Commit graph

1916 commits

Author SHA1 Message Date
34b7945fc7 #W# Change: Changed to UOR expansion. Added Hover text for armor and weapons. 2026-10-06 20:51:27 -04:00
fa33f8466d #W# Fix: Fixed a teleporter and a str typo for CowardlyBrigand 2026-10-06 20:15:03 -04:00
45ac268d7c #W# Dungeon: Added a New Player Dungeon with some weaker mobs for level 1. 2026-10-06 14:59:05 -04:00
11b620b0dc #W# Region: Added a new NewbieDungeonRegion. Accelerated skill gain upto 80.0 2026-10-05 19:45:14 -04:00
e337ca20bc #W# Tweak: New characters start with 20 thirst now. 2026-10-05 10:26:13 -04:00
be23031a32 #W# Added: Added a waterskin. Water only. Dclick will check surrounding area for water to refill or it will drink. 2026-10-05 10:12:55 -04:00
1be86c0a40 #W# Added: Hunger and Thirst now matter. Taking damage now gives you exhaustion points that will lower your hunger and thirst faster. 2026-10-04 18:26:52 -04:00
7ca5cd3a4e #W# Added: Added a [mystats command to view the stuff i'm tracking. 2026-10-04 12:35:56 -04:00
d7f998cf6b #W# Added: Healing bufficon. 2026-10-03 20:29:18 -04:00
65d434c44a #W# Added: Now tracking player deaths, mobs kill (need to drop gold) and total gold, doesn't have to be looted. 2026-10-03 20:07:08 -04:00
ce9983b081 #W# Added: I am now tracking monster kills. Points are based on mob fame. Also added a nice [StatusBar command. 2026-10-03 18:32:43 -04:00
c34a5f18a5 #W# Typo: Fixed a Typo. 2026-10-03 12:57:48 -04:00
b787df9164 #W# Bug Fix: Removed Exile Hunter Stuff. Seems buggy. 2026-10-03 12:50:44 -04:00
9503ad1513 #W# Weather: Setup snowy weather for the winter islands. 2026-10-03 10:53:01 -04:00
314a2384d2 #W# Added: Settings.cs has some custimizable settings exposed for easy tweaking. 2026-10-02 13:59:36 -04:00
292cd625c5 #W# Added: Added an Overworld dungeon region. Tweaked overworld animal spawn. 2026-10-01 20:37:16 -04:00
6213604bb1 #W# Skill: The heal skill is now activatable. It heal poison/bleed 100% has a 15 second timer. 2026-10-01 18:53:52 -04:00
10d1368fb3 #W# Work: Working on innate abilities. 2026-10-01 17:20:22 -04:00
a628d30ed6 #W# Work: Working on innate abilities. 2026-10-01 13:45:10 -04:00
c22afc8ad6 #W# Tweak: Tweaked FarmSpawner times. 2026-10-01 11:36:01 -04:00
eb35515ad8 #W# Update: Updated BuildWorld gump. 2026-10-01 11:33:26 -04:00
029b4c2bc3 #W# Gumps: Tweaked the admin gump to use the new buildworld gump. Also added [buildworld command. 2026-10-01 10:26:01 -04:00
72ce92cf34 #W# Added: Added a new [bandself command. 2026-09-30 08:10:01 -04:00
813ba0cd20 #W# Added: Added more farm plots to the farm spawner system. 2026-09-27 20:09:29 -04:00
0d3b637a45 #W# Added: Farm spawner system. 2026-09-27 18:38:26 -04:00
b94e0d634d #W# Change: Change Veridia's map rule set. 2026-09-27 12:56:07 -04:00
accb38d7d2 #W# Spawn: Added low tier mobs to the dynamic spawner. 2026-09-26 20:15:54 -04:00
895e18149a #W# Spawn: Overworld animal spawn is done. 2026-09-26 18:06:20 -04:00
01c0676c7a #W# Save: Just a quick save. 2026-09-23 17:20:43 -04:00
428f7c4c1d #W# Spawns: Still tweaking the Dynamic Spawners. 2026-09-23 14:27:13 -04:00
484fbb6512 #W# Spawns: Working on a Biome spawn system. 2026-09-23 13:02:12 -04:00
5b6463a4a9 #W# Added: Full Spellboooks are now spawnable. 2026-09-21 14:45:13 -04:00
625b9eee1b #W# Added: Expa's Exile Hunter Bestiary system 2026-09-21 10:16:46 -04:00
86d28f32a2 #W# Added: Innate weapon abilities. 2026-09-21 10:15:27 -04:00
58ebc86b6f #W# Fix: Boat wrapping is working. 2026-09-21 10:04:48 -04:00
e2cee3ce9f #W# Added: Autostable. Script to Umounts/Remounts in certain regions. 2026-09-21 10:02:09 -04:00
0a4d972af6 #W# Added: Added some custom regions. 2026-09-21 10:01:24 -04:00
40dd003fa8 #W# Change: Change new character start locations. 2026-09-21 09:59:08 -04:00
c8a376c104 #W# Tweak: Necro books are now be equiped. 2026-09-21 09:51:37 -04:00
2cfa8c8a9c #W# Change: Mobs are hidden until player has line of site. 2026-09-21 09:48:08 -04:00
128a40e2c0 #W# Change: Spinning wheels and looms process the entire stack. 2026-09-21 09:38:11 -04:00
373369c28e #W# Change: Walking over farmable crops auto harvests them and puts it in your backpack. 2026-09-21 09:33:39 -04:00
16bd0c8269 #W# Change: Mining now only produces the large graphic. 2026-09-21 09:30:20 -04:00
dcfaced31e #W# Change: Harvesting (mining, lumberjacking, fishing,) continue until complete. 2026-09-21 09:19:24 -04:00
4170f92bdc #W# Added: [ESA command exports all spawners on the map. [IS </path/*.json> imports spawners from specified file. 2026-09-21 09:08:13 -04:00
ec93eeb4fb #W# Change: [decorate now looks in Overword/Underworld Folders. 2026-09-21 09:03:07 -04:00
6388a96fa9 #W# Change: [Go menu now uses 1 file Data/go.json. It also excepts a 'map' destination. 2026-09-21 09:00:23 -04:00
Kamron Batman
24bcfee554
feat(network): lean base pools (#2641)
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**Follow-on to #2639 (merged). References a local IORingGroup `1.0.13-preview.11` pack until 1.0.13 (modernuo/IORingGroup#15) is published; do not merge before that switch.**

## Summary

Consumes IORingGroup's lean base pools (modernuo/IORingGroup#15): both network pools now start with one slab, grow a slab at a time with the population, and trim idle slabs back after quiet periods.

- Fixes the transport's send-pool cap: previously only 1024 of the 4096 connections could get a send buffer; connection 1025 was closed at accept.
- Network memory at boot drops from about 96 MB to about 10 MB at the defaults; a full 4096 logged-in connections is about 1.25 GB of base buffers plus the growth budget.
- New settings: `network.initialBufferSlabs` (default 1; slabs of each pool held from boot and the trim floor) and `network.maxBufferSlabs` (default 128; divides the connection maximum into slabs, 32 connections per slab). Both are coerced with a warning; the same value feeds the ring table and the manager so they cannot drift.
- The Debug-only maintenance line includes base-pool capacity and releases.
- `dev-docs/server-requirements.md` rewrites the network memory story and adds the two settings.

## Pre-auth buffers

Every connection starts on the transport's platform-minimum buffers (4 KB receive, 4 KB send) instead of the base pools. It is promoted to full-size buffers (64 KB receive, `network.sendBufferSize` send) when the game server verifies its account — the point where `NetState.Account` is assigned in the `GameServer_AwaitingGameServerLogin` or `GameServer_LoggedIn` state, so a verdict that lands after the parser has moved on still promotes. Nothing ever moves back. The login-server pass stays on the small buffers for its whole lifetime.

Before credentials verify, nothing promotes: the 4 KB send ring is the entire pre-auth send budget, and a connection that overruns it is dropped as exhausted, exactly as the receive side drops a packet header declaring more bytes than the receive buffer can hold (new guard in `HandlePacket`; it also closes the old 65535-byte edge on 64 KB buffers). The stock login sequence sends under 2 KB. After credentials verify, the send path promotes on demand if it ever needs to (unbudgeted, outside the memory ceiling and the shrink bookkeeping — promotion is not growth), and the oversize-packet guard waits on a pending receive promotion or retries a stalled one once for a verified account before disconnecting. A completion that fills the receive buffer arms no receive, so `HandleReceive` now calls `RingSocket.ResumeReceive()` after the parse loop — at 4 KB a burst of small packets fills the buffer in one completion.

Net effect: a flood of unauthenticated connections tops out at about 32 MB across the full 4096-connection cap where the platform minimum is 4 KB (the transport's retained slabs and the base pools used by logged-in players are separate), and never allocates a base-pool slab.

Platform note: on Windows Server 2012 R2 / 2016 the transport's legacy mapping path floors at 64 KB: the pre-auth receive pool is off there (its base is 64 KB), while the pre-auth send buffer starts at 64 KB under the 256 KB base. The server logs the effective sizes at startup.

## Testing

Server.Tests (905) and UOContent.Tests green on the preview pack (one pre-existing `FamiliarAITests` failure from #2644 reproduces on `main`, tracked separately). New tests cover both coercions, that the ring's registration table equals `RequiredRegisteredBuffers` for the configured values, promotion on game-server auth and on a late account, no promotion on the login server, pre-credential overrun ending in exhaustion, post-credential on-demand promotion, the oversize-packet guard through loopback (error, wait, retry with an account, and a promotion made pending mid-parse), and receiving again after a burst fills the initial buffer.
2026-09-20 00:24:15 -07:00
Robert Dickey
9d9e672a09
fix(ai): make debug-message cooldown comparisons wraparound-safe (#2659)
When an AI debug-message cooldown crosses the signed tick-counter boundary, DebugInterpolatedStringHandler can emit before the deadline or suppress a message after it. Both constructors compare absolute tick values.

Use subtraction-based deadline comparisons in both constructors, following dev-docs/tick-counts.md. This is a two-line production change; message formatting, cooldown duration, and gameplay behavior are unchanged.

Adds 35 regression cases exercising the actual handler and DebugSayFormatted:
- Both constructor overloads, with debugging enabled and disabled.
- Before/at/after deadlines on positive and negative clocks.
- Future and expired deadlines across signed wraparound.
- Cooldown rearming across wraparound and buffer clearing.
- A compiler-generated interpolated call through the public extension method.

Validation on Linux / .NET 10, based on clean upstream 35e3a31b4:
- Release build: 0 warnings, 0 errors.
- New tests against unchanged production code: 28 passed, 7 failed.
- With the fix: 35 passed, including without client map data (no skips).
- Selected AI/pet suites: 134 passed / 7 failed before; 141 passed / 0 failed after.

Tests use synthetic entities; no running shard or world saves. The faulty comparisons were reverified on upstream main before submission. Windows execution remains unverified. The tests exercise explicitly assigned deadlines; deadline initialization is outside this patch.

Addresses only the DebugInterpolatedStringHandler comparison item in #2627; it does not close the other audit items.
2026-09-19 09:59:00 -07:00
Kamron Batman
12b0886cef
fix(feature-flags): custom flags no longer throw; removing a flag restores its real default (#2654)
Two bugs found while reworking #2653.

**Custom flags throw.** `SyncStaticFlag` is a switch expression with no discard arm, so any key that has no static behind it throws `SwitchExpressionException`. `[FeatureFlag mykey create <category> <desc>` crashes in `CreateOrUpdateFlag`, and once such a key is in `flags.json`, every boot's `SyncAllStaticFlags()` throws mid-iteration — caught and logged as "Failed to load feature flags", but stock flags later in dictionary order never sync. Added `_ => enabled`.

**Removing a flag turns some features on.** `RemoveFlag` hardcoded `SyncStaticFlag(flagKey, true)`. For `speedhack_detection` and `insurance` the real default is `false` / `insurance.enable`, so deleting the flag enabled the feature. It now syncs the removed flag's `DefaultEnabled`, which #2653 seeds from the static.

Verified: `dotnet build Projects/UOContent/UOContent.csproj -c Release`, 0 `CS` diagnostics (post-build copy to `Distribution/` was blocked by a running server instance).
2026-09-18 19:25:39 -07:00