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:
Kamron Batman 2020-11-26 23:53:47 -08:00 committed by GitHub
parent b6cd408623
commit 351611a23a
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GPG key ID: 4AEE18F83AFDEB23
25 changed files with 781 additions and 490 deletions

View 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;
}
}
}

View file

@ -392,8 +392,6 @@ namespace Server.Network
state.SendMapChange(m.Map);
EventSink.InvokeLogin(m);
m.ClearFastwalkStack();
}
private static int GenerateAuthID(this NetState state)

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@ -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;
}
}
}
}

View file

@ -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;

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@ -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);
}
}
}

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@ -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);
}
}
}

View file

@ -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);