fix: Cleans up potential memory leak in monster abilities. (#2185)

This commit is contained in:
Kamron Batman 2025-05-15 19:42:54 -07:00 • committed by GitHub
parent f2526c82f3
commit 91b2912ee4
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
4 changed files with 52 additions and 33 deletions

View file

@ -1,12 +1,13 @@
using System;
using System.Collections.Generic;
using ModernUO.CodeGeneratedEvents;
namespace Server.Mobiles;
/// <summary>
/// Abstract class used to build singletons for managing a specific monster ability.
/// </summary>
public abstract partial class MonsterAbility
public abstract class MonsterAbility
{
private Dictionary<BaseCreature, long> _nextTriggerTicks;
@ -18,39 +19,34 @@ public abstract partial class MonsterAbility
public virtual TimeSpan MinTriggerCooldown => TimeSpan.Zero;
public virtual TimeSpan MaxTriggerCooldown => TimeSpan.Zero;
public bool WillTrigger(MonsterAbilityTrigger trigger) => (AbilityTrigger & trigger) != 0;
/// <summary>
/// Returns true if ability is not on cooldown, and the chance to trigger succeeds.
/// </summary>
/// <returns>Boolean indicating the ability can trigger.</returns>
public virtual bool CanTrigger(BaseCreature source, MonsterAbilityTrigger trigger)
{
if (source is not { Alive: true, Deleted: false })
if ((AbilityTrigger & trigger) == 0 || source is not { Alive: true, Deleted: false })
{
return false;
}
if (_nextTriggerTicks?.TryGetValue(source, out var nextTrigger) == true && nextTrigger - Core.TickCount > 0)
if (_nextTriggerTicks?.TryGetValue(source, out var nextTrigger) == true)
{
return false;
if (nextTrigger - Core.TickCount > 0)
{
return false;
}
_nextTriggerTicks.Remove(source);
if (_nextTriggerTicks.Count == 0)
{
_nextTriggerTicks = null;
}
}
var c = ChanceToTrigger;
if (c >= 1)
{
return true;
}
if (c <= 0)
{
return false;
}
var rnd = Utility.RandomDouble();
return c > rnd;
return c >= 1 || c > 0 && c > Utility.RandomDouble();
}
/// <summary>
@ -99,7 +95,23 @@ public abstract partial class MonsterAbility
{
}
public virtual void Move(BaseCreature creature, Direction d)
public virtual void Move(BaseCreature source, Direction d)
{
}
[OnEvent(nameof(BaseCreature.CreatureDeathEvent))]
[OnEvent(nameof(BaseCreature.CreatureDeletedEvent))]
public static void InvalidateNextAbilityTriggers(BaseCreature source)
{
var abilities = source.GetMonsterAbilities();
if (abilities == null || abilities.Length == 0)
{
return;
}
for (var i = 0; i < abilities.Length; i++)
{
abilities[i]._nextTriggerTicks?.Remove(source);
}
}
}