* 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
194 lines
4.6 KiB
C#
194 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Items
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{
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public enum CampfireStatus
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{
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Burning,
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Extinguishing,
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Off
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}
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public class Campfire : Item
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{
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public static readonly int SecureRange = 7;
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private static readonly Dictionary<Mobile, CampfireEntry> m_Table = new Dictionary<Mobile, CampfireEntry>();
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private List<CampfireEntry> m_Entries;
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private Timer m_Timer;
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public Campfire() : base(0xDE3)
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{
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Movable = false;
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Light = LightType.Circle300;
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m_Entries = new List<CampfireEntry>();
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Created = DateTime.UtcNow;
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0), OnTick);
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}
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public Campfire(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime Created{ get; }
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[CommandProperty(AccessLevel.GameMaster)]
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public CampfireStatus Status
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{
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get => ItemID switch
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{
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return ItemID switch
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{
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0xDE3 => CampfireStatus.Burning,
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0xDE9 => CampfireStatus.Extinguishing,
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_ => CampfireStatus.Off
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};
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}
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set
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{
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if (Status == value)
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return;
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switch (value)
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{
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case CampfireStatus.Burning:
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ItemID = 0xDE3;
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Light = LightType.Circle300;
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break;
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case CampfireStatus.Extinguishing:
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ItemID = 0xDE9;
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Light = LightType.Circle150;
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break;
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default:
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ItemID = 0xDEA;
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Light = LightType.ArchedWindowEast;
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ClearEntries();
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break;
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}
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}
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}
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public static CampfireEntry GetEntry(Mobile player)
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{
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m_Table.TryGetValue(player, out CampfireEntry value);
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return value;
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}
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public static void RemoveEntry(CampfireEntry entry)
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{
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m_Table.Remove(entry.Player);
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entry.Fire.m_Entries.Remove(entry);
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}
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private void OnTick()
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{
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DateTime now = DateTime.UtcNow;
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TimeSpan age = now - Created;
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if (age >= TimeSpan.FromSeconds(100.0))
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Delete();
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else if (age >= TimeSpan.FromSeconds(90.0))
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Status = CampfireStatus.Off;
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else if (age >= TimeSpan.FromSeconds(60.0))
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Status = CampfireStatus.Extinguishing;
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if (Status == CampfireStatus.Off || Deleted)
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return;
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foreach (CampfireEntry entry in m_Entries.ToList())
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if (!entry.Valid || entry.Player.NetState == null)
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RemoveEntry(entry);
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else if (!entry.Safe && now - entry.Start >= TimeSpan.FromSeconds(30.0))
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{
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entry.Safe = true;
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entry.Player.SendLocalizedMessage(500621); // The camp is now secure.
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}
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IPooledEnumerable<NetState> eable = GetClientsInRange(SecureRange);
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foreach (NetState state in eable)
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if (state.Mobile is PlayerMobile pm && GetEntry(pm) == null)
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{
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CampfireEntry entry = new CampfireEntry(pm, this);
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m_Table[pm] = entry;
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m_Entries.Add(entry);
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pm.SendLocalizedMessage(500620); // You feel it would take a few moments to secure your camp.
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}
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eable.Free();
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}
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private void ClearEntries()
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{
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if (m_Entries == null)
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return;
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foreach (CampfireEntry entry in m_Entries.ToList())
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RemoveEntry(entry);
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}
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public override void OnAfterDelete()
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{
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m_Timer?.Stop();
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ClearEntries();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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Delete();
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}
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}
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public class CampfireEntry
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{
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private bool m_Safe;
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public CampfireEntry(PlayerMobile player, Campfire fire)
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{
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Player = player;
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Fire = fire;
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Start = DateTime.UtcNow;
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m_Safe = false;
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}
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public PlayerMobile Player{ get; }
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public Campfire Fire{ get; }
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public DateTime Start{ get; }
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public bool Valid => !Fire.Deleted && Fire.Status != CampfireStatus.Off && Player.Map == Fire.Map &&
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Player.InRange(Fire, Campfire.SecureRange);
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public bool Safe
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{
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get => Valid && m_Safe;
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set => m_Safe = value;
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}
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}
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}
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