### Summary
- Fixes `[AdvancedSearch` being accessible by players 😱
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!
> [!WARNING]
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.
> [!NOTE]
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.
### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">
<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
## 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.
### Summary
* Fixes syntax compile error when THREADGUARD is enabled.
* Removes `int packetLength` from incoming packet handles since they aren't needed.
### Developer Notes
Incoming packet handler `SpanReader` is now properly scoped to that packet by length.
### Summary
- Fixes issues with non-_ISerializable_ objects having bad serialization (Skill/Stat. Mods)
- Fixes issues with MarkDirty and namespaces: https://github.com/modernuo/SerializationGenerator/issues/29
- Fixes missing dirty tracking for some data structures.
- Fixes cascading MarkDirty for non-serializable types that have owners that are also non-serializable types.
### New Codegenned API
When a data structure (Array, List, Dictionary, HashSet, etc) is source generated for serialization, new methods are added which will handle dirty tracking. Use these instead of the built in methods for that data structure.
_All Data Structures_
```cs
public void Clear<PropertyName>();
```
_Lists and Sets_
```cs
public void AddTo<PropertyName>(V value);
public void RemoveFrom<PropertyName>(V value);
```
_Lists_
```cs
public void InsertInto<PropertyName>(int index, V value);
public void RemoveFrom<PropertyName>At(int index);
```
_Dictionaries_
```cs
public void AddTo<PropertyName>(T key, V value);
public void RemoveFrom<PropertyName>(T key);
public void ReplaceIn<PropertyName>(T key, V value);
```
Over time, they will be cleaned up and more variants added such as `bool RemoveFrom<PropertyName>(T key, out V value)`
### Summary
* Refactors getting static/multi tiles to not use allocations.
* `TileList` is now only used during bootstrapping and uses rented buffers to eliminate extra allocations.
* Replaces `StaticTile[] GetStaticTiles` with:
```cs
Map.StaticTileEnumerable GetStaticTiles(int x, int y);
Map.StaticTileEnumerable GetStaticAndMultiTiles(int x, int y);
Map.StaticTileEnumerable GetMultiTiles(int x, int y);
```
* Removes `Synchronized` and `lock` from TileMatrix. It is no longer considered a multi-thread safe system.
### Summary
TLDR - .NET Framework rounded TimeSpan (and some DateTime) methods to the nearest millisecond. This was actually _expected_ accidentally for parts of RunUO.
We are aiming to fix this and clean up some other bad assumptions.
Closes#1604
### Summary
- Works around a sneaky edge case bug in the JIT with stackalloc where sometimes the buffer is not zero'd.
- Fixes SendDisplayBoatHS
- Fixes sending health bars in the `SendEverything()` logic.
- Fixes a bug in sizing for some string helper functions.
### Developer Note
We are enabled `SkipLocalsInit` - do not rely on `stackalloc` to be zero'd. To zero the buffer, use `span.Clear();`
Closes#1606
### Summary
- [X] Lightning arrow no longer allows SDI
- [X] Lightning arrow now proc's even without arrows
- [X] Fixed NPE with lightning arrow when a monster is already killed.
## 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
### Summary
Eliminates `IPooledEnumerable<NetState>` and `eable.Free()` from `Map` for clients. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetClientsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
### 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">
### 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()`.
## Breaking Changes
Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);
IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```
For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
// Parse the data
}
```
## Summary
Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.
In practice this allows us to use `Span<byte>` as if the buffer was a regular array.
### Bug Fixes
- [X] Fixes bad fixed length string parsing
### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
### Summary
Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes.
### Method Signatures
```cs
// Use with foreach without moving/deleting items
FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
// Use with foreach when moving/deleting items
QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
// Use when iterating multiple times or queuing
PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
// Use when iterating multiples times or manipulating elements without traversing
PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
```
* `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved.
* `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items.
* **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood.
* `QueueItemsByType<T>` and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily.
### Bug Fixes
- [X] Fishing had an error in the random check that may have caused slight bias.
### Summary
- Adds KR/EC client versions to ClientVersion
- Adds distinction for enhanced versions in the page queue
- Adds KR Expansion flags
- Adds ProtocolChange enum support
- Adds missing Moongate checks for TerMur
- Adds better message for why a client version is not supported, and which ones are supported.
### Summary
- [X] Removes migration files were committed that aren't actually (and have never) been used.
- [X] Moves runebook entry from being manually serialized to using the serialization generator.