* 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
130 lines
3.7 KiB
C#
130 lines
3.7 KiB
C#
using System;
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using Server.Buffers;
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using Server.Engines.PartySystem;
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using Server.Guilds;
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using Server.Network;
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namespace Server.Misc
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{
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public static class MapUO
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{
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public static void Initialize()
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{
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if (Settings.PartyTrack)
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ProtocolExtensions.Register(0x00, true, OnPartyTrack);
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if (Settings.GuildTrack)
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ProtocolExtensions.Register(0x01, true, OnGuildTrack);
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}
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private static void OnPartyTrack(NetState state, PacketReader pvSrc)
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{
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MapUOPackets.SendPartyTrack(state, Party.Get(state.Mobile));
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}
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private static void OnGuildTrack(NetState state, PacketReader pvSrc)
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{
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MapUOPackets.SendGuildTrack(state, state.Mobile.Guild as Guild, pvSrc.ReadBoolean());
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}
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private static class Settings
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{
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public const bool PartyTrack = true;
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public const bool GuildTrack = true;
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public const bool GuildHitsPercent = true;
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}
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private static class MapUOPackets
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{
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public static void SendPartyTrack(NetState ns, Party party)
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{
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Mobile from = ns.Mobile;
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int count = party?.Members.Count ?? 0;
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if (count < 2)
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return;
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SpanWriter writer = new SpanWriter(stackalloc byte[Math.Max(count - 1, 0) * 9 + 8]);
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writer.Write((byte)0xF0); // Packet ID
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writer.Position += 2; // Dynamic Length
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writer.Write((byte)0x01); // Command
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count = 0;
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for (int i = 0; i < count; ++i)
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{
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Mobile mob = party.Members[i]?.Mobile; // if count is greater than 0, then party is not null
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if (mob == from || mob?.NetState == null || Utility.InUpdateRange(from, mob) && from.CanSee(mob))
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continue;
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count++;
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writer.Write(mob.Serial);
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writer.Write((short)mob.X);
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writer.Write((short)mob.Y);
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writer.Write((byte)(mob.Map?.MapID ?? 0));
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}
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if (count == 0)
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return;
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writer.Position += 4; // Empty Serial
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writer.Position = 1;
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writer.Write((ushort)writer.WrittenCount);
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ns.Send(writer.Span);
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}
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public static void SendGuildTrack(NetState ns, Guild guild = null, bool locations = false)
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{
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Mobile from = ns.Mobile;
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int count = guild?.Members.Count ?? 0;
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if (count < 2)
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return;
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SpanWriter writer = new SpanWriter(stackalloc byte[Math.Max(count - 1, 0) * (locations ? 10 : 4) + 9]);
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writer.Write((byte)0xF0); // Packet ID
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writer.Position += 2; // Dynamic Length
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writer.Write((byte)0x02); // Command
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writer.Write(locations);
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count = 0;
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for (int i = 0; i < count; ++i)
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{
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Mobile mob = guild.Members[i]; // If guild count is above 0, then guild is not null.
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if (mob == from || mob?.NetState == null || locations && Utility.InUpdateRange(from, mob) && from.CanSee(mob))
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continue;
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count++;
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writer.Write(mob.Serial);
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if (locations)
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{
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writer.Write((short)mob.X);
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writer.Write((short)mob.Y);
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writer.Write((byte)(mob.Map?.MapID ?? 0));
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if (Settings.GuildHitsPercent && mob.Alive)
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writer.Write((byte)(mob.Hits / Math.Max(mob.HitsMax, 1.0) * 100));
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else
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writer.Position++; // writer.Write((byte)0);
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}
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}
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if (count == 0)
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return;
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writer.Position += 4; // Empty Serial
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writer.Position = 1;
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writer.Write((ushort)writer.WrittenCount);
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ns.Send(writer.Span);
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}
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}
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}
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}
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