* 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
84 lines
2.3 KiB
C#
84 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Commands
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{
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public static class ConvertPlayers
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{
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public static void Initialize()
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{
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CommandSystem.Register("ConvertPlayers", AccessLevel.Administrator, Convert_OnCommand);
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}
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public static void Convert_OnCommand(CommandEventArgs e)
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{
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e.Mobile.SendMessage(
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"Converting all players to PlayerMobile. You will be disconnected. Please Restart the server after the world has finished saving.");
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List<Mobile> mobs = new List<Mobile>(World.Mobiles.Values);
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int count = 0;
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foreach (Mobile m in mobs)
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if (m.Player && !(m is PlayerMobile))
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{
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count++;
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m.NetState?.Dispose();
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PlayerMobile pm = new PlayerMobile(m.Serial);
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pm.DefaultMobileInit();
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List<Item> copy = new List<Item>(m.Items);
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for (int i = 0; i < copy.Count; i++)
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pm.AddItem(copy[i]);
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CopyProps(pm, m);
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for (int i = 0; i < m.Skills.Length; i++)
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{
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pm.Skills[i].Base = m.Skills[i].Base;
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pm.Skills[i].SetLockNoRelay(m.Skills[i].Lock);
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}
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World.Mobiles[m.Serial] = pm;
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}
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if (count > 0)
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{
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NetState.ProcessDisposedQueue();
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World.Save();
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Console.WriteLine("{0} players have been converted to PlayerMobile. {1}.", count,
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Core.Service ? "The server is now restarting" : "Press any key to restart the server");
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if (!Core.Service)
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Console.ReadKey(true);
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Core.Kill(true);
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}
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else
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{
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e.Mobile.SendMessage("Couldn't find any Players to convert.");
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}
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}
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private static PropertyInfo[] _mobProps =
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typeof(Mobile).GetProperties(BindingFlags.Public | BindingFlags.Instance)
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.Where(prop => prop.CanRead && prop.CanWrite).ToArray();
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private static void CopyProps(Mobile to, Mobile from)
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{
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foreach (PropertyInfo prop in _mobProps)
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try
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{
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prop.SetValue(to, prop.GetValue(from, null), null);
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}
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catch
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{
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// ignored
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}
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}
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}
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}
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