ModernUO/Projects/UOContent/Accounting/Account.cs
Kamron Batman a7e65aab01
perf(login): run password hashing on a parked worker thread (#2566)
## Why

An Argon2 verify is **~8.9 ms of frozen world per login attempt** — more than half a 16 ms frame. Failed attempts cost exactly the same as successful ones, by design, so a credential-stuffing flood is a full-cost stall per packet without needing valid credentials. `SetPassword` derives a hash too, so `[password`, the admin gump and account creation each pay the same.

## What the measurement says

Off-loading does not delete the cost, it relocates it. Three things stay on the loop:

| Component | Measured |
|---|---:|
| Inline verify (today) | **8.92 ms** |
| Dispatch to the worker | 210 ns |
| Drain the continuation off `LoopContext` | 13 ns |
| Loop's own work slowed by shared-L3 eviction | **0.05 – 5.44 ms** |

Net gain **3.5 – 8.9 ms** of on-loop time per login. Harness in `ModernUO-Benchmarks` (`Benchmarks/Argon2OffLoop/`): it models the loop as a dependent-load pointer chase swept across working-set sizes, which is an upper bound on cache-latency sensitivity, and copies `EventLoopContext` so the hand-off cost is the real one.

Two results shaped the design:

- **The contention tax peaks in the middle of the working-set range**, not at the top — 5.44 ms at 8 MiB (a quarter of this chip's L3), but 0.76 ms at 30 MiB and 0.10 ms at 256 KiB. A tiny hot set has nothing in L3 to lose; a huge one is already DRAM-bound.
- **Per-login tax falls as concurrency rises** (5.44 → 2.56 → 1.60 ms at 1/2/4 hashers) while *total* loop damage rises. Contention is shared, not additive, so a login rush is not the disaster case — a single login is.

## Why exactly one worker

It is load-bearing three times over, which is also why it must not quietly become a pool:

- **Cost bound.** Off-loop loses to inline only if a hash steals ~82% of the loop's throughput. One hasher contending for one core leaves the loop ~50%. **A single background hasher cannot cost the loop more than the inline verify under any scheduling regime**, which is what lets the measurement hold on hardware we cannot inspect — AMD, VPS, oversubscribed VM. Four hashers drop the loop to ~20% and break it.
- **Memory.** Exactly one hashing arena is live at a time whatever the login volume.
- **Ordering.** Writes apply in dispatch order *only* because a single thread drains FIFO. A second worker would need ordering reintroduced; `WritesApplyInDispatchOrder` fails if that happens.

Throughput is ~110 verifies/sec. Only loop time matters, not login latency, so head-of-line blocking during a rush costs nothing.

## Making every protection safe off-thread

The worker was initially Argon2-only. That was the right call for the wrong reason — it was blamed on Argon2's salt RNG, which is a stateless syscall wrapper and was never a problem. The real blockers were elsewhere, and both are fixed at the source:

| Protection | Was | Now |
|---|---|---|
| MD5/SHA1/SHA2 | shared `HashAlgorithm.ComputeHash`, which carries the running digest across `HashCore`/`HashFinal` through process-wide singletons | static `HashData` into a `stackalloc` span — no state, no allocation, identical bytes |
| PBKDF2 | `Utility.RandomMinMax` → shared `System.Random`, thread-unsafe *and* game state | `RandomNumberGenerator.GetInt32`, matching the salt beside it |
| Argon2 | already safe (`Verify` is static + stackalloc) | unchanged, singleton reused |

Literal digests are pinned in a test **before** the change and still pass after it. These are compared as strings against every account database, so any casing or encoding drift would lock out every SHA and MD5 account at once.

With all three safe, the worker no longer knows which algorithm it runs and the dispatch conditions collapse to "is off-loop available".

## Correctness

- **Phrase derivation** moves to `AccountSecurity.DerivePhrase`, so verification (stored algorithm's rule) and rehash (target algorithm's rule) cannot disagree. Deriving with the wrong one is the shape of the lockout fixed in #2562.
- **Liveness** is checked at dequeue *and* at apply — a connection can drop while queued or while the result sits in the loop queue. A job with no connection attached, such as an admin password change, runs regardless.
- **Queue overflow rejects** a login rather than verifying inline; steering work back onto the loop is what a flood wants. A password change instead falls back to hashing inline, because unlike a login it must not be dropped.
- **Shutdown and crash** both just stop the thread, and pending jobs are dropped. No save is initiated once shutdown begins — saving is the operator's choice up front, via the admin gump's save/no-save variants, and `WaitForWriteCompletion` honours one already in flight — so a write applied during teardown would reach no disk. The crash path needs its own subscription because `HandleClosed` skips `InvokeShutdown` when crashed.

## Bounding

`MaxPending` is 4096 — a backstop, not a flood defense. `SentFirstPacket` holds a connection to one pending verify and the engine caps connections at 4096, so the queue is already bounded by construction and this can only trip if that invariant breaks. A cap low enough to blunt an attack would reject real players first; during a mass reconnect they *are* the queue. Flood defense belongs at the connection layer.

The real DoS improvement is elsewhere: today every attempt stalls the world, and after this a flood occupies one core while the loop keeps ticking.

## Gate

Release builds on 4+ cores. Below that there is no spare core to move work to, so off-loading buys nothing by construction; `DEBUG` is excluded because dev boxes and test shards have few logins. Both modes call the same code — the gate only chooses where it runs.

## Engine change

One property, `AccountLoginEventArgs.Deferred`, so a subscriber can say "no verdict yet". `EventSink.AccountLogin` is `Action<...>` with no continuation, and the packet handler replies in the same call. Approved separately since it touches `Projects/Server/`.

## Docs

`dev-docs/threading-model.md` and the threading skill gain a vetted-workers section. The forbidden-patterns table bans `new Thread`, `ConcurrentQueue<T>`, `Interlocked` and `volatile` in `UOContent`, and its exceptions covered only `Projects/Server/` — the existing Advanced Search fan-out already sat outside it. The new section leads with proving the need (measure on-loop time, not wall-clock; gate on core count; record the measurement), keeps game logic on the loop via chunking, and documents the hand-off protocol in both directions.

## Testing

698 UOContent tests, 810 Server tests, Release build clean.

Covered: verify and rehash outcomes, phrase rules for SHA1/SHA2 vs Argon2, stored-format stability for MD5/SHA1/SHA2, jobs with no connection attached, and dispatch ordering through the real queue. The liveness and ordering guards are mutation-verified.
2026-08-09 00:13:34 -07:00

1180 lines
32 KiB
C#

using System;
using System.Collections.Generic;
using System.Net;
using System.Runtime.CompilerServices;
using System.Xml;
using ModernUO.CodeGeneratedEvents;
using ModernUO.Serialization;
using Server.Accounting.Security;
using Server.Misc;
using Server.Mobiles;
using Server.Multis;
using Server.Network;
using Server.Systems.FeatureFlags;
namespace Server.Accounting;
[PropertyObject]
[SerializationGenerator(6)]
public partial class Account : IAccount, IComparable<Account>
{
public static readonly TimeSpan YoungDuration = TimeSpan.FromHours(40.0);
public static readonly TimeSpan InactiveDuration = TimeSpan.FromDays(180.0);
public static readonly TimeSpan EmptyInactiveDuration = TimeSpan.FromDays(30.0);
[InternString]
[SerializableField(0, setter: "private")]
private string _username;
[SerializableField(1)]
private PasswordProtectionAlgorithm _passwordAlgorithm;
[SerializableField(2)]
private string _password;
[SerializableField(3)]
private AccessLevel _accessLevel;
[SerializableField(4)]
private int _flags;
[SerializableField(5)]
private DateTime _lastLogin;
/// <summary>
/// This amount represents the current amount of Gold owned by the player.
/// The value does not include the value of Platinum and ranges from
/// 0 to 999,999,999 by default.
/// </summary>
[SerializableField(6, setter: "private")]
[SerializedCommandProperty(AccessLevel.Administrator)]
public int _totalGold;
/// <summary>
/// This amount represents the current amount of Platinum owned by the player.
/// The value does not include the value of Gold and ranges from
/// 0 to 2,147,483,647 by default.
/// One Platinum represents the value of CurrencyThreshold in Gold.
/// </summary>
[SerializableField(7, setter: "private")]
[SerializedCommandProperty(AccessLevel.Administrator)]
public int _totalPlat;
private Mobile[] _mobiles;
[SerializableProperty(9)]
public List<AccountComment> Comments
{
get => _comments ??= [];
private set
{
_comments = value;
this.MarkDirty();
}
}
[SerializableProperty(10)]
public List<AccountTag> Tags
{
get => _tags ??= [];
private set
{
_tags = value;
this.MarkDirty();
}
}
[SerializableField(11)]
private IPAddress[] _loginIPs;
/// <summary>
/// Gets the total game time of this account, also considering the game time of characters
/// that have been deleted.
/// </summary>
[SerializableProperty(12)]
public TimeSpan TotalGameTime
{
get
{
for (var i = 0; i < _mobiles.Length; i++)
{
if (_mobiles[i] is PlayerMobile m && m.NetState != null)
{
return _totalGameTime + (Core.Now - m.SessionStart);
}
}
return _totalGameTime;
}
private set
{
_totalGameTime = value;
this.MarkDirty();
}
}
[SerializableField(13)]
[SerializedCommandProperty(AccessLevel.Administrator)]
private string _email;
private Timer m_YoungTimer;
public Account(string username, string password) : this(Accounts.NewAccount)
{
_username = username;
SetPassword(password);
_accessLevel = AccessLevel.Player;
_lastLogin = Core.Now;
_totalGameTime = TimeSpan.Zero;
_mobiles = new Mobile[7];
_loginIPs = [];
Accounts.Add(this);
this.MarkDirty();
}
public Account(XmlElement node)
{
Serial = Accounts.NewAccount;
_username = Utility.GetText(node["username"], "empty");
Enum.TryParse(Utility.GetText(node["passwordAlgorithm"], null), true, out _passwordAlgorithm);
// Backward compatibility with RunUO/ServUO
if (_passwordAlgorithm == PasswordProtectionAlgorithm.None)
{
var upgraded =
UpgradePassword(
Utility.GetText(node["newSecureCryptPassword"], null),
PasswordProtectionAlgorithm.SHA2
) ||
UpgradePassword(Utility.GetText(node["newCryptPassword"], null), PasswordProtectionAlgorithm.SHA1) ||
UpgradePassword(Utility.GetText(node["cryptPassword"], null), PasswordProtectionAlgorithm.MD5);
// Automatically upgrade plain passwords to current algorithm.
if (!upgraded)
{
SetPassword(Utility.GetText(node["password"], null));
}
}
else
{
_password = Utility.GetText(node["password"], null);
}
Enum.TryParse(Utility.GetText(node["accessLevel"], "Player"), true, out _accessLevel);
_flags = Utility.GetXMLInt32(Utility.GetText(node["flags"], "0"), 0);
Created = Utility.GetXMLDateTime(Utility.GetText(node["created"], null), Core.Now);
_lastLogin = Utility.GetXMLDateTime(Utility.GetText(node["lastLogin"], null), Core.Now);
_totalGold = Utility.GetXMLInt32(Utility.GetText(node["totalGold"], "0"), 0);
_totalPlat = Utility.GetXMLInt32(Utility.GetText(node["totalPlat"], "0"), 0);
_mobiles = LoadMobiles(node);
_comments = LoadComments(node);
_tags = LoadTags(node);
_loginIPs = LoadAddressList(node);
for (var i = 0; i < _mobiles.Length; ++i)
{
if (_mobiles[i] != null)
{
_mobiles[i].Account = this;
}
}
var totalGameTime = Utility.GetXMLTimeSpan(Utility.GetText(node["totalGameTime"], null), TimeSpan.Zero);
if (totalGameTime == TimeSpan.Zero)
{
for (var i = 0; i < _mobiles.Length; i++)
{
if (_mobiles[i] is PlayerMobile m)
{
totalGameTime += m.GameTime;
}
}
}
_totalGameTime = totalGameTime;
if (Young)
{
CheckYoung();
}
Accounts.Add(this);
this.MarkDirty();
}
/// <summary>
/// Object detailing information about the hardware of the last person to log into this account
/// </summary>
public HardwareInfo HardwareInfo { get; set; }
/// <summary>
/// Gets or sets a flag indicating if this account is banned.
/// </summary>
public bool Banned
{
get
{
var isBanned = GetFlag(0);
if (!isBanned)
{
return false;
}
if (GetBanTags(out var banTime, out var banDuration))
{
if (banDuration != TimeSpan.MaxValue && Core.Now >= banTime + banDuration)
{
SetUnspecifiedBan(null); // clear
Banned = false;
return false;
}
}
return true;
}
set => SetFlag(0, value);
}
/// <summary>
/// Gets or sets a flag indicating if the characters created on this account will have the young status.
/// </summary>
public bool Young
{
get => ContentFeatureFlags.YoungPlayerSystem && !GetFlag(1);
set
{
SetFlag(1, !value);
m_YoungTimer?.Stop();
m_YoungTimer = null;
}
}
/// <summary>
/// An account is considered inactive based upon LastLogin and InactiveDuration. If the account is empty, it is based upon
/// EmptyInactiveDuration
/// </summary>
public bool Inactive
{
get
{
if (AccessLevel != AccessLevel.Player)
{
return false;
}
var inactiveLength = Core.Now - _lastLogin;
return inactiveLength > (Count == 0 ? EmptyInactiveDuration : InactiveDuration);
}
}
public TimeSpan AccountAge => Core.Now - Created;
[CommandProperty(AccessLevel.GameMaster, readOnly: true)]
public DateTime Created { get; set; } = Core.Now;
public Serial Serial { get; set; }
[AfterDeserialization(false)]
private void AfterDeserialization()
{
if (_comments?.Count == 0)
{
_comments = null;
}
if (_tags?.Count == 0)
{
_tags = null;
}
for (var i = 0; i < _mobiles.Length; ++i)
{
if (_mobiles[i] != null)
{
_mobiles[i].Account = this;
}
}
if (_totalGameTime == TimeSpan.Zero)
{
for (var i = 0; i < _mobiles.Length; i++)
{
if (_mobiles[i] is PlayerMobile m)
{
_totalGameTime += m.GameTime;
}
}
}
if (Young)
{
CheckYoung();
}
}
/// <summary>
/// Deletes the account, all characters of the account, and all houses of those characters
/// </summary>
public void Delete()
{
for (var i = 0; i < Length; ++i)
{
var m = this[i];
if (m == null)
{
continue;
}
var list = BaseHouse.GetHouses(m);
for (var j = 0; j < list.Count; ++j)
{
list[j].Delete();
}
m.Delete();
m.Account = null;
_mobiles[i] = null;
}
if (_loginIPs.Length != 0 && AccountHandler.IPTable.ContainsKey(_loginIPs[0]))
{
--AccountHandler.IPTable[_loginIPs[0]];
}
Deleted = true;
Accounts.Remove(this);
}
public bool Deleted { get; private set; }
public bool TrySetUsername(string username)
{
if (username == _username || Accounts.GetAccount(username) != null)
{
return false;
}
Accounts.Remove(this);
Username = username;
Accounts.Add(this);
return true;
}
public void SetPassword(string plainPassword)
{
PasswordAlgorithm = AccountSecurity.CurrentAlgorithm;
Password = AccountSecurity.CurrentPasswordProtection.EncryptPassword(
AccountSecurity.DerivePhrase(PasswordAlgorithm, _username, plainPassword)
);
}
/// <summary>The phrase that verifies against the currently stored hash.</summary>
internal string GetVerifyPhrase(string plainPassword) =>
AccountSecurity.DerivePhrase(_passwordAlgorithm, _username, plainPassword);
/// <summary>The phrase a rehash to the configured algorithm would be derived from.</summary>
internal string GetRehashPhrase(string plainPassword) =>
AccountSecurity.DerivePhrase(AccountSecurity.CurrentAlgorithm, _username, plainPassword);
/// <summary>
/// Whether a successful login should rewrite the stored hash, because the algorithm changed or
/// its cost parameters moved.
/// </summary>
internal bool NeedsPasswordUpgrade() =>
_passwordAlgorithm != AccountSecurity.CurrentAlgorithm ||
AccountSecurity.CurrentPasswordProtection.NeedsRehash(Password);
/// <summary>
/// Applies a hash derived off the game loop. Distinct from the private <c>UpgradePassword</c>
/// below, which adopts a legacy hash when loading pre-binary XML accounts.
///
/// Unguarded: dispatch is on the loop, one worker drains FIFO, and results return through the
/// loop context in that order, so last dispatched is last applied. A second worker would need
/// ordering reintroduced here.
/// </summary>
internal void ApplyPasswordWrite(string newEncrypted, PasswordProtectionAlgorithm algorithm)
{
PasswordAlgorithm = algorithm;
Password = newEncrypted;
}
public bool CheckPassword(string plainPassword)
{
var ok = AccountSecurity.GetPasswordProtection(_passwordAlgorithm)
.ValidatePassword(Password, GetVerifyPhrase(plainPassword));
if (!ok)
{
return false;
}
// Upgrade the password protection in case we change the algorithm
if (NeedsPasswordUpgrade())
{
SetPassword(plainPassword);
}
return true;
}
/// <summary>
/// Gets the current number of characters on this account.
/// </summary>
public int Count
{
get
{
var count = 0;
for (var i = 0; i < Length; i++)
{
if (this[i] != null)
{
count++;
}
}
return count;
}
}
/// <summary>
/// Gets the maximum amount of characters allowed to be created on this account. Values other than 1, 5, 6, or 7 are not
/// supported by the client.
/// </summary>
public int Limit => Core.SA ? 7 : Core.AOS ? 6 : 5;
/// <summary>
/// Gets the maximum amount of characters that this account can hold.
/// </summary>
public int Length => _mobiles.Length;
/// <summary>
/// Gets or sets the character at a specified index for this account. Out of bound index values are handled; null returned
/// for get, ignored for set.
/// </summary>
public Mobile this[int index]
{
get
{
if (index >= 0 && index < _mobiles.Length)
{
var m = _mobiles[index];
if (m?.Deleted != true)
{
return m;
}
// This is the only place that clears a mobile for garbage collection
// outside of an entire account deletion.
m.Account = null;
_mobiles[index] = null;
this.MarkDirty();
}
return null;
}
set
{
if (index >= 0 && index < _mobiles.Length)
{
if (_mobiles[index] != null)
{
_mobiles[index].Account = null;
}
_mobiles[index] = value;
this.MarkDirty();
if (_mobiles[index] != null)
{
_mobiles[index].Account = this;
}
}
}
}
public int CompareTo(IAccount other) => string.CompareOrdinal(Username, other?.Username);
/// <summary>
/// Attempts to deposit the given amount of Gold into this account.
/// If the given amount is greater than the CurrencyThreshold,
/// Platinum will be deposited to offset the difference.
/// </summary>
/// <param name="amount">Amount to deposit.</param>
/// <returns>True if successful, false if amount given is less than or equal to zero.</returns>
public bool DepositGold(int amount)
{
if (amount <= 0)
{
return false;
}
var plat = Math.DivRem(amount, AccountGold.CurrencyThreshold, out var gold);
TotalPlat += plat;
TotalGold += gold;
return true;
}
/// <summary>
/// Attempts to deposit the given amount of Platinum into this account.
/// </summary>
/// <param name="amount">Amount to deposit.</param>
/// <returns>True if successful, false if amount given is less than or equal to zero.</returns>
public bool DepositPlat(int amount)
{
if (amount <= 0)
{
return false;
}
TotalPlat += amount;
return true;
}
/// <summary>
/// Attempts to withdraw the given amount of Gold from this account.
/// If the given amount is greater than the CurrencyThreshold,
/// Platinum will be withdrawn to offset the difference.
/// </summary>
/// <param name="amount">Amount to withdraw.</param>
/// <returns>True if successful, false if balance was too low.</returns>
public bool WithdrawGold(int amount)
{
if (amount <= 0)
{
return true;
}
if (amount > _totalGold)
{
return false;
}
TotalGold -= amount;
return true;
}
/// <summary>
/// Attempts to withdraw the given amount of Platinum from this account.
/// </summary>
/// <param name="amount">Amount to withdraw.</param>
/// <returns>True if successful, false if balance was too low.</returns>
public bool WithdrawPlat(int amount)
{
if (amount <= 0)
{
return true;
}
if (amount > _totalPlat)
{
return false;
}
TotalPlat -= amount;
return true;
}
/// <summary>
/// Returns total gold inclusive of platinum.
/// This is strictly for backwards compatibility
/// </summary>
/// <returns>Total gold, capped at Int32.MaxValue</returns>
public long GetTotalGold() => _totalGold + _totalPlat * AccountGold.CurrencyThreshold;
public int CompareTo(Account other) => string.CompareOrdinal(_username, other?._username);
/// <summary>
/// Gets the value of a specific flag in the Flags bitfield.
/// </summary>
/// <param name="index">The zero-based flag index.</param>
public bool GetFlag(int index) => (_flags & (1 << index)) != 0;
/// <summary>
/// Sets the value of a specific flag in the Flags bitfield.
/// </summary>
/// <param name="index">The zero-based flag index.</param>
/// <param name="value">The value to set.</param>
public void SetFlag(int index, bool value)
{
if (value)
{
Flags |= 1 << index;
}
else
{
Flags &= ~(1 << index);
}
}
/// <summary>
/// Adds a new tag to this account. This method does not check for duplicate names.
/// </summary>
/// <param name="name">New tag name.</param>
/// <param name="value">New tag value.</param>
public void AddTag(string name, string value)
{
Tags.Add(new AccountTag(name, value));
this.MarkDirty();
}
/// <summary>
/// Removes all tags with the specified name from this account.
/// </summary>
/// <param name="name">Tag name to remove.</param>
public void RemoveTag(string name)
{
if (_tags == null)
{
return;
}
for (var i = _tags.Count - 1; i >= 0; --i)
{
if (i >= _tags.Count)
{
continue;
}
var tag = _tags[i];
if (tag.Name == name)
{
_tags.RemoveAt(i);
this.MarkDirty();
}
}
}
/// <summary>
/// Modifies an existing tag or adds a new tag if no tag exists.
/// </summary>
/// <param name="name">Tag name.</param>
/// <param name="value">Tag value.</param>
public void SetTag(string name, string value)
{
for (var i = 0; i < Tags.Count; ++i)
{
var tag = _tags[i];
if (tag.Name == name)
{
tag.Value = value;
this.MarkDirty();
return;
}
}
AddTag(name, value);
}
/// <summary>
/// Gets the value of a tag -or- null if there are no tags with the specified name.
/// </summary>
/// <param name="name">Name of the desired tag value.</param>
public string GetTag(string name)
{
for (var i = 0; i < Tags.Count; ++i)
{
var tag = _tags[i];
if (tag.Name == name)
{
return tag.Value;
}
}
return null;
}
public void SetUnspecifiedBan(Mobile from)
{
SetBanTags(from, DateTime.MinValue, TimeSpan.Zero);
}
public void SetBanTags(Mobile from, DateTime banTime, TimeSpan banDuration)
{
if (from == null)
{
RemoveTag("BanDealer");
}
else
{
SetTag("BanDealer", from.ToString());
}
if (banTime == DateTime.MinValue)
{
RemoveTag("BanTime");
}
else
{
SetTag("BanTime", XmlConvert.ToString(banTime, XmlDateTimeSerializationMode.Utc));
}
if (banDuration == TimeSpan.Zero)
{
RemoveTag("BanDuration");
}
else
{
SetTag("BanDuration", banDuration.ToString());
}
}
public bool GetBanTags(out DateTime banTime, out TimeSpan banDuration)
{
var tagDuration = GetTag("BanDuration");
banTime = Utility.GetXMLDateTime(GetTag("BanTime"), DateTime.MinValue);
if (tagDuration == "Infinite")
{
banDuration = TimeSpan.MaxValue;
}
else if (tagDuration != null)
{
banDuration = Utility.ToTimeSpan(tagDuration);
}
else
{
banDuration = TimeSpan.Zero;
}
return banTime != DateTime.MinValue && banDuration != TimeSpan.Zero;
}
public static void Initialize()
{
EventSink.Connected += EventSink_Connected;
EventSink.Disconnected += EventSink_Disconnected;
}
private static void EventSink_Connected(Mobile m)
{
if (m.Account is not Account acc)
{
return;
}
if (acc.Young && acc.m_YoungTimer == null)
{
acc.m_YoungTimer = new YoungTimer(acc);
acc.m_YoungTimer.Start();
}
}
private static void EventSink_Disconnected(Mobile m)
{
if (m.Account is not Account acc)
{
return;
}
if (acc.m_YoungTimer != null)
{
acc.m_YoungTimer.Stop();
acc.m_YoungTimer = null;
}
if (m is not PlayerMobile pm)
{
return;
}
acc.TotalGameTime += Core.Now - pm.SessionStart;
}
[OnEvent(nameof(PlayerMobile.PlayerLoginEvent))]
public static void OnLogin(PlayerMobile pm)
{
if (pm.Account is not Account acc || !pm.Young || !acc.Young)
{
return;
}
var ts = YoungDuration - acc.TotalGameTime;
var hours = Math.Max((int)ts.TotalHours, 0);
if (hours == 1)
{
pm.SendAsciiMessage($"You will enjoy the benefits and relatively safe status of a young player for {hours} more hour.");
}
else
{
pm.SendAsciiMessage($"You will enjoy the benefits and relatively safe status of a young player for {hours} more hours.");
}
}
public void RemoveYoungStatus(int message)
{
Young = false;
for (var i = 0; i < _mobiles.Length; i++)
{
if (_mobiles[i] is PlayerMobile { Young: true } m)
{
m.Young = false;
if (m.NetState != null)
{
if (message > 0)
{
m.SendLocalizedMessage(message);
}
// You are no longer considered a young player of Ultima Online,
// and are no longer subject to the limitations and benefits of being in that caste.
m.SendLocalizedMessage(1019039);
}
}
}
}
public void CheckYoung()
{
if (TotalGameTime >= YoungDuration)
{
// You are old enough to be considered an adult, and have outgrown your status as a young player!
RemoveYoungStatus(1019038);
}
}
private bool UpgradePassword(string password, PasswordProtectionAlgorithm algorithm)
{
if (password == null || algorithm < _passwordAlgorithm)
{
return false;
}
PasswordAlgorithm = algorithm;
Password = password.ReplaceOrdinal("-", string.Empty);
return true;
}
/// <summary>
/// Deserializes a list of IPAddress values from an xml element.
/// </summary>
/// <param name="node">The XmlElement from which to deserialize.</param>
/// <returns>Address list. Value will never be null.</returns>
private static IPAddress[] LoadAddressList(XmlElement node)
{
IPAddress[] list;
var addressList = node["addressList"];
if (addressList != null)
{
var count = Utility.GetXMLInt32(Utility.GetAttribute(addressList, "count", "0"), 0);
list = new IPAddress[count];
count = 0;
foreach (XmlElement ip in addressList.GetElementsByTagName("ip"))
{
if (count < list.Length)
{
if (IPAddress.TryParse(Utility.GetText(ip, null), out var address))
{
list[count] = Utility.Intern(address);
count++;
}
}
}
if (count != list.Length)
{
var old = list;
list = new IPAddress[count];
for (var i = 0; i < count && i < old.Length; ++i)
{
list[i] = old[i];
}
}
}
else
{
list = [];
}
return list;
}
/// <summary>
/// Deserializes a list of Mobile instances from an xml element.
/// </summary>
/// <param name="node">The XmlElement instance from which to deserialize.</param>
/// <returns>Mobile list. Value will never be null.</returns>
private static Mobile[] LoadMobiles(XmlElement node)
{
var list = new Mobile[7];
var chars = node["chars"];
// int length = Accounts.GetInt32( Accounts.GetAttribute( chars, "length", "6" ), 6 );
// list = new Mobile[length];
// Above is legacy, no longer used
if (chars != null)
{
foreach (XmlElement ele in chars.GetElementsByTagName("char"))
{
try
{
var index = Utility.GetXMLInt32(Utility.GetAttribute(ele, "index", "0"), 0);
var serial = (Serial)Utility.GetXMLUInt32(Utility.GetText(ele, "0"), 0);
if (index >= 0 && index < list.Length)
{
list[index] = World.FindMobile(serial);
}
}
catch
{
// ignored
}
}
}
return list;
}
/// <summary>
/// Deserializes a list of AccountComment instances from an xml element.
/// </summary>
/// <param name="node">The XmlElement from which to deserialize.</param>
/// <returns>Comment list. Value will never be null.</returns>
private static List<AccountComment> LoadComments(XmlElement node)
{
List<AccountComment> list = null;
var comments = node["comments"];
if (comments != null)
{
list = [];
foreach (XmlElement comment in comments.GetElementsByTagName("comment"))
{
try
{
list.Add(new AccountComment(comment));
}
catch
{
// ignored
}
}
}
return list;
}
/// <summary>
/// Deserializes a list of AccountTag instances from an xml element.
/// </summary>
/// <param name="node">The XmlElement from which to deserialize.</param>
/// <returns>Tag list. Value will never be null.</returns>
private static List<AccountTag> LoadTags(XmlElement node)
{
List<AccountTag> list = null;
var tags = node["tags"];
if (tags != null)
{
list = [];
foreach (XmlElement tag in tags.GetElementsByTagName("tag"))
{
try
{
list.Add(new AccountTag(tag));
}
catch
{
// ignored
}
}
}
return list;
}
/// <summary>
/// Checks if a specific NetState is allowed access to this account.
/// </summary>
/// <param name="ns">NetState instance to check.</param>
/// <returns>True if allowed, false if not.</returns>
public bool HasAccess(NetState ns) => ns != null && HasAccess(ns.Address);
public bool HasAccess(IPAddress ipAddress)
{
var level = AccountHandler.LockdownLevel;
if (level <= AccessLevel.Player || _accessLevel >= level)
{
return true;
}
for (var i = 0; i < Length; ++i)
{
var m = this[i];
if (m?.AccessLevel >= level)
{
return true;
}
}
return false;
}
/// <summary>
/// Records the IP address of 'ns' in its 'LoginIPs' list.
/// </summary>
/// <param name="ns">NetState instance to record.</param>
public void LogAccess(NetState ns)
{
if (ns != null)
{
LogAccess(ns.Address);
}
}
public void LogAccess(IPAddress ipAddress)
{
if (_loginIPs.Length == 0)
{
AccountHandler.IPTable.TryGetValue(ipAddress, out var result);
AccountHandler.IPTable[ipAddress] = result + 1;
}
var contains = false;
for (var i = 0; !contains && i < _loginIPs.Length; ++i)
{
contains = _loginIPs[i].Equals(ipAddress);
}
if (contains)
{
return;
}
var old = _loginIPs;
LoginIPs = new IPAddress[old.Length + 1];
for (var i = 0; i < old.Length; ++i)
{
LoginIPs[i] = old[i];
}
LoginIPs[old.Length] = ipAddress;
}
/// <summary>
/// Checks if a specific NetState is allowed access to this account. If true, the NetState IPAddress is added to the address
/// list.
/// </summary>
/// <param name="ns">NetState instance to check.</param>
/// <returns>True if allowed, false if not.</returns>
public bool CheckAccess(NetState ns) => ns != null && CheckAccess(ns.Address);
public bool CheckAccess(IPAddress ipAddress)
{
var hasAccess = HasAccess(ipAddress);
if (hasAccess)
{
LogAccess(ipAddress);
}
return hasAccess;
}
public override string ToString() => _username;
private class YoungTimer : Timer
{
private readonly Account m_Account;
public YoungTimer(Account account)
: base(TimeSpan.FromMinutes(1.0), TimeSpan.FromMinutes(1.0))
{
m_Account = account;
}
protected override void OnTick()
{
m_Account.CheckYoung();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Enumerator GetEnumerator() => new(_mobiles);
[SerializableProperty(8, useField: nameof(_mobiles))]
public Enumerator Mobiles
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => GetEnumerator();
}
public ref struct Enumerator
{
private readonly Mobile[] _mobiles;
private int _index;
private Mobile _current;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal Enumerator(Mobile[] mobs)
{
_mobiles = mobs;
_index = 0;
_current = default;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool MoveNext()
{
var localList = _mobiles;
while ((uint)_index < (uint)localList.Length)
{
_current = localList[_index++];
if (_current?.Deleted == false)
{
return true;
}
}
return false;
}
public Mobile Current
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => _current;
}
}
}