ModernUO/Projects/Scripts/Misc/Cleanup.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

163 lines
4.8 KiB
C#

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