modernuo/Projects/Server/Configuration/ServerConfiguration.cs

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/*************************************************************************
* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
* File: ServerConfiguration.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using Server.Json;
using Server.Logging;
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namespace Server;
public static class ServerConfiguration
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{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(ServerConfiguration));
private const string _relPath = "Configuration/modernuo.json";
private static readonly string m_FilePath = Path.Join(Core.BaseDirectory, _relPath);
private static ServerSettings m_Settings;
private static bool m_Mocked;
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public static List<string> AssemblyDirectories => m_Settings.AssemblyDirectories;
public static HashSet<string> DataDirectories => m_Settings.DataDirectories;
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public static List<IPEndPoint> Listeners => m_Settings.Listeners;
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public static ClientVersion GetSetting(string key, ClientVersion defaultValue) =>
m_Settings.Settings.TryGetValue(key, out var value) ? new ClientVersion(value) : defaultValue;
public static string GetSetting(string key, string defaultValue) =>
m_Settings.Settings.TryGetValue(key, out var value) ? value : defaultValue;
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public static int GetSetting(string key, int defaultValue)
{
m_Settings.Settings.TryGetValue(key, out var strValue);
return int.TryParse(strValue, out var value) ? value : defaultValue;
}
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public static long GetSetting(string key, long defaultValue)
{
m_Settings.Settings.TryGetValue(key, out var strValue);
return long.TryParse(strValue, out var value) ? value : defaultValue;
}
Updates movement packets & Fastwalk (#324) - [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
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public static bool GetSetting(string key, bool defaultValue)
{
m_Settings.Settings.TryGetValue(key, out var strValue);
return bool.TryParse(strValue, out var value) ? value : defaultValue;
}
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public static T GetSetting<T>(string key, T defaultValue) where T : struct, Enum
{
m_Settings.Settings.TryGetValue(key, out var strValue);
return Enum.TryParse(strValue, out T value) ? value : defaultValue;
}
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public static double GetSetting(string key, double defaultValue)
{
m_Settings.Settings.TryGetValue(key, out var strValue);
return double.TryParse(strValue, out var value) ? value : defaultValue;
}
public static T? GetSetting<T>(string key) where T : struct, Enum
{
if (!m_Settings.Settings.TryGetValue(key, out var strValue))
{
return null;
}
return Enum.TryParse(strValue, out T value) ? value : null;
}
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public static string GetOrUpdateSetting(string key, string defaultValue)
{
if (m_Settings.Settings.TryGetValue(key, out var value))
{
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return value;
}
SetSetting(key, value = defaultValue);
return value;
}
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public static int GetOrUpdateSetting(string key, int defaultValue)
{
int value;
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if (m_Settings.Settings.TryGetValue(key, out var strValue))
{
value = int.TryParse(strValue, out value) ? value : defaultValue;
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}
else
Updates movement packets & Fastwalk (#324) - [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
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{
SetSetting(key, (value = defaultValue).ToString());
Updates movement packets & Fastwalk (#324) - [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
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}
return value;
}
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public static long GetOrUpdateSetting(string key, long defaultValue)
{
long value;
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if (m_Settings.Settings.TryGetValue(key, out var strValue))
{
value = long.TryParse(strValue, out value) ? value : defaultValue;
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}
else
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{
SetSetting(key, (value = defaultValue).ToString());
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}
return value;
}
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public static bool GetOrUpdateSetting(string key, bool defaultValue)
{
bool value;
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if (m_Settings.Settings.TryGetValue(key, out var strValue))
{
value = bool.TryParse(strValue, out value) ? value : defaultValue;
}
else
{
SetSetting(key, (value = defaultValue).ToString());
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}
return value;
}
feat: Adds auto archiving (#794) ## Adds Auto Archiving Backups are archived once an hour, day, and month. Archives older than 60 days are pruned automatically. _Note: Automatic pruning is off by default_ ### Archive compression format The following formats are supported: * Zstd (The fastest with best compression ratio) * GZip * Zip * None (Tar) _Note: By default archives use [zstandard](http://facebook.github.io/zstd/) format. The archive format can be changed in modernuo.json `autoArchive.compressionFormat`_ ### Restoring world from archive Move the archive to the Saves folder (tar.zst file). On startup the server will extract the file and restore the latest save. See pictures below. ### Manually extracting an archives #### Windows * Use the latest version of [7-zip w/ ZStandard](https://github.com/mcmilk/7-Zip-zstd/releases/latest) 1. Extract the `.tar.zst` file. 2. Extract the `.tar` file. (Yes you have to do it in two steps) * On Windows 10 you can use the command line. `zstd.exe` is in the Assemblies folder after building ModernUO. 1. `tar --use-compress-program "Distribution\Assemblies\zstd.exe -d" -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` #### Mac * Install [Keka](https://www.keka.io) 1. Drop the .tar.zst onto the keka interface. #### Linux 1. Install zstd from a package manager 2. Run `tar -I zstd -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` ### Other changes * Changes Autosave to occur at the same time no matter when the server is booted. * Adds `[SaveFrequency <delay> [warning]`command to set save frequency and warning frequency in-game. * Adds support for time zones that are configurable. The system timezone can also be manually configured. Check `TimeZoneHandler.cs` for details. <img width="257" alt="Screen Shot 2021-09-22 at 11 23 18 PM" src="https://user-images.githubusercontent.com/3953314/134464929-a5bf3cd8-2ef0-4476-a9ad-71d0816a19ac.png"> <img width="241" alt="Screen Shot 2021-09-22 at 11 23 39 PM" src="https://user-images.githubusercontent.com/3953314/134464945-5f6f96dc-3d1e-434d-8256-5c6b3705e786.png"> <img width="836" alt="Screen Shot 2021-09-22 at 11 34 39 PM" src="https://user-images.githubusercontent.com/3953314/134464957-625e57f2-ef47-4ca1-a0a7-cd40c9b6539c.png"> <img width="631" alt="Screen Shot 2021-09-22 at 11 34 50 PM" src="https://user-images.githubusercontent.com/3953314/134464969-b2d65c0d-f8f5-497a-a832-5d805e8e0b22.png">
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public static TimeSpan GetOrUpdateSetting(string key, TimeSpan defaultValue)
{
TimeSpan value;
feat: Adds auto archiving (#794) ## Adds Auto Archiving Backups are archived once an hour, day, and month. Archives older than 60 days are pruned automatically. _Note: Automatic pruning is off by default_ ### Archive compression format The following formats are supported: * Zstd (The fastest with best compression ratio) * GZip * Zip * None (Tar) _Note: By default archives use [zstandard](http://facebook.github.io/zstd/) format. The archive format can be changed in modernuo.json `autoArchive.compressionFormat`_ ### Restoring world from archive Move the archive to the Saves folder (tar.zst file). On startup the server will extract the file and restore the latest save. See pictures below. ### Manually extracting an archives #### Windows * Use the latest version of [7-zip w/ ZStandard](https://github.com/mcmilk/7-Zip-zstd/releases/latest) 1. Extract the `.tar.zst` file. 2. Extract the `.tar` file. (Yes you have to do it in two steps) * On Windows 10 you can use the command line. `zstd.exe` is in the Assemblies folder after building ModernUO. 1. `tar --use-compress-program "Distribution\Assemblies\zstd.exe -d" -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` #### Mac * Install [Keka](https://www.keka.io) 1. Drop the .tar.zst onto the keka interface. #### Linux 1. Install zstd from a package manager 2. Run `tar -I zstd -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` ### Other changes * Changes Autosave to occur at the same time no matter when the server is booted. * Adds `[SaveFrequency <delay> [warning]`command to set save frequency and warning frequency in-game. * Adds support for time zones that are configurable. The system timezone can also be manually configured. Check `TimeZoneHandler.cs` for details. <img width="257" alt="Screen Shot 2021-09-22 at 11 23 18 PM" src="https://user-images.githubusercontent.com/3953314/134464929-a5bf3cd8-2ef0-4476-a9ad-71d0816a19ac.png"> <img width="241" alt="Screen Shot 2021-09-22 at 11 23 39 PM" src="https://user-images.githubusercontent.com/3953314/134464945-5f6f96dc-3d1e-434d-8256-5c6b3705e786.png"> <img width="836" alt="Screen Shot 2021-09-22 at 11 34 39 PM" src="https://user-images.githubusercontent.com/3953314/134464957-625e57f2-ef47-4ca1-a0a7-cd40c9b6539c.png"> <img width="631" alt="Screen Shot 2021-09-22 at 11 34 50 PM" src="https://user-images.githubusercontent.com/3953314/134464969-b2d65c0d-f8f5-497a-a832-5d805e8e0b22.png">
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if (m_Settings.Settings.TryGetValue(key, out var strValue))
{
value = TimeSpan.TryParse(strValue, out value) ? value : defaultValue;
}
else
{
SetSetting(key, (value = defaultValue).ToString());
}
feat: Adds auto archiving (#794) ## Adds Auto Archiving Backups are archived once an hour, day, and month. Archives older than 60 days are pruned automatically. _Note: Automatic pruning is off by default_ ### Archive compression format The following formats are supported: * Zstd (The fastest with best compression ratio) * GZip * Zip * None (Tar) _Note: By default archives use [zstandard](http://facebook.github.io/zstd/) format. The archive format can be changed in modernuo.json `autoArchive.compressionFormat`_ ### Restoring world from archive Move the archive to the Saves folder (tar.zst file). On startup the server will extract the file and restore the latest save. See pictures below. ### Manually extracting an archives #### Windows * Use the latest version of [7-zip w/ ZStandard](https://github.com/mcmilk/7-Zip-zstd/releases/latest) 1. Extract the `.tar.zst` file. 2. Extract the `.tar` file. (Yes you have to do it in two steps) * On Windows 10 you can use the command line. `zstd.exe` is in the Assemblies folder after building ModernUO. 1. `tar --use-compress-program "Distribution\Assemblies\zstd.exe -d" -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` #### Mac * Install [Keka](https://www.keka.io) 1. Drop the .tar.zst onto the keka interface. #### Linux 1. Install zstd from a package manager 2. Run `tar -I zstd -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` ### Other changes * Changes Autosave to occur at the same time no matter when the server is booted. * Adds `[SaveFrequency <delay> [warning]`command to set save frequency and warning frequency in-game. * Adds support for time zones that are configurable. The system timezone can also be manually configured. Check `TimeZoneHandler.cs` for details. <img width="257" alt="Screen Shot 2021-09-22 at 11 23 18 PM" src="https://user-images.githubusercontent.com/3953314/134464929-a5bf3cd8-2ef0-4476-a9ad-71d0816a19ac.png"> <img width="241" alt="Screen Shot 2021-09-22 at 11 23 39 PM" src="https://user-images.githubusercontent.com/3953314/134464945-5f6f96dc-3d1e-434d-8256-5c6b3705e786.png"> <img width="836" alt="Screen Shot 2021-09-22 at 11 34 39 PM" src="https://user-images.githubusercontent.com/3953314/134464957-625e57f2-ef47-4ca1-a0a7-cd40c9b6539c.png"> <img width="631" alt="Screen Shot 2021-09-22 at 11 34 50 PM" src="https://user-images.githubusercontent.com/3953314/134464969-b2d65c0d-f8f5-497a-a832-5d805e8e0b22.png">
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return value;
}
feat: Adds auto archiving (#794) ## Adds Auto Archiving Backups are archived once an hour, day, and month. Archives older than 60 days are pruned automatically. _Note: Automatic pruning is off by default_ ### Archive compression format The following formats are supported: * Zstd (The fastest with best compression ratio) * GZip * Zip * None (Tar) _Note: By default archives use [zstandard](http://facebook.github.io/zstd/) format. The archive format can be changed in modernuo.json `autoArchive.compressionFormat`_ ### Restoring world from archive Move the archive to the Saves folder (tar.zst file). On startup the server will extract the file and restore the latest save. See pictures below. ### Manually extracting an archives #### Windows * Use the latest version of [7-zip w/ ZStandard](https://github.com/mcmilk/7-Zip-zstd/releases/latest) 1. Extract the `.tar.zst` file. 2. Extract the `.tar` file. (Yes you have to do it in two steps) * On Windows 10 you can use the command line. `zstd.exe` is in the Assemblies folder after building ModernUO. 1. `tar --use-compress-program "Distribution\Assemblies\zstd.exe -d" -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` #### Mac * Install [Keka](https://www.keka.io) 1. Drop the .tar.zst onto the keka interface. #### Linux 1. Install zstd from a package manager 2. Run `tar -I zstd -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` ### Other changes * Changes Autosave to occur at the same time no matter when the server is booted. * Adds `[SaveFrequency <delay> [warning]`command to set save frequency and warning frequency in-game. * Adds support for time zones that are configurable. The system timezone can also be manually configured. Check `TimeZoneHandler.cs` for details. <img width="257" alt="Screen Shot 2021-09-22 at 11 23 18 PM" src="https://user-images.githubusercontent.com/3953314/134464929-a5bf3cd8-2ef0-4476-a9ad-71d0816a19ac.png"> <img width="241" alt="Screen Shot 2021-09-22 at 11 23 39 PM" src="https://user-images.githubusercontent.com/3953314/134464945-5f6f96dc-3d1e-434d-8256-5c6b3705e786.png"> <img width="836" alt="Screen Shot 2021-09-22 at 11 34 39 PM" src="https://user-images.githubusercontent.com/3953314/134464957-625e57f2-ef47-4ca1-a0a7-cd40c9b6539c.png"> <img width="631" alt="Screen Shot 2021-09-22 at 11 34 50 PM" src="https://user-images.githubusercontent.com/3953314/134464969-b2d65c0d-f8f5-497a-a832-5d805e8e0b22.png">
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public static T GetOrUpdateSetting<T>(string key, T defaultValue) where T : struct, Enum
{
T value;
feat: Adds auto archiving (#794) ## Adds Auto Archiving Backups are archived once an hour, day, and month. Archives older than 60 days are pruned automatically. _Note: Automatic pruning is off by default_ ### Archive compression format The following formats are supported: * Zstd (The fastest with best compression ratio) * GZip * Zip * None (Tar) _Note: By default archives use [zstandard](http://facebook.github.io/zstd/) format. The archive format can be changed in modernuo.json `autoArchive.compressionFormat`_ ### Restoring world from archive Move the archive to the Saves folder (tar.zst file). On startup the server will extract the file and restore the latest save. See pictures below. ### Manually extracting an archives #### Windows * Use the latest version of [7-zip w/ ZStandard](https://github.com/mcmilk/7-Zip-zstd/releases/latest) 1. Extract the `.tar.zst` file. 2. Extract the `.tar` file. (Yes you have to do it in two steps) * On Windows 10 you can use the command line. `zstd.exe` is in the Assemblies folder after building ModernUO. 1. `tar --use-compress-program "Distribution\Assemblies\zstd.exe -d" -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` #### Mac * Install [Keka](https://www.keka.io) 1. Drop the .tar.zst onto the keka interface. #### Linux 1. Install zstd from a package manager 2. Run `tar -I zstd -xvf "Archives\Hourly\archivefile.tar.zst" -C "path to where you want to extract it"` ### Other changes * Changes Autosave to occur at the same time no matter when the server is booted. * Adds `[SaveFrequency <delay> [warning]`command to set save frequency and warning frequency in-game. * Adds support for time zones that are configurable. The system timezone can also be manually configured. Check `TimeZoneHandler.cs` for details. <img width="257" alt="Screen Shot 2021-09-22 at 11 23 18 PM" src="https://user-images.githubusercontent.com/3953314/134464929-a5bf3cd8-2ef0-4476-a9ad-71d0816a19ac.png"> <img width="241" alt="Screen Shot 2021-09-22 at 11 23 39 PM" src="https://user-images.githubusercontent.com/3953314/134464945-5f6f96dc-3d1e-434d-8256-5c6b3705e786.png"> <img width="836" alt="Screen Shot 2021-09-22 at 11 34 39 PM" src="https://user-images.githubusercontent.com/3953314/134464957-625e57f2-ef47-4ca1-a0a7-cd40c9b6539c.png"> <img width="631" alt="Screen Shot 2021-09-22 at 11 34 50 PM" src="https://user-images.githubusercontent.com/3953314/134464969-b2d65c0d-f8f5-497a-a832-5d805e8e0b22.png">
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if (m_Settings.Settings.TryGetValue(key, out var strValue))
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{
value = Enum.TryParse(strValue, out value) ? value : defaultValue;
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}
else
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{
SetSetting(key, (value = defaultValue).ToString());
}
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return value;
}
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public static double GetOrUpdateSetting(string key, double defaultValue)
{
double value;
if (m_Settings.Settings.TryGetValue(key, out var strValue))
{
value = double.TryParse(strValue, out value) ? value : defaultValue;
}
else
{
SetSetting(key, (value = defaultValue).ToString());
}
return value;
}
public static void SetSetting(string key, double value) => SetSetting(key, value.ToString());
public static void SetSetting(string key, TimeSpan value) => SetSetting(key, value.ToString());
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public static void SetSetting(string key, int value) => SetSetting(key, value.ToString());
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public static void SetSetting(string key, long value) => SetSetting(key, value.ToString());
public static void SetSetting(string key, bool value) => SetSetting(key, value.ToString());
public static void SetSetting<T>(string key, T value) where T : struct, Enum =>
SetSetting(key, value.ToString());
public static void SetSetting(string key, string value)
{
m_Settings.Settings[key] = value;
Save();
}
// If mock is enabled we skip the console readline.
public static void Load(bool mocked = false)
{
m_Mocked = mocked;
var updated = false;
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if (File.Exists(m_FilePath))
{
logger.Information("Reading server configuration from {Path}...", _relPath);
m_Settings = JsonConfig.Deserialize<ServerSettings>(m_FilePath);
if (m_Settings == null)
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{
logger.Error("Reading server configuration failed");
throw new FileNotFoundException($"Failed to deserialize {m_FilePath}.");
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}
logger.Information("Reading server configuration done");
}
else
{
updated = true;
m_Settings = new ServerSettings();
}
if (mocked)
{
return;
}
if (m_Settings.DataDirectories.Count == 0)
{
updated = true;
foreach (var directory in ServerConfigurationPrompts.GetDataDirectories())
{
m_Settings.DataDirectories.Add(directory);
}
}
UOClient.Load();
var cuoClientFiles = UOClient.CuoSettings?.UltimaOnlineDirectory;
if (cuoClientFiles != null)
{
DataDirectories.Add(cuoClientFiles);
}
if (m_Settings.Listeners.Count == 0)
{
updated = true;
m_Settings.Listeners.AddRange(ServerConfigurationPrompts.GetListeners());
}
bool? isPre60000 = null;
if (m_Settings.Expansion == null)
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{
var expansion = GetSetting<Expansion>("currentExpansion");
var hasExpansion = expansion != null;
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expansion ??= ServerConfigurationPrompts.GetExpansion();
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if (expansion <= Expansion.ML && !hasExpansion)
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{
isPre60000 = ServerConfigurationPrompts.GetIsClientPre6000();
if (isPre60000 == true)
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{
SetSetting("maps.enablePre6000Trammel", true);
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}
}
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updated = true;
m_Settings.Expansion = expansion;
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}
if (isPre60000 != true)
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{
if (ServerConfigurationPrompts.GetIsClient7090())
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{
updated = true;
SetSetting("maps.enablePostHSMultiComponentFormat", true);
}
}
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Core.Expansion = m_Settings.Expansion.Value;
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if (updated)
{
Save();
Console.Write("Server configuration saved to ");
Utility.PushColor(ConsoleColor.Green);
Console.WriteLine($"{_relPath}.");
Utility.PopColor();
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}
}
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public static void Save()
{
if (m_Mocked)
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{
return;
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}
JsonConfig.Serialize(m_FilePath, m_Settings);
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}
}