ModernUO/Projects/Server/Network/NetState/NetState.Fastwalk.cs
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

92 lines
2.8 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2020 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: NetState.Fastwalk.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/>. *
*************************************************************************/
using CalcMoves = Server.Movement.Movement;
namespace Server.Network
{
public partial class NetState
{
private int _stepIndex;
private int _stepCount;
private long _startDelay;
private long[] _stepDelays;
public bool AddStep(Direction d)
{
if (Mobile == null)
{
return false;
}
var maxSteps = CalcMoves.MaxSteps;
_stepDelays ??= new long[maxSteps];
var length = _stepDelays.Length;
var index = _stepIndex - _stepCount;
if (index < 0)
{
index += length;
}
var now = Core.TickCount;
var last = _startDelay;
// Discard old steps by decrementing the step counter
while (index != _stepIndex || _stepCount >= maxSteps)
{
var step = _stepDelays[index++];
if (now - last < step)
{
break;
}
last += step;
_stepCount--;
if (index >= length)
{
index = 0;
}
}
_startDelay = last;
// If we are out of steps, fail
if (_stepCount >= maxSteps)
{
return false;
}
var delay = Mobile.ComputeMovementSpeed(d);
// Add the delay
_stepDelays[_stepIndex++] = delay;
if (_stepIndex >= length)
{
_stepIndex = 0;
}
if (_stepCount == 0)
{
_startDelay = now;
}
_stepCount++;
return true;
}
}
}