fix: Adds more NetState dumping for debug (#1795)

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Kamron Batman 2024-05-27 12:10:27 -07:00 committed by GitHub
parent 21c5e46565
commit ccad915464
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GPG key ID: B5690EEEBB952194
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
private readonly string _toString;
private ClientVersion _version;
private long _nextActivityCheck;
private bool _running = true;
private volatile DecodePacket _packetDecoder;
private volatile EncodePacket _packetEncoder;
@ -133,7 +132,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
Trades = [];
RecvPipe = new Pipe(RecvPipeSize);
SendPipe = new Pipe(SendPipeSize);
_nextActivityCheck = Core.TickCount + 30000;
NextActivityCheck = Core.TickCount + 30000;
ConnectedOn = Core.Now;
try
@ -166,6 +165,8 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public NetState Previous { get; set; }
public bool OnLinkList { get; set; }
public long NextActivityCheck { get; private set; }
// Only use this for debugging. This will make your server very slow!
public bool PacketLogging
{
@ -340,28 +341,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
return null;
}
public SecureTradeContainer FindTradeContainer(Mobile m)
{
for (var i = 0; i < Trades.Count; ++i)
{
var trade = Trades[i];
var from = trade.From;
var to = trade.To;
if (from.Mobile == Mobile && to.Mobile == m)
{
return from.Container;
}
if (from.Mobile == m && to.Mobile == Mobile)
{
return to.Container;
}
}
return null;
}
public SecureTradeContainer FindTradeContainer(Mobile m) => FindTrade(m)?.From.Container;
public SecureTradeContainer AddTrade(NetState state)
{
@ -920,7 +900,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
if (bytesWritten > 0)
{
_nextActivityCheck = Core.TickCount + 90000;
NextActivityCheck = Core.TickCount + 90000;
reader.Advance((uint)bytesWritten);
}
@ -972,7 +952,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
DecodePacket(buffer, ref bytesWritten);
writer.Advance((uint)bytesWritten);
_nextActivityCheck = Core.TickCount + 90000;
NextActivityCheck = Core.TickCount + 90000;
}
private static void DisconnectUnattachedSockets()
@ -1084,7 +1064,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public void CheckAlive(long curTicks)
{
if (Connection != null && _nextActivityCheck - curTicks < 0)
if (Connection != null && NextActivityCheck - curTicks < 0)
{
LogInfo("Disconnecting due to inactivity...");
Disconnect("Disconnecting due to inactivity.");