();
|
||||
|
||||
if (key != 0)
|
||||
{
|
||||
state.WriteConsole("OldMove w/ Key {0}", key);
|
||||
}
|
||||
else
|
||||
{
|
||||
state.WriteConsole("Old Movement!");
|
||||
}
|
||||
|
||||
if (state.Sequence == 0 && seq != 0 || !from.Move(dir))
|
||||
{
|
||||
state.SendMovementRej(seq, from);
|
||||
state.Sequence = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
++seq;
|
||||
|
||||
if (seq == 256)
|
||||
{
|
||||
seq = 1;
|
||||
}
|
||||
|
||||
state.Sequence = seq;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -23,7 +23,6 @@ namespace Server.Network
|
|||
public static void Configure()
|
||||
{
|
||||
IncomingPackets.Register(0x01, 5, false, Disconnect);
|
||||
IncomingPackets.Register(0x02, 7, true, MovementReq);
|
||||
IncomingPackets.Register(0x05, 5, true, AttackReq);
|
||||
IncomingPackets.Register(0x12, 0, true, TextCommand);
|
||||
IncomingPackets.Register(0x22, 3, true, Resynchronize);
|
||||
|
|
@ -490,8 +489,6 @@ namespace Server.Network
|
|||
from.SendEverything();
|
||||
|
||||
state.Sequence = 0;
|
||||
|
||||
from.ClearFastwalkStack();
|
||||
}
|
||||
|
||||
public static void PingReq(NetState state, CircularBufferReader reader)
|
||||
|
|
@ -504,40 +501,6 @@ namespace Server.Network
|
|||
state.Send(ChangeUpdateRange.Instantiate(18));
|
||||
}
|
||||
|
||||
// TODO: Change to OSI fastwalk stack
|
||||
public static void MovementReq(NetState state, CircularBufferReader reader)
|
||||
{
|
||||
var from = state.Mobile;
|
||||
|
||||
if (from == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var dir = (Direction)reader.ReadByte();
|
||||
int seq = reader.ReadByte();
|
||||
var key = reader.ReadInt32(); // Fastwalk stack key
|
||||
|
||||
if (state.Sequence == 0 && seq != 0 || !from.Move(dir))
|
||||
{
|
||||
state.Send(new MovementRej(seq, from));
|
||||
state.Sequence = 0;
|
||||
|
||||
from.ClearFastwalkStack();
|
||||
}
|
||||
else
|
||||
{
|
||||
++seq;
|
||||
|
||||
if (seq == 256)
|
||||
{
|
||||
seq = 1;
|
||||
}
|
||||
|
||||
state.Sequence = seq;
|
||||
}
|
||||
}
|
||||
|
||||
public static void MobileQuery(NetState state, CircularBufferReader reader)
|
||||
{
|
||||
var from = state.Mobile;
|
||||
|
|
|
|||
|
|
@ -1,98 +0,0 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: MovementPackets.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
namespace Server.Network
|
||||
{
|
||||
public sealed class SpeedControl : Packet
|
||||
{
|
||||
public static readonly Packet WalkSpeed = SetStatic(new SpeedControl(2));
|
||||
public static readonly Packet MountSpeed = SetStatic(new SpeedControl(1));
|
||||
public static readonly Packet Disable = SetStatic(new SpeedControl(0));
|
||||
|
||||
public SpeedControl(int speedControl) : base(0xBF)
|
||||
{
|
||||
EnsureCapacity(3);
|
||||
|
||||
Stream.Write((short)0x26);
|
||||
Stream.Write((byte)speedControl);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Causes the client to walk in a given direction. It does not send a movement request.
|
||||
/// </summary>
|
||||
public sealed class MovePlayer : Packet
|
||||
{
|
||||
public MovePlayer(Direction d) : base(0x97, 2)
|
||||
{
|
||||
Stream.Write((byte)d);
|
||||
|
||||
// @4C63B0
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class MovementRej : Packet
|
||||
{
|
||||
public MovementRej(int seq, Mobile m) : base(0x21, 8)
|
||||
{
|
||||
Stream.Write((byte)seq);
|
||||
Stream.Write((short)m.X);
|
||||
Stream.Write((short)m.Y);
|
||||
Stream.Write((byte)m.Direction);
|
||||
Stream.Write((sbyte)m.Z);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class MovementAck : Packet
|
||||
{
|
||||
private static readonly MovementAck[] m_Cache = new MovementAck[8 * 256];
|
||||
|
||||
private MovementAck(int seq, int noto) : base(0x22, 3)
|
||||
{
|
||||
Stream.Write((byte)seq);
|
||||
Stream.Write((byte)noto);
|
||||
}
|
||||
|
||||
public static MovementAck Instantiate(int seq, Mobile m)
|
||||
{
|
||||
var noto = Notoriety.Compute(m, m);
|
||||
|
||||
var p = m_Cache[noto * seq];
|
||||
|
||||
if (p == null)
|
||||
{
|
||||
m_Cache[noto * seq] = p = new MovementAck(seq, noto);
|
||||
p.SetStatic();
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class NullFastwalkStack : Packet
|
||||
{
|
||||
public NullFastwalkStack() : base(0xBF)
|
||||
{
|
||||
EnsureCapacity(256);
|
||||
Stream.Write((short)0x1);
|
||||
Stream.Write(0x0);
|
||||
Stream.Write(0x0);
|
||||
Stream.Write(0x0);
|
||||
Stream.Write(0x0);
|
||||
Stream.Write(0x0);
|
||||
Stream.Write(0x0);
|
||||
}
|
||||
}
|
||||
}
|
||||
145
Projects/Server/Network/Packets/OutgoingMovementPackets.cs
Normal file
145
Projects/Server/Network/Packets/OutgoingMovementPackets.cs
Normal file
|
|
@ -0,0 +1,145 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: OutgoingMovementPackets.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
using System.Buffers;
|
||||
|
||||
namespace Server.Network
|
||||
{
|
||||
public enum SpeedControlSetting
|
||||
{
|
||||
Disable,
|
||||
Mount,
|
||||
Walk
|
||||
}
|
||||
|
||||
public static class OutgoingMovementPackets
|
||||
{
|
||||
public static void SendSpeedControl(this NetState ns, SpeedControlSetting speedControl)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var writer = new CircularBufferWriter(buffer);
|
||||
writer.Write((byte)0xBF); // Packet ID
|
||||
writer.Write((ushort)06);
|
||||
writer.Write((ushort)0x26); // Subpacket
|
||||
writer.Write((byte)speedControl);
|
||||
|
||||
ns.Send(ref buffer, writer.Position);
|
||||
}
|
||||
|
||||
public static void SendMovePlayer(this NetState ns, Direction d)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buffer[0] = 0x97; // Packet ID
|
||||
buffer[1] = (byte)d;
|
||||
|
||||
ns.Send(ref buffer, 2);
|
||||
}
|
||||
|
||||
public static void SendMovementAck(this NetState ns, int seq, Mobile m) =>
|
||||
ns.SendMovementAck(seq, Notoriety.Compute(m, m));
|
||||
|
||||
public static void SendMovementAck(this NetState ns, int seq, int noto)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buffer[0] = 0x22; // Packet ID
|
||||
buffer[1] = (byte)seq;
|
||||
buffer[2] = (byte)noto;
|
||||
|
||||
ns.Send(ref buffer, 3);
|
||||
}
|
||||
|
||||
public static void SendMovementRej(this NetState ns, int seq, Mobile m)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var writer = new CircularBufferWriter(buffer);
|
||||
writer.Write((byte)0x21); // Packet ID
|
||||
writer.Write((byte)seq);
|
||||
writer.Write((short)m.X);
|
||||
writer.Write((short)m.Y);
|
||||
writer.Write((byte)m.Direction);
|
||||
writer.Write((sbyte)m.Z);
|
||||
|
||||
ns.Send(ref buffer, 8);
|
||||
}
|
||||
|
||||
public static void SendInitialFastwalkStack(this NetState ns, uint[] keys)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var writer = new CircularBufferWriter(buffer);
|
||||
writer.Write((byte)0xBF); // Packet ID
|
||||
writer.Write((ushort)0x1); // Subpacket
|
||||
writer.Write(keys[0]);
|
||||
writer.Write(keys[1]);
|
||||
writer.Write(keys[2]);
|
||||
writer.Write(keys[3]);
|
||||
writer.Write(keys[4]);
|
||||
writer.Write(keys[5]);
|
||||
|
||||
ns.Send(ref buffer, writer.Position);
|
||||
}
|
||||
|
||||
public static void SendFastwalkStackKey(this NetState ns, uint key = 0)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var writer = new CircularBufferWriter(buffer);
|
||||
writer.Write((byte)0xBF); // Packet ID
|
||||
writer.Write((ushort)0x2); // Subpacket
|
||||
writer.Write(key);
|
||||
|
||||
ns.Send(ref buffer, writer.Position);
|
||||
}
|
||||
|
||||
public static void SendTimeSyncResponse(this NetState ns)
|
||||
{
|
||||
if (ns == null || !ns.GetSendBuffer(out var buffer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var writer = new CircularBufferWriter(buffer);
|
||||
writer.Write((byte)0xF2); // Packet ID
|
||||
|
||||
writer.Write(Core.TickCount); // ??
|
||||
writer.Write(Core.TickCount); // ??
|
||||
writer.Write(Core.TickCount); // ??
|
||||
|
||||
ns.Send(ref buffer, writer.Position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -59,7 +59,7 @@ namespace Server.Network
|
|||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < Buffer.Length; i++)
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
var buffer = Buffer[i];
|
||||
var sz = Math.Min(remaining, buffer.Count);
|
||||
|
|
|
|||
|
|
@ -1185,6 +1185,23 @@ namespace Server
|
|||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static bool RandomBool() => RandomSources.Source.NextBool();
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint RandomMinMax(uint min, uint max)
|
||||
{
|
||||
if (min > max)
|
||||
{
|
||||
var copy = min;
|
||||
min = max;
|
||||
max = copy;
|
||||
}
|
||||
else if (min == max)
|
||||
{
|
||||
return min;
|
||||
}
|
||||
|
||||
return min + RandomSources.Source.Next(max - min + 1);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int RandomMinMax(int min, int max)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue