fix(core): Converts some packets & misc fixes/cleanup (#414)
- [X] Adds a stop music packet - [X] Converts chat packets - [X] Breaks out chat code a little bit more - [X] Converts character statue animation packet - [X] Renames some folders to have spaces - [X] Organizes and consolidates incoming/outgoing packets for other content - [X] Fixes virtual checks
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49 changed files with 814 additions and 662 deletions
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@ -1,88 +0,0 @@
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using System.Collections.Generic;
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namespace Server.Misc
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{
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/*
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* This system prevents the inability for server staff to
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* access their server due to data overflows during login.
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*
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* Whenever a staff character's NetState is disposed right after
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* the login process, the character is moved to and logged out
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* at a "safe" alternative.
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*
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* The location the character was moved from will be reported
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* to the player upon the next successful login.
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*
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* This system does not affect non-staff players.
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*/
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public static class PreventInaccess
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{
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public static readonly bool Enabled = true;
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private static readonly LocationInfo[] m_Destinations =
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{
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new(new Point3D(5275, 1163, 0), Map.Felucca), // Jail
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new(new Point3D(5275, 1163, 0), Map.Trammel),
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new(new Point3D(5445, 1153, 0), Map.Felucca), // Green acres
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new(new Point3D(5445, 1153, 0), Map.Trammel)
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};
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private static Dictionary<Mobile, LocationInfo> m_MoveHistory;
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public static void Initialize()
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{
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m_MoveHistory = new Dictionary<Mobile, LocationInfo>();
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if (Enabled)
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{
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EventSink.Login += OnLogin;
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}
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}
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public static void OnLogin(Mobile from)
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{
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if (from == null || from.AccessLevel < AccessLevel.Counselor)
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{
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return;
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}
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if (HasDisconnected(from))
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{
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if (!m_MoveHistory.ContainsKey(from))
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{
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m_MoveHistory[from] = new LocationInfo(from.Location, from.Map);
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}
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var dest = GetRandomDestination();
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from.Location = dest.Location;
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from.Map = dest.Map;
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}
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else if (m_MoveHistory.Remove(from, out var orig))
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{
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from.SendMessage(
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"Your character was moved from {0} ({1}) due to a detected client crash.",
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orig.Location,
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orig.Map
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);
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}
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}
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private static bool HasDisconnected(Mobile m) => m.NetState?.Connection == null;
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private static LocationInfo GetRandomDestination() => m_Destinations.RandomElement();
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private class LocationInfo
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{
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public LocationInfo(Point3D loc, Map map)
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{
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Location = loc;
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Map = map;
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}
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public Point3D Location { get; }
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public Map Map { get; }
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}
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}
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}
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