ModernUO/Projects/Server/Gumps/Gump.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

331 lines
10 KiB
C#

/***************************************************************************
* Gump.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using Server.Buffers;
using Server.Collections;
using Server.Network;
namespace Server.Gumps
{
public class Gump
{
private static uint m_NextSerial = 1;
private static byte[] m_NoMove = StringToBuffer("{ nomove }");
private static byte[] m_NoClose = StringToBuffer("{ noclose }");
private static byte[] m_NoDispose = StringToBuffer("{ nodispose }");
private static byte[] m_NoResize = StringToBuffer("{ noresize }");
internal int m_TextEntries, m_Switches;
public Gump(int x, int y)
{
do
{
Serial = m_NextSerial++;
} while (Serial == 0); // standard client apparently doesn't send a gump response packet if serial == 0
X = x;
Y = y;
TypeID = GetTypeID(GetType());
Entries = new List<GumpEntry>();
}
public int TypeID{ get; }
public List<GumpEntry> Entries{ get; }
public uint Serial { get; set; }
public int X { get; set; }
public int Y { get; set; }
public bool Disposable { get; set; } = true;
public bool Resizable { get; set; } = true;
public bool Draggable { get; set; } = true;
public bool Closable { get; set; } = true;
public static int GetTypeID(Type type) => type?.FullName?.GetHashCode() ?? -1;
public void Invalidate()
{
//if ( m_Strings.Count > 0 )
// m_Strings.Clear();
}
public void AddPage(int page)
{
Add(new GumpPage(page));
}
public void AddAlphaRegion(int x, int y, int width, int height)
{
Add(new GumpAlphaRegion(x, y, width, height));
}
public void AddBackground(int x, int y, int width, int height, int gumpID)
{
Add(new GumpBackground(x, y, width, height, gumpID));
}
public void AddButton(int x, int y, int normalID, int pressedID, int buttonID,
GumpButtonType type = GumpButtonType.Reply, int param = 0)
{
Add(new GumpButton(x, y, normalID, pressedID, buttonID, type, param));
}
public void AddCheck(int x, int y, int inactiveID, int activeID, bool initialState, int switchID)
{
Add(new GumpCheck(x, y, inactiveID, activeID, initialState, switchID));
}
public void AddGroup(int group)
{
Add(new GumpGroup(group));
}
public void AddTooltip(int number)
{
Add(new GumpTooltip(number));
}
public void AddHtml(int x, int y, int width, int height, string text, bool background = false, bool scrollbar = false)
{
Add(new GumpHtml(x, y, width, height, text, background, scrollbar));
}
public void AddHtmlLocalized(int x, int y, int width, int height, int number, bool background = false, bool scrollbar = false)
{
Add(new GumpHtmlLocalized(x, y, width, height, number, background, scrollbar));
}
public void AddHtmlLocalized(int x, int y, int width, int height, int number, int color, bool background = false,
bool scrollbar = false)
{
Add(new GumpHtmlLocalized(x, y, width, height, number, color, background, scrollbar));
}
public void AddHtmlLocalized(int x, int y, int width, int height, int number, string args, int color,
bool background = false, bool scrollbar = false)
{
Add(new GumpHtmlLocalized(x, y, width, height, number, args, color, background, scrollbar));
}
public void AddImage(int x, int y, int gumpID, int hue = 0)
{
Add(new GumpImage(x, y, gumpID, hue));
}
public void AddImageTiled(int x, int y, int width, int height, int gumpID)
{
Add(new GumpImageTiled(x, y, width, height, gumpID));
}
public void AddImageTiledButton(int x, int y, int normalID, int pressedID, int buttonID, GumpButtonType type,
int param, int itemID, int hue, int width, int height, int localizedTooltip = -1)
{
Add(new GumpImageTileButton(x, y, normalID, pressedID, buttonID, type, param, itemID, hue, width, height,
localizedTooltip));
}
public void AddItem(int x, int y, int itemID, int hue = 0)
{
Add(new GumpItem(x, y, itemID, hue));
}
public void AddLabel(int x, int y, int hue, string text)
{
Add(new GumpLabel(x, y, hue, text));
}
public void AddLabelCropped(int x, int y, int width, int height, int hue, string text)
{
Add(new GumpLabelCropped(x, y, width, height, hue, text));
}
public void AddRadio(int x, int y, int inactiveID, int activeID, bool initialState, int switchID)
{
Add(new GumpRadio(x, y, inactiveID, activeID, initialState, switchID));
}
public void AddTextEntry( int x, int y, int width, int height, int hue, int entryID, string initialText )
{
Add( new GumpTextEntry( x, y, width, height, hue, entryID, initialText ) );
}
public void AddTextEntry(int x, int y, int width, int height, int hue, int entryID, string initialText, int size)
{
Add(new GumpTextEntryLimited(x, y, width, height, hue, entryID, initialText, size));
}
public void AddItemProperty(uint serial)
{
Add(new GumpItemProperty(serial));
}
public void Add(GumpEntry g)
{
if (g.Parent != this)
g.Parent = this;
else if (!Entries.Contains(g)) Entries.Add(g);
}
public void Remove(GumpEntry g)
{
if (g == null || !Entries.Contains(g))
return;
Entries.Remove(g);
g.Parent = null;
}
public static byte[] StringToBuffer(string str) => Encoding.ASCII.GetBytes(str);
public void SendTo(NetState state)
{
state.AddGump(this);
ArrayBufferWriter<byte> bufferWriter = new ArrayBufferWriter<byte>(0x10000);
m_TextEntries = 0;
m_Switches = 0;
if (state.Unpack)
CompilePacked(bufferWriter);
else
CompileFast(bufferWriter);
state.Send(bufferWriter.WrittenSpan);
}
private void WriteLayout(ArrayBufferWriter<byte> layoutBuffer, ArraySet<string> strings)
{
if (!Draggable)
layoutBuffer.Write(m_NoMove);
if (!Closable)
layoutBuffer.Write(m_NoClose);
if (!Disposable)
layoutBuffer.Write(m_NoDispose);
if (!Resizable)
layoutBuffer.Write(m_NoResize);
for (int i = 0; i < Entries.Count; ++i)
Entries[i].AppendTo(layoutBuffer, strings, ref m_TextEntries, ref m_Switches);
}
private static void WriteStrings(IBufferWriter<byte> stringsBuffer, IList<string> strings)
{
int stringLength = 2 * strings.Count + strings.Sum(t => t.Length * 2);
SpanWriter rawStringsWriter = new SpanWriter(stringsBuffer.GetSpan(stringLength));
for (int i = 0; i < strings.Count; ++i)
{
string v = strings[i] ?? "";
rawStringsWriter.Write((ushort)v.Length);
rawStringsWriter.WriteBigUni(v);
}
stringsBuffer.Advance(stringLength);
}
public static byte[] StringToBuffer(string str) => Encoding.ASCII.GetBytes(str);
private void CompileFast(IBufferWriter<byte> bufferWriter)
{
SpanWriter writer = new SpanWriter(bufferWriter.GetSpan(21));
writer.Write((byte)0xB0); // Packed ID
writer.Position += 2; // Dynamic Length
writer.Write(Serial);
writer.Write(TypeID);
writer.Write(X);
writer.Write(Y);
ArraySet<string> strings = new ArraySet<string>();
ArrayBufferWriter<byte> layoutBuffer = new ArrayBufferWriter<byte>();
WriteLayout(layoutBuffer, strings);
writer.Write((ushort)layoutBuffer.WrittenCount);
ArrayBufferWriter<byte> stringsBuffer = new ArrayBufferWriter<byte>();
Span<byte> span = stringsBuffer.GetSpan(2);
span[0] = (byte)(strings.Count >> 8);
span[1] = (byte)strings.Count;
bufferWriter.Advance(2);
WriteStrings(stringsBuffer, strings);
writer.Position = 1;
writer.Write((ushort)(23 + layoutBuffer.WrittenCount + stringsBuffer.WrittenCount));
// Write the header
bufferWriter.Advance(21);
// Write the layout
bufferWriter.Write(layoutBuffer.WrittenSpan);
// Write strings
bufferWriter.Write(stringsBuffer.WrittenSpan);
}
private static int GetMaxPackedSize(int sourceLength) => 8 + (int)Compression.MaxPackSize((ulong)sourceLength);
private static int WritePacked(ReadOnlySpan<byte> source, Span<byte> dest)
{
int length = source.Length;
if (length == 0)
{
dest.Clear();
return 4;
}
ulong packLength = (ulong)dest.Length - 8;
ZLibError ce = Compression.Pack(dest.Slice(8), ref packLength, source, ZLibQuality.Default);
if (ce != ZLibError.Okay) Console.WriteLine("ZLib error: {0} (#{1})", ce, (int)ce);
SpanWriter writer = new SpanWriter(dest);
int packLengthInt = (int)packLength;
writer.Write(4 + packLengthInt);
writer.Write(length);
return 8 + packLengthInt;
}
public virtual void OnResponse(NetState sender, RelayInfo info)
{
}
public virtual void OnServerClose(NetState owner)
{
}
}
}