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`
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36 changed files with 1018 additions and 405 deletions
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@ -39,11 +39,11 @@ namespace Server.Network
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if (ph.Ingame && state.Mobile == null)
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{
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state.WriteConsole("Sent in-game packet (0xBFx{0:X2}) before having been attached to a mobile", packetID);
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state.Disconnect();
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state.Disconnect("Sent in-game packet before being attached to a mobile.");
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}
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else if (ph.Ingame && state.Mobile.Deleted)
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{
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state.Disconnect();
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state.Disconnect(string.Empty);
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}
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else
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{
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