mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
## Summary Migrates the Old Guild System (pre-AOS guild stones) gumps from the legacy `Gump` class to `DynamicGump`, following the same pattern used for the Quest gump migration in #2416. All concrete gumps now have private constructors gated by static `DisplayTo` entry points (empty-gump rule), and `Singleton => true` is set across the board so reopening a sibling dialog automatically closes the previous one. **Migrated gumps:** - `GuildGump` - main guild dialog - `GuildmasterGump` - guildmaster functions - `GuildCharterGump` - charter and website display - `GuildWarGump` - warfare status (kept as player-facing) - `GuildWarAdminGump` - war menu (retained as player-facing - reachable from `GuildmasterGump`'s WAR button by guildmasters) - `GuildChangeTypeGump` - Standard/Order/Chaos selection **Abstract bases:** `GuildListGump` and `GuildMobileListGump` keep their shared list-rendering chrome inside a single concrete `BuildLayout` on the abstract class and expose a `protected abstract void BuildHeader(ref DynamicGumpBuilder builder)` hook for subclasses (replacing the old `Design()` override). This mirrors the abstract-base treatment used for the ML quest base in the quest-gump migration PR. **Concrete subclasses migrated alongside the abstract bases:** - `GuildListGump` subclasses: `GuildAcceptWarGump`, `GuildDeclarePeaceGump`, `GuildDeclareWarGump`, `GuildRejectWarGump`, `GuildRescindDeclarationGump` - `GuildMobileListGump` subclasses: `DeclareFealtyGump`, `GrantGuildTitleGump`, `GuildAdminCandidatesGump`, `GuildCandidatesGump`, `GuildDismissGump`, `GuildRosterGump` **Cliloc rule:** Every gump bakes per-instance dynamic content (guild names, member names, war declarations, candidate lists), which would defeat `StaticGump<T>` caching. Per the cliloc rule, all are `DynamicGump`. **External callers updated:** the prompt files (`GuildAbbrvPrompt`, `GuildCharterPrompt`, `GuildDeclareWarPrompt`, `GuildNamePrompt`, `GuildTitlePrompt`, `GuildWebsitePrompt`), `RecruitTarget`, the `Guildstone` item, and the New Guild System `GuildInfoGump`'s Order/Chaos handler all now go through static `DisplayTo` entry points instead of `new XGump(...)`.
1095 lines
35 KiB
C#
Executable file
1095 lines
35 KiB
C#
Executable file
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: NetState.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 Server.Accounting;
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using Server.Collections;
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using Server.HuePickers;
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using Server.Items;
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using Server.Logging;
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using Server.Menus;
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Network;
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using System.Runtime.CompilerServices;
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namespace Server.Network;
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public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetState>, IDisposable
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(NetState));
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private const int HuePickerCap = 512;
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private const int MenuCap = 512;
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private const int PacketPerSecondThreshold = 3000;
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private static readonly Queue<NetState> _flushPending = new(2048);
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private static readonly Queue<NetState> _pendingDisconnects = new(256); // Processed AFTER flush
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private static readonly Queue<NetState> _throttled = new(256);
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private static readonly Queue<NetState> _throttledPending = new(256);
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private static readonly Queue<NetState> _connectingQueue = new(2048);
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private static readonly HashSet<NetState> _instances = new(2048);
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public static IReadOnlySet<NetState> Instances => _instances;
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private readonly string _toString;
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private ClientVersion _version;
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private bool _running = true;
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private IClientEncryption _encryption;
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private bool _flushQueued;
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private bool _disconnectQueued; // Queued for disconnect processing (after flush)
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private long[] _packetThrottles;
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private long[] _packetCounts;
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private string _disconnectReason = string.Empty;
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internal ParserState _parserState = ParserState.AwaitingNextPacket;
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internal ProtocolState _protocolState = ProtocolState.AwaitingSeed;
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private bool _packetLogging;
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// Managed socket with buffers (handles lifecycle automatically)
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internal RingSocket _socket;
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private IAccount _account;
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internal enum ParserState
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{
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AwaitingNextPacket,
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AwaitingPartialPacket,
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ProcessingPacket,
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Throttled,
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Error
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}
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internal enum ProtocolState
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{
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AwaitingSeed, // Based on the way the seed arrives, we know if this is a login server or a game server connection
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LoginServer_AwaitingLogin,
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LoginServer_AwaitingServerSelect,
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LoginServer_ServerSelectAck,
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GameServer_AwaitingGameServerLogin,
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GameServer_LoggedIn,
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Error
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}
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private static string _packetLoggingPath;
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public static void Configure()
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{
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_packetLoggingPath = ServerConfiguration.GetSetting("netstate.packetLoggingPath", Path.Combine(Core.BaseDirectory, "Packets"));
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// Initialize IORingGroup and buffer pools
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ConfigureNetwork();
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}
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// Internal constructor for accepted sockets
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private NetState(RingSocket socket, IPAddress address)
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{
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_socket = socket;
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Address = address;
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Seeded = false;
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HuePickers = [];
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Menus = [];
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Trades = [];
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NextActivityCheck = Core.TickCount + 30000;
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ConnectedOn = Core.Now;
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_toString = address?.ToString() ?? "(error)";
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_instances.Add(this);
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_connectingQueue.Enqueue(this);
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LogInfo($"Connected. [{_instances.Count} Online]");
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}
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// Sectors
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public NetState Next { get; set; }
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public NetState Previous { get; set; }
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public bool OnLinkList { get; set; }
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public long NextActivityCheck { get; private set; }
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// Only use this for debugging. This will make your server very slow!
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public bool PacketLogging
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{
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get => _packetLogging;
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set
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{
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_packetLogging = value;
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if (_packetLogging)
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{
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StartPacketLog();
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}
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}
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}
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public int AuthId { get; set; }
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public int Seed { get; set; }
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public DateTime ConnectedOn { get; }
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public TimeSpan ConnectedFor => Core.Now - ConnectedOn;
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public IPAddress Address { get; }
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public IClientEncryption Encryption
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{
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get => _encryption;
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set => _encryption = value;
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}
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public int CurrentPacket { get; internal set; }
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public bool SentFirstPacket { get; set; }
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public bool BlockAllPackets { get; set; }
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public List<SecureTrade> Trades { get; }
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public bool Seeded { get; set; }
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public bool Running => _running;
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/// <summary>
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/// Gets whether the socket is connected.
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/// </summary>
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public bool IsConnected => _socket != null;
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/// <summary>
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/// Gets the socket handle.
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/// </summary>
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public nint SocketHandle => _socket?.Handle ?? 0;
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/// <summary>
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/// Gets the local endpoint (address/port) the client connected to.
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/// </summary>
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public IPEndPoint LocalEndPoint => _socket != null ? SocketHelper.GetLocalEndPoint(_socket.Handle) : null;
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/// <summary>
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/// Gets the send buffer for this connection.
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/// </summary>
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internal IORingBuffer SendBuffer => _socket?.SendBuffer;
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public bool CompressionEnabled { get; set; }
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public int Sequence { get; set; }
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public List<HuePicker> HuePickers { get; private set; }
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public List<IMenu> Menus { get; private set; }
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public CityInfo[] CityInfo { get; set; }
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public Mobile Mobile { get; set; }
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public ServerInfo[] ServerInfo { get; set; }
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public IAccount Account
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{
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get => _account;
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set => _account = value;
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}
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public string Assistant { get; set; }
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public int CompareTo(NetState other) => string.CompareOrdinal(_toString, other?._toString);
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private void SetPacketTime(int packetID)
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{
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if (packetID is >= 0 and < 0x100)
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{
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_packetThrottles ??= new long[0x100];
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_packetThrottles[packetID] = Core.TickCount;
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}
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}
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public long GetPacketTime(int packetID) =>
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packetID is >= 0 and < 0x100 && _packetThrottles != null ? _packetThrottles[packetID] : 0;
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private void UpdatePacketCount(int packetID)
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{
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if (packetID is >= 0 and < 0x100)
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{
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_packetCounts ??= new long[0x100];
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_packetCounts[packetID]++;
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}
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}
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public int CheckPacketCounts()
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{
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if (_packetCounts == null)
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{
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return 0;
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}
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for (var i = 0; i < _packetCounts.Length; i++)
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{
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var count = _packetCounts[i];
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_packetCounts[i] = 0;
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if (count > PacketPerSecondThreshold)
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{
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return i;
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}
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}
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return 0;
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}
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public void ValidateAllTrades()
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{
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for (var i = Trades.Count - 1; i >= 0; --i)
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{
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if (i >= Trades.Count)
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{
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continue;
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}
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var trade = Trades[i];
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if (trade.From.Mobile.Deleted || trade.To.Mobile.Deleted || !trade.From.Mobile.Alive ||
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!trade.To.Mobile.Alive || !trade.From.Mobile.InRange(trade.To.Mobile, 2) ||
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trade.From.Mobile.Map != trade.To.Mobile.Map)
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{
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trade.Cancel();
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}
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}
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}
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public void CancelAllTrades()
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{
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for (var i = Trades.Count - 1; i >= 0; --i)
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{
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if (i < Trades.Count)
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{
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Trades[i].Cancel();
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}
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}
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}
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public void RemoveTrade(SecureTrade trade)
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{
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Trades.Remove(trade);
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}
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public SecureTrade FindTrade(Mobile m)
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{
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for (var i = 0; i < Trades.Count; ++i)
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{
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var trade = Trades[i];
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if (trade.From.Mobile == m || trade.To.Mobile == m)
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{
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return trade;
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}
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}
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return null;
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}
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public SecureTradeContainer FindTradeContainer(Mobile m)
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{
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for (var i = 0; i < Trades.Count; ++i)
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{
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var trade = Trades[i];
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var from = trade.From;
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var to = trade.To;
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if (from.Mobile == Mobile && to.Mobile == m)
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{
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return from.Container;
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}
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if (from.Mobile == m && to.Mobile == Mobile)
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{
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return to.Container;
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}
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}
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return null;
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}
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public SecureTradeContainer AddTrade(NetState state)
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{
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var newTrade = new SecureTrade(Mobile, state.Mobile);
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Trades.Add(newTrade);
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state.Trades.Add(newTrade);
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return newTrade.From.Container;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void LogInfo(string text)
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{
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logger.Information("Client: {NetState}: {Message}", this, text);
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}
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public void AddMenu(IMenu menu)
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{
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Menus ??= [];
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if (Menus.Count < MenuCap)
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{
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Menus.Add(menu);
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}
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else
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{
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LogInfo("Exceeded menu cap, disconnecting...");
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Disconnect("Exceeded menu cap.");
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}
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}
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public void RemoveMenu(IMenu menu)
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{
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Menus?.Remove(menu);
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}
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public void RemoveMenu(int index)
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{
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Menus?.RemoveAt(index);
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}
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public void ClearMenus()
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{
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Menus?.Clear();
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}
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public void AddHuePicker(HuePicker huePicker)
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{
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HuePickers ??= [];
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if (HuePickers.Count < HuePickerCap)
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{
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HuePickers.Add(huePicker);
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}
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else
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{
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LogInfo("Exceeded hue picker cap, disconnecting...");
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Disconnect("Exceeded hue picker cap.");
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}
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}
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public void RemoveHuePicker(HuePicker huePicker)
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{
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HuePickers?.Remove(huePicker);
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}
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public void RemoveHuePicker(int index)
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{
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HuePickers?.RemoveAt(index);
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}
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public void ClearHuePickers()
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{
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HuePickers?.Clear();
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}
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public void LaunchBrowser(ReadOnlySpan<char> url)
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{
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this.SendMessageLocalized(Serial.MinusOne, -1, MessageType.Label, 0x35, 3, 501231);
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this.SendLaunchBrowser(url);
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}
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public override string ToString() => _toString;
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public bool GetSendBuffer(out Span<byte> buffer)
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{
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#if THREADGUARD
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if (Thread.CurrentThread != Core.Thread)
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{
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Utility.PushColor(ConsoleColor.Red);
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Console.WriteLine("Attempting to get pipe buffer from wrong thread!");
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Console.WriteLine(new StackTrace());
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Utility.PopColor();
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buffer = Array.Empty<byte>();
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return false;
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}
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#endif
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if (!_running || _socket == null)
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{
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buffer = Span<byte>.Empty;
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return false;
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}
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buffer = _socket.SendBuffer.GetWriteSpan();
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return buffer.Length > 0;
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}
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public void Send(ReadOnlySpan<byte> span)
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{
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if (span == ReadOnlySpan<byte>.Empty || this.CannotSendPackets())
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{
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return;
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}
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var length = span.Length;
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if (length <= 0 || !GetSendBuffer(out var buffer))
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{
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return;
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}
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try
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{
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// Apply encoding first (e.g., compression from UOContent)
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if (CompressionEnabled)
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{
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length = NetworkCompression.Compress(span, buffer);
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}
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else
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{
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span.CopyTo(buffer);
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}
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// Then encrypt (if encryption is enabled)
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_encryption?.ServerEncrypt(buffer[..length]);
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if (PacketLogging)
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{
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LogPacket(span, false);
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}
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_socket.SendBuffer.CommitWrite(length);
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if (!_flushQueued)
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{
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_flushPending.Enqueue(this);
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_flushQueued = true;
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}
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}
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catch (Exception ex)
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{
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TraceException(ex);
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Disconnect("Exception while sending.");
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}
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}
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private void StartPacketLog()
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{
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try
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{
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var logDir = Path.Combine(_packetLoggingPath, _toString);
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PathUtility.EnsureDirectory(logDir);
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var logPath = Path.Combine(logDir, "packets.log");
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using var op = new StreamWriter(logPath, true);
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op.WriteLine(">>>>>>>>>> Logging started {0:yyyy/MM/dd HH:mm::ss} <<<<<<<<<<", Core.Now);
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op.WriteLine();
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op.WriteLine();
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}
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catch (Exception e)
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{
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Console.WriteLine(e);
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}
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}
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private void LogPacket(ReadOnlySpan<byte> buffer, bool incoming)
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{
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try
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{
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var logDir = Path.Combine(_packetLoggingPath, _toString);
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PathUtility.EnsureDirectory(logDir);
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var logPath = Path.Combine(logDir, "packets.log");
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const string incomingStr = "Client -> Server";
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const string outgoingStr = "Server -> Client";
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using var sw = new StreamWriter(logPath, true);
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sw.WriteLine($"{Core.Now:HH:mm:ss.ffff}: {(incoming ? incomingStr : outgoingStr)} 0x{buffer[0]:X2} (Length: {buffer.Length})");
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sw.FormatBuffer(buffer);
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sw.WriteLine();
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sw.WriteLine();
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}
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catch
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{
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// ignored
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}
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}
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private void DecryptRecvBuffer(int bytesReceived)
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{
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if (_socket == null || _encryption == null)
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{
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return;
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}
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// Get the portion of the buffer that was just written (the new data)
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var readSpan = _socket.RecvBuffer.GetReadSpan();
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var newDataStart = Math.Max(0, readSpan.Length - bytesReceived);
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_encryption?.ClientDecrypt(readSpan.Slice(newDataStart, bytesReceived));
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}
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public void HandleReceive(bool throttled = false)
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{
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if (!_running || _socket == null)
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{
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return;
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}
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// Data already in recv buffer from recv completion - no need to call ReceiveData
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try
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{
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// Process as many packets as we can synchronously
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while (_running && _parserState != ParserState.Error && _protocolState != ProtocolState.Error)
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{
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var buffer = _socket.RecvBuffer.GetReadSpan();
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var length = buffer.Length;
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if (length <= 0)
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{
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break;
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}
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|
|
|
var packetReader = new SpanReader(buffer);
|
|
var packetId = packetReader.ReadByte();
|
|
var packetLength = length;
|
|
|
|
// These can arrive at any time and are only informational
|
|
if (_protocolState != ProtocolState.AwaitingSeed && IncomingPackets.IsInfoPacket(packetId))
|
|
{
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
}
|
|
else
|
|
{
|
|
switch (_protocolState)
|
|
{
|
|
case ProtocolState.AwaitingSeed:
|
|
{
|
|
if (packetId == 0xEF)
|
|
{
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_AwaitingLogin;
|
|
}
|
|
}
|
|
else if (length >= 4)
|
|
{
|
|
var newSeed = (packetId << 24) | (packetReader.ReadByte() << 16) | (packetReader.ReadByte() << 8) | packetReader.ReadByte();
|
|
|
|
if (newSeed == 0)
|
|
{
|
|
Disconnect(string.Empty);
|
|
return;
|
|
}
|
|
|
|
Seed = newSeed;
|
|
Seeded = true;
|
|
packetLength = 4;
|
|
|
|
_parserState = ParserState.AwaitingNextPacket;
|
|
_protocolState = ProtocolState.GameServer_AwaitingGameServerLogin;
|
|
}
|
|
else // Don't allow partial packets on initial connection, just disconnect them.
|
|
{
|
|
Disconnect(string.Empty);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.LoginServer_AwaitingLogin:
|
|
{
|
|
// Check for unencrypted login packet
|
|
if (packetId == 0x80)
|
|
{
|
|
// Unencrypted - check if allowed
|
|
if (EncryptionManager.Enabled && !EncryptionManager.Mode.HasFlag(EncryptionMode.Unencrypted))
|
|
{
|
|
LogInfo("Unencrypted client rejected by encryption policy.");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_AwaitingServerSelect;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// First byte isn't 0x80 - might be encrypted
|
|
if (!EncryptionManager.Enabled)
|
|
{
|
|
LogInfo("Possible encrypted client detected, disconnecting...");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Need 62 bytes for login packet to attempt decryption
|
|
if (length < 62)
|
|
{
|
|
_parserState = ParserState.AwaitingPartialPacket;
|
|
break;
|
|
}
|
|
|
|
// Try to detect and decrypt encrypted login
|
|
if (!this.DetectLoginEncryption(buffer[..62], out var loginEncryption))
|
|
{
|
|
LogInfo("Encrypted client detection failed, disconnecting...");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Decryption succeeded - set up encryption and process
|
|
if (loginEncryption != null)
|
|
{
|
|
_encryption = loginEncryption;
|
|
|
|
// Decrypt the buffer in place for processing
|
|
loginEncryption.ClientDecrypt(buffer[..62]);
|
|
}
|
|
|
|
// Now process as normal (first byte should now be 0x80)
|
|
packetReader = new SpanReader(buffer);
|
|
packetId = packetReader.ReadByte();
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_AwaitingServerSelect;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.LoginServer_AwaitingServerSelect:
|
|
{
|
|
if (packetId != 0xA0)
|
|
{
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.LoginServer_ServerSelectAck;
|
|
Disconnect(string.Empty);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.LoginServer_ServerSelectAck:
|
|
{
|
|
#if STRICT_UO_PROTOCOL
|
|
HandleError(packetId, packetLength);
|
|
#else
|
|
// Reset the state because CUO/Orion do not reconnect
|
|
_parserState = ParserState.AwaitingNextPacket;
|
|
_protocolState = ProtocolState.AwaitingSeed;
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
case ProtocolState.GameServer_AwaitingGameServerLogin:
|
|
{
|
|
// Some clients send 0x80 on game server connection
|
|
if (packetId == 0x80 || length == 62)
|
|
{
|
|
goto case ProtocolState.LoginServer_AwaitingLogin;
|
|
}
|
|
|
|
// Check for unencrypted game login packet
|
|
if (packetId == 0x91)
|
|
{
|
|
// Unencrypted - check if allowed
|
|
if (EncryptionManager.Enabled && !EncryptionManager.Mode.HasFlag(EncryptionMode.Unencrypted))
|
|
{
|
|
LogInfo("Unencrypted game client rejected by encryption policy.");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.GameServer_LoggedIn;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// First byte isn't 0x91 - might be encrypted
|
|
if (!EncryptionManager.Enabled)
|
|
{
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Need 65 bytes for game login packet to attempt decryption
|
|
if (length < 65)
|
|
{
|
|
_parserState = ParserState.AwaitingPartialPacket;
|
|
break;
|
|
}
|
|
|
|
// Try to detect and decrypt encrypted game login
|
|
if (!this.DetectGameEncryption(buffer[..65], out var gameEncryption))
|
|
{
|
|
LogInfo("Encrypted game client detection failed, disconnecting...");
|
|
HandleError(packetId, packetLength);
|
|
return;
|
|
}
|
|
|
|
// Decryption succeeded - set up encryption and process
|
|
if (gameEncryption != null)
|
|
{
|
|
_encryption = gameEncryption;
|
|
|
|
// Decrypt the buffer in place for processing
|
|
gameEncryption.ClientDecrypt(buffer[..65]);
|
|
}
|
|
|
|
// Now process as normal (first byte should now be 0x91)
|
|
packetReader = new SpanReader(buffer);
|
|
packetId = packetReader.ReadByte();
|
|
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
if (_parserState == ParserState.AwaitingNextPacket)
|
|
{
|
|
_protocolState = ProtocolState.GameServer_LoggedIn;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ProtocolState.GameServer_LoggedIn:
|
|
{
|
|
_parserState = ParserState.ProcessingPacket;
|
|
_parserState = HandlePacket(packetReader, packetId, out packetLength);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_parserState is ParserState.AwaitingNextPacket)
|
|
{
|
|
_socket.RecvBuffer.CommitRead(packetLength);
|
|
}
|
|
else if (_parserState is ParserState.Throttled)
|
|
{
|
|
if (!throttled)
|
|
{
|
|
_throttled.Enqueue(this);
|
|
}
|
|
else
|
|
{
|
|
_throttledPending.Enqueue(this);
|
|
}
|
|
|
|
break;
|
|
}
|
|
else if (_parserState is ParserState.AwaitingPartialPacket)
|
|
{
|
|
break;
|
|
}
|
|
else if (_parserState is ParserState.Error)
|
|
{
|
|
HandleError(packetId, packetLength);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
#if DEBUG
|
|
Console.WriteLine(ex);
|
|
#endif
|
|
TraceException(ex);
|
|
Disconnect("Exception during HandleReceive");
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void HandleError(byte packetId, int packetLength)
|
|
{
|
|
var msg =
|
|
$"{this} entered bad state on packet 0x{packetId:X2} with length {packetLength} while in protocol state {_protocolState} and parser state {_parserState}";
|
|
Disconnect(msg);
|
|
_parserState = ParserState.Error;
|
|
_protocolState = ProtocolState.Error;
|
|
}
|
|
|
|
/*
|
|
* length is the total buffer length. We might be able to use packetReader.Capacity() instead.
|
|
* packetLength is the length of the packet that this function actually found.
|
|
*/
|
|
private unsafe ParserState HandlePacket(SpanReader packetReader, byte packetId, out int packetLength)
|
|
{
|
|
var handler = IncomingPackets.GetHandler(packetId);
|
|
var length = packetReader.Length;
|
|
|
|
if (handler == null)
|
|
{
|
|
LogInfo($"Received unknown packet 0x{packetId:X2} while in state {_protocolState}");
|
|
packetLength = 1;
|
|
return ParserState.Error;
|
|
}
|
|
|
|
packetLength = handler.GetLength(this);
|
|
if (packetLength <= 0)
|
|
{
|
|
// Variable length packet. See if we have pulled in the length.
|
|
if (length < 3)
|
|
{
|
|
return ParserState.AwaitingPartialPacket;
|
|
}
|
|
|
|
packetLength = packetReader.ReadUInt16();
|
|
if (packetLength < 3)
|
|
{
|
|
return ParserState.Error;
|
|
}
|
|
}
|
|
|
|
// Not enough data, let's wait for more to come in
|
|
if (length < packetLength)
|
|
{
|
|
return ParserState.AwaitingPartialPacket;
|
|
}
|
|
|
|
if (handler.InGameOnly)
|
|
{
|
|
if (Mobile == null)
|
|
{
|
|
LogInfo($"Received packet 0x{packetId:X2} before having been attached to a mobile.");
|
|
return ParserState.Error;
|
|
}
|
|
|
|
if (Mobile.Deleted)
|
|
{
|
|
LogInfo($"Received packet 0x{packetId:X2} after having been attached to a deleted mobile.");
|
|
return ParserState.Error;
|
|
}
|
|
}
|
|
|
|
if (handler.OutOfGameOnly && Mobile?.Deleted == false)
|
|
{
|
|
LogInfo($"Received packet 0x{packetId:X2} after having been attached to a mobile.");
|
|
return ParserState.Error;
|
|
}
|
|
|
|
var throttler = handler.ThrottleCallback;
|
|
if (throttler != null)
|
|
{
|
|
if (throttler(packetId, this))
|
|
{
|
|
return ParserState.Throttled;
|
|
}
|
|
|
|
SetPacketTime(packetId);
|
|
}
|
|
|
|
UpdatePacketCount(packetId);
|
|
|
|
if (PacketLogging)
|
|
{
|
|
LogPacket(packetReader.Buffer[..packetLength], true);
|
|
}
|
|
|
|
// Make a new SpanReader that is limited to the length of the packet.
|
|
// This allows us to use reader.Remaining for VendorBuyReply packet
|
|
var start = packetReader.Position;
|
|
var remainingLength = packetLength - packetReader.Position;
|
|
|
|
handler.OnReceive(this, new SpanReader(packetReader.Buffer.Slice(start, remainingLength)));
|
|
|
|
return ParserState.AwaitingNextPacket;
|
|
}
|
|
|
|
public void CheckAlive(long curTicks)
|
|
{
|
|
if (_socket == null || NextActivityCheck - curTicks >= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_socket.DisconnectPending)
|
|
{
|
|
LogInfo("Force disconnecting stuck socket...");
|
|
_socketManager.DisconnectImmediate(_socket);
|
|
}
|
|
else
|
|
{
|
|
// Authenticated pre-game clients (login screens): send keep-alive instead of disconnecting.
|
|
// The 0xBD ClientVersionRequest resets NextActivityCheck via DataSent.
|
|
if (_account != null && Mobile == null)
|
|
{
|
|
this.SendClientVersionRequest();
|
|
return;
|
|
}
|
|
|
|
LogInfo("Disconnecting due to inactivity...");
|
|
Disconnect("Disconnecting due to inactivity.");
|
|
}
|
|
}
|
|
|
|
public void Trace(ReadOnlySpan<byte> buffer)
|
|
{
|
|
// We don't have data, so nothing to trace
|
|
if (buffer.Length == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
using var sw = new StreamWriter("unhandled-packets.log", true);
|
|
sw.WriteLine("Client: {0}: Unhandled packet 0x{1:X2}", this, buffer[0]);
|
|
sw.FormatBuffer(buffer);
|
|
sw.WriteLine();
|
|
sw.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
public static void TraceException(Exception ex)
|
|
{
|
|
try
|
|
{
|
|
using var op = new StreamWriter("network-errors.log", true);
|
|
op.WriteLine("# {0}", Core.Now);
|
|
|
|
op.WriteLine(ex);
|
|
|
|
op.WriteLine();
|
|
op.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
|
|
Console.WriteLine(ex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests a graceful disconnect. The disconnect is queued and processed after the flush
|
|
/// queue in Slice(), ensuring Send() calls made in the same tick are processed first.
|
|
/// </summary>
|
|
public void Disconnect(string reason)
|
|
{
|
|
if (!_running || _socket == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_disconnectReason = reason;
|
|
|
|
if (!_disconnectQueued)
|
|
{
|
|
_disconnectQueued = true;
|
|
_pendingDisconnects.Enqueue(this);
|
|
}
|
|
}
|
|
|
|
public static void TraceDisconnect(string reason, string ip)
|
|
{
|
|
if (string.IsNullOrWhiteSpace(reason))
|
|
{
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
using var op = new StreamWriter("network-disconnects.log", true);
|
|
op.WriteLine($"# {Core.Now}");
|
|
|
|
op.WriteLine($"NetState: {ip}");
|
|
op.WriteLine(reason);
|
|
|
|
op.WriteLine();
|
|
op.WriteLine();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
TraceException(ex);
|
|
}
|
|
}
|
|
|
|
private void DisposeInternal() => Dispose();
|
|
|
|
// Do not run this directly. Use Disconnect instead.
|
|
// This is available for testing cleanup only.
|
|
[Obsolete("Use Disconnect instead")]
|
|
public void Dispose()
|
|
{
|
|
var wasRunning = _running;
|
|
_running = false;
|
|
// It's possible we could queue for dispose multiple times
|
|
if (_socket == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TraceDisconnect(_disconnectReason, _toString);
|
|
|
|
// If still running, force immediate disconnect
|
|
if (wasRunning)
|
|
{
|
|
_socketManager?.DisconnectImmediate(_socket);
|
|
}
|
|
|
|
var m = Mobile;
|
|
if (m?.NetState == this)
|
|
{
|
|
m.NetState = null;
|
|
}
|
|
|
|
_instances.Remove(this);
|
|
|
|
// Clear the NetState slot
|
|
var slotId = _socket.Id;
|
|
if (slotId >= 0 && slotId < _netStates.Length && _netStates[slotId] == this)
|
|
{
|
|
_netStates[slotId] = null;
|
|
}
|
|
|
|
// Note: RingSocketManager handles cleanup of ring resources (unregister, close, buffer release)
|
|
// when it processes the disconnect event. We just clear our reference.
|
|
_socket = null;
|
|
|
|
Mobile = null;
|
|
|
|
var a = Account;
|
|
|
|
Menus.Clear();
|
|
HuePickers.Clear();
|
|
Account = null;
|
|
ServerInfo = null;
|
|
CityInfo = null;
|
|
|
|
var count = _instances.Count;
|
|
|
|
LogInfo(a != null ? $"Disconnected. [{count} Online] [{a}]" : $"Disconnected. [{count} Online]");
|
|
}
|
|
}
|