- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
namespace Server.Network
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{
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public sealed class SpeedControl : Packet
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{
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public static readonly Packet WalkSpeed = SetStatic(new SpeedControl(2));
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public static readonly Packet MountSpeed = SetStatic(new SpeedControl(1));
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public static readonly Packet Disable = SetStatic(new SpeedControl(0));
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public SpeedControl(int speedControl) : base(0xBF)
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{
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EnsureCapacity(6);
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Stream.Write((short)0x26);
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Stream.Write((byte)speedControl);
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}
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}
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/// <summary>
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/// Causes the client to walk in a given direction. It does not send a movement request.
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/// </summary>
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public sealed class MovePlayer : Packet
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{
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public MovePlayer(Direction d) : base(0x97, 2)
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{
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Stream.Write((byte)d);
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// @4C63B0
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}
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}
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public sealed class MovementRej : Packet
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{
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public MovementRej(int seq, Mobile m) : base(0x21, 8)
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{
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Stream.Write((byte)seq);
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Stream.Write((short)m.X);
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Stream.Write((short)m.Y);
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Stream.Write((byte)m.Direction);
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Stream.Write((sbyte)m.Z);
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}
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}
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public sealed class MovementAck : Packet
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{
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private static readonly MovementAck[] m_Cache = new MovementAck[8 * 256];
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private MovementAck(int seq, int noto) : base(0x22, 3)
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{
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Stream.Write((byte)seq);
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Stream.Write((byte)noto);
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}
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public static MovementAck Instantiate(int seq, Mobile m)
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{
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var noto = Notoriety.Compute(m, m);
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var p = m_Cache[noto * seq];
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if (p == null)
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{
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m_Cache[noto * seq] = p = new MovementAck(seq, noto);
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p.SetStatic();
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}
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return p;
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}
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}
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public sealed class NullFastwalkStack : Packet
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{
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public NullFastwalkStack() : base(0xBF)
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{
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EnsureCapacity(29);
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Stream.Write((short)0x1);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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Stream.Write(0x0);
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}
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}
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}
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