### Changes/Fixes:
* Adds timer pooling.
* Allows pool to be configurable in ModernUO.json
* Pool replenishes itself asynchronously if depleted.
* Fixes an issue with barkeeps and town criers
* Fixes an issue with incognito buff icons not being removed
* Fixes an issue with polymorph name mod not being removed
* Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak)
* Eliminates the timer for MiningCart altogether.
* Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid`
* Fixes HonorableExecution and standardizes the code for other Bushido moves.
## Changes to the Timer API:
```cs
public class Timer
{
// Creates a timer that will be returned to the pool once execution stops.
public static void StartTimer(Action callback);
public static void StartTimer(TimeSpan delay, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback);
public static void StartTimer(TimeSpan interval, int count, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback);
// Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool.
// If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers.
public static void StartTimer(Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
// If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall
public static DelayCallTimer DelayCall(Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback);
public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback);
}
public struct TimerExecutionToken
{
public bool Running { get; }
public int Index { get; }
public int RemainingCount { get; }
public DateTime Next { get; }
}
```
## When to use `TimerExecutionToken`?
Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following:
* Access to the next time the timer will tick:`token.Next`
* Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount`
* Stop a timer manually.
* Determine if the timer is running: `timer.Running`
* See notes below about requirements for using tokens!
## Notes about using the TimerExecutionToken:
When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time.
If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback.
If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak)
## Is this thread safe?
No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it.
If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
228 lines
8.4 KiB
C#
228 lines
8.4 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using Server.Gumps;
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using Server.Logging;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Misc
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{
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public static class ClientVerification
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(ClientVerification));
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private static bool m_DetectClientRequirement;
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private static OldClientResponse m_OldClientResponse;
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private static TimeSpan m_AgeLeniency;
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private static TimeSpan m_GameTimeLeniency;
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public static ClientVersion Required { get; set; }
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public static bool AllowRegular { get; set; } = true;
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public static bool AllowUOTD { get; set; } = true;
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public static bool AllowGod { get; set; } = true;
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public static TimeSpan KickDelay { get; set; }
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public static void Configure()
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{
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m_DetectClientRequirement = ServerConfiguration.GetOrUpdateSetting("clientVerification.enable", true);
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m_OldClientResponse =
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ServerConfiguration.GetOrUpdateSetting("clientVerification.oldClientResponse", OldClientResponse.Kick);
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m_AgeLeniency = ServerConfiguration.GetOrUpdateSetting("clientVerification.ageLeniency", TimeSpan.FromDays(10));
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m_GameTimeLeniency = ServerConfiguration.GetOrUpdateSetting(
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"clientVerification.gameTimeLeniency",
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TimeSpan.FromHours(25)
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);
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KickDelay = ServerConfiguration.GetOrUpdateSetting("clientVerification.kickDelay", TimeSpan.FromSeconds(20.0));
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}
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public static void Initialize()
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{
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EventSink.ClientVersionReceived += EventSink_ClientVersionReceived;
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if (m_DetectClientRequirement)
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{
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var path = Core.FindDataFile("client.exe", false);
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if (File.Exists(path))
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{
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var info = FileVersionInfo.GetVersionInfo(path);
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if (info.FileMajorPart != 0 || info.FileMinorPart != 0 || info.FileBuildPart != 0 ||
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info.FilePrivatePart != 0)
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{
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Required = new ClientVersion(
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info.FileMajorPart,
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info.FileMinorPart,
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info.FileBuildPart,
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info.FilePrivatePart
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);
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}
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}
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}
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if (Required != null)
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{
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logger.Information(
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"Restricting client version to {0}. Action to be taken: {1}",
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Required,
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m_OldClientResponse
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);
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}
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}
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private static void EventSink_ClientVersionReceived(NetState state, ClientVersion version)
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{
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string kickMessage = null;
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if (state.Mobile?.AccessLevel != AccessLevel.Player)
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{
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return;
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}
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if (Required != null && version < Required && (m_OldClientResponse == OldClientResponse.Kick ||
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m_OldClientResponse == OldClientResponse.LenientKick &&
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Core.Now - state.Mobile.CreationTime > m_AgeLeniency &&
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state.Mobile is PlayerMobile mobile &&
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mobile.GameTime > m_GameTimeLeniency))
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{
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kickMessage = $"This server requires your client version be at least {Required}.";
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}
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else if (!AllowGod || !AllowRegular || !AllowUOTD)
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{
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if (!AllowGod && version.Type == ClientType.God)
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{
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kickMessage = "This server does not allow god clients to connect.";
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}
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else if (!AllowRegular && version.Type == ClientType.Regular)
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{
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kickMessage = "This server does not allow regular clients to connect.";
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}
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else if (!AllowUOTD && state.IsUOTDClient)
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{
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kickMessage = "This server does not allow UO:TD clients to connect.";
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}
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if (!AllowGod && !AllowRegular && !AllowUOTD)
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{
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kickMessage = "This server does not allow any clients to connect.";
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}
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else if (AllowGod && !AllowRegular && !AllowUOTD && version.Type != ClientType.God)
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{
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kickMessage = "This server requires you to use the god client.";
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}
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else if (kickMessage != null)
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{
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if (AllowRegular && AllowUOTD)
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{
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kickMessage += " You can use regular or UO:TD clients.";
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}
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else if (AllowRegular)
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{
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kickMessage += " You can use regular clients.";
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}
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else if (AllowUOTD)
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{
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kickMessage += " You can use UO:TD clients.";
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}
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}
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}
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if (kickMessage != null)
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{
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state.Mobile.SendMessage(0x22, kickMessage);
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state.Mobile.SendMessage(0x22, "You will be disconnected in {0} seconds.", KickDelay.TotalSeconds);
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Timer.StartTimer(KickDelay, () => OnKick(state));
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}
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else if (Required != null && version < Required)
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{
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switch (m_OldClientResponse)
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{
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case OldClientResponse.Warn:
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{
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state.Mobile.SendMessage(
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0x22,
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"Your client is out of date. Please update your client.",
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Required
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);
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state.Mobile.SendMessage(
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0x22,
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"This server recommends that your client version be at least {0}.",
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Required
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);
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break;
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}
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case OldClientResponse.LenientKick:
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case OldClientResponse.Annoy:
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{
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SendAnnoyGump(state.Mobile);
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break;
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}
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}
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}
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}
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private static void OnKick(NetState ns)
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{
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if (ns.Connection != null)
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{
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ns.LogInfo("Disconnecting, bad version");
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ns.Disconnect($"Invalid client version {ns.Version}.");
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}
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}
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private static void KickMessage(Mobile from, bool okay)
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{
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from.SendMessage("You will be reminded of this again.");
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if (m_OldClientResponse == OldClientResponse.LenientKick)
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{
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from.SendMessage(
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"Old clients will be kicked after {0} days of character age and {1} hours of play time",
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m_AgeLeniency,
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m_GameTimeLeniency
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);
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}
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Timer.StartTimer(TimeSpan.FromMinutes(Utility.Random(5, 15)), () => SendAnnoyGump(from));
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}
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private static void SendAnnoyGump(Mobile m)
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{
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if (m.NetState != null && m.NetState.Version < Required)
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{
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Gump g = new WarningGump(
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1060637,
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30720,
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$"Your client is out of date. Please update your client.<br>This server recommends that your client version be at least {Required}.<br> <br>You are currently using version {m.NetState.Version}.<br> <br>To patch, run UOPatch.exe inside your Ultima Online folder.",
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0xFFC000,
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480,
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360,
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okay => KickMessage(m, okay),
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false
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);
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g.Draggable = false;
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g.Closable = false;
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g.Resizable = false;
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m.SendGump(g);
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}
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}
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private enum OldClientResponse
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{
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Ignore,
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Warn,
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Annoy,
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LenientKick,
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Kick
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}
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}
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}
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