fix: Simplifies fastwalk detection (#907)

* Uses a circular buffer for steps.
* Limits to 3 steps instead of 4.
* Gives a 5% buffer on the first step.
This commit is contained in:
Kamron Batman 2022-02-27 02:20:03 -08:00 • committed by GitHub
parent 5b7b99e0de
commit e873d2ed7e
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 186 additions and 78 deletions

View file

@ -9029,7 +9029,10 @@ namespace Server
public Direction GetDirectionTo(IPoint2D p, bool run = false) =>
p == null ? Direction.North | (run ? Direction.Running : 0) : GetDirectionTo(p.X, p.Y, run);
public void PublicOverheadMessage(MessageType type, int hue, bool ascii, string text, bool noLineOfSight = true)
public void PublicOverheadMessage(
MessageType type, int hue, bool ascii, string text, bool noLineOfSight = true,
AccessLevel accessLevel = AccessLevel.Player
)
{
if (m_Map == null)
{
@ -9042,7 +9045,11 @@ namespace Server
foreach (var state in eable)
{
if (state.Mobile.CanSee(this) && (noLineOfSight || state.Mobile.InLOS(this)))
if (
state.Mobile.AccessLevel >= accessLevel &&
state.Mobile.CanSee(this) &&
(noLineOfSight || state.Mobile.InLOS(this))
)
{
var length = OutgoingMessagePackets.CreateMessage(
buffer, Serial, Body, type, hue, 3, ascii, Language, Name, text
@ -9093,7 +9100,8 @@ namespace Server
public void PublicOverheadMessage(
MessageType type, int hue, int number, AffixType affixType, string affix,
string args = "", bool noLineOfSight = false
string args = "", bool noLineOfSight = false,
AccessLevel accessLevel = AccessLevel.Player
)
{
if (m_Map == null)
@ -9107,7 +9115,11 @@ namespace Server
foreach (var state in eable)
{
if (state.Mobile.CanSee(this) && (noLineOfSight || state.Mobile.InLOS(this)))
if (
state.Mobile.AccessLevel >= accessLevel &&
state.Mobile.CanSee(this) &&
(noLineOfSight || state.Mobile.InLOS(this))
)
{
var length = OutgoingMessagePackets.CreateMessageLocalizedAffix(
buffer, Serial, Body, type, hue, 3, number, Name, affixType, affix, args

View file

@ -19,16 +19,16 @@ namespace Server.Movement
{
// Movement implementation algorithm
public static IMovementImpl Impl { get; set; }
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static int WalkFootDelay { get; set; } = 400;
public static int RunFootDelay { get; set; } = 200;
public static int WalkMountDelay { get; set; } = 200;
public static int RunMountDelay { get; set; } = 100;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
public static int MaxSteps { get; private set; } = 3;
public static void Configure()
{

View file

@ -13,80 +13,109 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System.Runtime.CompilerServices;
using CalcMoves = Server.Movement.Movement;
namespace Server.Network
namespace Server.Network;
public partial class NetState
{
public partial class NetState
// The next step
private int _stepIndex;
// The last index to expire
private int _expiredIndex;
private long[] _steps;
public bool AddStep(Direction d)
{
private int _stepIndex;
private int _stepCount;
private long _startDelay;
private long[] _stepDelays;
public bool AddStep(Direction d)
if (Mobile == null)
{
if (Mobile == null)
{
return false;
}
var maxSteps = CalcMoves.MaxSteps;
_stepDelays ??= new long[maxSteps];
var length = _stepDelays.Length;
var index = _stepIndex - _stepCount;
if (index < 0)
{
index += length;
}
var now = Core.TickCount;
var last = _startDelay;
// Discard old steps by decrementing the step counter
while (index != _stepIndex || _stepCount >= maxSteps)
{
var step = _stepDelays[index++];
if (now - last < step)
{
break;
}
last += step;
_stepCount--;
if (index >= length)
{
index = 0;
}
}
_startDelay = last;
// If we are out of steps, fail
if (_stepCount >= maxSteps)
{
return false;
}
var delay = Mobile.ComputeMovementSpeed(d);
// Add the delay
_stepDelays[_stepIndex++] = delay;
if (_stepIndex >= length)
{
_stepIndex = 0;
}
if (_stepCount == 0)
{
_startDelay = now;
}
_stepCount++;
return true;
return false;
}
_steps ??= new long[CalcMoves.MaxSteps + 1]; // Extra index as a sentinel
var stepsLength = _steps.Length;
var now = Core.TickCount;
var lastIndex = -1;
// Expire old steps
while (_expiredIndex != _stepIndex)
{
var step = _steps[_expiredIndex];
// Is the step ahead of us, or the next step rolled over and we didn't yet
if (step > now || lastIndex > -1 && _steps[lastIndex] > step)
{
break;
}
lastIndex = _expiredIndex++;
if (_expiredIndex == stepsLength)
{
_expiredIndex -= stepsLength;
}
}
var stepsTaken = (_stepIndex < _expiredIndex ? _stepIndex + stepsLength : _stepIndex) - _expiredIndex;
var maxSteps = _steps.Length - 1;
// Can we take a step?
if (stepsTaken >= maxSteps)
{
return false;
}
var delay = Mobile.ComputeMovementSpeed(d);
var prev = _stepIndex - 1;
if (prev < 0)
{
prev += stepsLength;
}
// Give a 5% buffer on the first step
_steps[_stepIndex++] = stepsTaken > 0 ? _steps[prev] + delay : now + delay * 950 / 1000;
if (_stepIndex == stepsLength)
{
_stepIndex -= stepsLength;
}
// If CalcMoves.MaxSteps is modified, we need to adjust accordingly
AdjustSteps(CalcMoves.MaxSteps);
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void AdjustSteps(int maxSteps)
{
var stepsLength = maxSteps + 1;
if (_steps.Length == stepsLength)
{
return;
}
var oldSteps = _steps;
_steps = new long[stepsLength];
var expiredIndex = _expiredIndex;
var newStepIndex = 0;
while (newStepIndex < maxSteps && expiredIndex != _stepIndex)
{
_steps[newStepIndex++] = oldSteps[expiredIndex++];
if (expiredIndex >= oldSteps.Length)
{
expiredIndex -= oldSteps.Length;
}
}
_expiredIndex = 0;
_stepIndex = newStepIndex;
}
}

View file

@ -0,0 +1,67 @@
using System.Collections.Generic;
using Server.Commands.Generic;
namespace Server.Network;
public static class FastwalkDetection
{
private static readonly HashSet<Mobile> _debugFastwalk = new();
public static void Initialize()
{
TargetCommands.Register(new DebugFastwalk());
EventSink.FastWalk += OnFastwalk;
}
private static void OnFastwalk(FastWalkEventArgs e)
{
var from = e.NetState.Mobile;
if (from == null)
{
return;
}
if (!_debugFastwalk.Contains(from))
{
return;
}
from.PublicOverheadMessage(MessageType.Emote, from.EmoteHue, false, "Fastwalk Detected", accessLevel: AccessLevel.GameMaster);
}
public class DebugFastwalk : BaseCommand
{
public DebugFastwalk()
{
AccessLevel = AccessLevel.GameMaster;
Supports = CommandSupport.AllMobiles;
Commands = new[] { "DebugFastwalk" };
ObjectTypes = ObjectTypes.Mobiles;
ListOptimized = true;
Usage = "DebugFastwalk <on|off>";
Description = "Enables fastwalk debug messages";
}
public override void ExecuteList(CommandEventArgs e, List<object> list)
{
var on = e.Arguments.Length == 0 || e.GetBoolean(0);
foreach (var o in list)
{
if (o is not Mobile m)
{
continue;
}
if (on)
{
_debugFastwalk.Add(m);
}
else
{
_debugFastwalk.Remove(m);
}
}
}
}
}