fix(core): Tightens the network stack (#479)
- [X] Removes network pause/resume - [X] Adds back packet profiler - [X] Adds state machine to keep track and trace netstates - [X] Changes NetState.Running back to using an interlock exchange - [X] Adds preliminary packet throttling support ### Packet Throttling - `[GetThrottle <packetId>` to get the delay in milliseconds for that packet - `[SetThrottle <packetId> <delay>` to set the delay in milliseconds for that packet The settings are saved to `Configuration/throttles.json`
This commit is contained in:
parent
1736469ac0
commit
8903028b5f
36 changed files with 1018 additions and 405 deletions
|
|
@ -106,9 +106,9 @@ namespace Server.Network
|
|||
|
||||
public static void ExtendedCommand(NetState state, CircularBufferReader reader, ref int packetLength)
|
||||
{
|
||||
int packetID = reader.ReadUInt16();
|
||||
int packetId = reader.ReadUInt16();
|
||||
|
||||
var ph = GetExtendedHandler(packetID);
|
||||
var ph = GetExtendedHandler(packetId);
|
||||
|
||||
if (ph == null)
|
||||
{
|
||||
|
|
@ -122,11 +122,11 @@ namespace Server.Network
|
|||
{
|
||||
state.WriteConsole(
|
||||
"Sent in-game packet (0xBFx{0:X2}) before having been attached to a mobile",
|
||||
packetID
|
||||
packetId
|
||||
);
|
||||
}
|
||||
|
||||
state.Disconnect();
|
||||
state.Disconnect($"Sent in-game packet(0xBFx{packetId:X2}) but mobile is deleted.");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue