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43 commits

Author SHA1 Message Date
Kamron Batman
c39454137e
feat(network): pluggable connection filters; file blocklist + contribute-first CrowdSec (#2542)
Reshapes IP banning around one idea: **core owns the question, content owns every answer.**

Core gains a single accept-path seam — `IConnectionFilter` — and loses everything that used to implement one. The firewall moves to UOContent, a new file-backed blocklist joins it there, and CrowdSec is repositioned from an in-app enforcer to a contribute-first reporter.

## The seam

```csharp
public interface IConnectionFilter
{
    string Name { get; }
    void Configure();
    void Start(CancellationToken token);
    void Stop();
    bool ShouldDeny(IPAddress address);
}
```

The accept path went from hardcoded branches to one question:

```csharp
else if (ConnectionFilters.ShouldDeny(remoteIP, out var deniedBy))
{
    logger.Debug("{Address} denied by connection filter '{Filter}'", remoteIP, deniedBy);
}
```

Filters register during the Configure sweep. The registry is a plain array walked by an indexed loop — no enumerator, no closure, no allocation — and the first denial short-circuits. An interface dispatch is noise next to the `accept()` syscall, so pluggability costs nothing measurable on the path that has to survive a DDoS.

Whatever a hit implies — persisting, promoting to an OS bouncer, contributing to the ban channel — is the filter's business, not the accept path's.

A filter that throws is **unregistered and the connection fails open**. A filter that faults once faults for every subsequent connection, so leaving it registered means an exception and a log line per accept — exactly the amplification an attacker wants — and a broken filter must not be able to deny everyone either.

This deliberately does **not** reuse `EventSink.InvokeSocketConnect`: that fires later and allocates a `SocketConnectEventArgs` per connection, which is what the accept path avoids for rejected traffic.

## What ships behind it

**`firewall`** (UOContent) — the existing admin-curated set. Collapsed from `Firewall` + `AdminFirewall` + a threaded enforcer into one single-threaded store with **zero concurrency primitives**: the accept path, admin gump, TTL expiry and boot load all run on the game loop. Persists to `Configuration/firewall.json` with automatic migration from the legacy `firewall.cfg`. No behavior change for operators — same namespace, same gump, same commands.

**`blocklist`** (UOContent) — new. Holds a millions-strong list in-app and **demand-pages** hits up to CrowdSec, which promotes them to the OS firewall.

The motivation is concrete: CrowdSec's Windows bouncer cannot load the ~3.9M IPs that 91 community feeds produce, but it handles ~100k fine. So the millions live in-process behind a binary search, and only addresses that *actually connect* get promoted. A `PromotedGuard` suppresses re-reporting an address until the bouncer picks it up.

The list is parsed straight from UTF-8 file bytes with no per-line string allocation, off the game loop, and published as an immutable snapshot swapped through a single `volatile` reference. Reloads yield to world saves.

**`tools/Export-IpBlocklist.ps1`** — the producer. Requires PowerShell 7 and runs on Windows, Linux and macOS; Windows PowerShell 5.1 is refused up front via `#requires`. Merges a thin, non-overlapping feed set into one de-duplicated, bogon-filtered file. Parsing runs in a compiled `Add-Type` hot loop (~1s for ~4M lines instead of minutes). Written to a `.tmp` sibling and swapped with `File.Replace`, so the shard never reads a half-written list, and a total feed outage refuses to overwrite a good list with an empty one. Re-running is idempotent — it exits without downloading anything while the list on disk is younger than `-MinInterval` (default 2h, the anchor feed's own refresh period), so a misconfigured scheduler can't hammer upstream.

## CrowdSec: contribute-first

`IBanReporter` + `BanChannel` fan locally-decided bans out to external systems. `CrowdSecReporter` (UOContent) posts to LAPI `POST /v1/alerts` and retracts via `DELETE /v1/decisions`.

Reporting is **enqueue-only** on the accept path: a bounded, coalescing channel drained off-loop with bounded retry, counted drops on overflow, and a flush on shutdown. Under a DDoS the accept path never does synchronous or lock-contending per-IP work.

### Why not pull decisions from CrowdSec?

The original design streamed decisions into an in-app snapshot and enforced them at the accept gate. That's the wrong layer: by the time the shard sees the connection, the TCP handshake and socket setup are already paid for. `cs-firewall-bouncer` drops the same traffic **at the kernel**, and it's what CrowdSec is built to do. So the shard now contributes what it uniquely knows (rate-limit trips, blocklist hits from real connection attempts) and lets the OS enforce.

The one thing the OS can't do — hold millions of entries on Windows — is exactly what the in-app blocklist covers, and it feeds the same pipeline.

## Threading policy

`CLAUDE.md` rule #3 is rewritten as an explicit three-part policy, with rule #10 restated in tandem:

- Anything touching game state runs **only** on the main loop.
- Heavy work that *needs* game state must be **chunked** across ticks, never threaded.
- Heavy work that does *not* need game state (large-file parse, external I/O) **must** run off-loop **and must yield to world saves**.

Results come back via an immutable snapshot swapped through a single `volatile` reference, or `Core.LoopContext.Post` — never by letting the scheduler decide where heavy work runs. Both new subsystems follow it.

## Shared primitives

`SortedRangeIndex<T> where T : IBinaryInteger<T>` — coalesced disjoint interval arrays plus a binary search. The firewall, the blocklist, and (as of this PR) core's reserved-network tables all use it.

Coalescing is a correctness requirement, not an optimization: multi-feed lists nest CIDRs (`/24` containing a `/32`), and a search that inspects only the rightmost run whose minimum is ≤ the value is sound **only** over disjoint runs. That bug was caught in review and is covered by regression tests.

`IPAddressUtility` collects the allocation-free `IPAddress` ↔ `UInt128` conversions and CIDR parsing that were previously scattered or duplicated.

## Config

| File | Owner | Keys |
|---|---|---|
| `Configuration/bans.json` | core | `reportRateLimitTrips`, `autoBanDuration` |
| `Configuration/blocklist.json` | content | `file`, `reloadInterval`, `reportHits`, `banDuration`, `promoteSuppression` |
| `Configuration/crowdsec.json` | content | `lapiUrl`, `machineId`, `password`, `origin`, `manualBanDuration`, `flushInterval`, `maxQueue` |
| `Configuration/firewall.json` | content | persisted firewall entries (migrated from `firewall.cfg`) |

Everything is inert by default. CrowdSec self-disables without credentials; the blocklist self-disables until its file exists. A shard that changes nothing sees no behavior change.

## Notes for review

- **Core no longer references `Firewall` or `IFirewallEntry` anywhere.** `NetworkUtilities` used to build its reserved-network tables out of `CidrFirewallEntry`, which coupled core to the firewall for something unrelated to banning; those are now a `SortedRangeIndex<UInt128>`, same semantics and public API.
- **`BanChannel.Stop()` no longer persists the firewall** — a contribution coordinator has no business saving an enforcement store. That's the firewall filter's `Stop()`.
- **A dead `whitelisted` parameter was dropped** from the blocklist gate: it was hardcoded `false` at its only call site, and no whitelist concept exists in core.
- **The blocklist filter is an instance, not a static.** The static version forced its tests onto the sequential collection with a reset hook; they now run in parallel.
- `dev-docs/networking-packets.md` documents the seam for content authors, plus a known wart in the `IPAddress` ↔ `UInt128` normalization flagged for a follow-up PR.
- The generator was verified on Linux, macOS and Windows under a temporary CI matrix (since removed). It caught two portability bugs — a Windows-only path separator, and a culture-sensitive duration parse that read `2.5` as `25` on comma-decimal locales and *silently* turned a 2.5h cooldown into 25h — plus a third that made the script unparseable on Windows PowerShell 5.1. The source is ASCII-only for that last reason: `#requires` is only honored once a file parses, so non-ASCII in a BOM-less script produces parse errors instead of the version message.

## Tests

**1344 pass** (782 `Server.Tests`, 562 `UOContent.Tests`). New coverage: filter registry (registration, short-circuit, fault-disable), blocklist parsing/CIDR/coalescing, snapshot reload markers, promote-guard TTL, ban-channel fan-out, CrowdSec alert building/dedup/flush-on-stop, and the generator's output-format contract pinned against the reader.
2026-07-25 11:59:37 -07:00
Kamron Batman
e1e1a7c640
fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Kamron Batman
b191498569
feat: Adds Feature Flag System (#2328)
## Feature Flag System

A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements
without server restarts.

### Overview

Two types of controls:

1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.)
2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type

All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators.

### Predefined Flags
```
┌─────────────────┬──────────┬─────────────────────────────────────┐
│      Flag       │ Category │             Description             │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_trading  │ Economy  │ Allow secure trades between players │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_purchase │ Economy  │ Allow purchasing from NPC vendors   │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_sell     │ Economy  │ Allow selling to NPC vendors        │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_vendors  │ Economy  │ Allow player vendor interactions    │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bank_access     │ Economy  │ Allow bank box access               │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ house_placement │ Housing  │ Allow new house placements          │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ boat_placement  │ Housing  │ Allow new boat placements           │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bulk_orders     │ Crafting │ Allow bulk order deeds              │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ pvp_combat      │ Combat   │ Allow player vs player combat       │
└─────────────────┴──────────┴─────────────────────────────────────┘
```

### Commands

#### Feature Flags
```
┌────────────────────────────────────────────────────┬───────────────────────┐
│                      Command                       │      Description      │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> on|off|toggle|info              │ Manage a feature flag │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FF <key> on|off                                   │ Shorthand alias       │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> create <category> <desc>        │ Create a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> delete                          │ Delete a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureAdmin                                      │ Open the admin gump   │
└────────────────────────────────────────────────────┴───────────────────────┘
```

#### Gump Blocks
```
┌────────────────────────────────┬──────────────────────────────────────────────────────┐
│            Command             │                     Description                      │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [BlockGump <typeName> [reason] │ Block a gump type from displaying                    │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [UnblockGump <typeName>        │ Remove a gump block                                  │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [ListGumps [self]              │ List open gumps on a player (for finding type names) │
└────────────────────────────────┴──────────────────────────────────────────────────────┘
```

#### Item Blocks
```
┌────────────────────────────────────────────────┬───────────────────────────────┐
│                    Command                     │          Description          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemUse <typeName|target> [reason]       │ Block item use                │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemEquip <typeName|target> [reason]     │ Block item equipping          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemContainer <typeName|target> [reason] │ Block container access        │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemUse <typeName>                     │ Remove use block              │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemEquip <typeName>                   │ Remove equip block            │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemContainer <typeName>               │ Remove container access block │
└────────────────────────────────────────────────┴───────────────────────────────┘
```
Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock
commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off.

#### Skill & Spell Blocks
```
┌──────────────────────────────────────┬──────────────────────┐
│               Command                │     Description      │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSkill <SkillName> [reason]     │ Block a skill        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSkill <SkillName>            │ Remove a skill block │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSpell <SpellTypeName> [reason] │ Block a spell        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSpell <SpellTypeName>        │ Remove a spell block │
└──────────────────────────────────────┴──────────────────────┘
```

### Architecture

- Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and
ContentFeatureFlags (UOContent)
- Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change
- Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json
- Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks,
spell-blocks)
- Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination
- All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags

### Hook Points

Hook: Player trading
Location: Mobile.OpenTrade
Mechanism: ServerFeatureFlags.PlayerTrading
────────────────────────────────────────
Hook: PvP combat
Location: Mobile.CanBeHarmful
Mechanism: ServerFeatureFlags.PvPCombat
────────────────────────────────────────
Hook: Bank access
Location: BankBox.Open()
Mechanism: ServerFeatureFlags.BankAccess
────────────────────────────────────────
Hook: Vendor buy/sell
Location: BaseVendor
Mechanism: ContentFeatureFlags.VendorPurchase/Sell
────────────────────────────────────────
Hook: Player vendors
Location: PlayerVendor
Mechanism: ContentFeatureFlags.PlayerVendors
────────────────────────────────────────
Hook: House placement
Location: HousePlacement.Check()
Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp)
────────────────────────────────────────
Hook: Boat placement
Location: BaseBoatDeed.OnDoubleClick/OnPlacement
Mechanism: ContentFeatureFlags.BoatPlacement
────────────────────────────────────────
Hook: Bulk orders
Location: SmallBOD/LargeBOD
Mechanism: ContentFeatureFlags.BulkOrders
────────────────────────────────────────
Hook: Gump display
Location: GumpSystem.SendGump
Mechanism: FeatureFlagManager.IsGumpBlocked
────────────────────────────────────────
Hook: Item use
Location: PlayerMobile.AllowItemUse
Mechanism: FeatureFlagManager.IsItemUseBlocked
────────────────────────────────────────
Hook: Item equip
Location: PlayerMobile.CheckEquip
Mechanism: FeatureFlagManager.IsItemEquipBlocked
────────────────────────────────────────
Hook: Container access
Location: BaseContainer.DisplayTo
Mechanism: FeatureFlagManager.IsContainerAccessBlocked
────────────────────────────────────────
Hook: Skill use
Location: PlayerMobile.AllowSkillUse
Mechanism: FeatureFlagManager.IsSkillBlocked
────────────────────────────────────────
Hook: Spell casting
Location: Spell.Cast / Spellbook.CastSpellRequest
Mechanism: FeatureFlagManager.IsSpellBlocked
2026-02-07 12:02:57 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
21836cf62f
fix: Fixes massive capacity bug with pooled ref queue/list (#1865) 2024-07-07 16:18:56 -07:00
Kamron Batman
96de1fdaa1
fix: Fixes NPE in PooledRefList sort (#1864) 2024-07-07 12:09:13 -07:00
Kamron Batman
4ea1d79cad
fix: Removes broken OrderedHashSet and adds a simple OrderedSet (#1756)
> [!CAUTION]
> **BREAKING CHANGE**
> Removed `OrderdHashSet` and `PooledOrderedHashSet` due to bugs.

> [!NOTE]
> **Developer Note**
> The OrderedSet is not a full data structure. It is not particularly efficient. Pull Requests are welcome for a better implementation, especially if it ends up supporting `ISet<T>` and `IReadOnlySet<T>`

## Summary

The ordered hash set was buggy. It's kind of painful to implement, so for now, I added a simple `OrderedSet` to suffice for gumps. Please reach out if this causes disruption!
2024-05-03 18:03:26 -07:00
Stefano Merotta
1ab367d637
fix: Fixes pooled ref collections dispose on defaults (#1638) 2023-12-15 13:46:52 -08:00
Kamron Batman
e9642d61f1
fix: Removes custom BitArray (#1597)
### Summary

The BitArray class will be optimized over the next several years for various platforms/hardware and maintaining a duplicate for serialization is not practical. Removing the custom implementation. Recommend against using BitArray for serialization unless it is absolutely necessary.
2023-11-17 14:37:07 -08:00
Kamron Batman
d919f71149
fix: Fixes map iterators for Items (#1564)
### Summary

Modifying a ValueLinkList using one of the methods will bump the "version". This field is used by iterators (foreach loops) to determine if the link list was modified while iterating. The sector.Items (and in the future other lists), will no longer be safe to modify while iterating. The server will _CRASH_ if the ValueLinkList is modified.

Thanks to @stefanomerotta for help!


### Screenshots
<img width="588" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/83ee0b6e-ff4f-4768-9e29-84456e04b1ec">
2023-10-26 17:49:15 -07:00
Kamron Batman
4d8e9fc515
fix: Fixes map item iteration when multis are moved (#1562) 2023-10-22 13:22:11 -07:00
Kamron Batman
fbd194339a
feat: Adds ValueLinkList (#1545) 2023-10-14 18:58:36 -07:00
Kamron Batman
8389bfacfe
chore: Updates copyright (#1448) 2023-08-09 09:09:26 -07:00
mdodkins
a9a2a89908
feat: Customize expansion and set maps on first boot (#1425) 2023-07-31 20:46:49 -07:00
Kamron Batman
5bd41d5b68
feat: Adds .NET 7 & Arm64 support (#1229)
## BREAKING CHANGE
**Publishing for linux will no longer include runtimes**

## Major Changes
* Adds .NET 7 support.
* Adds ARM64 support (experimental).
* Changes linux support to be open-ended against anything .NET 7 supports.
* Fixes native library resolutions. (Make sure to install `dev` versions of the libraries)
* Updates README
* Adds Ubuntu 22, CentOS 8/9 Stream to CI/CD.

## TODOs:
* Update modernuo.com docs

Closes #1173
Closes #1159
2022-11-06 09:59:11 -08:00
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
Kamron Batman
cd5541ec74
fix: Fixes compiling with .NET 7 SDK (#1176) 2022-09-28 21:17:30 -07:00
Kamron Batman
4499c8397d
fix: Fixes pooled ref list resizing (#1169) 2022-09-12 09:06:50 -07:00
Kamron Batman
946a2acabf
fix: Fixes ref list infinite loop (#1142) 2022-08-21 14:04:29 -07:00
Kamron Batman
6b3617b08f
fix: Fixes BitArray serialization (#1027)
Fixes bit array serialization. This may cause objects that were serialized by bit array to fail to deserialize. I am sorry, please accept my condolences. It is probably easiest to just delete those objects. If it becomes a major problem, contact me and I'll help with a hacky per-case solution.
2022-05-18 17:25:03 -07:00
Kamron Batman
54d728a322
fix: Updates serialization to use v2.0 (#998)
- [X] Deletes serialization annotations
- [X] Updates to ModernUO.Serialization.Annotations nuget
- [X] Updates serializer to v2.0
- [X] Changes all `Serializable()` to `SerializationGenerator()`
- [X] Updates to schema generator v2.0
2022-04-17 08:02:15 -07:00
Kamron Batman
474427041f
feat: Adds a PooledRefList (#676) 2022-03-26 11:11:22 -07:00
Kamron Batman
14b63ca48e
fix: Updates ArrayPool to STArrayPool for performance. (#968) 2022-03-22 20:07:32 -07:00
Kamron Batman
76fddcbccd
feat: Adds a single threaded array pool (#967)
## Added Feature
Adds a single threaded array pool that works exactly the same as `ArrayPool<T>.Shared`.
The `STArrayPool<T>.Shared` can only be used on a single thread, the main game thread of the server.

Note: Unlike the built-in array pool, there is no hook into the _GC Gen 2_. This means to relieve potentially high memory pressure, `ArrayPool<T>.Shared.Trim()` must be called. The pool will only release arrays _after two successive calls within 10 seconds or longer_. If the server is at less than 70% total memory usage, or the server is not going to use this pool for something egregious, then don't bother ever calling Trim().


## Changes
- [X] Fixes ArrayPool calls that should be cleared due to references.
- [X] Benchmarks against ArrayPool with 4+ rented arrays deep of the same length.
- [x] Unit tests
2022-03-22 09:58:24 -07:00
Kamron Batman
23532db603
fix: Cleans up LINQ calls. (#965)
- [X] Removes several `ToList()` uses with `PooledRefQueue`
- [X] Adds a `PeekRandom` to PooledRefQueue
- [X] Updates EV/BS so they dispel each other in a more efficient manner.
- [X] Fixes Firebomb so it works like a normal firefield.
- [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary.
- [X] Removes extra allocation in campfire by using reverse loop.
- [X] Removes other LINQ calls that aren't needed.
2022-03-20 19:20:54 -07:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
b125146b27
fix: Adds BitArray support with codegen (#888)
* Adds a custom BitArray class with the following added features:
  * ctor for creating BitArray against read only span
  * ctor for creating BitArray against BinaryReader
  * CopyTo to copy a BitArray to a Span
* Adds BitArray to UO Primitive serialization so it can be codegenned.
2021-12-13 09:31:02 -08:00
Kamron Batman
360143478a
feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries


### New API

```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);

// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);

// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);

// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```


### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00
Kamron Batman
b0f8fe0350
fix: Optimize OrderedHashSet and introduce more high perf collections (#679)
* Optimizes OrderedHashSet using the learnings here: https://github.com/dotnet/runtime/issues/10050
* Removes ValueCollection since it was a relic from the conversion of the OrderedDictionary
* Centralizes throw strings.
* Adds pooled ordered hash set (but doesn't use it)

Closes #448
2021-08-08 21:37:25 -07:00
Kamron Batman
d10e782371
feat(collections): Adds pooled ref queue (#678) 2021-08-07 21:15:48 -07:00
Kamron Batman
079eeb1b96
fix(core): Fixes nullables being disabled (#466) 2021-02-05 14:09:57 -08:00
Kamron Batman
995149ad01
fix(core): Adds ability to store null value in ordered hash set (#447)
- [X] Adds the ability to store a null value in an ordered hash set

TODO:
Optimized the OrderedHashSet. See this:
* https://github.com/dotnet/runtime/issues/10050
Looks like the OrderedDictionary that I based this structure from was not updated.
See the source for diffing:
https://github.com/dotnet/runtime/blob/master/src/libraries/System.Private.CoreLib/src/System/Collections/Generic/HashSet.cs

Difference between a HashSet and an OrderedHashSet is updating the indexes of the entries after fixing the chain to preserve insertion order.
2021-02-03 17:57:03 -08:00
Kamron Batman
e869c105d0
fix(core): Fixes type caching & cleanup (#422)
- [X] Fixes some issues with the type caching
- [X] Changes type check default to ignore case
- [X] Splits out type caching of insensitive and sensitive lists. This means less stuff to iterate through when checking a type against the string.
- [X] Adds an ArrayEnumerator, mostly for reference purposes (copy/paste as needed)
2021-01-20 00:10:33 -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
3b413371dc
fix(core): Adds Gump component functionality (#377)
- [X] Adds gump close packet
- [X] Fixes gump tooltip
- [X] Adds new compile/append functions for the new gump packets
2021-01-02 19:08:35 -08:00
Kamron Batman
3551d962f7
C# 9 Cleanup (#325)
- [X] Removes EventArgs - not needed
- [X] Merges sequential checks
- [X] Removes redundant type declarations
2020-11-27 00:29:21 -08:00
Kamron Batman
741e8d8300
Cleanup/Housekeeping (#242) 2020-09-12 15:31:21 -07:00
Kamron Batman
dad5997c85
Fixes copyright headers and live template (#216) 2020-09-03 01:47:20 -07:00
Kamron Batman
86b7b3aed1
Fixes formatting (#200) 2020-08-25 18:53:35 -07:00
Kamron Batman
556a17aba8
Adds style cop (#109) 2020-04-26 00:16:02 -07:00
Kamron Batman
853c8d21f7
Adds Xoshiro256** RNG (#67) 2020-01-09 00:42:09 -08:00
Kamron Batman
58be0d416c
Fixes publishing 2019-10-04 22:02:19 -07:00