* Now reads Prof.txt to get the professions
* The templated professions are based on profession `TrueName`
* Adds missing starting equipment
* Implements gargish starting equipment
* Consolidates some of the code
* Moves TC stuff to the TC file.
* Fixes some starting equipment that was wrong.
Note:
* Implementing the original T2A professions is possible on the client side, but requires moving the old clilocs to the current clilocs file. In the current file the entries are blank.
* Using the original LBR professions (they match AOS but without necromancy/chivalry) is kind of confusing because the profession indexes are ripped out of the UOTD/UOR ones and have non-sequential indexes. This will probably cause confusion and people will get no templated items when they select the wrong profession.
- [X] Fixes map issues at New Haven by turning off static diffs
- [X] Some code cleanup and reformatting of tile matrix, tile matrix patch, and tile data
- [X] Adds NetState.Flush for generating spawners so it doesn't feel like the server is frozen
- [X] Reverts NativeReader changes from a while back.
- [X] Adds more string reading for BufferReader.
Notes:
BufferReader is still `little endian` compared to `SpanReader` which is `big endian` (for packets). To that end, the RunUO deserialization `ReadString()` was made obsolete since it is ambiguous, and contains extra fields other than simply reading a string. Furthermore, we shouldn't be using UTF8 (for now) since it is slow.
- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.
* WIP - Rewriting packets.
* Cleanup and updates README
* Converts more packets
* Fixes header
* Converts Effects packets.
* Forgot the send command
* Adds the start of containers packets.
* Adds message packets with caching
* Extends the send methods
* Starts to add Acquire methods
* Converted the packets
* Cleanup
* Cleanup
* Adds more packets
* Adds more packets
* Fixes clearing arrays from pool. Adds Mobile Incoming
* Converts more packets.
* Moves more packets
* Moves more packets
* Test compression
* Merges
* Migrating to an idiomatic syntax that also supports compression, and proxying.
* Optimize the stack alloc. Changes attributes
* Converted container packets
* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.
* Adds static packet caching. Will profile later. Converts more packets
* Fixes packets and changes how compression is configured
* WIP - Adds basics for Gumps. Not finished though.
* Fix file
* Fixes formatting
* Changed SpanWriter to be more idiomatic.
* Fixes Span vs RawSpan and missing stackallocs
* Converts over some more gumps
* WIP - Deletes 32bit support.
* Drops RDRand32 support.
* Fixes gump compilation
* Converting gump components
* Removes old huffman compression function
* Revert signature for backwards compatibility
* WIP - Converting more gump components
* Creates ArraySet for the strings. Updates AppendTo to reference that.
* Converts the maining gump components
* Cleans up gump components
* Cleans up directives
* Cleans up ArraySet and moves it. Adds null-coalescing-assignment
* Cleanup, Target Packets, and C# 8 changes.
* Removed OPL Packet
* World packets
* Fixing packet uses
* Cleans up code. Fixes packet uses in various places.
* More cleanup for packets
* Code cleanup
* Converts more packet uses and cleans up more code
* More code cleanup
* Finishes fixing the packets in Item
* Updates secure trade packets
* Updates core and gets it to compile.
* Moved packets to scripts. Fixed account handler use of packets
* Code cleanup
* Updates chat packets
* Code cleanuo
* Adds party packets, but need to implement them.
* Party packets WIP
* Finishes party packets
* Rearrange movement namespaces and classes
* Finishes plant packets
* Code Formatting
* Fixes moving effects
* Code cleanup, eliminates equipinfo
* Adds more packets. Fixes bugs with various packets.
* Finishes mahjon packets
* Fixes mahjong packet
* Code cleanup
* Finishes mahjong packets
* Adds Map packets
* Add multifacet maps and charts
* Cleans up some packets with UTF8
* Optimizes packets
* Cleans up more packets. Moves the MessageHelper
* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.
* Updates protocol extensions packet receiver
* Fixes a few bugs. Fixes a few more packets.
* Code cleanup and fixing more packets
* Fixes packet effects
* Cleaned up more code
* Buff Icon cleanup
* Removed unused constructors
* Code Cleanup. Adds BoatHS Packets
* Moves house files. Updates house foundation packets.
* Deployment cleanup
* Fixes:
* Code cleanup
* More code cleanup
* More code cleanup
* Cleaned up BaseHouse
* Enforces styling
* Converts foreach to linq where possible.
* Dont need that
* Goals/Readme updates
* Removes 32bit support at the highest level. Turns on HRT by default.
* Code cleanup. Fixes extended features packet.
* Fixes various bugs
* Code cleanup
* Code cleanup
* Code cleanup. Fixes gump X/Y assignment.
* Code cleanup using |= operator
* More code cleanup
* Cleanup
* Fixes spacing issues. Thanks Visual Studio. You suck.
* Compiler error
* Fixes NPE from RunUO 2.7
* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README
* Fixes more packets. Stupid trailing nulls.
* Fixes various bugs.
* Fixes for gumps
* Fixes more gump stuff. Going to split it out later since it is getting insane
* Recoded the gump writing
* WIP
* *Added output path of scripts project to dev branch
*Activated debugging in code