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
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25 changed files with 781 additions and 490 deletions
92
Projects/Server/Network/NetState/NetState.Fastwalk.cs
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Projects/Server/Network/NetState/NetState.Fastwalk.cs
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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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