ModernUO/Projects/UOContent/SpecialSystems/Engines/PreventInaccess.cs
2020-08-27 18:30:38 -07:00

84 lines
2.6 KiB
C#

using System.Collections.Generic;
namespace Server.Misc
{
/*
* This system prevents the inability for server staff to
* access their server due to data overflows during login.
*
* Whenever a staff character's NetState is disposed right after
* the login process, the character is moved to and logged out
* at a "safe" alternative.
*
* The location the character was moved from will be reported
* to the player upon the next successful login.
*
* This system does not affect non-staff players.
*/
public static class PreventInaccess
{
public static readonly bool Enabled = true;
private static readonly LocationInfo[] m_Destinations =
{
new LocationInfo(new Point3D(5275, 1163, 0), Map.Felucca), // Jail
new LocationInfo(new Point3D(5275, 1163, 0), Map.Trammel),
new LocationInfo(new Point3D(5445, 1153, 0), Map.Felucca), // Green acres
new LocationInfo(new Point3D(5445, 1153, 0), Map.Trammel)
};
private static Dictionary<Mobile, LocationInfo> m_MoveHistory;
public static void Initialize()
{
m_MoveHistory = new Dictionary<Mobile, LocationInfo>();
if (Enabled)
EventSink.Login += OnLogin;
}
public static void OnLogin(Mobile from)
{
if (from == null || from.AccessLevel < AccessLevel.Counselor)
return;
if (HasDisconnected(from))
{
if (!m_MoveHistory.ContainsKey(from))
m_MoveHistory[from] = new LocationInfo(from.Location, from.Map);
var dest = GetRandomDestination();
from.Location = dest.Location;
from.Map = dest.Map;
}
else if (m_MoveHistory.TryGetValue(from, out var orig))
{
from.SendMessage(
"Your character was moved from {0} ({1}) due to a detected client crash.",
orig.Location,
orig.Map
);
m_MoveHistory.Remove(from);
}
}
private static bool HasDisconnected(Mobile m) => m.NetState?.Connection == null;
private static LocationInfo GetRandomDestination() => m_Destinations.RandomElement();
private class LocationInfo
{
public LocationInfo(Point3D loc, Map map)
{
Location = loc;
Map = map;
}
public Point3D Location { get; }
public Map Map { get; }
}
}
}