* 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
125 lines
3.5 KiB
C#
125 lines
3.5 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using Server.Items;
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namespace Server.Commands
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{
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public static class SignParser
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{
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private static Queue<Item> m_ToDelete = new Queue<Item>();
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public static void Initialize()
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{
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CommandSystem.Register("SignGen", AccessLevel.Administrator, SignGen_OnCommand);
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}
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[Usage("SignGen")]
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[Description("Generates world/shop signs on all facets.")]
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public static void SignGen_OnCommand(CommandEventArgs c)
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{
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Parse(c.Mobile);
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}
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public static void Parse(Mobile from)
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{
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string cfg = Path.Combine(Core.BaseDirectory, "Data/signs.cfg");
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if (File.Exists(cfg))
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{
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List<SignEntry> list = new List<SignEntry>();
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from.SendMessage("Generating signs, please wait.");
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using (StreamReader ip = new StreamReader(cfg))
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{
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string line;
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while ((line = ip.ReadLine()) != null)
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{
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string[] split = line.Split(' ');
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SignEntry e = new SignEntry(
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line.Substring(split[0].Length + 1 + split[1].Length + 1 + split[2].Length + 1 +
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split[3].Length + 1 + split[4].Length + 1),
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new Point3D(Utility.ToInt32(split[2]), Utility.ToInt32(split[3]), Utility.ToInt32(split[4])),
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Utility.ToInt32(split[1]), Utility.ToInt32(split[0]));
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list.Add(e);
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}
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}
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Map[] brit = { Map.Felucca, Map.Trammel };
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Map[] fel = { Map.Felucca };
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Map[] tram = { Map.Trammel };
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Map[] ilsh = { Map.Ilshenar };
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Map[] malas = { Map.Malas };
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Map[] tokuno = { Map.Tokuno };
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for (int i = 0; i < list.Count; ++i)
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{
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SignEntry e = list[i];
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var maps = e.m_Map switch
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{
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0 => brit,
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1 => fel,
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2 => tram,
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3 => ilsh,
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4 => malas,
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5 => tokuno,
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_ => null
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};
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for (int j = 0; maps?.Length >= j; ++j)
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Add_Static(e.m_ItemID, e.m_Location, maps[j], e.m_Text);
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}
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from.SendMessage("Sign generating complete.");
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}
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else
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from.SendMessage("{0} not found!", cfg);
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}
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public static void Add_Static(int itemID, Point3D location, Map map, string name)
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{
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IPooledEnumerable<Item> eable = map.GetItemsInRange(location, 0);
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foreach (Item item in eable)
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if (item is Sign && item.Z == location.Z && item.ItemID == itemID)
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m_ToDelete.Enqueue(item);
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eable.Free();
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while (m_ToDelete.Count > 0)
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m_ToDelete.Dequeue().Delete();
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Item sign = name.StartsWith("#") ? new LocalizedSign(itemID, Utility.ToInt32(name.Substring(1))) :
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new Sign(itemID) {Name = name};
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if (map == Map.Malas)
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{
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if (location.X >= 965 && location.Y >= 502 && location.X <= 1012 && location.Y <= 537)
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sign.Hue = 0x47E;
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else if (location.X >= 1960 && location.Y >= 1278 && location.X < 2106 && location.Y < 1413)
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sign.Hue = 0x44E;
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}
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sign.MoveToWorld(location, map);
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}
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private class SignEntry
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{
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public int m_ItemID;
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public Point3D m_Location;
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public int m_Map;
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public string m_Text;
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public SignEntry(string text, Point3D pt, int itemID, int mapLoc)
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{
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m_Text = text;
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m_Location = pt;
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m_ItemID = itemID;
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m_Map = mapLoc;
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}
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}
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}
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}
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