* 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
163 lines
4.8 KiB
C#
163 lines
4.8 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.Items;
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using Server.Multis;
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namespace Server.Misc
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{
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public class Cleanup
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{
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public static void Initialize()
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{
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Timer.DelayCall(TimeSpan.FromSeconds(2.5), Run);
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}
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public static void Run()
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{
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List<Item> items = new List<Item>();
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List<Item> validItems = new List<Item>();
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List<Mobile> hairCleanup = new List<Mobile>();
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int boxes = 0;
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foreach (Item item in World.Items.Values)
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{
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if (item.Map == null)
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{
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items.Add(item);
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continue;
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}
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if (item is CommodityDeed deed)
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{
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if (deed.Commodity != null)
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validItems.Add(deed.Commodity);
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continue;
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}
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if (item is BaseHouse house)
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{
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foreach (RelocatedEntity relEntity in house.RelocatedEntities)
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if (relEntity.Entity is Item item1)
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validItems.Add(item1);
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validItems.AddRange(house.VendorInventories.SelectMany(inventory => inventory.Items));
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}
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else if (item is BankBox box)
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{
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Mobile owner = box.Owner;
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if (owner == null)
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{
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items.Add(box);
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++boxes;
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}
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else if (box.Items.Count == 0)
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{
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items.Add(box);
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++boxes;
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}
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continue;
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}
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else if (item.Layer == Layer.Hair || item.Layer == Layer.FacialHair)
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{
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if (item.RootParent is Mobile rootMobile)
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{
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if (item.Parent != rootMobile && rootMobile.AccessLevel == AccessLevel.Player)
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{
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items.Add(item);
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continue;
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}
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if (item.Parent == rootMobile)
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{
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hairCleanup.Add(rootMobile);
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continue;
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}
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}
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}
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if (item.Parent != null || item.Map != Map.Internal || item.HeldBy != null)
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continue;
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if (item.Location != Point3D.Zero)
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continue;
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if (!IsBuggable(item))
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continue;
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items.Add(item);
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}
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for (int i = 0; i < validItems.Count; ++i)
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items.Remove(validItems[i]);
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if (items.Count > 0)
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{
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if (boxes > 0)
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Console.WriteLine("Cleanup: Detected {0} inaccessible items, including {1} bank boxes, removing..",
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items.Count, boxes);
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else
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Console.WriteLine("Cleanup: Detected {0} inaccessible items, removing..", items.Count);
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for (int i = 0; i < items.Count; ++i)
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items[i].Delete();
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}
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if (hairCleanup.Count > 0)
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{
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Console.WriteLine(
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"Cleanup: Detected {0} hair and facial hair items being worn, converting to their virtual counterparts..",
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hairCleanup.Count);
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for (int i = 0; i < hairCleanup.Count; i++)
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hairCleanup[i].ConvertHair();
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}
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}
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public static bool IsBuggable(Item item)
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{
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if (item is Fists)
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return false;
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if (item is ICommodity || item is BaseBoat
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|| item is Fish || item is BigFish || item is Food || item is CookableFood
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|| item is SpecialFishingNet || item is BaseMagicFish
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|| item is Shoes || item is Sandals
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|| item is Boots || item is ThighBoots
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|| item is TreasureMap || item is MessageInABottle
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|| item is BaseArmor || item is BaseWeapon
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|| item is BaseClothing
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|| item is BaseJewel && Core.AOS
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#region Champion artifacts
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|| item is SkullPole
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|| item is EvilIdolSkull
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|| item is MonsterStatuette
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|| item is Pier
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|| item is ArtifactLargeVase
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|| item is ArtifactVase
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|| item is MinotaurStatueDeed
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|| item is SwampTile
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|| item is WallBlood
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|| item is TatteredAncientMummyWrapping
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|| item is LavaTile
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|| item is DemonSkull
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|| item is Web
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|| item is WaterTile
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|| item is WindSpirit
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|| item is DirtPatch
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|| item is Futon)
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#endregion
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return true;
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return false;
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}
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}
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}
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