ModernUO/Projects/Server/Sector.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

250 lines
6.2 KiB
C#

/***************************************************************************
* Sector.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.Collections.Generic;
using Server.Items;
using Server.Network;
namespace Server
{
public class RegionRect : IComparable<RegionRect>
{
private Rectangle3D m_Rect;
public RegionRect(Region region, Rectangle3D rect)
{
Region = region;
m_Rect = rect;
}
public Region Region{ get; }
public Rectangle3D Rect => m_Rect;
public int CompareTo(RegionRect regRect) => regRect == null ? 1 : Region.CompareTo(regRect.Region);
public bool Contains(Point3D loc) => m_Rect.Contains(loc);
}
public class Sector
{
// TODO: Can we avoid this?
private static List<Mobile> m_DefaultMobileList = new List<Mobile>();
private static List<Item> m_DefaultItemList = new List<Item>();
private static List<NetState> m_DefaultClientList = new List<NetState>();
private static List<BaseMulti> m_DefaultMultiList = new List<BaseMulti>();
private static List<RegionRect> m_DefaultRectList = new List<RegionRect>();
private bool m_Active;
private List<NetState> m_Clients;
private List<Item> m_Items;
private List<Mobile> m_Mobiles;
private List<BaseMulti> m_Multis;
private List<Mobile> m_Players;
private List<RegionRect> m_RegionRects;
public Sector(int x, int y, Map owner)
{
X = x;
Y = y;
Owner = owner;
m_Active = false;
}
public List<RegionRect> RegionRects => m_RegionRects ?? m_DefaultRectList;
public List<BaseMulti> Multis => m_Multis ?? m_DefaultMultiList;
public List<Mobile> Mobiles => m_Mobiles ?? m_DefaultMobileList;
public List<Item> Items => m_Items ?? m_DefaultItemList;
public List<NetState> Clients => m_Clients ?? m_DefaultClientList;
public List<Mobile> Players => m_Players ?? m_DefaultMobileList;
public bool Active => m_Active && Owner != Map.Internal;
public Map Owner{ get; }
public int X{ get; }
public int Y{ get; }
private void Add<T>(ref List<T> list, T value)
{
list ??= new List<T>();
list.Add(value);
}
private void Remove<T>(ref List<T> list, T value)
{
if (list != null)
{
list.Remove(value);
if (list.Count == 0) list = null;
}
}
private void Replace<T>(ref List<T> list, T oldValue, T newValue)
{
if (oldValue != null && newValue != null)
{
int index = list?.IndexOf(oldValue) ?? -1;
if (index >= 0)
list[index] = newValue;
else
Add(ref list, newValue);
}
else if (oldValue != null)
{
Remove(ref list, oldValue);
}
else if (newValue != null)
{
Add(ref list, newValue);
}
}
public void OnClientChange(NetState oldState, NetState newState)
{
Replace(ref m_Clients, oldState, newState);
}
public void OnEnter(Item item)
{
Add(ref m_Items, item);
}
public void OnLeave(Item item)
{
Remove(ref m_Items, item);
}
public void OnEnter(Mobile mob)
{
Add(ref m_Mobiles, mob);
if (mob.NetState != null) Add(ref m_Clients, mob.NetState);
if (mob.Player)
{
if (m_Players == null) Owner.ActivateSectors(X, Y);
Add(ref m_Players, mob);
}
}
public void OnLeave(Mobile mob)
{
Remove(ref m_Mobiles, mob);
if (mob.NetState != null) Remove(ref m_Clients, mob.NetState);
if (mob.Player && m_Players != null)
{
Remove(ref m_Players, mob);
if (m_Players == null) Owner.DeactivateSectors(X, Y);
}
}
public void OnEnter(Region region, Rectangle3D rect)
{
Add(ref m_RegionRects, new RegionRect(region, rect));
m_RegionRects.Sort();
UpdateMobileRegions();
}
public void OnLeave(Region region)
{
if (m_RegionRects != null)
{
for (int i = m_RegionRects.Count - 1; i >= 0; i--)
{
RegionRect regRect = m_RegionRects[i];
if (regRect.Region == region) m_RegionRects.RemoveAt(i);
}
if (m_RegionRects.Count == 0) m_RegionRects = null;
}
UpdateMobileRegions();
}
private void UpdateMobileRegions()
{
if (m_Mobiles != null)
{
List<Mobile> sandbox = new List<Mobile>(m_Mobiles);
foreach (Mobile mob in sandbox) mob.UpdateRegion();
}
}
public void OnMultiEnter(BaseMulti multi)
{
Add(ref m_Multis, multi);
}
public void OnMultiLeave(BaseMulti multi)
{
Remove(ref m_Multis, multi);
}
public void Activate()
{
if (!Active && Owner != Map.Internal)
{
if (m_Items != null)
foreach (Item item in m_Items)
item.OnSectorActivate();
if (m_Mobiles != null)
foreach (Mobile mob in m_Mobiles)
mob.OnSectorActivate();
m_Active = true;
}
}
public void Deactivate()
{
if (Active)
{
if (m_Items != null)
foreach (Item item in m_Items)
item.OnSectorDeactivate();
if (m_Mobiles != null)
foreach (Mobile mob in m_Mobiles)
mob.OnSectorDeactivate();
m_Active = false;
}
}
}
}