### Summary The BitArray class will be optimized over the next several years for various platforms/hardware and maintaining a duplicate for serialization is not practical. Removing the custom implementation. Recommend against using BitArray for serialization unless it is absolutely necessary.
283 lines
8.2 KiB
C#
283 lines
8.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text.Json.Serialization;
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using Server.Collections;
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using Server.Json;
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using Server.Mobiles;
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namespace Server.Misc;
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public static class AntiMacroSystem
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{
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// *** NOTE ***: Modifying these values will not change an already created antimacro.json file!
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private static readonly bool[] _antiMacroSkillDefaults =
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{
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false, // Alchemy = 0,
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true, // Anatomy = 1,
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true, // AnimalLore = 2,
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true, // ItemID = 3,
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true, // ArmsLore = 4,
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false, // Parry = 5,
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true, // Begging = 6,
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false, // Blacksmith = 7,
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false, // Fletching = 8,
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true, // Peacemaking = 9,
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true, // Camping = 10,
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false, // Carpentry = 11,
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false, // Cartography = 12,
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false, // Cooking = 13,
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true, // DetectHidden = 14,
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true, // Discordance = 15,
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true, // EvalInt = 16,
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true, // Healing = 17,
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true, // Fishing = 18,
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true, // Forensics = 19,
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true, // Herding = 20,
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true, // Hiding = 21,
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true, // Provocation = 22,
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false, // Inscribe = 23,
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true, // Lockpicking = 24,
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true, // Magery = 25,
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true, // MagicResist = 26,
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false, // Tactics = 27,
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true, // Snooping = 28,
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true, // Musicianship = 29,
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true, // Poisoning = 30,
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false, // Archery = 31,
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true, // SpiritSpeak = 32,
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true, // Stealing = 33,
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false, // Tailoring = 34,
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true, // AnimalTaming = 35,
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true, // TasteID = 36,
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false, // Tinkering = 37,
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true, // Tracking = 38,
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true, // Veterinary = 39,
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false, // Swords = 40,
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false, // Macing = 41,
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false, // Fencing = 42,
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false, // Wrestling = 43,
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true, // Lumberjacking = 44,
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true, // Mining = 45,
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true, // Meditation = 46,
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true, // Stealth = 47,
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true, // RemoveTrap = 48,
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true, // Necromancy = 49,
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false, // Focus = 50,
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true, // Chivalry = 51
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true, // Bushido = 52
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true, // Ninjitsu = 53
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true, // Spellweaving
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true, // Mysticism = 55
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true, // Imbuing = 56
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false, // Throwing = 57
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};
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private static Dictionary<Mobile, PlayerAntiMacro> _antiMacroTable;
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private static Dictionary<Mobile, Timer> _logoutCleanup;
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private const string _antiMacroPath = "Configuration/antimacro.json";
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public static AntiMacroSettings Settings { get; private set; }
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public static void Configure()
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{
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var path = Path.Combine(Core.BaseDirectory, _antiMacroPath);
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if (File.Exists(path))
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{
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Settings = JsonConfig.Deserialize<AntiMacroSettings>(path);
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}
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else
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{
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Settings = new AntiMacroSettings
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{
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Enabled = false,
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Allowance = 3,
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LocationSize = 5,
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Expire = TimeSpan.FromMinutes(5.0),
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SkillsThatUseAntiMacro = new BitArray(_antiMacroSkillDefaults)
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};
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JsonConfig.Serialize(Path.Join(Core.BaseDirectory, _antiMacroPath), Settings);
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}
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}
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public static void Initialize()
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{
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EventSink.WorldSave += OnWorldSave;
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EventSink.Logout += OnLogout;
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EventSink.Login += OnLogin;
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}
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private static void OnWorldSave()
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{
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if (_antiMacroTable == null)
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{
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return;
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}
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var now = Core.Now;
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using var toRemove = PooledRefQueue<Mobile>.Create();
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foreach (var (m, antiMacro) in _antiMacroTable)
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{
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if (antiMacro._lastExpiration <= now)
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{
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toRemove.Enqueue(m);
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}
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else
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{
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antiMacro.CleanExpired();
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}
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}
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while (toRemove.Count > 0)
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{
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_antiMacroTable.Remove(toRemove.Dequeue());
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}
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}
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private static void OnLogin(Mobile m)
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{
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// Stop the clear out timer
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if (_logoutCleanup?.Remove(m, out var timer) == true)
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{
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timer.Stop();
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}
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}
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private static void OnLogout(Mobile m)
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{
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if (_antiMacroTable?.TryGetValue(m, out var antiMacro) != true)
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{
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return;
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}
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if (antiMacro._lastExpiration < Core.Now)
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{
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_antiMacroTable.Remove(m);
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return;
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}
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_logoutCleanup ??= new Dictionary<Mobile, Timer>();
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if (_logoutCleanup.TryGetValue(m, out var timer))
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{
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timer.Stop();
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}
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else
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{
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_logoutCleanup[m] = timer = Timer.DelayCall(Settings.Expire, CleanupPlayer, m);
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}
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timer.Start();
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}
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public static void CleanupPlayer(Mobile pm)
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{
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if (_antiMacroTable?.Remove(pm, out var antiMacro) == true)
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{
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// Hint to GC that we don't want this
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antiMacro._antiMacroTracking.Clear();
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antiMacro._antiMacroTracking = null;
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}
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if (_logoutCleanup?.Remove(pm, out var timer) == true)
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{
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timer.Stop();
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}
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}
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public static bool UseAntiMacro(int skillId) =>
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skillId >= 0 && skillId < Settings.SkillsThatUseAntiMacro.Length && Settings.SkillsThatUseAntiMacro[skillId];
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public static bool AntiMacroCheck(PlayerMobile pm, Skill skill, object obj)
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{
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if (!Settings.Enabled || obj == null || pm.AccessLevel != AccessLevel.Player || !UseAntiMacro(skill.Info.SkillID))
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{
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return true;
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}
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_antiMacroTable ??= new Dictionary<Mobile, PlayerAntiMacro>();
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// Hot path so use optimized code
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ref PlayerAntiMacro antiMacro = ref CollectionsMarshal.GetValueRefOrAddDefault(_antiMacroTable, pm, out var exists);
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if (!exists)
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{
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antiMacro = new PlayerAntiMacro();
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}
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return antiMacro.AntiMacroCheck(skill, obj);
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}
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public record AntiMacroSettings
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{
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// How many times may we use the same location/target for gain
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public int Allowance { get; init; }
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// The size of each location, make this smaller so players dont have to move as far
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public int LocationSize { get; init; }
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public bool Enabled { get; init; }
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// How long do we remember targets/locations?
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public TimeSpan Expire { get; init; }
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[JsonConverter(typeof(BitArrayEnumIndexConverter<SkillName>))]
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public BitArray SkillsThatUseAntiMacro { get; init; }
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}
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private class PlayerAntiMacro
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{
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// This can get quite large. If a player is logged in for a while, this can be promoted to Gen 2 and
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// become a memory leak.
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public Dictionary<(Skill, object), CountAndTimeStamp> _antiMacroTracking = new();
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public DateTime _lastExpiration;
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public bool AntiMacroCheck(Skill skill, object obj)
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{
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var now = Core.Now;
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// Potential hot path, so use optimized code
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ref CountAndTimeStamp _countTimeStamp =
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ref CollectionsMarshal.GetValueRefOrAddDefault(_antiMacroTracking, (skill, obj), out bool exists);
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_countTimeStamp._count++;
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if (!exists || _countTimeStamp._expiration <= now || _countTimeStamp._count < Settings.Allowance)
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{
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_countTimeStamp._expiration = _lastExpiration = now + Settings.Expire;
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return true;
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}
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return false;
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}
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public void CleanExpired()
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{
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var now = Core.Now;
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using var toRemove = PooledRefQueue<(Skill, object)>.Create();
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foreach (var (key, countAndTimeStamp) in _antiMacroTracking)
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{
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if (countAndTimeStamp._count <= 0 || countAndTimeStamp._expiration <= now)
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{
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toRemove.Enqueue(key);
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}
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}
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while (toRemove.Count > 0)
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{
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_antiMacroTracking.Remove(toRemove.Dequeue());
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}
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}
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}
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private struct CountAndTimeStamp
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{
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public int _count;
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public DateTime _expiration;
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}
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}
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