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
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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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