- [X] Adds support for `SkipLocalsInitAttribute`. SkipLocalsInitAttribute skips initializing stack variables including `stackalloc`. I don't think it is wired/working yet but should be implemented soon.
- [X] Optimizes broadcasted packets by checking if the first byte (packet ID) is non-zero. If it is already set, it reuses the buffer.
- [X] Removes unnecessary refs to Spans. I don't think the Span struct itself is mutable, so a ref is not helpful.
- [X] Fixes an issue in BufferWriter where if SeekOrigin.End is used, it will yield the wrong index.
- [X] Changes BinaryFileWriter to dispose pattern
- [X] Removes World.SaveBuffers. They were dangerous and should be done in-line while the world is loading, even if it is slower
- [X] Fixes BufferReader Seek too
- [X] Changes BufferWriter to use uninitialized arrays to speed up resizing
- [X] Changes World loading so it doesn't buffer the whole file, even if it makes things slower. It lowers allocations/fragmentation over all which is good.
- [X] Changes World Loading to use uninitialized arrays and directly saves them to the SaveBuffer which eliminates having to open/load the files _again_ which is dangerous. Also looping through items while the world is running is dangerous since async references can and will cause exceptions.
Bumps release version
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
- NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.
Bumps release version
- [X] Removes some string allocations (e.g. split)
- [X] Optimizes some collections
- [X] Converts insensitive to extension methods of built-ins.
- [X] Adds ordinal (case sensitive) string helpers
- [X] Fixes conditionals for in-game commands so they use Ordinal comparisons.
- [X] Replaces ToLower.Contains with InsensitiveContains
- [X] Adds ValueStringBuilder
- [X] Implements ValueStringBuilder in a few places where it makes sense
- [X] Removes the redundant Wrap function and replaces it with an optimized version
- [X] Fixes list conversions in Utility
Closes#351
Bumps release version
## Breaking Change
* IP Matching no longer supports `?` (e.g. you cannot do: "192.16?.0.1")
* IP Matching no longer supports `*` and other values in the same section (e.g. you cannot do "192.1\*.0.1")
* To do "192.1\*.0.1", you should use the range option with three separate entries: "192.100-199.0.1", "192.1.0.1", "192.10-19.0.1"
## Non-Breaking Changes
- [X] Adds IPv6 support (not for servers though, just clients)
- [X] Adds interning support for IPv4 mapped to IPv6
- [X] Updates IPv4ToAddress (don't use this unless you know it is IPv4 or IPv4 mapped to IPv6)
## Note:
UO Does not support IPv6 for the server. To support an IPv6 server IP you will need to use CUO or some kind of custom client and probably modify it accordingly.
Bumps release version
- [X] Fixes IPAddresses not having enough space
- [X] Streamlines some code
- [X] Fixes base escortables to not load destination tables in a dangerous way.
- [X] Fixes some bad assumptions about resizing buffers
- [X] Fixes little endian issue with circular buffer writer
This doesn't seem to address #349. That issue requires more investigation because I am not seeing where the issue would be.
Closes#347Closes#322
### Breaking Change
- [X] `Mobile.GetOldPacketFlags()` no longer exists. Instead there is a flag for `Mobile.GetPacketFlags()`.
### Non-Breaking Changes
- [X] Consolidates move to world for mobiles
- [X] Consolidates mobile packets between stygian abyss and older
This PR supersedes changes in #337. That PR will need to be redone and broken out anyway.
- [X] Fixes an edge case where the cycle index goes negative and crashes
- [X] Fixes average CPS calculation
- [X] Fixes issue with logout delay
- [X] Bumps release version
- [X] Converts targeting packets.
### BREAKING CHANGE TO TARGET CLASS
```cs
public virtual Packet GetPacketFor(NetState ns)
```
Changed to:
```cs
public virtual void SendPacketTo(NetState ns)
```
Bumps release version
- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
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 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;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
### API Breaking Change
Combined `AsciiMessage` and `UnicodeMessage` into a single function that takes two arguments, `bool ascii` and `string lang`. Lang can be null (or anything) if ascii is true.
- [X] Changes message packets
- [X] Cleans up some code
- [X] Uses benchmarks to determine if the spanwriter + copyfrom
- [X] Speeds up world loading
- [X] Removes PeekChar cause it wasn't used
- [X] Adds a BufferReader
- [X] Removes BinaryFileReader
- [X] Removes reading/writing `char` since it is not consistent and will cause a deserialize issue if used.
Bumps version release
### Change to how DisplayEquipInfo works
* Fixes a bug where raw name wasn't used
* Fixes another bug where an empty, blank, or null string was still sending an empty crafted by property.
Bumps release version
- [X] Fixes several bugs
- [X] Updates more ordinal issues
- [X] Cleans up the code a bit
- [X] Turns classes static that should have been
- [X] Changes TcpServer.Instances to a HashSet
Bumps release version
- [X] Changes effect packets
- [X] Updates playing sounds
- [X] Updates Effects class to have more options so there are less direct calls to building the packets
- [X] Changes bonding status packet
- [X] Fixes bugs in the buffer writer
- [X] Removes background save commands
- [X] Avoids calling Serialize() on deserialization
- In a future optimization I will copy the entire object to a buffer, deserialize using a SpanReader, then use that buffer for the SaveBuffer
- [X] Fixes issue with decay queue.
Bumps release version
- [X] Removes all save strategies
- [X] Removes duplicate file writer that won't be used
- [X] Removes persistence (it will become a duplicate system)
- [X] Add a save position variable to skip serializing a clean item/mobile
- [X] Update Guilds/Accounts to be IEntity types
- Because guilds are abstract, this may make serialization tricky.
- [X] Update the generalized IEntity writing
- [X] Update the load/save to write to buffers then to files in background
Bumps release version
- [X] Updates result so it is preallocated
- [X] Updates PipeWriter so it is awaitable
- [X] Simplifies NetState code to match changes
- [X] Adds a byte for empty checking so incoming/outgoing can have full pipes.
Bumps release version
- [X] Moved packets from objects to functions
- [X] Fixed bug where characters were showing up with their modded names in the character list
Bumps release version