Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
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@ -1,81 +0,0 @@
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using System.Collections.Generic;
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namespace Server.Misc
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{
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/*
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* This system prevents the inability for server staff to
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* access their server due to data overflows during login.
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*
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* Whenever a staff character's NetState is disposed right after
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* the login process, the character is moved to and logged out
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* at a "safe" alternative.
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*
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* The location the character was moved from will be reported
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* to the player upon the next successful login.
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*
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* This system does not affect non-staff players.
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*/
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public static class PreventInaccess
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{
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public static readonly bool Enabled = true;
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private static readonly LocationInfo[] m_Destinations =
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{
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new LocationInfo(new Point3D(5275, 1163, 0), Map.Felucca), // Jail
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new LocationInfo(new Point3D(5275, 1163, 0), Map.Trammel),
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new LocationInfo(new Point3D(5445, 1153, 0), Map.Felucca), // Green acres
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new LocationInfo(new Point3D(5445, 1153, 0), Map.Trammel)
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};
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private static Dictionary<Mobile, LocationInfo> m_MoveHistory;
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public static void Initialize()
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{
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m_MoveHistory = new Dictionary<Mobile, LocationInfo>();
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if (Enabled)
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EventSink.Login += OnLogin;
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}
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public static void OnLogin(Mobile from)
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{
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if (from == null || from.AccessLevel < AccessLevel.Counselor)
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return;
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if (HasDisconnected(from))
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{
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if (!m_MoveHistory.ContainsKey(from))
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m_MoveHistory[from] = new LocationInfo(from.Location, from.Map);
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LocationInfo dest = GetRandomDestination();
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from.Location = dest.Location;
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from.Map = dest.Map;
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}
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else if (m_MoveHistory.TryGetValue(from, out LocationInfo orig))
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{
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from.SendMessage("Your character was moved from {0} ({1}) due to a detected client crash.", orig.Location,
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orig.Map);
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m_MoveHistory.Remove(from);
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}
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}
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private static bool HasDisconnected(Mobile m) => m.NetState?.Connection == null;
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private static LocationInfo GetRandomDestination() => m_Destinations[Utility.Random(m_Destinations.Length)];
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private class LocationInfo
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{
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public LocationInfo(Point3D loc, Map map)
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{
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Location = loc;
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Map = map;
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}
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public Point3D Location { get; }
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public Map Map { get; }
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}
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}
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}
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