ModernUO/Scripts/SpecialSystems/Engines/PreventInaccess.cs
eos 72c4dc6018 - PreventInaccess class, moves staff characters to jail or green acres in Felucca or Trammel randomly if they disconnect during the login process.
- Added a [TileAvg command, which tiles items/mobiles on the average Z of the map instead of a fixed Z.
- For all the tile commands ([Tile, [TileRXYZ, [TileXYZ, [TileZ, [TileAvg), added outline commands to only put items/mobiles on the outside of the area ([Outline, [OutlineRXYZ, [OutlineXYZ, [OutlineZ, [OutlineAvg).
- Removed the [OpenBrowser confirmation messages when using the command on multiple mobiles at the same time.
- Added a label showing the type of the object currently being viewed to the top of the properties gump.
- Added SA skills (Mysticism, Throwing and Imbuing) to the [Skills gump.
- Fixed DeathRobe decay when automatically dropped by self looting your corpse.
- Removed the (summoned) property on mouseover from clones summoned through Mirror Image.
- The Z of the Magincia destination of the public moongates is now calculated when the server starts, so both old and new maps will have the correct Z (34 and 31 respectively).
- KeywordTeleporters no longer teleport if you're not within the trigger range when the delay ends.
- Added WaitTeleporter, which is a KeywordTeleporter supporting adding messages when a character starts the process and showing the remaining time. When a character logs and times out, any running teleport timer is stopped.
- Fixed BaseWaterContainer single click behavior.
- Fixed MageAI reveal behavior.
- House placement will now return the correct message when targeting inside a TempNoHousingRegion.
- Tracking will no longer be able to track characters with higher access after they hide.
- Added CorpseNameOverride to BaseCreature to override the name used for the generated corpse.
- Pet ghosts will no longer be deleted when (auto)stabled.
2012-02-12 01:59:30 +00:00

93 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using Server;
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 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 += new LoginEventHandler( OnLogin );
}
public static void OnLogin( LoginEventArgs e )
{
Mobile from = e.Mobile;
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 );
LocationInfo dest = GetRandomDestination();
from.Location = dest.Location;
from.Map = dest.Map;
}
else if ( m_MoveHistory.ContainsKey( from ) )
{
LocationInfo orig = m_MoveHistory[from];
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 )
{
return ( m.NetState == null || m.NetState.Socket == null );
}
private static LocationInfo GetRandomDestination()
{
return m_Destinations[Utility.Random( m_Destinations.Length )];
}
private class LocationInfo
{
private Point3D m_Location;
private Map m_Map;
public Point3D Location { get { return m_Location; } }
public Map Map { get { return m_Map; } }
public LocationInfo( Point3D loc, Map map )
{
m_Location = loc;
m_Map = map;
}
}
}
}