### Summary
- Puts back `EventSink.SocketConnect`.
- Reverts networking change to push the networking to a separate thread.
- Reverts changes to the firewall by removing the firewall queue.
- Fixes listeners not shutting down with the server.
- Fixes race condition causing connections to get stuck even after they are disposed.
> [!NOTE]
> **Developer Note**
> Networking has been reverted back to using the main thread instead of a background thread. This alleviated complexity and the requirement for concurrent queues all over the place.
### Summary
- Moves `CharacterCreated` event to UOContent using code generated event _CharacterCreatedEvent_.
- Moves `TargetByResourceMacro` event to UOContent using code generated event _TargetByResourceMacro_.
- Moves `GameLogin` event to UOContent using code generated event _GameLoginEvent_.
- Moves `ServerList` event to UOContent using code generated event _ServerListEvent_.
- Streamlines ProfessionInfo
> [!IMPORTANT]
> **Developer Note**
> Custom scripts that use any of these event sinks will need to be updated to use the new code generated events.
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
### Summary
Updates the serialization strategy to use `MemoryMappedFile` instead of thick buffers. This has the benefit of being on-par with the current implementation (based on hardware/OS), however won't incur the double-memory issue.
> [!Important]
> **Developer Note**
> The `BinaryFileWriter` and `BinaryFileReader` has been removed in favor of `MemoryMapFileWriter` and `UnmanagedDataReader`
### Summary
- Generalizes the On/Off toggle items concept
- Updates the OnOffGump so it is static
- Standardizes OnOff items so they can be used by staff
### Notes
Decided to not fix#1417 because it is not clear that the clilocs or errors are for that purpose. Can't test this on OSI anyways.
### Summary
- Removes new player "Haven Only" starting city.
- Fixed New/Old haven placement.
- Removed force-profession starting location for SA+.
- Added Royal City for SA+
- Removed Occlo for Pre-AOS.
> [!Note]
> **Developer Note**
> Now developers will only need to build/run the Application project instead of everything.
> When adding new projects, make sure to:
> 1. Add a reference to that project in the Application project.
> 2. Add the dll file to the Distribution/Data/assemblies.json file
### Summary
- Adds an application project
- Consolidates process restarts to use `Core.Kill(true)`
- Removes some old messaging, for example processor optimization
- Fixes missing build cleanup
> [!Warning]
> **Developer Warning**
> The `PacketThrottle` callback return value is now reversed. `true` indicates the connection is _throttled_.
### Summary
- Fixes an issue where connections get stalled forever
- Fixes an issue where the throttler is not working properly
- Removes account attack limiter
- Rewrites IP limiter
- Removes IP restrictions (they weren't used, and not practical)
- Fixes issue where IP limiter was counting before firewall was blocking.
View without whitespace:
https://github.com/modernuo/ModernUO/pull/1796/files?diff=split&w=1
### Summary
- Fixes various memory leaks related to spells
- Fixes Spell Plague
- Added ability to determine if `sdi` should take effect for Spell Damage.
- Fixes animal form timer ticking non-stop while logged out.
### Summary
* Adds contributors/sponsors to the "staff" list for holiday items.
* Unifies all of the staff lists
* Moves 2004 winter gifts to the appropriate folder
* Codegens the gift items
## Thank you!
Thank you to the RunUO/ServUO community, Owyn, Jaedan, the Outlands community, and the ModernUO contributors/community. Without all of you, this would not be possible! ❤️
### Summary
* Adds `StaticNoticeGump<T>` and `StaticWarningGump<T>`
* Converts NoticeGump/WarningGump to use `DynamicGump`
* Changes various uses of notice gump and warning gump to their static counterpart.
### Summary
* Makes mount stamina significantly faster.
* Reduces absolute reset from 24 hours to 4 hours.
* Adds Pub 46+ Ethereal stamina where the stamina is global to all mounts for the player
* Removes serialization of stamina entirely because it's ok if it gets reset during shard restarts.
### Summary
- Fixes edge case calculations with values that aren't exact.
- Fixes skill text casing.
- Fixes cliloc error for stat cap scroll gump.
- Adds `AosSkillBonuses.GetLowercaseLabel()` for lower case localized skill names.
- Fixes initial value for constructing a stat scroll so it isn't negative.
- Fixes message for Scroll of Alacrity gump.
- Fixes missing property invalidation for Skill/Value.
### Summary
- Fixes `[AdvancedSearch` being accessible by players 😱
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!
> [!WARNING]
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.
> [!NOTE]
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.
### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">
<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
### Summary
* Adds logging if Amount goes to zero. It should never go to zero!
* Deletes an item if it mutates with zero amount.
* Eliminates possible allocation from `params` for `Type[][]` loot pack construction.
* Renames `Loot.ChestOfHeirloomsContains` to `Loot.RandomChestOfHeirloomsContent`.
## Breaking Changes
* The Firewall and IP Limiter have been rewritten. Please read the notes carefully!
* `TcpServer.Instances` moved back to `NetState.Instances` - sorry - it was stupid to move it to begin with.
> [!Note]
> Sockets that fail the IP Limiter or Firewall will be immediately and forcibly disconnected.
> This means they will be stuck at "Verifying account..." if it was a real client.
### Summary
- Removes firewall wildcard support.
- Removes `AccessRestrictions`.
- Moves Firewall/IPLimiter to the core.
- Moves `TcpServer` to its own thread.
- Removes the `SocketConnect` and `SocketDisconnect` event sinks.
- Moves `Instances` back to `NetState.Instances`.
- Fixes a long standing bug with bad handling of duplicate listener addresses.
#### Firewall
The firewall has been completely rewritten. There is now an "Admin Firewall" which saves to the config file. Secondarily, there is an internal firewall used exclusively by the TcpServer while processing sockets. The Admin firewall mirrors it's additions/deletions to the internal firewall by adding requests to a queue.
> [!IMPORTANT]
> **Wildcard firewall entries, such as `X`, `*`, `?` are not allowed.**
> **Ranges in between IP classes or sextets are not allowed.**
> **Please make sure to use one of the following:**
> * IP Address - `192.168.1.1`
> * CIDR - `192.168.1.0/24`
> * Range - `192.168.1.1-192.168.1.100`
#### IP Limiter
The IP Limiter has been completely rewritten. The available configurations are:
```json
"ipLimiter.enable": "True",
"ipLimiter.maxConnectionsPerIP": 10,
"ipLimiter.clearConnectionAttemptsDuration": "00:00:00:10",
"ipLimiter.clearThrottledDuration": "00:00:02:00",
```
The IP Limiter is set up to prevent spamming connections from the same IP. Every time an IP connects, it is added to a connection list. After 10 attempts, the IP is added to the throttle list. To keep the system fast, the connection list is entirely wiped every 10 seconds, and the throttle list is entirely wiped every 2 minutes.
### Summary
* Fixes syntax compile error when THREADGUARD is enabled.
* Removes `int packetLength` from incoming packet handles since they aren't needed.
### Developer Notes
Incoming packet handler `SpanReader` is now properly scoped to that packet by length.
### Summary
* Refactors getting static/multi tiles to not use allocations.
* `TileList` is now only used during bootstrapping and uses rented buffers to eliminate extra allocations.
* Replaces `StaticTile[] GetStaticTiles` with:
```cs
Map.StaticTileEnumerable GetStaticTiles(int x, int y);
Map.StaticTileEnumerable GetStaticAndMultiTiles(int x, int y);
Map.StaticTileEnumerable GetMultiTiles(int x, int y);
```
* Removes `Synchronized` and `lock` from TileMatrix. It is no longer considered a multi-thread safe system.
### Summary
- Moves starting city info from AccountHandler to CharacterCreation
- Simplifies the logic of determining the starting cities
- Adds support for Trammel & Felucca for non-young accounts
- Fixes fall through starting city for v6+ in UOR era.
- All staff are force-sent to GA.
Closes#1408
### Summary
TLDR - .NET Framework rounded TimeSpan (and some DateTime) methods to the nearest millisecond. This was actually _expected_ accidentally for parts of RunUO.
We are aiming to fix this and clean up some other bad assumptions.
Closes#1604
### Summary
- Fixes usernames not being `Intern`ed
- Reverts methods related to getting accounts from returning `Account` to `IAccount`.
- Makes `IAccount` also `ISerializable`
- Adds `IGenericReader.ReadAccount()` and `IGenericWriter.Write(IAccount)` -> The read method supports the original serialization of username, and using `IAccount.Serial`. The write method only serializes the `Serial`.
- Exposes `ReadStringRaw()` to allow some advanced scenarios.
## Breaking Changes
Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);
IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```
For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
// Parse the data
}
```
## Summary
Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.
In practice this allows us to use `Span<byte>` as if the buffer was a regular array.
### Bug Fixes
- [X] Fixes bad fixed length string parsing
### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.