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Author SHA1 Message Date
Kamron Batman
a8acfa31f8
refactor: decompose mobile/corpse hair, delete VirtualHairInfo, fix removal serial (#2462) (#2463)
Fixes #2462

## Summary
Removes the per-object `VirtualHairInfo` heap wrapper for mobile/corpse hair. Hair is now stored **inline** on `Mobile` and `Corpse` as `int _hairItemId` / `int _hairHue` plus a lazily-allocated, **non-serialized** ephemeral `Serial _hairSerial` (in the high virtual-serial range) — and likewise for facial hair. The `VirtualHairInfo` class is deleted, with a **lossless** save migration.

This delivers three things:
1. **Fixes a hair-removal bug.** `Delta(MobileDelta.Hair)` is deferred (it enqueues; `ProcessDeltaQueue` runs later in the tick). The old `HairItemID = 0` setter nulled `_hair` *immediately*, so by the time `ProcessDelta` built the remove packet the equipped virtual serial was already gone — the old `??=` code then re-materialized a **fresh** serial (≠ the equipped one), so clients never removed the right entity, and it left a phantom ItemId-0 object behind. The serial now lives on the entity and **persists across removal**, so remove packets carry the correct serial.
2. **Lightens the entity.** No heap hair object; bald mobiles allocate nothing (the serial is minted lazily only when hair is present). This was the original reason `HairItemID`/`HairHue` exist.
3. **Removes `VirtualHairInfo` entirely**, keeping the high-range virtual serial behavior.

## How
- **Mobile** (manual serialization): inline `_hairItemId/_hairHue/_hairSerial` (+facial); lazy `HairSerial`/`FacialHairSerial`; `ProcessDelta` reads those. Serialization **v36 → v37** — the v30-v37 deserialize is unified, reading the legacy per-hair `VirtualHairInfo` version int only when `version < 37`. Setting item id to 0 clears the hue (matching the old object-nulling) while retaining the serial.
- **Corpse** (codegen serialization): decomposed to `[SerializableField] int _hairItemId/_hairHue` (+facial) + ephemeral serial; **v16 → v17** with `MigrateFrom(V16Content)`.
- **Lossless migration:** the loader validates exact byte length, and the old corpse hair is a presence-bool-gated block, so a tiny **migration-only** `LegacyHairInfo` reader (no runtime role) consumes the legacy `[bool][int ver][int itemId][int hue]` bytes. Frozen `Corpse.v14/v15/v16.json` are retyped to it; `v17.json` describes the new int fields.
- All consumers updated to discrete accessors: `OutgoingMobilePackets`, `CorpsePackets`, corpse subclasses (`MilitiaFighterCorpse`, `SchmendrickApprenticeCorpse`), and the packet test mirrors.
- `VirtualHair.cs` renamed to `OutgoingVirtualHairPackets.cs` (the only type left in it after `VirtualHairInfo` was removed).

## Test Plan
- [x] Full solution build: **0 warnings, 0 errors** (`TreatWarningsAsErrors`).
- [x] `Server.Tests`: **708 passed** (incl. new `RemoveHairUsesEquippedSerial` / `RemoveFacialHairUsesEquippedSerial` proving the serial survives removal + hue clears).
- [x] `UOContent.Tests` corpse/hair: **6 passed** (incl. `CorpseHairMigrationTests` asserting the legacy hair bytes are consumed exactly — the loader's length invariant).
- [x] Generated migration code inspected: V14/V15/V16 readers consume the legacy block byte-for-byte; serial never written to disk.

## Upgrade notes
- Old Mobile (v30–v36) and Corpse (v13–v16) saves load losslessly.
- Minor cosmetic-only change: `SchmendrickApprenticeCorpse` hair/facial-hair RNG draws shift order within each pair (same draw count); irrelevant for a quest NPC corpse.
2026-06-06 14:33:28 -07:00
Kamron Batman
9a3d88988c
feat(pathfinding): non-eager TryGetMask + second-touch promotion (#2451)
## Summary

Closes the Cold-cache regression flagged in PR #2450. `StepCache.TryGetMask` no longer eagerly runs `BuildChunk` on the first miss for a chunk that isn't in a `.swb` lazy reader. Instead it returns `Fallthrough_NotBuilt` and the caller (`BitmapAStarAlgorithm`) takes the per-cell slow path. The chunk is only promoted to the bitmap fast path after the **second** miss within a 30-second window, filtering single-touch pass-throughs.

This makes BitmapAStar's worst-case (cold cache + short hops) collapse from **12–47× slower** than FastAStar to **roughly the same**, which is the floor the slow path can deliver. Steady-state warm performance (the actual deliverable) is unchanged from PR-5 — it was always the cache fast path.

## The pet-follow scenario this fixes

A mounted player at ~4 tiles/sec with a pet/hireable following will trigger an NPC pathfind every 100–300 ms. Each pathfind is 1–6 tiles. As the player crosses chunk boundaries (~4 sec/chunk), the pet's first pathfind in the new chunk under the previous behavior triggered a full ~700 µs `BuildChunk` for a chunk the player would leave shortly after. At 50–100 mobiles per shard, this exceeded the 8 ms tick budget. PR-5 BDN data showed scenarios 6–9 (2–8 tile NPC perception) at 2,300–3,700 µs Cold vs FastAStar's 80–200 µs.

Under the new gate:

- First miss → `Fallthrough_NotBuilt` → caller uses slow path (~30–50 µs short path). No `BuildChunk`. No allocation.
- Player keeps moving → chunk never gets a second touch within window → never promoted, no rot.
- NPC patrolling a fixed territory → repeatedly hits the same chunks → second touch within window → promote → cache fast path on subsequent calls.

## What changed

- **`CacheHitKind.Fallthrough_NotBuilt = 6`** + **`CacheStats.FallthroughNotBuilt`** counter. `IsHit=false`, so the caller routes to slow path.
- **`StepCache._chunkMissTracker`** — `Dictionary<long, ChunkMissState>` capped at 4096 entries. State is `(byte missCount, uint lastMissTickStamp)` keyed by chunk key. Window-expired entries reset count to 1; capacity overflow prunes window-old entries first.
- **`StepCache.MissPromotionThreshold`** (default `2`) and **`StepCache.MissPromotionWindowMs`** (default `30_000`) — tunable, can be wired through `ServerConfiguration` if shards want different policy. Setting threshold to `1` restores legacy eager-build behavior (used by tests that prime chunks via single `TryGetMask` call).
- **`StepCache.TryGetMask` miss branch** — try lazy reader first (file-loaded chunks bypass the tracker entirely; an `.swb` represents an explicit prior decision to keep the chunk warm). Otherwise consult the tracker.
- **`BitmapAStarAlgorithm.GetSuccessorsSlowPath`** now layers `IsBlockedByDynamic` on top of `CalcMoves.CheckMovement`. Previously the slow path only ran for `CanFly` creatures and rare cache fallthroughs — `CheckMovement` doesn't iterate same-cell mobiles, so the bitmap fast path's `IsBlockedByDynamic` was the only mobile-blocking check. Now first-touch pathfinds run through the slow path, so the gap had to close.

## Tests

50 pathfinding tests pass (was 47). New / updated:

- **`TryGetMask_FirstTouchOnUnbuiltChunk_DefersBuildAndReturnsFallthrough`** — single TryGetMask call returns `Fallthrough_NotBuilt`, no chunk built, no allocation.
- **`TryGetMask_SecondTouchWithinWindow_PromotesAndBuilds`** — second call inside the 30s window builds + serves.
- **`TryGetMask_SecondTouchAfterWindow_RestartsCounterAndDefers`** — second call outside the window restarts the count, returns Fallthrough again.
- **`TryGetMask_DistinctChunks_TrackedIndependently`** — counters are per-chunk; one touch on each of two adjacent chunks both stay in fallthrough.
- **`LazyReaderHit_BypassesMissTrackerOnFirstTouch`** — open `.swb` + first touch hits without consulting the tracker. Production with `.swb` loaded skips the gate entirely.
- **`MultisVersion_Bump_TriggersDirtyRebuild`** — updated to reflect the new 3-step flow (Fallthrough → Miss_NotBuilt → Miss_DirtyRebuild).
- Tests that prime chunks via a single `TryGetMask` call (multi-Z, Tier4, lifecycle, parity, BitmapAStar uses-cache) set `MissPromotionThreshold = 1` to opt into eager behavior.

## Expected BDN impact

The Cold column from PR-5's BDN should change as follows once the bench's submodule pointer is updated to this branch:

| # | Scenario        | Cold (PR-5)  | Cold (PR-6 expected) | FastAStar Cold |
|--:|-----------------|-------------:|---------------------:|---------------:|
| 2 | sewer corridor  | 1,627 µs     | ~36 µs               | 36 µs          |
| 4 | causeway        | 1,533 µs     | ~39 µs               | 39 µs          |
| 6 | pet 2-tile      | 2,364 µs     | ~80 µs               | 81 µs          |
| 8 | npc 5-tile      | 3,708 µs     | ~140 µs              | 141 µs         |
| 9 | npc 8-tile      | 2,386 µs     | ~200 µs              | 197 µs         |

WarmNoFile and LazyWarm rows should be unchanged — they were always cache-warm. The miss tracker only fires when neither resident chunks nor the lazy reader can satisfy the request.

## Future work (not in this PR)

- **Background-thread bake**: builds outside the game thread so even promoted chunks don't pay the 700 µs build cost on the main thread. Rule 10 (no Task.Run) applies, so this needs careful design — the bake is a pure data transform but main-thread synchronization on chunk-state transitions has to be threaded through. Defer to a follow-up.
- **Long-traverse BDN scenario**: a multi-Find benchmark simulating 50 pet repaths across chunk transitions. Requires restructuring the bench harness; the existing 10-scenario corpus + Cold provider already exercises the gate.
- **Swim sourceZ bake**: scenario 5 (sea serpent) shows 56 B alloc on warm paths because the cache's SourceZ is computed under default-walker rules. Swim creatures fall through to slow path. Independent of this PR.
2026-06-06 13:11:53 -07:00
Kamron Batman
cff9fbda29
fix(ai): creatures pathfind around concave obstacles instead of oscillating (#2461)
## Summary

Creatures (pets following, monsters chasing, NPCs approaching) would **oscillate — "pace back and forth really fast"** at concave obstacles (reported at the Britain Inn L-desk: a pet at `(1493,1614,20)` never reaching its master at `(1494,1605,21)`) instead of routing around them.

**Root cause** (the A* pathfinder itself was correct): all goal-seeking funnels through `MoveTo` and `WalkMobileRange` → `MoveTowardsOrAwayFrom`, which step greedily via `DoMove(dir, badStateOk:true)`. `DoMove` returns `true` even when the direct step was blocked and the creature merely **auto-turned and sidestepped** (`MoveResult.SuccessAutoTurn`), and the caller then set `Path = null`, discarding the `PathFollower`. So at a concave obstacle a non-progressing sidestep was mistaken for progress and the creature never committed to a route. (AOS pet-follow runs at `CurrentSpeed = 0.1`, hence the "really fast" shuffle.)

## What changed

- **New centralized `BaseAI.ApproachTarget(target, run, range)` primitive.** A greedy step is committed only when it **fully succeeds (`MoveResult.Success`) and actually gets closer**; otherwise the creature commits to a **persistent `PathFollower`** that routes around the obstacle and is never discarded by a greedy step. The open-terrain fast path (one greedy step, no pathfinding) is preserved. `MoveTo`, `MoveTowardsOrAwayFrom`, and `MoveToWithCollisionAvoidance` all delegate to it — public signatures unchanged, so no AI-class call site changes.
- **Best-distance give-up + idle.** A creature that cannot reach a **stationary** in-range goal stops shuffling and idles after `ApproachGiveUpTicks` (40) ticks without lowering its closest-ever distance; a **moving** goal (active chase) never gives up. It resumes the moment the goal moves.
- **Pathfinder fix (required):** `BitmapAStarAlgorithm.IsBlockedByDynamic` now skips the dynamic mobile-block check **at the goal cell only** (`MoveImpl.Goal`). Previously A* returned `null` whenever the target mobile stood on the goal cell, so creatures could never pathfind *toward* another mobile — only toward empty ground. The follower stops within `range` short of it. Static/item blocking and all non-goal mobile blocking are unchanged.

## Tests

New AI-loop integration tests in `ApproachTargetTests.cs` drive the real `BaseAI` primitives against live Britain Inn map statics: exact-repro pet follow, open-terrain (asserts zero pathfinding), `MoveTo` chase (static + walking-away target), route-around-a-dynamic-wall, and walled-off give-up-and-idle.

- Pathfinding + AI subset: **52/52** pass.
- Full `UOContent.Tests`: **301/301** pass. (Note: the test host lingers on shutdown — a pre-existing infra quirk unrelated to this change; all tests complete and pass.)
- Full solution build: clean (0 warnings / 0 errors).

## Notes

- Branched off `main`; independent of the in-flight step-cache work.
- Out of scope (future work): proactive "SmartAI" look-ahead pathfinding so clever creatures plan a route before walking into the obstacle, rather than reacting after they hit it.

## Test Plan

- [X] In-game: order a pet to `follow`/`come` across the Britain Inn L-desk; confirm it routes around and reaches you instead of pacing.
- [X] Aggro a monster and kite it around a building/treeline; confirm it chases around obstacles.
- [X] Confirm open-terrain following/chasing feels unchanged (no extra latency).
- [X] Confirm a creature with a genuinely unreachable target idles rather than shuffling forever.
2026-06-06 10:20:52 -07:00
Kamron Batman
7bd2cb6a2a
feat(pathfinding): Tier 4 multi-Z strata (file format v2) (#2450)
## Summary

Multi-Z cells (bridges, stairs, paver-over-ground, multi-floor structures) now carry **per-stratum walkability data** in the cache instead of falling through to the slow path. The data is computed at chunk-build time, persisted in the `.swb` file, and selected at query time by matching the request's `sourceZ` against each stratum's `zCenter` (within `StepHeight` tolerance).

This is the Tier 4 strata feature, deferred from PR #2447 / PR #2448 / PR #2449. Builds on PR #2449's lazy backing store and public bake helpers.

## Wire format change (v1 → v2)

`StepCacheFile.FormatVersion = 2`. `MinSupportedVersion = 2`. v1 `.swb` files are silently rejected at open time (treated as missing) and overwritten on the next `SaveToFile` / `BakeMap`. **No migration** — older files just get re-baked.

The `MinSupportedVersion` sentinel is the model going forward: bump the constant when an incompatible change lands; admins re-bake on the next deploy. No matrix of v1↔v2↔v3 migration logic to maintain.

## What changed

- **`StepProbe.ComputeStrataAt(map, x, y)`** — enumerates walkable standing-Zs at the cell (one per land surface plus one per walkable static), collapses Zs within `2*StepHeight`, runs `ComputeMaskAt` at each surviving Z. Returns `null` for single-Z cells (caller uses the chunk's main mask).
- **`StepChunk`** — replaces the old `MultiZCells` bitmap with a **strata storage pair**:
  - `ushort[256] StrataOffsetByCell` (sentinel `NoStrata = 0xFFFF` = "no strata for that cell")
  - `byte[] StrataData` packed: `u8 stratumCount`, then `count × 19-byte stratum`
    - `sbyte zCenter, byte walkMask, byte wetMask, sbyte walkZ_N..NW (8), sbyte swimZ_N..NW (8)`
  - `IsCellMultiZ` derives from `StrataOffsetByCell[cell] != NoStrata` — same semantics, single source of truth.
- **`StepCache.BuildChunk`** — populates strata for cells flagged multi-Z via `SetStrata`. Chunks with zero multi-Z cells pay zero strata overhead (offset array + data array stay null).
- **`StepCache.TryGetMask`** — for multi-Z cells, scans strata with `TryStratumHit`; returns the matching one with `HitKind=Hit`. Falls through to slow path only when no stratum matches the query `sourceZ`.
- **`StepCacheFile`** — v2 serialization with strata trailer per chunk + `recordLength` in index entry. Lazy reader sizes scratch per-chunk-record using the recorded length, growing on demand for multi-Z-heavy chunks. Patches `IndexOffset` on `w.Buffer` (BufferWriter's current backing array) since it grows during variable-size chunk writes.

## File layout v2

```
Header (48 bytes):
  u32  Magic           = 0x42575300 ('SWB\0')
  u32  Version         = 2
  u32  MapId
  u64  Fingerprint     XxHash3 over LandTable + ItemTable flags + map files (mapX.mul/.uop, staidxX.mul, staticsX.mul)
  u64  BakeTimestamp   informational
  u32  ChunkCount
  u64  IndexOffset     position where chunk index begins

Per chunk (variable size):
  u16  ChunkX, ChunkY
  u32  BuiltMultisVersion
  u8   HasStrata       0 = no strata trailer; 1 = strata trailer follows
  byte WalkMask[256], WetMask[256]
  sbyte SourceZ[256], WalkZN..WalkZNW[256], SwimZN..SwimZNW[256]
  // Strata trailer (only when HasStrata == 1):
  u16  StrataOffsetByCell[256]    // NoStrata sentinel = 0xFFFF
  u32  StrataDataLength
  byte StrataData[StrataDataLength]
       Per multi-Z cell: u8 count, then count × Stratum (19 bytes)

Index trailer (20 × ChunkCount bytes):
  per chunk: { u64 chunkKey, u64 fileOffset, u32 recordLength }
```
2026-05-06 22:55:42 -07:00
Kamron Batman
a8ca82738d
feat(pathfinding): JSONL recorder + public bake helpers (#2449)
## Summary

Adds two pieces of pathfinding tooling on top of PR #2448's lazy `.swb` infrastructure:

- **`PathfindRecorder`** — admin-toggled JSONL telemetry capture; one record per `BitmapAStarAlgorithm.Find` call. Output format matches the BDN harness corpus, so production traffic can be captured and replayed in benchmarks without an adapter.
- **Public bake helpers on `StepCache`** — `ComputeLiveTileDataHash`, `TryReadTileDataHashFromFile`, `BakeMap`, `ClearResidentChunks`. Lets the benchmark project (and any future bake utility) drive cache fill + persist without exposing internal types.

The companion BDN harness update lives in [ModernUO-Benchmarks#kb/pathfinding-pr4-bench](https://github.com/modernuo/ModernUO-Benchmarks/tree/kb/pathfinding-pr4-bench): porting `Benchmarks/PathfindInGame/` from the `kb/ai_pathfinding` branch to the API shipped in #2446–#2448.

## What's in this PR

### `PathfindRecorder` (`PathfindRecorder.cs`)
- Holds a single `StreamWriter` open while recording; its internal buffer absorbs per-record writes without per-call `File.AppendAllText`.
- Single `bool` check on the hot path; cheap when disabled.
- Disabling flushes + disposes; an IO failure during write also disables the recorder.
- Server config:
  - `pathfinding.recorder.enable` — bool, default `false`. Read on boot via `GetOrUpdateSetting`.
  - `pathfinding.recorder.path` — default `<basedir>/Data/Pathfinding/recordings/pathfinds.jsonl`.
- Hooked into `BitmapAStarAlgorithm.Find` — runs once per call, does nothing when disabled.
- Admin command: `[PathRecord [on|off|flush|status]` (default `status`).

### Public cache helpers
- `static ulong StepCache.ComputeLiveTileDataHash()` — wraps the file module's hash function for staleness checks.
- `static bool StepCache.TryReadTileDataHashFromFile(string, out ulong)` — peeks at a `.swb` file's hash field (20 bytes).
- `int StepCache.BakeMap(int, string)` — walks every chunk in the map, populates resident set, saves. Offline / fixture use; blocks for many seconds on a full-map walk.
- `void StepCache.ClearResidentChunks()` — drops chunks + zeros counters but keeps lazy readers open. Lets benchmark loops measure "first query after boot" cost across iterations without the lazy-reader reopen overhead.
2026-05-06 13:06:28 -07:00
Kamron Batman
7c9215d97c
feat(pathfinding): lazy .swb backing store for the step cache (#2448)
## Summary

Adds a binary disk format + lazy reader so the step cache can warm-start from a precomputed file without paying chunk-build cost on the first pathfind through a region. **Resident memory stays bounded by `MaxResidentChunks` regardless of file size** — opening a `.swb` reads only the header + chunk-offset index (~16 bytes per indexed chunk), and individual chunks are seeked + deserialized only when `ResolveMissingChunk` asks for them.

The lazy design (vs. an eager bulk load): a 250 MB bake on a RAM-constrained shard never materializes more than the LRU cap (~40 MB at the default 8192-chunk cap), and unwanted regions never enter memory at all.

Builds on PR #2447.

## What changed

- **`StepCacheFile`** — binary reader/writer module. Writer emits header → chunks (offsets recorded) → index trailer, then patches the header's `IndexOffset` field. Reader is `OpenForLazy(path)` returning a `LazyReader` that holds an open `FileStream` + offset dictionary.
- **`StepCacheFile.LazyReader`** — `TryReadChunk(chunkX, chunkY)` does a single seek + bulk read for one record. `Dispose` releases the underlying stream. Files are opened with `FileShare.Read | FileShare.Delete` so admin tooling can replace them.
- **TileData fingerprint via XxHash3.** The `.swb` header carries a hash of `LandTable + ItemTable` flags. Load rejects any file whose hash doesn't match the running server. Computed via `HashUtility.ComputeHash64` (engine-blessed hasher) — adds a `ReadOnlySpan<byte>` overload alongside the existing `ReadOnlySpan<char>` one for parity.
- **`StepCache.SaveToFile(path, mapId)`** — writes resident chunks for the given map.
- **`StepCache.TryOpenLazyReader(path, mapId)`** — opens the file, validates header, holds the reader for the map's lifetime.
- **`StepCache.ResolveMissingChunk`** — now consults the lazy reader before invoking the runtime baker. A loaded chunk whose `BuiltMultisVersion` doesn't match the live sector falls through to the baker (snapshot was made before a multi was added/removed in that sector).
- **`StepCache.Clear` closes lazy readers.** Test cleanup can delete `.swb` files cleanly.
- **Auto-load at startup.** `PathCacheCommands.Configure()` opens `Data/Pathfinding/<mapId>.swb` as a lazy reader for every map.
- **`[PathCacheSave`** / **`[PathCacheLoad`** — admin commands for the same workflow.
- **`pathfinding.maxResidentChunks` shard-tunable.** Read from `server.cfg` at boot via `ServerConfiguration.GetOrUpdateSetting` (default 8192 ≈ 40 MB). Small shards can tune down; large shards with substantial bakes can tune up to reduce eviction churn. Default is written back to `server.cfg` on first boot, matching the engine pattern used by other settings.

## File layout (v1)

```
Header (48 bytes):
  u32  Magic           = 0x42575300 ('SWB\0')
  u32  Version         = 1
  u32  MapId
  u64  TileDataHash    XxHash3 over LandTable + ItemTable flags (HashUtility)
  u64  BakeTimestamp   informational
  u32  ChunkCount
  u64  IndexOffset     file position where the chunk index begins

Chunk records (fixed size, ~5,393 bytes each, +32 if multi-Z):
  u16  ChunkX
  u16  ChunkY
  u32  BuiltMultisVersion
  u8   HasMultiZ
  byte WalkMask[256], WetMask[256]
  sbyte SourceZ[256], WalkZN..WalkZNW[256], SwimZN..SwimZNW[256]
  [byte MultiZCells[32] when HasMultiZ == 1]

Index trailer (16 × ChunkCount bytes):
  (u64 chunkKey, u64 fileOffset)
```

## Memory math

| Scenario | Disk file | RAM at boot | Notes |
|---|---|---|---|
| Empty / no `.swb` files | — | 0 | Silent; cache builds on demand. |
| Admin-curated towns (5K chunks) | 25 MB | 0 + per-query | Index ≈ 80 KB. Resident grows to the configured cap under steady-state queries. |
| Full-map bake (50K chunks) | 250 MB | 0 + per-query | Index ≈ 800 KB. Same configured cap. Cold areas never load. |
| All 5 maps fully baked | 1.25 GB | 0 + per-query | Index ≈ 4 MB total. Same configured cap. |

## Hash choice (FNV-1a → XxHash3)

The original draft used inlined FNV-1a-64. Switched to XxHash3 via `HashUtility`:

- ~30× faster on this workload (~30 GB/s SIMD vs ~2 GB/s byte-by-byte). Boot-time only, so absolute saving is microseconds — the real wins are elsewhere.
- Stronger collision resistance and distribution.
- Drops ~25 lines of inlined hash code; matches the rest of the codebase's hashing pattern.
- Hash is stable as long as `HashUtility`'s `xxHash3Seed` constant doesn't change (already marked `// DO NOT CHANGE THIS NUMBER`).
2026-05-06 01:32:44 -07:00
Kamron Batman
9066e8fd00
feat: expand cache to nearly all mobiles + dynamic-obstacle pass (#2447)
## Summary

Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped.

## What changed

- **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte.
- **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before.
- **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply.
- **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely.
- **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site.
- **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap.
- **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters).
- **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior.

`RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
2026-05-06 00:14:08 -07:00
Kamron Batman
6a3804addc
feat: Replace FastAStarAlgorithm with BitmapAStarAlgorithm (#2446)
## Summary

Replaces `FastAStarAlgorithm` with `BitmapAStarAlgorithm`: one cache lookup per cell expansion (8-direction mask + per-direction destination Z) instead of 8 separate `MovementImpl.CheckMovement` calls. Adds the supporting cache infrastructure to back it.

Public API unchanged — `MovementPath` / `Mobile.Move` / `CalcMoves.Find` return the same shapes; the algorithm swap is internal.

## What's in this PR

- **`BitmapAStarAlgorithm`** — A* that issues one `StepCache.TryGetMask` call per cell expansion. Inline fallthrough to the per-cell slow path for multi-Z, off-map, source-Z mismatch, and non-default walkers.
- **`StepCache`** — singleton chunk store keyed by `(mapId, chunkX, chunkY)`. Lazily built on first query, invalidated by `Sector.MultisVersion` mismatch, memory-bounded by sampled probabilistic LRU.
- **`StepProbe`** — computes static-only walkability for a single cell, mirroring `MovementImpl.Check` minus the item / mobile collision phases.
- **`StepMask` / `StepChunk`** — value / storage types for the per-cell results.
- **`CacheEvictionTimer`** — periodic cap backstop (60s interval; early-returns when not over cap).
- **`Map.Sector.MultisVersion`** promoted to `public` so the cache can detect dynamic-static invalidations cheaply.

## Eviction strategy

Sampled probabilistic LRU (Redis-style). Per eviction, sample 5 random keys from a parallel `List<long>` kept in lockstep with the chunk dictionary; evict the oldest of the sample via swap-and-pop. O(1) per eviction regardless of resident count, so sustained cap pressure has no perpetual perf hit.

## Capability handling (interim)

Non-default walkers (non-GM players, creatures with `CanSwim` / `CanFly` / `CanOpenDoors` / `CanMoveOverObstacles`) route entirely through the per-cell slow path via `BitmapAStarAlgorithm.GetSuccessorsSlowPath`. The 2-pass design (cache + capability overlay + dynamic-obstacle pass) lands in the follow-up PR.
2026-05-05 21:53:43 -07:00
Kamron Batman
3b4e1137f6
feat: Implements new robust/pluggable backup/archive system. (#2388)
## Summary

Overhauls the backup/archive system to address stability, robustness, fault tolerance, performance, and pluggability.

### Problems solved
- **Critical bug**: `Interlocked.CompareExchange` arguments were reversed — the concurrent archive guard never actually prevented concurrent archives
- **Brittle compression**: Relied on spawning external `zstd.exe`/`tar.exe`/`bsdtar.exe` processes with platform-specific workarounds (Windows two-step hack, auto-downloading bsdtar from libarchive.org)
- **No fault tolerance**: Partial archives possible if process killed mid-write; no recovery mechanism; originals deleted before verification
- **No extensibility**: No way to add remote backup destinations (S3, rsync) without modifying core code
- **Silent failures**: Bare `catch` blocks swallowed exceptions with no diagnostics

### What changed

**Cross-platform streaming compression** — Replaced external process spawning with `System.Formats.Tar` (built-in .NET) + `ZstdNet` (native libzstd P/Invoke). Single-pass streaming: `TarWriter → CompressionStream → FileStream`. No intermediate `.tar` file, no platform-specific code paths.

**Archive journal** — JSON-based operation journal (`Archives/.archive-journal.json`) tracks state machine: `Started → Archived → Distributed → Completed` (or `Failed`). On startup, recovers interrupted operations (cleans temp files, completes pruning).

**Verify before delete** — Archives are verified (entry count check) before deleting source backups. Temp-file-then-atomic-rename pattern prevents partial archives.

**Retry logic** — File operations (moves, deletes) retry with linear backoff for transient I/O failures (antivirus locks, file copy operations).

**Plugin architecture** — `IArchiveDestination` interface in `Projects/Server/` enables external plugins (loaded via `assemblies.json`) to receive completed archives. `ArchiveDestinationRegistry` tracks destinations. Conservative pruning: source backups preserved if any destination with retention fails.

**Configurable** — Retention counts (hourly/daily/monthly), compression level, retry settings, backup max age all configurable via `ServerConfiguration`.

### New admin commands
- `[ArchiveStatus` — Shows journal state, destinations, next scheduled archive times
- `[ArchiveNow` — Forces immediate rollup regardless of schedule

### Files

| Change | File |
|--------|------|
| New | `Server/Saves/ArchiveEnums.cs`, `IArchiveDestination.cs`, `ArchiveDestinationRegistry.cs`, `ArchiveEventArgs.cs` |
| New | `Server/Events/ArchiveEvents.cs` (partial EventSink) |
| New | `UOContent/Compression/ManagedArchive.cs` |
| New | `UOContent/World Saves/ArchiveJournal.cs`, `LocalArchiveDestination.cs` |
| Rewrite | `UOContent/World Saves/AutoArchive.cs` |
| Modified | `UOContent/World Saves/SaveCommands.cs`, `Server/Utilities/PathUtility.cs`, `UOContent.csproj` |
| Deleted | `UOContent/Compression/TarArchive.cs`, `ZstdArchive.cs` |
| Tests | 29 new tests (ManagedArchive, ArchiveJournal, AutoArchiveHelpers) |

### Backward compatibility
- Existing `.tar.zst` archives are fully readable by the new managed code
- Config keys preserved; new keys use sensible defaults
- `autoArchive.compressionFormat` setting removed (Zstd only)
- Legacy `bsdtar/` directory logged as removable on startup

### Plugin example (external repo)
```csharp
public static class S3Plugin
{
    public static void Configure()
    {
        ArchiveDestinationRegistry.Register(new S3Destination("my-bucket", "us-east-1"));
    }
}
```

## Test plan
- [x] 29 new unit tests covering archive create/extract/count, journal state machine, recovery, destinations
- [x] All 969 tests pass (671 Server + 298 UOContent)
- [x] Manual: run server, trigger save, verify backup created and archive rolled up
- [x] Manual: kill server mid-archive, restart, verify journal recovery
- [x] Manual: test with large save files (~500MB+) to benchmark streaming vs old approach
2026-03-22 19:51:20 -07:00
Joe
e77a566f32
feat: Implements passive Detect Hidden mechanics (#2342) 2026-02-28 11:24:49 -08:00
Kamron Batman
3c0d6cb9d6
feat: Upgrades networking to use io_uring. (#2315)
> [!IMPORTANT]
> **Breaking Changes**
> - DecodePacket and EncodePacket delegates replaced with IClientEncryption interface
> - NetState.Connection (Socket) replaced with internal RingSocket management
> - NetState.RecvPipe and NetState.SendPipe removed (buffers managed internally)

## Summary

Upgrades the networking stack from PollGroup-based I/O to io_uring, significantly improving I/O performance on Linux.
This also adds native client encryption support for encrypted UO clients.

## Major Changes

io_uring Networking Architecture
- Replaced PollGroup with IORingGroup for async socket I/O operations
- Removed Pipe.cs (mirrored ring buffer) and TcpServer.cs in favor of RingSocketManager
- Added NetState.Network.cs - centralized network infrastructure handling accept, recv, send, and disconnect
completions
- Added SocketHelper.cs - platform-specific socket utilities for raw socket handle operations (getpeername,
getsockname)
- Buffer management now handled by RingSocketManager with configurable slab allocation

### Client Encryption Support
- Added full encryption stack in Network/Encryption/:
  - EncryptionConfig.cs - configurable encryption modes (None, Unencrypted, Encrypted, Both)
  - EncryptionManager.cs - encryption detection and initialization for login/game packets
  - LoginEncryption.cs - handles login packet encryption with version-derived keys
  - GameEncryption.cs - handles game server encryption using Twofish
  - TwofishEngine.cs - optimized Twofish block cipher implementation
  - LoginKeys.cs - encryption key table for client versions
  - IClientEncryption.cs - interface for client encryption implementations

### NetState Improvements
- Replaced Socket Connection with RingSocket _socket for managed socket lifecycle
- Changed from GCHandle polling to event-based completion processing
- Disconnect handling now properly waits for pending sends to flush
- Simplified connecting socket management using lazy queue removal

### Configuration
- New settings: network.encryptionMode and network.encryptionDebug
- Encryption mode flags: Unencrypted, Encrypted, or Both

### Dependencies
- Replaced PollGroup NuGet package with IORingGroup
- Linux requires liburing-dev / liburing-devel package

### Test plan

- Verify server starts and accepts connections on Linux with io_uring
- Verify server starts and accepts connections on Windows (fallback to IOCP)
- Test unencrypted client connections (ClassicUO with encryption disabled)
- Test encrypted client connections if available
- Verify graceful disconnect flushes pending data
- Confirm CI builds pass on all target platforms
2026-02-01 16:02:32 -08:00
Kamron Batman
0404251638
feat: Adds Latin1 text support (#2317)
## Summary

- Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase
- Adds specialized, optimized string decoding methods with safe string filtering for each encoding type
- Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since
the UO client renders nothing for these characters
- Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes

## Changes

TextEncoding.cs

- Added SearchValues-based invalid byte/char detection for efficient filtering
- Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni,
GetStringLittleUni
- Each method supports a safeString parameter for filtering invalid characters
- Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems
- Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them

SpanReader.cs

- Added ReadLatin1() and ReadLatin1Safe() methods
- Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods
- Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1

SpanWriter.cs

- Added WriteLatin1 and WriteLatin1Null methods

## Packet Updates

- Updated all packet code to use Latin1 encoding instead of CP1252
- Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure
trade packets, vendor packets, gump packets, book packets, mahjong packets

## Filtering Behavior

Invalid characters filtered in safe mode:
```
┌───────────────┬────────────────────────┐
│     Range     │      Description       │
├───────────────┼────────────────────────┤
│ 0x00-0x1F     │ C0 control codes       │
├───────────────┼────────────────────────┤
│ 0x7F          │ DEL                    │
├───────────────┼────────────────────────┤
│ 0x80-0x9F     │ C1 control codes       │
├───────────────┼────────────────────────┤
│ 0xFFFE-0xFFFF │ Unicode non-characters │
└───────────────┴────────────────────────┘
```

Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired
vs unpaired surrogates. The UO client renders nothing for these anyway.

## Test Plan

- All 631 Server.Tests pass
- Verified client rendering behavior using TestUnicodeGump command (pages 1-5)
- Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client
- Verified Latin1 characters (0xA0-0xFF) display correctly
- Verified C1 control codes (0x80-0x9F) are filtered and don't display
2026-01-22 15:51:00 -08:00
Kamron Batman
1e4c32c809
fix: Exempts localhost from IPLimiter. Preps testing for io_uring (#2316)
### Summary
* Exempts localhost from IPLimiter
* Updates tests to have proper sequential testing with packets
* Updates tests to clean up NetState
2026-01-20 08:54:15 -08:00
Kamron Batman
bc6735bd23
feat: Adds grid support for the DynamicGump system (#2306)
### Summary 

- Adds a new grid layout system for DynamicGump with zero heap allocations
 - Migrates SpawnerControllerGump from legacy GumpGrid to DynamicGump
 - Migrates CommandListGump from BaseGridGump to DynamicGump
 - Removes legacy GumpGrid (no longer needed)

 ### New Grid Layout Components

 | Component | Purpose |
 |-----------|---------|
 | `GridCell` | Value type for cell bounds (x, y, width, height) |
 | `GridSizeSpec` | Parses CSS-like sizing specs ("10*", "*", "100") |
 | `GridCalculator` | Computes track positions using stackalloc |
 | `ListViewLayout` | Pagination + column layout for list views |
 | `GridBuilderExtensions` | Extension methods accepting `GridCell` |
 | `GridEntryStyle` | Styling properties for BaseGridGump migration |
 | `GridEntryExtensions` | Entry methods matching BaseGridGump patterns |

 ### Memory Impact

 | Component | Legacy | New |
 |-----------|--------|-----|
 | Grid storage | ~200 bytes heap | 0 bytes (stackalloc) |
 | Column/Row lists | ~400 bytes heap | ~128 bytes stack |
 | ListView | ~300 bytes heap | ~64 bytes stack |
 | **Total per render** | **~900 bytes heap** | **0 bytes heap** |

 ### Test plan

 - [x] All 21 gump tests pass
 - [x] Build succeeds with no warnings
 - [ ] In-game verification of SpawnerControllerGump
 - [ ] In-game verification of CommandListGump (HelpInfo command)
2026-01-03 10:12:22 -08:00
Kamron Batman
598223703f
refactor: Add BitMask256 utility for 256-bit bitmask operations (#2300)
### Summary

- Create BitMask256 struct with scalar operations (benchmarks showed AVX2 vectorization provides no benefit for this size)
- Refactor Map.cs to use BitMask256 for full Z range support (-128 to 127)
- Remove SectorSpawnCache struct, use BitMask256 directly in manager
- Update tests to use BitMask256 directly
- Remove unused test assertions for old 64-bit behavior
2025-12-29 12:54:49 -08:00
Kamron Batman
3e8d548f38
feat: Add spawn position caching and spiral scan optimization (#2295)
### Summary

Adds spawn position caching and optimization for constrained spawners (e.g., those near houses, water, or blocked terrain).

### Key features:
- Sector-based bitmap cache (32 bytes per 16x16 sector) stores valid spawn positions
- Spiral scan progressively discovers positions from spawner center outward
- Automatic mode detects constrained spawners after 5+ non-transient failures
- Prevents mob spawning inside private houses (allows public AoS buildings)
- Deduplicates sector lookups for multi-bounds spawners (RegionSpawner)
- Cache invalidation on house placement/demolition
- Moves SpawnBounds to Spawner

### New spawner properties:
- SpawnPositionMode: Automatic (default), Enabled, Disabled, Abandoned
- MaxSpawnAttempts: Configurable attempts before optimization engages (default: 5)
2025-12-28 02:40:21 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
5fb0e806c5
feat: Adds proper OSI tracking up to 120 tiles. (#2281)
### Summary

Fixes tracking skill to 10 tiles per 10% up to 120 tiles.
2025-11-29 09:55:52 -08:00
Kamron Batman
7bd5a853a3
feat: Adds size/style support to gump builders, optimizes EscapeHtml (#2257)
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!

### Summary

* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
2025-11-23 11:35:31 -08:00
Kamron Batman
fff6e19a18
chore: Fixes name verification test (#2201) 2025-05-26 22:36:23 -07:00
Kamron Batman
f95b3a8b3b
fix: Streamlines event scheduler API. Adds months to weekly recurrence (#2178) 2025-05-07 22:42:44 -07:00
Kamron Batman
f02403a374
feat: Adds yearly calendared events with recurrences (#2177) 2025-05-06 23:52:49 -07:00
Kamron Batman
7dbfc9d161
fix: Fixes flaky tests, formatting, and sequential testing. (#2168) 2025-04-30 16:42:38 -07:00
Kamron Batman
415c7a6bfd
fix: Optimizes EventScheduler by using PriorityQueue (#2167) 2025-04-30 16:33:59 -07:00
Kamron Batman
21a4092dd8
fix: Changes EventScheduler API so it is more explicit (#2164)
### Summary

Refactors ScheduledEvent and EventScheduler API to use TimeOnly so recurrence offset is explicit.

API:

```cs
public ScheduledEvent(
    DateTime startAfter,
    DateTime endOn,
    TimeOnly time,
    IRecurrencePattern recurrence,
    TimeZoneInfo timeZone = null
)
```

Example:
```cs
// Schedule a daily event at 8:00 AM UTC
EventScheduler.DailyAt(
    new DateTime(2024, 6, 1, 8, 0, 0, DateTimeKind.Utc),
    () => Console.WriteLine("Daily event triggered!")
);

// Schedule a custom recurring event at 3:30 PM UTC every Monday
var recurrence = new WeeklyRecurrencePattern(1, DaysOfWeek.Monday);
EventScheduler.Shared.ScheduleEvent(
    DateTime.UtcNow,
    new TimeOnly(15, 30),
    () => Console.WriteLine("Weekly Monday event!"),
    recurrence
);
```
2025-04-28 16:16:33 -07:00
Kamron Batman
78feea86b4
feat: Adds scheduler with wallclock timer (#2163)
### Summary

* Adds an event scheduler.
* Adds conveniences for hourly, daily, weekly, biweekly, monthly, ordinal monthly, and yearly recurrences

Example:

```cs
var tz = TimeZoneInfo.FindSystemTimeZoneById("America/New_York");

// Specify the time of the day, and the day of the week you want it to occur. Make sure it is translated into Utc.
// The next occurrence will be _after_ the specified date/time.
var scheduledEvent = EventScheduler.WeeklyAt(new DateTime(2025, 04, 26, 17, 00, 00), StartEvent, tz);

void StartEvent()
{
    World.Broadcast(0x30, false, "The event has started!");
}

Console.WriteLine("Event starts on {0}", scheduledEvent.NextOccurrence);
```

In this example, on _Saturday, May 3rd, 2025 @ 5pm ET_, the message "The event has started!" will be broadcasted.
2025-04-26 22:27:08 -07:00
Kamron Batman
a94814a7ef
fix: Fixes and optimizes NameVerification and ProfanityProtection (#2153)
### Summary

Significantly improves the performance of NameVerification & ProfanityProtection:

```cs
| Method         | Mean      | Error     | StdDev    |
|--------------- |----------:|----------:|----------:|
| ValidateName   | 728.34 ns | 13.244 ns | 11.059 ns |
| ValidateNameSV |  26.62 ns |  0.233 ns |  0.207 ns |
```
2025-04-12 02:26:10 -07:00
Kamron Batman
0ce2a62a76
fix: Use vectorized search for username-password validation. (#2152)
### Summary

Optimizes account validation:

```cs
| Method              | Mean       | Error     | StdDev    |
|-------------------- |-----------:|----------:|----------:|
| ForLoopUsernameSafe | 158.536 ns | 1.6247 ns | 1.5198 ns |
| SVUsernameSafe      |   2.859 ns | 0.0581 ns | 0.0796 ns |
```
2025-04-11 22:40:06 -07:00
Kamron Batman
2a8c62e8be
fix: Fixes TCPServer accept async, makes Firewall/IP Limiter multithreaded (#2134) 2025-02-27 22:19:38 -08:00
Kamron Batman
90059c5e74
feat: Adds convenience methods to GumpStringsBuilder (#2124) 2025-02-13 19:58:46 -08:00
Kamron Batman
6d7b1b8bee
fix: Adds missing string interpolation handler for SetStringSlot (#2123) 2025-02-13 19:30:47 -08:00
Kamron Batman
cbae44ef20
fix: Updates SummonFamiliar & Tracking gumps to static (#2098) 2025-01-27 17:57:25 -08:00
mark1145
d5160bd6db
fix: Fixes buffs don't start/stop properly. Streamlines constructor and Add/Remove buffs. (#2082) 2025-01-24 18:20:23 -08:00
Kamron Batman
8282b00ca2
feat: Moves gumps out of the core (#1916)
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**


### Summary

- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
2024-08-09 19:07:32 -07:00
mdodkins
91e37fb8d4
fix: Hair and facial hair "teleporting" when mobile dies several times (#1901)
### Summary

* Added World.NewVirtual for creating virtual serial numbers
* Reserved range 0x7EEEEEEE to 0x7FFFFFFF for virtual serials
* Hair and Facial hair (for mobiles) now use virtual serials instead of FakeSerial() functions
* Consolidated virtual hair to a single `VirtualHairInfo` class.

Corpse hair and facial hair now persists across save/load and hair and facial hair no longer teleport to newest corpse.
2024-08-07 20:10:23 -07:00
Kamron Batman
16de17e8a6
fix: Fixes random skills and groupings (#1846) 2024-06-23 16:49:17 -07:00
Kamron Batman
19f65dcabe
fix: Fixes edge cases with on off items (#1832)
### 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.
2024-06-10 18:11:35 -07:00
Kamron Batman
9c7cb5d778
fix: Fixes dupe property copying. Adds IgnoreDupe (#1811)
## Summary

### Changes
- Adds `[IgnoreDupe]` and `[SerializedIgnoreDupe]`
- Updates all _known_ classes that need the attribute. Some might be missing, please helps us find them!
- Adds `Item.Dupe()` command and encapsulates `CopyProperties` and `OnAfterDuped`. This is also overridable.
- Updates Dupe command to use the new logic.
- Fixes duping multiple kinds of objects that used to be outright broken.

### Bug Fixes
- Fixes issue with durability after duping
- Fixes issue with hue after duping

> [!Note]
> **Developer Note**
> Customizing how duping an item works now requires two steps:
> 1. Add `[IgnoreDupe]` or `[SerializedIgnoreDupe]` to the property/field
> 2. Add custom logic in an `OnAfterDuped` override
>
> When do you need to do this?
> *When the property being copied is not a primitive, and you need to manually deep-clone the contents of the property such as with Lists, Dictionaries, or sub classes.*
2024-06-02 15:04:54 -07:00
Kamron Batman
60a3a6f501
feat: Splits Server in Core and Application (#1806)
> [!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
2024-05-30 23:34:03 -07:00
Mink80
6747168db0
fix: Fixes NPE in BuffTable and standardizes BuffIcon packets (#1785) 2024-05-21 14:43:55 -07:00
Kamron Batman
1f701e7b55
feat: Replaces Zlib with LibDeflate (#1774)
> [!Warning]
> Users on Linux/OSX will need to follow the Readme
> and make sure `libdeflate` is properly installed

> [!Note]
> **Developer Note**
> The API for compression has changed. Use `Deflate.Standard` for the same functionality.

### Summary
* Replaces Zlib with LibDeflate for a 50% performance improvement!
* Adds MacOS 14 to properly test Arm64
2024-05-16 22:53:01 -07:00
Kamron Batman
9cd84ba3d6
fix: Removes support for v4 Client and old gump packet. (#1739)
### Summary
* Removes old gump packet support
* Removes support for v4 clients
* Removes `Unpack` flag and assumes it is always true.
* Removes StringToBuffer since this is built into .NET now.

> [!Note]
> View the file changes with white space off: https://github.com/modernuo/ModernUO/pull/1739/files?diff=split&w=1
2024-04-24 19:39:37 -07:00
Kamron Batman
4cd668ef61
feat: Moves TcpServer to another thread. Rewrites Firewall (#1660)
## 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.
2024-01-20 14:25:12 -08:00
Kamron Batman
674b8dca83
fix: Fixes character starting cities. (#1615)
### 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
2023-11-25 23:31:54 -08:00
mdodkins
e680bdb4b5
fix: Adds boolean support for Server.TryParse (#1605) 2023-11-21 12:21:59 -08:00
Kamron Batman
54431f05b5
fix: Fixes memory leak with houses (#1580) 2023-11-03 15:05:08 -07:00
Kamron Batman
977fdc2c5a
fix: Removes GetObjectsInRange and fixes boat planks closing (#1579)
## BREAKING CHANGE

- Deletes `map.GetObjectsInRange` and `map.GetObejctsInBounds`

### Notes

Developers are expected to enumerate mobiles and items separately now using `map.GetMobilesInRange` and `map.GetItemsInRange`. This helps keep the code streamlined so we don't have to maintain multiple copies of ref struct enumerators that do the same thing.


### Fixes

- [X] Fixes bug with planks closing
- [X] Fixes issue with iterating items/mobiles from a null map
2023-11-03 13:45:18 -07:00
Kamron Batman
24858f3989
fix: Changes Map.Sector.Items to link list. (#1547)
### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
2023-10-16 20:51:02 -07:00
Kamron Batman
5b99402666
chore: Cleans up unused imports (#1550) 2023-10-15 11:45:42 -07:00
Kamron Batman
e2f5728258
fix: Fixes null enumerable compile erorr (#1549) 2023-10-15 11:39:00 -07:00