fix: Removes GetObjectsInRange and fixes boat planks closing (#1579)
## BREAKING CHANGE - Deletes `map.GetObjectsInRange` and `map.GetObejctsInBounds` ### Notes Developers are expected to enumerate mobiles and items separately now using `map.GetMobilesInRange` and `map.GetItemsInRange`. This helps keep the code streamlined so we don't have to maintain multiple copies of ref struct enumerators that do the same thing. ### Fixes - [X] Fixes bug with planks closing - [X] Fixes issue with iterating items/mobiles from a null map
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cb1638591b
commit
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21 changed files with 543 additions and 461 deletions
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@ -16,87 +16,110 @@
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using System;
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using System.Buffers;
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using System.IO;
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using System.Runtime.CompilerServices;
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using Server.Collections;
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using Server.Network;
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namespace Server.Multis.Boats
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namespace Server.Multis.Boats;
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public static class BoatPackets
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{
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public static class BoatPackets
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int GetMoveBoatHSPacketLength(int entityCount) => 18 + Math.Min(entityCount, 0xFFFF) * 10;
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private static void CreateMoveBoatHS(
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Span<byte> buffer, BaseBoat boat, PooledRefList<IEntity> entities,
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Direction d, int speed, int xOffset, int yOffset
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)
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{
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public static void SendMoveBoatHS(this NetState ns, Mobile beholder, BaseBoat boat,
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Direction d, int speed, BaseBoat.MovingEntitiesEnumerable ents, int xOffset, int yOffset)
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// Already initialized, so we don't have to create it again.
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if (buffer[0] != 0)
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{
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if (ns?.HighSeas != true)
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{
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return;
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}
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const int minLength = 68; // 18 + 5 * 10
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var writer = new SpanWriter(stackalloc byte[minLength], true);
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writer.Write((byte)0xF6); // Packet ID
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writer.Seek(2, SeekOrigin.Current);
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writer.Write(boat.Serial);
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writer.Write((byte)speed);
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writer.Write((byte)d);
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writer.Write((byte)boat.Facing);
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writer.Write((short)(boat.X + xOffset));
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writer.Write((short)(boat.Y + yOffset));
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writer.Write((short)boat.Z);
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writer.Seek(2, SeekOrigin.Current); // count
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var count = 0;
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foreach (var ent in ents)
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{
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// If we assume that the entities list contains everything a player can see,
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// then this can be removed and the packet can be written once and copied to improve performance
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if (!beholder.CanSee(ent))
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{
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continue;
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}
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writer.Write(ent.Serial);
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writer.Write((short)(ent.X + xOffset));
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writer.Write((short)(ent.Y + yOffset));
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writer.Write((short)ent.Z);
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++count;
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}
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writer.Seek(16, SeekOrigin.Begin);
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writer.Write((short)count);
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writer.WritePacketLength();
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ns.Send(writer.Span);
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return;
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}
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public static void SendDisplayBoatHS(this NetState ns, Mobile beholder, BaseBoat boat)
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var count = Math.Min(entities.Count, 0xFFFF);
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var writer = new SpanWriter(buffer);
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writer.Write((byte)0xF6); // Packet ID
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writer.Seek(2, SeekOrigin.Current); // Length
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writer.Write(boat.Serial);
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writer.Write((byte)speed);
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writer.Write((byte)d);
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writer.Write((byte)boat.Facing);
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writer.Write((short)(boat.X + xOffset));
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writer.Write((short)(boat.Y + yOffset));
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writer.Write((short)boat.Z);
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writer.Write((short)count);
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for (var i = 0; i < count; i++)
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{
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if (ns?.HighSeas != true)
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{
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return;
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}
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var ent = entities[i];
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var minLength = PacketContainerBuilder.MinPacketLength
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+ OutgoingEntityPackets.MaxWorldEntityPacketLength
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* 5; // Minimum of boat, hold, planks, and the player
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using var builder = new PacketContainerBuilder(stackalloc byte[minLength]);
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Span<byte> buffer = builder.GetSpan(OutgoingEntityPackets.MaxWorldEntityPacketLength);
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foreach (var entity in boat.GetMovingEntities(true))
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{
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if (!beholder.CanSee(entity))
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{
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continue;
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}
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buffer.InitializePacket();
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var bytesWritten = OutgoingEntityPackets.CreateWorldEntity(buffer, entity, true);
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builder.Advance(bytesWritten);
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}
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ns.Send(builder.Finalize());
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writer.Write(ent.Serial);
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writer.Write((short)(ent.X + xOffset));
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writer.Write((short)(ent.Y + yOffset));
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writer.Write((short)ent.Z);
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}
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writer.WritePacketLength();
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}
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public static void SendMoveBoatHS(this NetState ns, BaseBoat boat,
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PooledRefList<IEntity> entities, Direction d, int speed, int xOffset, int yOffset)
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{
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if (ns.CannotSendPackets())
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{
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return;
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}
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Span<byte> moveBoatPacket = stackalloc byte[GetMoveBoatHSPacketLength(entities.Count)]
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.InitializePacket();
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CreateMoveBoatHS(moveBoatPacket, boat, entities, d, speed, xOffset, yOffset);
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ns.Send(moveBoatPacket);
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}
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public static void SendMoveBoatHSUsingCache(this NetState ns, Span<byte> cache, BaseBoat boat,
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PooledRefList<IEntity> entities, Direction d, int speed, int xOffset, int yOffset)
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{
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if (ns.CannotSendPackets())
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{
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return;
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}
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CreateMoveBoatHS(cache, boat, entities, d, speed, xOffset, yOffset);
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ns.Send(cache);
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}
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public static void SendDisplayBoatHS(this NetState ns, Mobile beholder, BaseBoat boat)
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{
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if (ns?.HighSeas != true || ns.CannotSendPackets())
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{
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return;
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}
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const int minLength = PacketContainerBuilder.MinPacketLength
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+ OutgoingEntityPackets.MaxWorldEntityPacketLength
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* 5; // Minimum of boat, hold, planks, and the player
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using var builder = new PacketContainerBuilder(stackalloc byte[minLength]);
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Span<byte> buffer = builder.GetSpan(OutgoingEntityPackets.MaxWorldEntityPacketLength);
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foreach (var entity in boat.GetMovingEntities(true))
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{
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if (!beholder.CanSee(entity))
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{
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continue;
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}
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buffer.InitializePacket();
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var bytesWritten = OutgoingEntityPackets.CreateWorldEntity(buffer, entity, true);
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builder.Advance(bytesWritten);
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}
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ns.Send(builder.Finalize());
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}
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}
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