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.
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4 changed files with 186 additions and 78 deletions
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@ -13,80 +13,109 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Runtime.CompilerServices;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Network
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namespace Server.Network;
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public partial class NetState
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{
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public partial class NetState
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// The next step
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private int _stepIndex;
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// The last index to expire
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private int _expiredIndex;
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private long[] _steps;
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public bool AddStep(Direction d)
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{
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private int _stepIndex;
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private int _stepCount;
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private long _startDelay;
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private long[] _stepDelays;
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public bool AddStep(Direction d)
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if (Mobile == null)
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{
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if (Mobile == null)
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{
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return false;
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}
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var maxSteps = CalcMoves.MaxSteps;
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_stepDelays ??= new long[maxSteps];
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var length = _stepDelays.Length;
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var index = _stepIndex - _stepCount;
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if (index < 0)
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{
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index += length;
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}
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var now = Core.TickCount;
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var last = _startDelay;
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// Discard old steps by decrementing the step counter
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while (index != _stepIndex || _stepCount >= maxSteps)
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{
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var step = _stepDelays[index++];
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if (now - last < step)
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{
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break;
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}
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last += step;
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_stepCount--;
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if (index >= length)
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{
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index = 0;
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}
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}
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_startDelay = last;
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// If we are out of steps, fail
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if (_stepCount >= maxSteps)
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{
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return false;
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}
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var delay = Mobile.ComputeMovementSpeed(d);
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// Add the delay
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_stepDelays[_stepIndex++] = delay;
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if (_stepIndex >= length)
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{
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_stepIndex = 0;
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}
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if (_stepCount == 0)
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{
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_startDelay = now;
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}
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_stepCount++;
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return true;
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return false;
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}
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_steps ??= new long[CalcMoves.MaxSteps + 1]; // Extra index as a sentinel
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var stepsLength = _steps.Length;
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var now = Core.TickCount;
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var lastIndex = -1;
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// Expire old steps
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while (_expiredIndex != _stepIndex)
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{
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var step = _steps[_expiredIndex];
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// Is the step ahead of us, or the next step rolled over and we didn't yet
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if (step > now || lastIndex > -1 && _steps[lastIndex] > step)
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{
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break;
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}
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lastIndex = _expiredIndex++;
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if (_expiredIndex == stepsLength)
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{
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_expiredIndex -= stepsLength;
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}
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}
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var stepsTaken = (_stepIndex < _expiredIndex ? _stepIndex + stepsLength : _stepIndex) - _expiredIndex;
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var maxSteps = _steps.Length - 1;
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// Can we take a step?
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if (stepsTaken >= maxSteps)
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{
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return false;
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}
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var delay = Mobile.ComputeMovementSpeed(d);
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var prev = _stepIndex - 1;
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if (prev < 0)
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{
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prev += stepsLength;
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}
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// Give a 5% buffer on the first step
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_steps[_stepIndex++] = stepsTaken > 0 ? _steps[prev] + delay : now + delay * 950 / 1000;
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if (_stepIndex == stepsLength)
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{
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_stepIndex -= stepsLength;
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}
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// If CalcMoves.MaxSteps is modified, we need to adjust accordingly
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AdjustSteps(CalcMoves.MaxSteps);
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void AdjustSteps(int maxSteps)
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{
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var stepsLength = maxSteps + 1;
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if (_steps.Length == stepsLength)
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{
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return;
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}
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var oldSteps = _steps;
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_steps = new long[stepsLength];
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var expiredIndex = _expiredIndex;
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var newStepIndex = 0;
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while (newStepIndex < maxSteps && expiredIndex != _stepIndex)
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{
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_steps[newStepIndex++] = oldSteps[expiredIndex++];
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if (expiredIndex >= oldSteps.Length)
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{
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expiredIndex -= oldSteps.Length;
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}
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}
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_expiredIndex = 0;
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_stepIndex = newStepIndex;
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}
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}
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