Commit graph

632 commits

Author SHA1 Message Date
Kamron Batman
c2d6578955
feat: Adds Next/Prev for future link list support (#1546) 2023-10-14 19:43:10 -07:00
Kamron Batman
fbd194339a
feat: Adds ValueLinkList (#1545) 2023-10-14 18:58:36 -07:00
Vitalii Zurian
f9517854d0
feat: Adds configurable skill and stat gain (#1489)
### Summary

- Adds the following configurations:
```json
"stats.statMax": "125",
"stats.gainChanceMultiplier": 1.0,
"stats.primaryStatGainChance": 0.75,
"stats.gainDelay": "00:10:00",
"stats.petGainDelay": "00:05:00",
"stats.usePub45StatGain": "False"
```

- Adds Pub 45 stat gain rate for UOML+.
- Reduces the gain delay for legacy stat gain from 15 minutes to 10 minutes.
- Legacy gain no longer requires a gain in skill to gain in a stat.
2023-10-14 12:02:36 -07:00
Kamron Batman
28068c8241
fix: Fixes world save decay (#1540) 2023-10-11 14:04:13 -07:00
Kamron Batman
1ebaf5390d
fix: Fixes span reader ReadString (#1539) 2023-10-11 13:41:24 -07:00
Kamron Batman
e1f22d9694
fix: Adds back missing world state (#1536) 2023-10-09 10:02:39 -07:00
Kamron Batman
10a69bf754
feat: Adds a memory mirrored ring buffer for networking. (#1533)
## 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
2023-10-09 00:57:53 -07:00
Kamron Batman
629a5008c3
fix: Fixes hanging tests (#1535) 2023-10-09 00:22:59 -07:00
Eric Vintimilla
d0d81d0d5f
fix: Fix ConsumeTotal always failing (#1534) 2023-10-06 11:02:59 -07:00
Kamron Batman
1f0acddc46
fix: Fixes serialization threading, moves world save to end of loop, and eliminates Parallel.ForEach. (#1530) 2023-10-03 00:42:49 -07:00
Kamron Batman
f2de2fbb77
fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)
### 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.
2023-10-01 22:10:47 -07:00
Kamron Batman
e0225c6e59
fix: Adds generic entity persistence support and BOBEntry as entities (#1527)
### Summary
Adds a generic entity persistence. This can be used to create new entity types that have a `Serial`.

Here is an example:

```cs
public class BOBEntries : GenericEntitySerialization<IBOBEntry>
{
    public static void Configure()
    {
        Configure("BOBEntries");
    }
}
```

The annotation tells the system what folder to serialize the entries to. The class/interface (`IBOBEntry`) is the root type that implements `ISerializable`.
2023-10-01 17:38:52 -07:00
Kamron Batman
0d21459e85
fix: Cleans up ConsumeTotal and ClockworkAssembly (#1517) 2023-09-28 23:01:35 -07:00
Kamron Batman
d77dac9516
fix: Cleans up FindItems and removes allocations (#1516) 2023-09-28 22:20:36 -07:00
Kamron Batman
a4cabe2fa4
fix: Optimizes FindItemsByType by removing allocations. (#1515)
### 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.
2023-09-28 19:36:45 -07:00
Kamron Batman
146abad36e
feat: Adds a movement throttle system. Removes Fastwalk system. (#1511)
### Summary

- Removes Fastwalk system
  - Removed the following settings:
    - `movement.enableFastWalkPrevention`
    - `movement.fastwalkExemptionLevel`
- Adds movement throttle system.
  - Adds the following settings:
    - `movement.throttleReset` - Default value is `1000` (1 second).
    - `movement.throttleThreshold` - Default value is `400` (400ms).

### Movement Throttling

This new system will trigger if a player requests 400ms (configurable) worth of movements quicker than wall clock time. When this happens, the player is throttled (all incoming packets to the server are halted) until wall clock time catches up with the requests. Upon each throttle, the player receives enough credit to handle up to 400ms of "lag" as a grace/catch-up.


### Developer Notes
We use two throttle queues to prevent an infinite loop.
2023-09-27 20:53:22 -07:00
Kamron Batman
0f41a3d1b1
fix: Fixes throttle receive packet issues (#1513) 2023-09-25 18:35:59 -07:00
Kamron Batman
5d78941ddf
fix: Fixes dropped packets (#1512) 2023-09-23 12:15:42 -07:00
Kamron Batman
7003552e71
fix: Fixes throttle state (#1510) 2023-09-23 11:07:14 -07:00
Kamron Batman
38557342f4
fix: Fixes region child level (#1508) 2023-09-19 10:35:50 -07:00
Kamron Batman
2a3e048b86
fix: Fixes more packet initializations (#1507) 2023-09-19 00:02:17 -07:00
Kamron Batman
0bec97639f
feat: Adds KR/EC client versions (No actual support yet). (#1506)
### 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.
2023-09-18 23:53:18 -07:00
Kamron Batman
0f2870e94a
feat: Adds Stamina System to overhaul overweight. (#1465)
## Overhaul to Stamina (Overweight) System

### Added configurations

```json
{
  "settings": {
    "stamina.enableMountStamina": "True",
    "stamina.cannotMoveWhenFatigued": "True",
    "stamina.stonesPerOverweightLoss": "25",
    "stamina.stonesOverweightAllowance": "4",
    "stamina.baseOverweightLoss": "5",
    "stamina.additionalLossWhenBelow": "0.1",
    "stamina.mountLastMoveStepsReset": "01:00:00:00",
    "stamina.enableMountStamina": "True",
    "stamina.useMountStaminaOnlyWhenOverloaded": "False",
  },
}
```
- `stamina.cannotMoveWhenFatigued` - By default, Pre-AOS expansions will outright block a player if they are fatigued. A player is fatigued when they run out of stamina by any mechanism.
- `stamina.stonesPerOverweightLoss` - The amount of stamina lost for every X stones above overweight. Example, if a person is overweight 28 stones overweight, then there there is 1 additional stamina. 28 / 25 = 1 (no decimals, no rounding)
- `stamina.stonesOverweightAllowance` - The number of stones allowed before overweight penalties take affect. This _does not_ substract from the overweight stones calculation.
- `stamina.baseOverweightLoss` - The base amount of stamina loss for being overweight. While running, the final amount is multiplied by 2. If mount stamina is turned off, then the final amount is divided by 3 while mounted. 

### Mount stamina

Mounts have a new property `StepsMax` to determine the maximum steps they can take before being fatigued. To regain steps, the player _must stay on the mount and not move_ (per OSI). The gain rates are configurable. If a mount is dismounted, or the player logs off, the mount is considered inactive and mounts regain all of their steps after _24 hours_.

### Changes to player stamina

Players now have a proper inactivity time reset for their steps. If a player is idle for 16 seconds (including logging off, or the server being offline), then the steps counter is rest.

### Developer Notes

- `StepsTaken` - This field has been removed. It was not serialized and could not be used reliably. If a developer was using it, then the recommendation is to build a mechanism to track total steps another way.
- `IHasStamina` - This new interface was added and currently `IMount` and `PlayerMobile` are valid types.

Important: Entities that are sent to the StaminaSystem for tracking (mounts, players, or something else), must be an `ISerializable` to be serialized properly. If they are not, then the serialization system will record a null, and nothing will be deserialized upon world load. No errors will be given.
2023-09-16 17:52:54 -07:00
Kamron Batman
3481f60f5b
fix: Updates PollGroup to use the refactored/fixed changes by stefanomerotta (#1499) 2023-09-13 23:58:28 -07:00
Kamron Batman
0d6a77ea74
fix: Bumps PollGroup to fix NPE error (#1497) 2023-09-13 12:51:12 -07:00
Kamron Batman
f4b329f203
fix: Bumps PollGroup to fix arm support (#1496) 2023-09-13 10:26:15 -07:00
Kamron Batman
60a6796903
feat: Adds ping listener on port 12000 for server list (#1485) 2023-09-03 09:29:27 -07:00
Kamron Batman
ffb0b24e1a
fix: Codegens talismans - Fixes memory leak (#1469) 2023-08-23 22:41:48 -07:00
mdodkins
976680699c
fix: Fixes JSON TypeConverter so that it can deserialize full name types (#1466) 2023-08-21 21:25:09 -07:00
Stefano Merotta
52ca1fe686
fix: Replaces FindItem(s)ByType(s) implementation with BFS strategy (#1454) 2023-08-18 22:05:28 -07:00
Kamron Batman
cd5fddd8d1
fix: Fixes stat mod having no owner (#1463) 2023-08-17 22:01:44 -07:00
Kamron Batman
2eebf4f48d
fix: Fixes crashing while trying to detect old clients (#1459) 2023-08-16 00:20:26 -07:00
Stefano Merotta
431e7fb8fe
fix: Fixes FindItemsByType<T> that block recursion (#1453) 2023-08-12 15:37:13 -07:00
Kamron Batman
455b11de9c
fix: Updates schema generator to 2.6.4 (#1452) 2023-08-11 00:09:56 -07:00
Kamron Batman
09fc30546b
fix: Fixes RunebookEntry serialization and removes unused migrations (#1449)
### 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.
2023-08-10 19:27:01 -07:00
mdodkins
23c729f31b
fix: Fixes PlayerVendor customizations not working due to constructor issues (#1451) 2023-08-10 19:24:45 -07:00
Kamron Batman
8389bfacfe
chore: Updates copyright (#1448) 2023-08-09 09:09:26 -07:00
mdodkins
a9a2a89908
feat: Customize expansion and set maps on first boot (#1425) 2023-07-31 20:46:49 -07:00
Kamron Batman
51ecee6caa
fix: Overhauls champion titles & codegen champion system (#1430)
## MAJOR CHANGE

Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_.

### Motivation

The motivation to refactor was two-folder, but mostly related to performance in two ways.
First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory.

Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects.


### Bugs fixed

- [X] Fixed titles getting cut off on the paperdoll
- [X] Fixed champion title not displaying overhead (OPL)

### Screenshots
<img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
2023-07-27 21:44:06 -07:00
Kamron Batman
d9d04f1f38
fix: Adds better arm64 support (#1409) 2023-07-26 20:43:42 -07:00
mdodkins
d366e02251
fix: Fixes missing ordinal string comparisons arguments. (#1431)
---------

Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
2023-07-23 20:12:38 -07:00
Kamron Batman
f77dd91811
fix: Overhauls virtue system (#1376)
## MAJOR CHANGE (API BREAKING)

Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.

### Motivation

The motivation was also two-fold, performance/stability, and to fix bugs.

First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.

Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.

### Major API Changes

- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.

### Screenshots

<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
2023-07-19 21:43:47 -07:00
Kamron Batman
26f784f45d
fix: Overhauls murder system (#1419)
## MAJOR CHANGE (API BREAKING)

Added a player murder system to facilitate reporting murders. This should make it easier to extend to create a bounty system or  other related game content. Player murders will be saved in a folder called _PlayerMurders_.

### Motivation

The motivation was two-fold, performance, and bug fixes.

First, murders are one of two systems that do a pre-world-save check on _every mobile in the game_ to decay kills and set their expiring murders. This is taxing since it freezes the world and makes world saves take longer. Every mobile has ShortTermMurders even though it is a player concept. And next, 90%+ of players are not murderers but had an ever increasing MurderElapse time that was being tracked against GameTime. These properties were also serialized unnecessarily for all mobs.

Second, when I tried to optimize/refactor the code, it was obvious that the system has bugs.

### Major API Changes
- [X] Created a player murder system and moved `ShortTermMurders`, `ShortTermElapse`, and `LongTermElapse` to the system.
- [X] Added convenience property `PlayerMobile.ShortTermMurders`.
- [X] Added convenience properties `PlayerMobile.ShortTermMurderExpiration` and `PlayerMobile.LongTermMurderExpiration`
- [X] Moved ReportMurdererGump.cs
- [X] Adds an `EventSink.PlayerDeleted` event.

### Notes
The system currently does not support NPCs. To support expiring murders on NPCs I highly recommend a different architecture for large servers (500k+ mobs including players). Specifically switching from looping through all MurderContext to a time-order link list.
2023-07-15 22:42:49 -07:00
Mink80
3825b16132
fix: Fixes GetAllSharedAccounts and other list conversions in AdminGump (#1422)
---------

Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
2023-07-08 15:20:00 -07:00
Kamron Batman
3b97e8d39c
fix: Fixes stabled, abilities targeting self, and unsummon memory leak (#1418)
## **MAJOR CHANGE**
* `Stabled` has been moved to `PlayerMobile`.
* New methods added, `PlayerMobile.AddStabled` and `PlayerMobile.RemoveStabled`.
* Added `PlayerMobile.AddFollower` and `PlayerMobile.RemoveFollower`.
* `Stabled`, `AutoStabled`, and `AllFollowers` are now `HashSet` and **_CAN BE NULL_**.

### Summary
* Fixes monster abilities causing harm to the monster through reflect
* Adds `CanTriggerAgainstSelf` to override this for healing or some other self-affecting ability
* Fixes a major memory leak where `UnsummonTimer` from animated dead spell lasts up-to 24hrs and therefore holds onto references of dead/deleted mobs.
* Fixes another minor leak where a mob is not unregistered from the animated dead spell list until the next spell cast.
2023-07-03 09:45:22 -07:00
Kamron Batman
baed849f10
feat: Moves skills to json file (#1411) 2023-06-16 05:55:55 -07:00
Kamron Batman
a7edba3712
fix: Removes scoped for gump AppendTo (#1405)
### Summary
.NET 6 had a bug that required the `scoped` keyword for the gump AppendTo. It looks like this was fixed since then.
2023-05-21 00:46:25 -07:00
Kamron Batman
f92d821168
fix: Fixes timezone issue (#1388)
### Summary
Removes the timezone specific logic in favor of globalization non-invariance. This should fix culture issues too.
2023-05-19 16:40:06 -07:00
Kamron Batman
0a9bfb0558
fix: Drastically simplifies regions (#1400)
### Summary
- [X] Gets rid of the Dtos
- [X] Simplifies the json serializer registration
- [X] Adds a custom `RegionByName` JsonConverter that can look up other regions that have already been registered.


### BREAKING CHANGE
1. **Child regions must appear after their parents in the JSON file**
2. In the regions json file, _"Parent"_ can no longer be just a string. It must be an object that includes the map.
      - ```json
        "Parent": { "Name": "Britain", "Map": "Felucca" }
        ```
2023-05-19 16:39:40 -07:00
Kamron Batman
4242c446c8
fix: Creates an override for disabling cast paralyze (#1398) 2023-04-28 20:44:30 -07:00