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
92
Projects/Server/Network/NetState/NetState.Fastwalk.cs
Normal file
92
Projects/Server/Network/NetState/NetState.Fastwalk.cs
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@ -0,0 +1,92 @@
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: NetState.Fastwalk.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Network
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{
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public partial class NetState
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{
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private int _stepIndex;
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private int _stepCount;
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private long _startDelay;
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private long[] _stepDelays;
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public bool AddStep(Direction d)
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{
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if (Mobile == null)
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{
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return false;
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}
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var maxSteps = CalcMoves.MaxSteps;
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_stepDelays ??= new long[maxSteps];
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var length = _stepDelays.Length;
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var index = _stepIndex - _stepCount;
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if (index < 0)
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{
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index += length;
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}
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var now = Core.TickCount;
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var last = _startDelay;
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// Discard old steps by decrementing the step counter
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while (index != _stepIndex || _stepCount >= maxSteps)
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{
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var step = _stepDelays[index++];
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if (now - last < step)
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{
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break;
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}
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last += step;
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_stepCount--;
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if (index >= length)
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{
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index = 0;
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}
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}
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_startDelay = last;
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// If we are out of steps, fail
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if (_stepCount >= maxSteps)
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{
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return false;
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}
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var delay = Mobile.ComputeMovementSpeed(d);
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// Add the delay
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_stepDelays[_stepIndex++] = delay;
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if (_stepIndex >= length)
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{
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_stepIndex = 0;
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}
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if (_stepCount == 0)
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{
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_startDelay = now;
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}
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_stepCount++;
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return true;
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}
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}
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}
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@ -392,8 +392,6 @@ namespace Server.Network
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state.SendMapChange(m.Map);
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EventSink.InvokeLogin(m);
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m.ClearFastwalkStack();
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}
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private static int GenerateAuthID(this NetState state)
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120
Projects/Server/Network/Packets/IncomingMovementPackets.cs
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120
Projects/Server/Network/Packets/IncomingMovementPackets.cs
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@ -0,0 +1,120 @@
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: IncomingMovementPackets.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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namespace Server.Network
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{
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public static class IncomingMovementPackets
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{
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public static void Configure()
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{
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IncomingPackets.Register(0x02, 7, true, MovementReq);
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IncomingPackets.Register(0xF0, 0, true, NewMovementReq);
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IncomingPackets.Register(0xF1, 9, true, TimeSyncReq);
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}
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public static void NewMovementReq(NetState ns, CircularBufferReader reader)
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{
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var from = ns.Mobile;
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if (from == null)
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{
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return;
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}
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var steps = reader.ReadByte();
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for (int i = 0; i < steps; i++)
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{
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var t1 = reader.ReadUInt64(); // start time?
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var t2 = reader.ReadUInt64(); // end time?
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int seq = reader.ReadByte();
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var dir = (Direction)reader.ReadByte();
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var mode = reader.ReadInt32(); // 1 = walk, 2 = run
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if (mode == 2)
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{
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dir |= Direction.Running;
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}
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// Location
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reader.ReadInt32(); // x
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reader.ReadInt32(); // y
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reader.ReadInt32(); // z
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if (ns.Sequence == 0 && seq != 0 || !from.Move(dir))
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{
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ns.SendMovementRej(seq, from);
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ns.Sequence = 0;
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}
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else
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{
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++seq;
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if (seq == 256)
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{
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seq = 1;
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}
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ns.Sequence = seq;
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}
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}
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}
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public static void TimeSyncReq(NetState ns, CircularBufferReader reader)
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{
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reader.ReadUInt64(); // Client Time?
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ns.SendTimeSyncResponse();
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}
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public static void MovementReq(NetState state, CircularBufferReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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var dir = (Direction)reader.ReadByte();
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int seq = reader.ReadByte();
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var key = reader.ReadUInt32();
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if (key != 0)
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{
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state.WriteConsole("OldMove w/ Key {0}", key);
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}
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else
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{
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state.WriteConsole("Old Movement!");
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}
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if (state.Sequence == 0 && seq != 0 || !from.Move(dir))
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{
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state.SendMovementRej(seq, from);
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state.Sequence = 0;
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}
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else
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{
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++seq;
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if (seq == 256)
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{
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seq = 1;
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}
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state.Sequence = seq;
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}
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}
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}
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}
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@ -23,7 +23,6 @@ namespace Server.Network
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public static void Configure()
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{
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IncomingPackets.Register(0x01, 5, false, Disconnect);
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IncomingPackets.Register(0x02, 7, true, MovementReq);
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IncomingPackets.Register(0x05, 5, true, AttackReq);
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IncomingPackets.Register(0x12, 0, true, TextCommand);
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IncomingPackets.Register(0x22, 3, true, Resynchronize);
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@ -490,8 +489,6 @@ namespace Server.Network
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from.SendEverything();
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state.Sequence = 0;
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from.ClearFastwalkStack();
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}
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public static void PingReq(NetState state, CircularBufferReader reader)
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@ -504,40 +501,6 @@ namespace Server.Network
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state.Send(ChangeUpdateRange.Instantiate(18));
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}
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// TODO: Change to OSI fastwalk stack
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public static void MovementReq(NetState state, CircularBufferReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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{
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return;
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}
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var dir = (Direction)reader.ReadByte();
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int seq = reader.ReadByte();
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var key = reader.ReadInt32(); // Fastwalk stack key
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if (state.Sequence == 0 && seq != 0 || !from.Move(dir))
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{
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state.Send(new MovementRej(seq, from));
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state.Sequence = 0;
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from.ClearFastwalkStack();
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}
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else
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{
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++seq;
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if (seq == 256)
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{
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seq = 1;
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}
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state.Sequence = seq;
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}
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}
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public static void MobileQuery(NetState state, CircularBufferReader reader)
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{
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var from = state.Mobile;
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@ -1,98 +0,0 @@
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: MovementPackets.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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namespace Server.Network
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{
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public sealed class SpeedControl : Packet
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{
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public static readonly Packet WalkSpeed = SetStatic(new SpeedControl(2));
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public static readonly Packet MountSpeed = SetStatic(new SpeedControl(1));
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public static readonly Packet Disable = SetStatic(new SpeedControl(0));
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public SpeedControl(int speedControl) : base(0xBF)
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{
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EnsureCapacity(3);
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Stream.Write((short)0x26);
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Stream.Write((byte)speedControl);
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}
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}
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/// <summary>
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/// Causes the client to walk in a given direction. It does not send a movement request.
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/// </summary>
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public sealed class MovePlayer : Packet
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{
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public MovePlayer(Direction d) : base(0x97, 2)
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{
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Stream.Write((byte)d);
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// @4C63B0
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}
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}
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public sealed class MovementRej : Packet
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{
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public MovementRej(int seq, Mobile m) : base(0x21, 8)
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{
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Stream.Write((byte)seq);
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Stream.Write((short)m.X);
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Stream.Write((short)m.Y);
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Stream.Write((byte)m.Direction);
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Stream.Write((sbyte)m.Z);
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}
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}
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public sealed class MovementAck : Packet
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{
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private static readonly MovementAck[] m_Cache = new MovementAck[8 * 256];
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private MovementAck(int seq, int noto) : base(0x22, 3)
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{
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Stream.Write((byte)seq);
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Stream.Write((byte)noto);
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}
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public static MovementAck Instantiate(int seq, Mobile m)
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{
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var noto = Notoriety.Compute(m, m);
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var p = m_Cache[noto * seq];
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if (p == null)
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{
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m_Cache[noto * seq] = p = new MovementAck(seq, noto);
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p.SetStatic();
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}
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return p;
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}
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}
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public sealed class NullFastwalkStack : Packet
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{
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public NullFastwalkStack() : base(0xBF)
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{
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EnsureCapacity(256);
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Stream.Write((short)0x1);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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}
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}
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}
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145
Projects/Server/Network/Packets/OutgoingMovementPackets.cs
Normal file
145
Projects/Server/Network/Packets/OutgoingMovementPackets.cs
Normal file
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@ -0,0 +1,145 @@
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/*************************************************************************
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* ModernUO *
|
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* Copyright 2019-2020 - ModernUO Development Team *
|
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* Email: hi@modernuo.com *
|
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* File: OutgoingMovementPackets.cs *
|
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* *
|
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* 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/>. *
|
||||
*************************************************************************/
|
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|
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using System.Buffers;
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namespace Server.Network
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{
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public enum SpeedControlSetting
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{
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Disable,
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Mount,
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Walk
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}
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public static class OutgoingMovementPackets
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{
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public static void SendSpeedControl(this NetState ns, SpeedControlSetting speedControl)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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var writer = new CircularBufferWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)06);
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writer.Write((ushort)0x26); // Subpacket
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writer.Write((byte)speedControl);
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ns.Send(ref buffer, writer.Position);
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}
|
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|
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public static void SendMovePlayer(this NetState ns, Direction d)
|
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{
|
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if (ns == null || !ns.GetSendBuffer(out var buffer))
|
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{
|
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return;
|
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}
|
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|
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buffer[0] = 0x97; // Packet ID
|
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buffer[1] = (byte)d;
|
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|
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ns.Send(ref buffer, 2);
|
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}
|
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|
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public static void SendMovementAck(this NetState ns, int seq, Mobile m) =>
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ns.SendMovementAck(seq, Notoriety.Compute(m, m));
|
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|
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public static void SendMovementAck(this NetState ns, int seq, int noto)
|
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{
|
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if (ns == null || !ns.GetSendBuffer(out var buffer))
|
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{
|
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return;
|
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}
|
||||
|
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buffer[0] = 0x22; // Packet ID
|
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buffer[1] = (byte)seq;
|
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buffer[2] = (byte)noto;
|
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|
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ns.Send(ref buffer, 3);
|
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}
|
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|
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public static void SendMovementRej(this NetState ns, int seq, Mobile m)
|
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{
|
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if (ns == null || !ns.GetSendBuffer(out var buffer))
|
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{
|
||||
return;
|
||||
}
|
||||
|
||||
var writer = new CircularBufferWriter(buffer);
|
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writer.Write((byte)0x21); // Packet ID
|
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writer.Write((byte)seq);
|
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writer.Write((short)m.X);
|
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writer.Write((short)m.Y);
|
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writer.Write((byte)m.Direction);
|
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writer.Write((sbyte)m.Z);
|
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|
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ns.Send(ref buffer, 8);
|
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}
|
||||
|
||||
public static void SendInitialFastwalkStack(this NetState ns, uint[] keys)
|
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{
|
||||
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);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue