ModernUO/Projects/Server/Network
Kamron Batman 351611a23a
Updates movement packets & Fastwalk (#324)
- [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
2020-11-26 23:53:47 -08:00
..
NetState Updates movement packets & Fastwalk (#324) 2020-11-26 23:53:47 -08:00
Packets Updates movement packets & Fastwalk (#324) 2020-11-26 23:53:47 -08:00
EncodedPacketHandler.cs Renames pvSrc (#277) 2020-10-17 22:04:44 -07:00
EncodedReader.cs Update Readers/Writers for Buffers & Fixes bugs (#283) 2020-10-24 14:46:59 -07:00
ISocket.cs Changes account packets to functional (#284) 2020-10-25 23:47:29 -07:00
NetworkCompression.cs Updates Pipe & Makes NetState more testable (#288) 2020-10-25 17:40:08 -07:00
NetworkSocket.cs Changes account packets to functional (#284) 2020-10-25 23:47:29 -07:00
NetworkState.cs Replacing Networking (#271) 2020-10-20 20:55:19 -07:00
Packet.cs Cleanup & Fixes for .NET 5 (#309) 2020-11-15 10:03:50 -08:00
PacketHandler.cs Update Readers/Writers for Buffers & Fixes bugs (#283) 2020-10-24 14:46:59 -07:00
PacketUtilities.cs Updates Message Packets (#321) 2020-11-20 21:50:13 -08:00
PacketWriter.cs Cleanup/Housekeeping (#242) 2020-09-12 15:31:21 -07:00
Pipe.cs Updates movement packets & Fastwalk (#324) 2020-11-26 23:53:47 -08:00
ServerInfo.cs Cleanup/Housekeeping (#242) 2020-09-12 15:31:21 -07:00
StaticPacketHandlers.cs Cleanup/Housekeeping (#242) 2020-09-12 15:31:21 -07:00
TcpServer.cs Cleanup & Fixes for .NET 5 (#309) 2020-11-15 10:03:50 -08:00