Commit graph

200 commits

Author SHA1 Message Date
Marcelo Paez Sequeira
92a540b2d0
feat(server): add Mobile.SayTo localized overload with explicit hue (#2481)
## Summary

`Mobile.SayTo(Mobile to, int number, string args = "")` always sends the localized message using `SpeechHue`. This adds a parallel overload that accepts an explicit `hue`:

```csharp
public void SayTo(Mobile to, int number, int hue, string args = "") =>
    to.NetState.SendMessageLocalized(Serial, Body, MessageType.Regular, hue, 3, number, Name, args);
```

It mirrors the existing localized overload exactly, only substituting the caller-provided `hue` for `SpeechHue`, so content can send a cliloc message to a single mobile in a chosen color without dropping down to `NetState.SendMessageLocalized` directly. This restores the hued-cliloc `SayTo` that RunUO/ServUO content commonly relied on (e.g. `SayTo(from, 1042205, 0x3B2)`).

## Notes
- Purely additive; no behavior change to existing call sites.
- No overload ambiguity: `SayTo(m, num)` and `SayTo(m, num, "args")` still bind to the existing overload; `SayTo(m, num, hue)` binds to the new one (the third positional arg is `int` vs `string`).
- Null-safe to the same degree as the existing overload (`SendMessageLocalized` guards via `CannotSendPackets()`).

## Test Plan
- [x] `dotnet build Projects/Server` — 0 warnings, 0 errors.
- One-line additive overload mirroring an existing (untested) method; no existing `Mobile.SayTo` unit tests to extend. Happy to add coverage if preferred.
2026-06-09 08:01:03 -07:00
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
ca6064b775
perf(messages): restructure format-string call sites (#2437)
## Summary

Phase 3 PR B of the message-interpolation cleanup. Handles the multi-line restructure sites flagged in `dev-docs/string-handling-message-interp-audit.md` (Phase 2). Phase 3.1 (PR #2436) handled trivial sweeps; this PR handles sites that needed an `if/else` hoist or switch restructure to eliminate `string.Format` while preserving exact message text.

Each site previously allocated an intermediate `string.Format(...)` result before passing to the message handler, despite Phase 1 making the handler accept interpolated string handlers natively.

## Sites fixed

- **`Projects/Server/Mobiles/Mobile.cs:7911`** - Title/guild header was using `string.Format` with a conditional template (`"[{1}]{2}"` vs `"[{0}, {1}]{2}"`). Split into `if (title.Length <= 0)` / `else` with direct `$"..."` interpolation.
- **`Projects/UOContent/Engines/ConPVP/DuelContext.cs:1337`** - View-ladder rank text used `string.Format(text, from == pm ? "You" : "They")`. Split into `if (from == pm)` / `else` with direct `$"..."` interpolation in each branch.
- **`Projects/UOContent/Engines/ConPVP/DuelContext.cs:1463`** - Showladder text reused a single format string for both `LocalOverheadMessage` ("You ... are ...") and `NonlocalOverheadMessage` ("`{pm.Name}` ... is ..."). Each call now uses an inline `$"..."` directly; no shared template.
- **`Projects/UOContent/Engines/ConPVP/Gumps/ConfirmSignupGump.cs:518`** - The signup confirmation message used a `switch` expression assigning a literal format string to `fmt`, then `string.Format(fmt, from.Female ? "Lady" : "Lord", timeUntil)`. Converted to a `switch` statement where each case calls `_registrar.PrivateOverheadMessage(...)` directly with an inline `$"..."`. Lady/Lord branching is hoisted to a `title` local.

## Exempted

- **`Projects/UOContent/Engines/ConPVP/Participant.cs:138`** - The `nonLocalOverhead` format string is a parameter passed in by callers of `Participant.Broadcast`. Investigation found 5 call sites in `DuelContext.cs` (lines 782, 802, 1187, 1196, and three at 1535/1564/1608) that pass distinct literal format strings. Refactoring would require changing all 5 callers and the method signature - out of scope for this PR. Marked with a `// Phase 3 audit:` comment per the audit's exemption convention.
2026-05-03 18:29:11 -07:00
Kamron Batman
5f9fa88220
perf: Zero-alloc interpolation for SendMessage/Overhead APIs (#2434)
## Summary

Phase 1 of a multi-phase optimization to eliminate intermediate string allocations between `$"..."` interpolation and the packet text region for ModernUO's player-facing message APIs.

- Adds `[InterpolatedStringHandler]` overloads to every `Send*`/`Public/Local/Private/NonlocalOverheadMessage`/`Say`/`Emote`/`Whisper`/`Yell`/`SendLocalizedMessageTo` API in `OutgoingMessagePackets`, `Mobile`, and `Item`. Each overload is a 3-line shim that forwards `handler.Text` to the existing span-based path then calls `handler.Clear()` to return the rented `STArrayPool<char>` buffer (matches the established `SpanWriter.WriteAscii(ref RawInterpolatedStringHandler)` precedent).
- Converts `string text/args/affix/name` parameters to `ReadOnlySpan<char>` for consistency with the handler path. `lang` intentionally stays `string` (it's never interpolated and the `??= "ENU"` fallback stays cleaner).
- Adds `int charCount` overloads of the three `GetMaxMessage*Length` helpers so stackalloc sizing can avoid the redundant `ROS<char>` round-trip.
- Moves `Mobile` (17 methods) and `Item` (4 methods) message methods into new partial-class files (`Mobile.Messages.cs`, `Item.Messages.cs`) for organization.

No UOContent call sites change in this PR — existing `string`/`ROS<char>` calls compile unchanged via implicit conversion. Phase 2 (intermediate-string audit) and Phase 3 (cleanup PRs) follow.

## Files

- `Projects/Server/Network/Packets/OutgoingMessagePackets.cs` — `string` → `ROS<char>` for text params, `int charCount` length helpers added, class made `partial`
- `Projects/Server/Network/Packets/OutgoingMessagePackets.Interpolated.cs` (new) — 3 `ref RawInterpolatedStringHandler` extension overloads
- `Projects/Server/Mobiles/Mobile.cs` — message methods extracted (-262 lines)
- `Projects/Server/Mobiles/Mobile.Messages.cs` (new, 463 lines) — moved + ROS-converted methods + 25 handler overloads
- `Projects/Server/Items/Item.cs` — message methods extracted (-93 lines)
- `Projects/Server/Items/Item.Messages.cs` (new, 142 lines) — moved + ROS-converted methods + 4 handler overloads
- `Projects/Server.Tests/Tests/Network/Packets/Outgoing/MessagePacketTests.cs` — 3 new regression tests verifying byte-equivalence for the handler overloads
2026-05-03 18:04:02 -07:00
Kamron Batman
15e506ffc2
perf: Migrate Old Guild System gumps to DynamicGump (#2420)
## Summary

Migrates the Old Guild System (pre-AOS guild stones) gumps from the legacy `Gump` class to `DynamicGump`, following the same pattern used for the Quest gump migration in #2416. All concrete gumps now have private constructors gated by static `DisplayTo` entry points (empty-gump rule), and `Singleton => true` is set across the board so reopening a sibling dialog automatically closes the previous one.

**Migrated gumps:**
- `GuildGump` - main guild dialog
- `GuildmasterGump` - guildmaster functions
- `GuildCharterGump` - charter and website display
- `GuildWarGump` - warfare status (kept as player-facing)
- `GuildWarAdminGump` - war menu (retained as player-facing - reachable from `GuildmasterGump`'s WAR button by guildmasters)
- `GuildChangeTypeGump` - Standard/Order/Chaos selection

**Abstract bases:** `GuildListGump` and `GuildMobileListGump` keep their shared list-rendering chrome inside a single concrete `BuildLayout` on the abstract class and expose a `protected abstract void BuildHeader(ref DynamicGumpBuilder builder)` hook for subclasses (replacing the old `Design()` override). This mirrors the abstract-base treatment used for the ML quest base in the quest-gump migration PR.

**Concrete subclasses migrated alongside the abstract bases:**
- `GuildListGump` subclasses: `GuildAcceptWarGump`, `GuildDeclarePeaceGump`, `GuildDeclareWarGump`, `GuildRejectWarGump`, `GuildRescindDeclarationGump`
- `GuildMobileListGump` subclasses: `DeclareFealtyGump`, `GrantGuildTitleGump`, `GuildAdminCandidatesGump`, `GuildCandidatesGump`, `GuildDismissGump`, `GuildRosterGump`

**Cliloc rule:** Every gump bakes per-instance dynamic content (guild names, member names, war declarations, candidate lists), which would defeat `StaticGump<T>` caching. Per the cliloc rule, all are `DynamicGump`.

**External callers updated:** the prompt files (`GuildAbbrvPrompt`, `GuildCharterPrompt`, `GuildDeclareWarPrompt`, `GuildNamePrompt`, `GuildTitlePrompt`, `GuildWebsitePrompt`), `RecruitTarget`, the `Guildstone` item, and the New Guild System `GuildInfoGump`'s Order/Chaos handler all now go through static `DisplayTo` entry points instead of `new XGump(...)`.
2026-04-26 10:44:11 -07:00
Kamron Batman
04d438239d
feat: Adds robust speed hack detection and movement throttling (#2266)
## Summary

   Server-side movement throttle that prevents speed hacking while accurately identifying cheaters with detection of lagging connections.

   **Key features:**
   - Credit buffer (200ms) absorbs timing jitter from legitimate players
   - Movement queue handles larger bursts, draining at proper game-tick intervals
   - RTT measurement distinguishes network lag from speed hacks
   - Queue depth detection catches ACK-throttled speed hacks (going straight)

   ## How It Works

   **Throttle** (prevention): Movements arriving too early either consume credit or get queued. The queue drains at
   correct intervals, so speed hackers can't move faster regardless of what they send.

   **Detection** (identification): Combines multiple signals to identify cheaters:
   | Signal | What it catches |
   |--------|-----------------|
   | Queue depth ≥4 sustained | ACK-throttled speed hacks (client limits unacked moves to 5) |
   | Movement rate >1.05x | Direction-change speed hacks where timing is visible |
   | Stable RTT + high queue | Eliminates false positives from laggy players |

   **RTT-Aware Logic:**
   - Probes only sent to players actively moving (event-driven, not global loop)
   - Stable low-latency + problems = suspicious
   - Unstable/high-latency + problems = probably just lag, throttle handles it

   ## Configuration

   ```json
   {
     "movementThrottle.maxCredit": 200,
     "movementThrottle.softQueueLimit": 6,
     "movementThrottle.hardQueueLimit": 10,
     "movementThrottle.debugLogging": false
   }
   ```
2026-03-07 11:44:37 -08:00
Jack
6745cf2075
feat: Adds Mobile.Murderer virtual property, consolidates kill-threshold checks (#2355)
## Summary

- Adds `public virtual bool Murderer => Kills >= 5` property to `Mobile`, replacing ~30 scattered `Kills >= 5` / `Kills < 5` magic-number checks across the codebase
- `BaseCreature` overrides `Murderer` to also return `true` when `AlwaysMurderer` is set
- Updates `Corpse` serialization to v15, storing `_murderer` as a `bool` field (migrated from `int Kills >= 5` in earlier versions)
2026-03-06 08:36:41 -08:00
Kamron Batman
e1e1a7c640
fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Kamron Batman
b191498569
feat: Adds Feature Flag System (#2328)
## Feature Flag System

A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements
without server restarts.

### Overview

Two types of controls:

1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.)
2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type

All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators.

### Predefined Flags
```
┌─────────────────┬──────────┬─────────────────────────────────────┐
│      Flag       │ Category │             Description             │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_trading  │ Economy  │ Allow secure trades between players │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_purchase │ Economy  │ Allow purchasing from NPC vendors   │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_sell     │ Economy  │ Allow selling to NPC vendors        │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_vendors  │ Economy  │ Allow player vendor interactions    │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bank_access     │ Economy  │ Allow bank box access               │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ house_placement │ Housing  │ Allow new house placements          │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ boat_placement  │ Housing  │ Allow new boat placements           │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bulk_orders     │ Crafting │ Allow bulk order deeds              │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ pvp_combat      │ Combat   │ Allow player vs player combat       │
└─────────────────┴──────────┴─────────────────────────────────────┘
```

### Commands

#### Feature Flags
```
┌────────────────────────────────────────────────────┬───────────────────────┐
│                      Command                       │      Description      │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> on|off|toggle|info              │ Manage a feature flag │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FF <key> on|off                                   │ Shorthand alias       │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> create <category> <desc>        │ Create a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> delete                          │ Delete a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureAdmin                                      │ Open the admin gump   │
└────────────────────────────────────────────────────┴───────────────────────┘
```

#### Gump Blocks
```
┌────────────────────────────────┬──────────────────────────────────────────────────────┐
│            Command             │                     Description                      │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [BlockGump <typeName> [reason] │ Block a gump type from displaying                    │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [UnblockGump <typeName>        │ Remove a gump block                                  │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [ListGumps [self]              │ List open gumps on a player (for finding type names) │
└────────────────────────────────┴──────────────────────────────────────────────────────┘
```

#### Item Blocks
```
┌────────────────────────────────────────────────┬───────────────────────────────┐
│                    Command                     │          Description          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemUse <typeName|target> [reason]       │ Block item use                │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemEquip <typeName|target> [reason]     │ Block item equipping          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemContainer <typeName|target> [reason] │ Block container access        │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemUse <typeName>                     │ Remove use block              │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemEquip <typeName>                   │ Remove equip block            │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemContainer <typeName>               │ Remove container access block │
└────────────────────────────────────────────────┴───────────────────────────────┘
```
Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock
commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off.

#### Skill & Spell Blocks
```
┌──────────────────────────────────────┬──────────────────────┐
│               Command                │     Description      │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSkill <SkillName> [reason]     │ Block a skill        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSkill <SkillName>            │ Remove a skill block │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSpell <SpellTypeName> [reason] │ Block a spell        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSpell <SpellTypeName>        │ Remove a spell block │
└──────────────────────────────────────┴──────────────────────┘
```

### Architecture

- Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and
ContentFeatureFlags (UOContent)
- Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change
- Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json
- Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks,
spell-blocks)
- Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination
- All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags

### Hook Points

Hook: Player trading
Location: Mobile.OpenTrade
Mechanism: ServerFeatureFlags.PlayerTrading
────────────────────────────────────────
Hook: PvP combat
Location: Mobile.CanBeHarmful
Mechanism: ServerFeatureFlags.PvPCombat
────────────────────────────────────────
Hook: Bank access
Location: BankBox.Open()
Mechanism: ServerFeatureFlags.BankAccess
────────────────────────────────────────
Hook: Vendor buy/sell
Location: BaseVendor
Mechanism: ContentFeatureFlags.VendorPurchase/Sell
────────────────────────────────────────
Hook: Player vendors
Location: PlayerVendor
Mechanism: ContentFeatureFlags.PlayerVendors
────────────────────────────────────────
Hook: House placement
Location: HousePlacement.Check()
Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp)
────────────────────────────────────────
Hook: Boat placement
Location: BaseBoatDeed.OnDoubleClick/OnPlacement
Mechanism: ContentFeatureFlags.BoatPlacement
────────────────────────────────────────
Hook: Bulk orders
Location: SmallBOD/LargeBOD
Mechanism: ContentFeatureFlags.BulkOrders
────────────────────────────────────────
Hook: Gump display
Location: GumpSystem.SendGump
Mechanism: FeatureFlagManager.IsGumpBlocked
────────────────────────────────────────
Hook: Item use
Location: PlayerMobile.AllowItemUse
Mechanism: FeatureFlagManager.IsItemUseBlocked
────────────────────────────────────────
Hook: Item equip
Location: PlayerMobile.CheckEquip
Mechanism: FeatureFlagManager.IsItemEquipBlocked
────────────────────────────────────────
Hook: Container access
Location: BaseContainer.DisplayTo
Mechanism: FeatureFlagManager.IsContainerAccessBlocked
────────────────────────────────────────
Hook: Skill use
Location: PlayerMobile.AllowSkillUse
Mechanism: FeatureFlagManager.IsSkillBlocked
────────────────────────────────────────
Hook: Spell casting
Location: Spell.Cast / Spellbook.CastSpellRequest
Mechanism: FeatureFlagManager.IsSpellBlocked
2026-02-07 12:02:57 -08:00
Kamron Batman
ac9d7d83ff
fix: Fixes logout in new networking (#2326) 2026-02-04 22:42:18 -08:00
Kamron Batman
fd2f90cba9
feat: Adds SerializableFieldChanged option (#2324) 2026-02-01 21:28:26 -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
Arutosio
8133983b64
feat: Adds OnThirstChanged (#2313) 2026-01-13 17:04:41 -08:00
Kamron Batman
ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## Summary

- Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler
- Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves

## Changes

### DecayScheduler (new):
- Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing
- O(1) register/unregister vs O(n) scan of all items
- Auto start/stop when items exist/empty
- Configurable tick interval with jitter to prevent system synchronization

### Item.cs:
- Added ScheduledDecayTime computed property
- Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem()
- Hooks in Visible, Movable, Spawner setters and Delete()

### World.cs:
- Removed _decayQueue, EnqueueForDecay(), ProcessDecay()
- ItemPersistence.Serialize() now tight loop without virtual calls

## Performance

| Metric        | Before     | After     | Improvement |
|---------------|------------|-----------|-------------|
| Items (230K)  | 245K ticks | 34K ticks | 8x faster   |
| Mobiles (43K) | 56K ticks  | 6K ticks  | 9x faster   |
| Total         | 302K ticks | 40K ticks | 7.5x faster |

## Configuration

decay.maxItemsPerTick = 250       # Items processed per tick
decay.tickInterval = 256ms        # Base processing interval
decay.bucketInterval = 5min       # Timer wheel bucket size
decay.jitterMaxMs = 25            # ±25ms tick jitter
2026-01-08 11:43:51 -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
df171926bb
fix: Fixes potential notoriety caching issue in Mobile.cs (#2251)
Replaces the 2D packet cache with a simpler one outlining the packet flag changes
2025-09-11 06:32:48 -07:00
Bohica
173037ae77
fix: Prevents recursion in BaseCreature.DoHarmful() (#2202) 2025-07-22 16:01:56 -07:00
Kamron Batman
416e1be735
fix: Adds GetDistanceToSqrt for Point3D and centralizes all the calls (#2233) 2025-07-18 09:24:41 -07:00
Kamron Batman
14bc38e375
fix: Removes the absurb 6 hour skill edge case and fixes target cancellations (#2212) 2025-06-07 13:58:01 -07:00
Kamron Batman
05825a11e2
fix: Fixes props for interfaces and adds account manipulation (#2179) 2025-05-09 15:39:47 -07:00
Kamron Batman
e54782441e
fix: Fixes TcpServer edge cases where packets are split on login (#2160) 2025-04-15 19:29:17 -07:00
Kamron Batman
4aa272d429
feat: Adds an Item/Mobile memory leak detector. Fixes minor leak in doors. (#2159)
### Summary

Adds the command [TrackLeaks to enable tracking item/mobiles that have been deleted but still have dangling references. Requires adding the _TRACK_LEAKS_ define constant during build.
2025-04-15 19:14:45 -07:00
Kamron Batman
1e349f4369
fix: Fixes mutate speech character limit (#2157)
### Summary

* Fixes the accidental limitation of dead character speech (OoOo) to 256 characters.
* Optimizes it by 1.5x

```cs
| Method                  | Mean      | Error    | StdDev   | Allocated |
|------------------------ |----------:|---------:|---------:|----------:|
| ManuaLoopMutation       | 147.01 ns | 1.298 ns | 1.084 ns |         - |
| SpanLoopMutation        |  92.03 ns | 0.583 ns | 0.487 ns |         - |
```
2025-04-13 22:55:44 -07:00
Kamron Batman
84d9383294
feat: Fixes beneficial notoriety checks and adds better young restrictions/messaging (#2000) 2025-01-20 11:27:19 -08:00
Kamron Batman
465d3c8187
feat: Upgrades serialization v4 (Threaded Heap Serialization) (#1947)
### Summary

- `GenericEntityPersistence` is now a type of `GenericPersistence`. This allows developers to serialize both entities and non-entities in the same system. 🎉
- Each `SerializationThreadWorker` now allocates 1MB of heap for serialization _permanently_. If more memory is needed, that thread will double it's memory, not to exceed increments of 64MB.
- Several bugs with serialization introduced with the pure MMF implementation have been fixed.
- `BinaryFileReader` has been added back. 🎉
- Adds `world.useMultithreadedSaves` to allow disabling threaded saves.

> [!IMPORTANT]
> **Developer Note**
> The split file serialization has been deprecated and is no longer used. We have effectively gone back to the same file writing we had before the pure MMF implementation.
2024-09-14 09:57:43 -07:00
Kamron Batman
47e16a03fe
feat: Moves network related events to UOContent using code generation (#1945)
### Summary
- Moves `CharacterCreated` event to UOContent using code generated event _CharacterCreatedEvent_.
- Moves `TargetByResourceMacro` event to UOContent using code generated event _TargetByResourceMacro_.
- Moves `GameLogin` event to UOContent using code generated event _GameLoginEvent_.
- Moves `ServerList` event to UOContent using code generated event _ServerListEvent_.
- Streamlines ProfessionInfo


> [!IMPORTANT]
> **Developer Note**
> Custom scripts that use any of these event sinks will need to be updated to use the new code generated events.
2024-09-06 16:57:10 -07:00
Guyute
95cd8749a3
feat: Adds PlayerDeathEvent and CreatureDeathEvent using code generated events (#1927)
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events

> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
2024-09-05 21:23:03 -07:00
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
3e70d073ad
fix: Fixes CloseGump returning true when no gump is closed. (#1902) 2024-08-05 12:28:24 -07:00
Kamron Batman
f58117a877
fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)
## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry

## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
2024-07-20 21:33:23 -07:00
Kamron Batman
e6bfc45228
fix: Consolidates and fixes movement/direction checks (#1861) 2024-07-06 12:41:45 -07:00
Kamron Batman
8ec203f387
feat: Updates serialization to use MMF (considerable memory savings) (#1841)
### Summary
Updates the serialization strategy to use `MemoryMappedFile` instead of thick buffers. This has the benefit of being on-par with the current implementation (based on hardware/OS), however won't incur the double-memory issue.

> [!Important]
> **Developer Note**
> The `BinaryFileWriter` and `BinaryFileReader` has been removed in favor of `MemoryMapFileWriter` and `UnmanagedDataReader`
2024-06-23 10:51:20 -07:00
Kamron Batman
b745ee1e7a
fix: Fixes skills property not editable in-game (#1833) 2024-06-13 22:00:02 -07:00
Kamron Batman
0b802dbe1b
fix: Fixes duping containers and removes copying private setter properties (#1816)
### Summary
- Removes copying private setters
- Fixes duping containers
- Adds public `Dupe.DoDupe` functions for external scripts to hook into the existing logic.
2024-06-03 15:44:56 -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
Marcelo Paez Sequeira
00908d030f
fix: Moves many EventSinks out of core. (#1783) 2024-05-21 10:02:30 -07:00
Kamron Batman
26dfde19ee
fix: Consolidates Color/Center html (#1762)
### Summary
- Fixes bad color in virtual check gump
- Consolidates the Color/Center html strings for all gumps
2024-05-07 23:56:32 -07:00
Kamron Batman
becd7aad05
fix: Cleans up FixHtml (#1757) 2024-05-03 21:24:31 -07:00
Kamron Batman
65532ea887
feat: Adds optimized dynamic/static layout gumps (#1652)
# New Gump API
We are pleased to release a new API that is faster, allocates nearly zero memory, and still feels very similar to the original API. The API is broken into 3 types of gumps, dynamic, static with placeholders, and static without placeholders. 

### Dynamic Gumps
These gumps will inherit `DynamicGump` and are meant for gumps that have a dynamic layout. This includes specifying dynamic arguments to HtmlLocalized entries.

## Static Gumps 
Static gumps are those where the function to the build the layout is called only once and cached forever. They can optionally have placeholders. These placeholders allow the developer to specify the string values later, dynamically in a `BuildStrings` method on the gump. If a gump does not have any placeholders, the string entries will also be cached forever.

## Benchmarks
To make sure we were going in the right direction and not wasting time, we took copious benchmarks. Here are the final benchmarks for a really simple gump. 

Note:
* The majority of creating a gump is compressing the layout and the strings. Compressing each section takes ~6,000ns (12us total).

```cs
| Method                         | Mean         | Error        | StdDev       | Median       | Ratio | RatioSD | Gen0   | Allocated | Alloc Ratio |
|------------------------------- |-------------:|-------------:|-------------:|-------------:|------:|--------:|-------:|----------:|------------:|
| OldGump                        | 13,308.29 ns | 1,059.695 ns | 1,883.608 ns | 14,330.72 ns | 1.000 |    0.00 | 0.1526 |    2400 B |        1.00 |
| DynamicLayoutGump              | 13,357.86 ns |   129.144 ns |   226.185 ns | 13,323.60 ns | 1.029 |    0.17 |      - |      48 B |        0.02 |
| StaticLayoutDynamicStringsGump |  6,653.10 ns |    81.815 ns |   143.292 ns |  6,617.45 ns | 0.514 |    0.09 |      - |      40 B |        0.02 |
| StaticLayoutGump               |     86.33 ns |     0.760 ns |     1.350 ns |     86.07 ns | 0.007 |    0.00 | 0.0020 |      32 B |        0.01 |
```

# Non-Breaking Changes
* All gump components in the core have been moved to `Gumps/Legacy`.
* All legacy gumps will still inherit `Gump`, which now inherits `BaseGump`

# Special Thanks

Thank you to @stefanomerotta for considerable contributions/benchmarking/testing to make this effort a reality! We collectively went through over 10 iterations, but it is finally ready.
2024-04-25 22:40:30 -07:00
Kamron Batman
3332fabc39
fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT]  
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.

### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`

> [!NOTE]  
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
2024-03-18 14:13:41 -07:00
Kamron Batman
3812a783ca
fix: Fixes issue with duping items and serialization, and sector lists. (#1662) 2024-01-23 23:08:52 -08:00
Kamron Batman
3a0d4b171b
fix: Codegens boats (#1625) 2023-12-02 12:55:38 -08:00
Kamron Batman
e21ff0eb28
fix: Codegens BaseMulti, Container, and VirtualCheck (#1624) 2023-12-02 10:00:02 -08:00
mark1145
4ebdc75bdf
fix: Fixes PainSpike, ManaVampire, Evil Omen, and Curse (#1622)
Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
2023-12-02 09:59:42 -08:00
Kamron Batman
6a0fcd62c1
fix: Fixes various mobile packets and setting serials (#1618)
### Summary
- Removes old death packet that isn't used. Doubtful this causes issues with clients that are v4+.
- Removes duplicate incoming packets. Again, probably to fix some old client issues, doubtful it affects clients v4+.
- Fixes setting serials and entities in props/commands. Note: Disabled setting `Parent` since the new sector code has issues. We shouldn't rely on it anyway!
- Reverts a recent change to healthbars that should not have been made. Oops!
2023-11-26 00:42:15 -08:00
Kamron Batman
03f850fe03
fix: Fixes sending packets and sidesteps a major issue with stackalloc and PGO in .NET 8 (#1607)
### 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
2023-11-21 12:18:20 -08:00
Kamron Batman
021ebd0a88
fix: Fixes multi search (#1601) 2023-11-18 12:37:26 -08:00
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