- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [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] Removes network pause/resume
- [X] Adds back packet profiler
- [X] Adds state machine to keep track and trace netstates
- [X] Changes NetState.Running back to using an interlock exchange
- [X] Adds preliminary packet throttling support
### Packet Throttling
- `[GetThrottle <packetId>` to get the delay in milliseconds for that packet
- `[SetThrottle <packetId> <delay>` to set the delay in milliseconds for that packet
The settings are saved to `Configuration/throttles.json`
- [X] Cleans up gump packets
- [X] Adds event loop task synchronization
- [X] Moves timer pause and cleans up the delay task timer class
- [X] Cleans up the conserve cpu
- [X] Renames variables to make them consistent with the new style
- [X] Removes process delta recursion checking.
- [X] Properly diposes net states. This fixes edge cases that may cause hanging connections to stay open longer than they should.
- [X] Fixes an issue with gump items not compiling properly
Users can now utilize `Timer.Pause()` since the code will be executed on the proper thread.
```cs
public void async void Talk()
{
_canTalk = false;
await Timer.Pause(Utility.RandomMinMax(5000, 8000)); // Talk after 5-8 seconds
DoTalk();
await Timer.Pause(Utility.RandomMinMax(12000, 25000)); // Reset ability to talk after 12-25 seconds
_canTalk = true;
}
```
- [X] Moves map definitions to a `map-definitions.json` file.
- [X] Creates a TileMatrixLoader.
- [X] Moves tile matrix and multi data configurations closer to their classes.
- [X] Removes some uses of linq
- [X] Creates struct based enumerator for Skills
- [X] Creates a struct based enumerator for TypeCache
- [X] Changes HarvestDefinition to an init array instead of List
- [X] Changes HeritageTokenGump Response from List to Array
- [X] Fixes a bug with RunUO where direction is set multiple times and the run flag is not set properly.
TODO: Fix other direction/movement issues and duplicate packets.
Bumps release version
- [X] Removes some string allocations (e.g. split)
- [X] Optimizes some collections
- [X] Converts insensitive to extension methods of built-ins.
- [X] Adds ordinal (case sensitive) string helpers
- [X] Fixes conditionals for in-game commands so they use Ordinal comparisons.
- [X] Replaces ToLower.Contains with InsensitiveContains
- [X] Adds ValueStringBuilder
- [X] Implements ValueStringBuilder in a few places where it makes sense
- [X] Removes the redundant Wrap function and replaces it with an optimized version
- [X] Fixes list conversions in Utility
Closes#351
Bumps release version
- [X] Fixes an edge case where the cycle index goes negative and crashes
- [X] Fixes average CPS calculation
- [X] Fixes issue with logout delay
- [X] Bumps release version
- [X] Fixes several bugs
- [X] Updates more ordinal issues
- [X] Cleans up the code a bit
- [X] Turns classes static that should have been
- [X] Changes TcpServer.Instances to a HashSet
Bumps release version
- [X] Removing Kestrel & Libuv
- [X] Cleaning up NetState
- [X] Removing System.IO.Pipelines
- [X] Cleaning up packet reading
- [X] Adds a maximum of 5000 sockets (configurable) to prevent OOM
- [X] Replaces the AsyncState with a thread-safe wrapped boolean called NetworkState
- [X] Removes Parallel.ForEach (no perf gain)
- [X] Removes custom houses compression on another thread
- [X] Test high load scenarios
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