fix: Adds more NetState dumping for debug (#1795)
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21c5e46565
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ccad915464
2 changed files with 10 additions and 30 deletions
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@ -67,7 +67,6 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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private readonly string _toString;
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private ClientVersion _version;
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private long _nextActivityCheck;
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private bool _running = true;
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private volatile DecodePacket _packetDecoder;
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private volatile EncodePacket _packetEncoder;
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@ -133,7 +132,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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Trades = [];
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RecvPipe = new Pipe(RecvPipeSize);
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SendPipe = new Pipe(SendPipeSize);
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_nextActivityCheck = Core.TickCount + 30000;
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NextActivityCheck = Core.TickCount + 30000;
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ConnectedOn = Core.Now;
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try
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@ -166,6 +165,8 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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public NetState Previous { get; set; }
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public bool OnLinkList { get; set; }
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public long NextActivityCheck { get; private set; }
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// Only use this for debugging. This will make your server very slow!
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public bool PacketLogging
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{
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@ -340,28 +341,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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return null;
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}
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public SecureTradeContainer FindTradeContainer(Mobile m)
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{
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for (var i = 0; i < Trades.Count; ++i)
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{
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var trade = Trades[i];
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var from = trade.From;
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var to = trade.To;
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if (from.Mobile == Mobile && to.Mobile == m)
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{
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return from.Container;
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}
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if (from.Mobile == m && to.Mobile == Mobile)
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{
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return to.Container;
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}
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}
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return null;
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}
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public SecureTradeContainer FindTradeContainer(Mobile m) => FindTrade(m)?.From.Container;
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public SecureTradeContainer AddTrade(NetState state)
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{
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@ -920,7 +900,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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if (bytesWritten > 0)
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{
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_nextActivityCheck = Core.TickCount + 90000;
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NextActivityCheck = Core.TickCount + 90000;
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reader.Advance((uint)bytesWritten);
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}
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@ -972,7 +952,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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DecodePacket(buffer, ref bytesWritten);
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writer.Advance((uint)bytesWritten);
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_nextActivityCheck = Core.TickCount + 90000;
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NextActivityCheck = Core.TickCount + 90000;
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}
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private static void DisconnectUnattachedSockets()
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@ -1084,7 +1064,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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public void CheckAlive(long curTicks)
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{
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if (Connection != null && _nextActivityCheck - curTicks < 0)
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if (Connection != null && NextActivityCheck - curTicks < 0)
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{
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LogInfo("Disconnecting due to inactivity...");
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Disconnect("Disconnecting due to inactivity.");
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