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:
Kamron Batman 2021-02-07 23:30:56 -08:00 committed by GitHub
parent 1736469ac0
commit 8903028b5f
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GPG key ID: 4AEE18F83AFDEB23
36 changed files with 1018 additions and 405 deletions

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@ -372,7 +372,7 @@ namespace Server.Network
if (!buttonExists)
{
state.WriteConsole("Invalid gump response, disconnecting...");
state.Disconnect();
state.Disconnect("Invalid gump response.");
return;
}
@ -381,7 +381,7 @@ namespace Server.Network
if (switchCount < 0 || switchCount > gump.m_Switches)
{
state.WriteConsole("Invalid gump response, disconnecting...");
state.Disconnect();
state.Disconnect("Invalid gump response.");
return;
}
@ -397,7 +397,7 @@ namespace Server.Network
if (textCount < 0 || textCount > gump.m_TextEntries)
{
state.WriteConsole("Invalid gump response, disconnecting...");
state.Disconnect();
state.Disconnect("Invalid gump response.");
return;
}
@ -411,7 +411,7 @@ namespace Server.Network
if (textLength > 239)
{
state.WriteConsole("Invalid gump response, disconnecting...");
state.Disconnect();
state.Disconnect("Invalid gump response.");
return;
}
@ -593,14 +593,14 @@ namespace Server.Network
if (ph.Ingame && state.Mobile == null)
{
state.WriteConsole(
"Sent ingame packet (0xD7x{0:X2}) before having been attached to a mobile",
"Sent in-game packet (0xD7x{0:X2}) before being attached to a mobile",
packetId
);
state.Disconnect();
state.Disconnect($"Sent in-game packet (0xD7x{packetId:X2}) before being attached to a mobile.");
}
else if (ph.Ingame && state.Mobile.Deleted)
{
state.Disconnect();
state.Disconnect($"Sent in-game packet(0xD7x{packetId:X2}) but mobile is deleted.");
}
else
{