Commit graph

68 commits

Author SHA1 Message Date
Kamron Batman
0d21459e85
fix: Cleans up ConsumeTotal and ClockworkAssembly (#1517) 2023-09-28 23:01:35 -07:00
Kamron Batman
51ecee6caa
fix: Overhauls champion titles & codegen champion system (#1430)
## MAJOR CHANGE

Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_.

### Motivation

The motivation to refactor was two-folder, but mostly related to performance in two ways.
First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory.

Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects.


### Bugs fixed

- [X] Fixed titles getting cut off on the paperdoll
- [X] Fixed champion title not displaying overhead (OPL)

### Screenshots
<img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
2023-07-27 21:44:06 -07:00
Kamron Batman
b18dfcbb63
fix: Simplifies ore stack logic (#1319) 2023-01-03 18:07:42 -08:00
Fabrizio
537526a328
fix: Update LabelTo, SendMessage, etc to Interpolated Strings (#1283) 2022-11-28 19:58:12 -08:00
Kamron Batman
6d00b2caa9
fix: Fixes critical serial dupe bug and deserialization/serialization issues. (#1245) 2022-11-13 15:54:58 -08:00
Kamron Batman
c75bde55da
fix: Fixes possible NPE in bounce logic (#1232) 2022-11-06 13:55:07 -08:00
Kamron Batman
e47b62c0ae
fix: Fixes serious stacking issue (#1225)
* Fixes a major bug where players can stack items into their backpack infinitely even if they get a message saying they can't.
* Fixes other minor issues and cleans up code.
2022-11-02 22:18:44 -07:00
Kamron Batman
49e6c6f2d1
fix: Adds AfterSerialize support. Removes BeforeSerialize support. (#1208)
### Changes
* Implements an AfterSerialize method that is executed synchronously.
* Removes `BeforeSerialize` support since it was dangerous in its current implementation.
* Moves PlayerMobile kill/virtual decay to AfterSerialize.
* Adds kill decay to after Deserialize.
2022-10-27 23:27:22 -07:00
Kamron Batman
8479306279
fix: Removes SetTypeRef for generated code. (#1189) 2022-10-15 15:12:49 -07:00
Kamron Batman
e1e30998ba
fix: Adds ReadType/Write(Type) and improves type referencing (#1172)
## Changes
* Improves type hashing by introducing xxHash3 (64bit)
* Removes individual `tdb` files in favor of a single `SerializedTypes.db` file. This file is only used to identify a type that is being deserialized, which doesn't exist.
* Adds duplicate type alias detection
* Adds `AssemblyHandler.FindTypeByHash`

View changed files whitespaces: https://github.com/modernuo/ModernUO/pull/1172/files?diff=split&w=1

## SerializedTypes.db
The serialized types file is used to get back the original name of a type in case it no longer exists in code. This can easily be necessary if a class is renamed in code and no `TypeAlias` is provided.

### Format
byte[4] - version
byte[4] - count
--array--
byte[8] - xxHash
byte[1] - flag, 0 - null, 1 - not null
byte[n] - Full class name in UTF8

### Example
<img width="472" alt="SerializedTypes_Example" src="https://user-images.githubusercontent.com/3953314/195255429-31d24293-6bd1-419e-811b-07874dd0f78d.png">

## Benchmarks
Serialized 500 Type fields. The 8192bytes comes from the _ConcurrentQueue_ that would later be used for SerializedTypes.
Note that the queue is never cleared, so it's size grew considerably.
```cs
|               Method |     Mean |    Error |   StdDev | Allocated |
|--------------------- |---------:|---------:|---------:|----------:|
|      BenchmarkXXHash | 18.44 us | 0.278 us | 0.260 us |    8192 B |
| BenchmarkTypeStrings | 25.09 us | 0.292 us | 0.259 us |         - |
```

TODO:
* Add support in the Serialization Generator for `ReadType()` and `Write(Type)`
* Remove `SetTypeRef` from Serialization Generator
2022-10-11 22:17:22 -07:00
Kamron Batman
f268d5d4e2
fix: Cleans up core code (#1187)
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`

Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.

View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
2022-10-10 21:47:08 -07:00
mark1145
060edaa76a
fix: Fixes disarm, strangle, curse, summons, looting rights, creatures attacking, and items going to the floor (#1174)
* Fixes disarm
* Fixes strangle not refreshing
* Fixes curse not refreshing
* Fixes 125% bonus to looting rights
* Fixes mobs attacking each other, or not attacking each other
* Fixes items dropping to the floor
* Fixes protection spell
* Fixes cure sending wrong message
2022-09-27 22:19:15 -07:00
Kamron Batman
9c374861d9
fix: Delays getting item id of craftables until they are needed (#1114)
- [X] Fixes world loading for multi.mul. It was taking 10-15s, now takes 1s or less.
- [X] Fixes loading the crafting system by offloading getting a label number to when the item needs it.
2022-07-10 22:44:24 -07:00
Kamron Batman
38686c09b2
fix: Updates more logging to Serilog (#1105)
Adds more serilog logging and cleans up some server files.
2022-07-01 11:57:08 -07:00
Kamron Batman
b779d7737f
fix: Adds ISpanFormattable support to Serial (#1065) 2022-06-14 18:39:46 -07:00
Kamron Batman
db20722711
fix: Simplifies OPL (#1051) 2022-06-12 21:27:16 -07:00
Kamron Batman
b74b47159f
fix: Fixes localization corner cases with OPL (#1050)
## Changes
- [X] Adds OPL convenience methods
    - `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
    - `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.

## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
2022-06-12 21:17:42 -07:00
Kamron Batman
ecbee17690
fix: Optimizes OPL using string interpolation (#1041)
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```

## Notes
1. All API uses that require a formatter like this:
    ```cs
    list.Add(500002, "{0}\t{1}", arg1, arg2);
    ```
    Should be changed to use string interpolation, for example:
    ```cs
    list.Add(500002, $"{arg1}\t{arg2}");
    ```
2. The following paradigm should no longer be used:
    ```cs
    list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
    ```
    The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
    ```cs
    list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
    ```

### Benchmarks
```cs
|                         Method |     Mean |   Error |  StdDev |  Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
|                BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 |      88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns |      - |         - |
```

### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
2022-06-02 10:09:53 -07:00
Kamron Batman
98a74a89c7
fix: Fixes drag drop bounce issue (#1040) 2022-05-30 15:47:06 -07:00
Kamron Batman
ef883b2872
fix: Fixes socket disconnect on block. Fixes debug logging (#1031) 2022-05-21 20:24:46 -07:00
Kamron Batman
941452de4a
fix: Stops creating blocked packets entirely (#944)
Optimizes larger servers where users are logging in and packets are being created for no reason.
2022-02-27 00:13:49 -08:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
b5799c33af
fix: Fixes backup folder not being created (#801) 2021-09-26 09:06:11 -07:00
Kamron Batman
fa5eafdaff
fix: Adds Created, LastSerialized, and BeforeSerialize for all entities. (#775)
* Adds `BeforeSerialized` for entities to handle cleanup.
* Adds `Created` and `LastSerialized` fields to all entities. While this is a big bloat, this will be necessary for identifying dangling references to other invalid entities.
* Changes formula for determining a valid reference to be _not null, not deleted, and reference's created date must be at or before the entities last serialized date_.
* Adds versioning to idx file and serializes `Created` and `LastSerialized`.
* Fixes Save Stats and also disables it by default.
2021-09-26 01:09:45 -07:00
Kamron Batman
56c348ac68
fix: Adds idle cpu config and forces on in debug (#790)
* Adds `core.enableIdleCPU` to modernuo.json
* Forces idle CPU on in DEBUG
* Reverts idle detection back to CPS
2021-09-17 00:15:16 -07:00
Kamron Batman
c5e35c9b69
fix: Uses client bug to make addon containers work (#776)
* Fixes tooltip for container furniture so it works. This doesn't work on ClassicUO.
* Fixes double click opening container furniture by double clicking the addon component.
* Fixes the context menu not showing up sometimes on the addon piece.

Note: You cannot drop anything into the addon component since it might be far away and it is not a real container. There is no easy fix for this without building an entire custom container class for addons or changing how items drag/drop entirely. Requires closing/opening container gumps as it switches from one component to another that shares the same content. Also requires sharing tooltips, invalidated properties, process delta changes, etc.
Not worth the effort.

<img width="444" alt="Screen_Shot_2021-09-12_at_4 27 28_PM" src="https://user-images.githubusercontent.com/3953314/133011752-c5b54cf2-2c7b-45c0-882d-0365ef62e686.png">
2021-09-12 22:23:15 -07:00
Kamron Batman
c789a7f78a
fix: Fixes various issues (#748)
https://github.com/modernuo/ModernUO/pull/741/files
2021-08-30 07:54:52 -07:00
Kamron Batman
8ffd5a5bd0
fix: Updates races to properly support gargoyle equipment. (#744)
* Adds `RaceFlag` to the `Race` object. This is `1 << RaceIndex`
* Replaces `RequiredRace`  with `RequiredRaces` for items.
* Adds convenience flags for `RequiredRaces`
  ```cs
  
  public const int AllowAllRaces = 0x7;      // Race.Human.RaceFlag | Race.Elf.RaceFlag | Race.Gargoyle.RaceFlag
  public const int AllowHumanOrElves = 0x3;  // Race.Human.RaceFlag | Race.Elf.RaceFlag
  public const int AllowElvesOnly = 0x2;     // Race.Elf.RaceFlag
  public const int AllowGargoylesOnly = 0x4; // Race.Gargoyle.RaceFlag
  ```
* Example usage on an item:
  ```cs
  public override int RequiredRaces => Race.AllowHumanOrElves;
  ```
* Adds Wood and Stone armor material types
* Updates Woodland armor to Wood
* Adds proper messaging for race restrictions
* Adds gargoyle only for object properties
* Adds `CheckRace` functions for validating if a race or mobile can use the item:
  ```cs
  bool CheckRace(Race race);
  bool CheckRace(Mobile from, bool message = true);
  ```
2021-08-29 00:43:55 -07:00
Kamron Batman
bf20800382
fix: Removes BodyValue and fixes modifying Body and BodyMod in props gump. (#743)
* Removes BodyValue
* Removes BodyPicker gump
* Fixes setting Body and BodyMod in props gump
* Props will now look for an `implicit cast` in order to find a way to allow you to modify values with the props gump.
* Fixed `[self set body 0x190` so it works too.
2021-08-28 22:56:00 -07:00
Kamron Batman
3bfd5c4d3e
fix: Adds CanSeeStaffOnly for staff only items (#739) 2021-08-27 19:12:32 -07:00
Kamron Batman
db59bf6dd0
fix(cleanup): Cleans up attribute syntax (#734) 2021-08-26 18:30:16 -07:00
Kamron Batman
0dc4acc164
fix(core): Removes implicit cast between Serial and uint (#728)
* Fixes spellbooks using serial ctor
* Fixes misc items where someone thought they had an amount and it didn't
* Fixes all `Food` types.
2021-08-25 00:27:19 -07:00
Kamron Batman
3293ffcf06
fix: Cleanup IPoint3D calls (#704) 2021-08-19 09:11:48 -07:00
Kamron Batman
9b554f69b0
feat(timers): Adds timer pooling, fixes timer related bugs, and changes timer api (#667)
### Changes/Fixes:
* Adds timer pooling.
* Allows pool to be configurable in ModernUO.json
* Pool replenishes itself asynchronously if depleted.
* Fixes an issue with barkeeps and town criers
* Fixes an issue with incognito buff icons not being removed
* Fixes an issue with polymorph name mod not being removed
* Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak)
* Eliminates the timer for MiningCart altogether.
* Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid`
* Fixes HonorableExecution and standardizes the code for other Bushido moves.

## Changes to the Timer API:
```cs
public class Timer
{
  // Creates a timer that will be returned to the pool once execution stops.
  public static void StartTimer(Action callback);
  public static void StartTimer(TimeSpan delay, Action callback);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback);
  public static void StartTimer(TimeSpan interval, int count, Action callback);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback);

  // Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool.
  // If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers.
  public static void StartTimer(Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token);

  // If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall
  public static DelayCallTimer DelayCall(Action callback);
  public static DelayCallTimer DelayCall(TimeSpan delay, Action callback);
  public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback);
  public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback);
  public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback);
}

public struct TimerExecutionToken
{
  public bool Running { get; }
  public int Index { get; }
  public int RemainingCount { get; }
  public DateTime Next { get; }
}
```

## When to use `TimerExecutionToken`?
Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following:
* Access to the next time the timer will tick:`token.Next`
* Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount`
* Stop a timer manually.
* Determine if the timer is running: `timer.Running`
* See notes below about requirements for using tokens!

## Notes about using the TimerExecutionToken:
When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time.
If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback.
If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak)

## Is this thread safe?
No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it.

If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
2021-08-07 14:33:35 -07:00
Kamron Batman
679e8100f4
cleanup: Fixes bugs and cleans up code (#660) 2021-07-19 20:49:59 -07:00
Kamron Batman
81e4087acc
fix(codegen): Adds manual dirty checking (#621)
- Adds `[ManualDirtyChecking]` for anyone that adds it themselves.
- Adds detection of `[Serializable]` and `[ManualDirtyChecking]` at startup to help identify scripts that need migration.
2021-05-27 00:54:21 -07:00
Kamron Batman
312e3873f1
fix(core): Fixes encoded int. Adds dirty checking opt-out (#619)
### Additions
- Automatically opts-out `Item/Mobile/Guild/Accounts` from dirty checking with a new property `UseDirtyChecking`
- Codegen now enables `UseDirtyChecking` via getter. This requires that the property is `virtual` for derived types.

### Fixes
- Fixes `EncodedInt` being broken
- Fixes issues with new custom serializable types that are not derived from Item/Mobile/etc.
- Removes double dirty checking.

### Example of a brand new serializable type that isn't an Item/Mobile/etc.
User created code:
```cs
using System;

namespace Server.Items
{
    [Serializable(0)]
    public partial class NewTestEntityObject : ISerializable
    {
        [EncodedInt]
        [SerializableField(0)]
        private int _someProperty;

        public NewTestEntityObject()
        {
            SetTypeRef(GetType());
            // Add to serial tracking like World.Item
            /*
            Serial = World.NewEntity;
            World.AddEntity(this);
            */
        }

        [AfterDeserialization]
        private void AfterDeserialization()
        {
            Console.WriteLine("This ran!");
        }

        public int TypeRef { get; }
        public Serial Serial { get; }
        public void Delete()
        {
        }

        public bool Deleted { get; set; }
        public void SetTypeRef(Type type)
        {
            // Type tracking for persistence goes here
            /*
            TypeRef = World.NewEntityTypes.IndexOf(type);
            if (TypeRef == -1)
            {
                World.NewEntityTypes.Add(type);
                TypeRef = World.NewEntityTypes.Count - 1;
            }
            */
        }
    }
}
```

Generated code:
```cs
namespace Server.Items
{
    public partial class NewTestEntityObject
    {
#pragma warning disable 0414
        private const int _version = 0;
#pragma warning restore 0414

        public int SomeProperty
        {
            get => _someProperty;
            set
            {
                if (value != _someProperty)
                {
                    _someProperty = value;
                    ((ISerializable)this).MarkDirty();
                }
            }
        }

        long ISerializable.SavePosition { get; set; } = -1;
        BufferWriter ISerializable.SaveBuffer { get; set; }
        bool ISerializable.UseDirtyChecking => true;

        public NewTestEntityObject(Serial serial)
        {
            Serial = serial;
            SetTypeRef(typeof(NewTestEntityObject));
        }

        public void Serialize(IGenericWriter writer)
        {

            writer.WriteEncodedInt(_version);

            writer.WriteEncodedInt(SomeProperty);
        }

        public void Deserialize(IGenericReader reader)
        {
            var version = reader.ReadEncodedInt();

            SomeProperty = reader.ReadEncodedInt();

            Timer.DelayCall(AfterDeserialization);
        }
    }
}
```
2021-05-26 19:25:05 -07:00
Kamron Batman
1f499b00c6
fix(core): Fixes issues with deserialization due to bad checking of dirty tracking (#618)
Fixes a major issue where serialization was not respecting the dirty tracking feature flag.
2021-05-26 13:47:04 -07:00
Kamron Batman
9afa4e4cab
feat: Source generated Serialization/Deserialization (#550)
### Features
* Fully abstracts serialization by using compile-time attributes.
* Supports serializing the following:
  - Primitives (integers, strings, etc)
  - IP Addresses
  - BigDecimal
  - DateTime, Delta DateTimes
  - TimeSpan
  - Server.Race
  - Server.Map
  - Point2D, Point3D, Rect2D, Rect3D
  - Existing/New `ISerializable` references
  - Lists/Sets of serializable types
  - Type with a `Serialize` method and constructor that takes an `IGenericReader`
* Supports forward-only migration
* Supports existing RunUO deserialization for older versions by changing to the following signature:
  - `public void OldDeserialize(IGenericReader reader, int version)`
  - Must remove deserializing the version since this is already done
* Supports serializing from private fields or custom made properties.
* Types do not require inheriting Item/Mobile. Code gen will fully create `ISerializable` information.
  - This is not recommended yet, since it requires wiring to `Persistence` which will cause lots of unresolved symbol errors until code gen is built.

### Example
```cs
using System.Collections.Generic;

namespace Server.Items
{
    [Serializable(1)]
    public partial class TestItem1 : Item
    {
        [SerializableField(1)]
        [SerializableFieldAttr("[CommandProperty(AccessLevel.Administrator)]")]
        private List<Item> _someProperty;

        private void Deserialize(IGenericReader reader, int version)
        {
        }
    }
}
```

Generates this:
```cs
namespace Server.Items
{
    public partial class TestItem1
    {
#pragma warning disable 0414
        private const int _version = 1;
#pragma warning restore 0414

        [CommandProperty(AccessLevel.Administrator)]
        public System.Collections.Generic.List<Server.Item> SomeProperty
        {
            get => _someProperty;
            set
            {
                if (value != _someProperty)
                {
                    ((ISerializable)this).MarkDirty();
                    _someProperty = value;
                }
            }
        }

        public TestItem1(Serial serial) : base(serial)
        {
        }

        public override void Serialize(IGenericWriter writer)
        {
            var savePosition = ((Server.ISerializable)this).SavePosition;
            if (savePosition > -1)
            {
                writer.Seek(savePosition, System.IO.SeekOrigin.Begin);
                return;
            }
            writer.WriteEncodedInt(_version);
            writer.Write(_someProperty);
        }

        public override void Deserialize(IGenericReader reader)
        {
            var version = reader.ReadEncodedInt();
            if (version < 1)
            {
                OldDeserialize(reader, version);
                ((Server.ISerializable)this).MarkDirty();
                return;
            }
            SomeProperty = reader.ReadEntityList<Server.Item>();
        }
    }
}
```

And this:
```json
{
  "version": 1,
  "type": "TestItem1",
  "properties": [
    {
      "name": "SomeProperty",
      "type": "System.Collections.Generic.List\u003CServer.Item\u003E",
      "rule": "ListMigrationRule",
      "ruleArguments": [
        "Server.Item",
        "SerializableInterfaceMigrationRule"
      ]
    }
  ]
}
```
2021-05-23 21:06:23 -07:00
Kamron Batman
a0893b68c0
fix(core): Updates slice with range selectors (#583)
- [X] Replaces Span slicing with range selection
- [X] Replaces string slicing with range selection
2021-04-23 20:57:24 -07:00
Kamron Batman
b51bab5f1d
fix(core): Fixes item mask in incoming mobile packet (#568)
- [X] FIxes the item mask in incoming mobile packet
- [X] Streamlines some of the send info stuff
- [X] Adds a few missing packet initializations
2021-04-10 21:48:07 -07:00
Kamron Batman
6c4308bce6
fix(core): Caches DateTime.NowUtc (#548)
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)

Closes #261
2021-03-13 01:32:04 -08:00
Kamron Batman
079eeb1b96
fix(core): Fixes nullables being disabled (#466) 2021-02-05 14:09:57 -08:00
Kamron Batman
6f0e1a22f9
fix(core): Core cleanup, adds event loop synchronization, and fixes gumps (#429)
- [X] Cleans up gump packets
- [X] Adds event loop task synchronization
- [X] Moves timer pause and cleans up the delay task timer class
- [X] Cleans up the conserve cpu
- [X] Renames variables to make them consistent with the new style
- [X] Removes process delta recursion checking.
- [X] Properly diposes net states. This fixes edge cases that may cause hanging connections to stay open longer than they should.
- [X] Fixes an issue with gump items not compiling properly

Users can now utilize `Timer.Pause()` since the code will be executed on the proper thread.

```cs
public void async void Talk()
{
    _canTalk = false;
    await Timer.Pause(Utility.RandomMinMax(5000, 8000)); // Talk after 5-8 seconds
    DoTalk();
    await Timer.Pause(Utility.RandomMinMax(12000, 25000)); // Reset ability to talk after 12-25 seconds
    _canTalk = true;
}
```
2021-01-25 21:06:46 -08:00
Kamron Batman
b921c38879
fix(core): Removes some uses of Linq (#421)
- [X] Removes some uses of linq
- [X] Creates struct based enumerator for Skills
- [X] Creates a struct based enumerator for TypeCache
- [X] Changes HarvestDefinition to an init array instead of List
- [X] Changes HeritageTokenGump Response from List to Array
2021-01-18 21:05:11 -08:00
Kamron Batman
87764ca968
fix(build): Attempt to fix possible nullable warnings as errors with releases (#418) 2021-01-18 11:52:31 -08:00
Kamron Batman
08f05afd01
fix(core): Converts boat packets (#416)
- [X] Converts boat packets
- [X] Makes a packet container builder for packet 0xF7
- [X] Generalizes world item packet so it works for mobiles too

Notes:
- This PR doesn't address proper smooth movement for boats.
2021-01-18 08:38:32 -08:00
Kamron Batman
c58aad733d
fix(core): Converts BB packets (#406)
- [X] Organizes and splits up bulletin boards
- [X] Converts packets
2021-01-13 22:28:31 -08:00
Kamron Batman
f4dd7c8e7f
fix(party): Converts party packets (#401)
- [X] Converts party packets
2021-01-10 14:23:10 -08:00
Kamron Batman
764d303543
chore: Code cleanup (#399)
- [X] Code cleanup
2021-01-10 09:14:03 -08:00