- [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
120 lines
3.8 KiB
C#
120 lines
3.8 KiB
C#
/*************************************************************************
|
|
* ModernUO *
|
|
* Copyright 2019-2020 - ModernUO Development Team *
|
|
* Email: hi@modernuo.com *
|
|
* File: IncomingMovementPackets.cs *
|
|
* *
|
|
* 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 3 of the License, or *
|
|
* (at your option) any later version. *
|
|
* *
|
|
* You should have received a copy of the GNU General Public License *
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
|
*************************************************************************/
|
|
|
|
namespace Server.Network
|
|
{
|
|
public static class IncomingMovementPackets
|
|
{
|
|
public static void Configure()
|
|
{
|
|
IncomingPackets.Register(0x02, 7, true, MovementReq);
|
|
IncomingPackets.Register(0xF0, 0, true, NewMovementReq);
|
|
IncomingPackets.Register(0xF1, 9, true, TimeSyncReq);
|
|
}
|
|
|
|
public static void NewMovementReq(NetState ns, CircularBufferReader reader)
|
|
{
|
|
var from = ns.Mobile;
|
|
|
|
if (from == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var steps = reader.ReadByte();
|
|
for (int i = 0; i < steps; i++)
|
|
{
|
|
var t1 = reader.ReadUInt64(); // start time?
|
|
var t2 = reader.ReadUInt64(); // end time?
|
|
int seq = reader.ReadByte();
|
|
var dir = (Direction)reader.ReadByte();
|
|
var mode = reader.ReadInt32(); // 1 = walk, 2 = run
|
|
if (mode == 2)
|
|
{
|
|
dir |= Direction.Running;
|
|
}
|
|
|
|
// Location
|
|
reader.ReadInt32(); // x
|
|
reader.ReadInt32(); // y
|
|
reader.ReadInt32(); // z
|
|
|
|
if (ns.Sequence == 0 && seq != 0 || !from.Move(dir))
|
|
{
|
|
ns.SendMovementRej(seq, from);
|
|
ns.Sequence = 0;
|
|
}
|
|
else
|
|
{
|
|
++seq;
|
|
|
|
if (seq == 256)
|
|
{
|
|
seq = 1;
|
|
}
|
|
|
|
ns.Sequence = seq;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void TimeSyncReq(NetState ns, CircularBufferReader reader)
|
|
{
|
|
reader.ReadUInt64(); // Client Time?
|
|
|
|
ns.SendTimeSyncResponse();
|
|
}
|
|
|
|
public static void MovementReq(NetState state, CircularBufferReader reader)
|
|
{
|
|
var from = state.Mobile;
|
|
|
|
if (from == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var dir = (Direction)reader.ReadByte();
|
|
int seq = reader.ReadByte();
|
|
var key = reader.ReadUInt32();
|
|
|
|
if (key != 0)
|
|
{
|
|
state.WriteConsole("OldMove w/ Key {0}", key);
|
|
}
|
|
else
|
|
{
|
|
state.WriteConsole("Old Movement!");
|
|
}
|
|
|
|
if (state.Sequence == 0 && seq != 0 || !from.Move(dir))
|
|
{
|
|
state.SendMovementRej(seq, from);
|
|
state.Sequence = 0;
|
|
}
|
|
else
|
|
{
|
|
++seq;
|
|
|
|
if (seq == 256)
|
|
{
|
|
seq = 1;
|
|
}
|
|
|
|
state.Sequence = seq;
|
|
}
|
|
}
|
|
}
|
|
}
|