- [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
145 lines
4.7 KiB
C#
145 lines
4.7 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: OutgoingMovementPackets.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Buffers;
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namespace Server.Network
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{
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public enum SpeedControlSetting
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{
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Disable,
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Mount,
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Walk
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}
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public static class OutgoingMovementPackets
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{
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public static void SendSpeedControl(this NetState ns, SpeedControlSetting speedControl)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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var writer = new CircularBufferWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)06);
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writer.Write((ushort)0x26); // Subpacket
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writer.Write((byte)speedControl);
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ns.Send(ref buffer, writer.Position);
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}
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public static void SendMovePlayer(this NetState ns, Direction d)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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buffer[0] = 0x97; // Packet ID
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buffer[1] = (byte)d;
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ns.Send(ref buffer, 2);
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}
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public static void SendMovementAck(this NetState ns, int seq, Mobile m) =>
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ns.SendMovementAck(seq, Notoriety.Compute(m, m));
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public static void SendMovementAck(this NetState ns, int seq, int noto)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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buffer[0] = 0x22; // Packet ID
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buffer[1] = (byte)seq;
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buffer[2] = (byte)noto;
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ns.Send(ref buffer, 3);
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}
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public static void SendMovementRej(this NetState ns, int seq, Mobile m)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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var writer = new CircularBufferWriter(buffer);
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writer.Write((byte)0x21); // Packet ID
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writer.Write((byte)seq);
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writer.Write((short)m.X);
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writer.Write((short)m.Y);
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writer.Write((byte)m.Direction);
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writer.Write((sbyte)m.Z);
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ns.Send(ref buffer, 8);
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}
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public static void SendInitialFastwalkStack(this NetState ns, uint[] keys)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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var writer = new CircularBufferWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)0x1); // Subpacket
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writer.Write(keys[0]);
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writer.Write(keys[1]);
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writer.Write(keys[2]);
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writer.Write(keys[3]);
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writer.Write(keys[4]);
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writer.Write(keys[5]);
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ns.Send(ref buffer, writer.Position);
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}
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public static void SendFastwalkStackKey(this NetState ns, uint key = 0)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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var writer = new CircularBufferWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)0x2); // Subpacket
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writer.Write(key);
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ns.Send(ref buffer, writer.Position);
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}
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public static void SendTimeSyncResponse(this NetState ns)
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{
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if (ns == null || !ns.GetSendBuffer(out var buffer))
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{
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return;
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}
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var writer = new CircularBufferWriter(buffer);
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writer.Write((byte)0xF2); // Packet ID
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writer.Write(Core.TickCount); // ??
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writer.Write(Core.TickCount); // ??
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writer.Write(Core.TickCount); // ??
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ns.Send(ref buffer, writer.Position);
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}
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}
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}
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