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

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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);
}
}
}