fix: Items dropped on the ground never decay (#2536)

## Problem

Items dropped on the ground never decay. Corpses do, which makes the breakage look selective — but corpses are unaffected only because `Corpse.BeginDecay` runs its own `InternalTimer` and never touches `DecayScheduler`. Ordinary items are the only things that depend on the scheduler.

## Root cause

`Item.MoveToWorld` called `SetLastMoved()` — which triggers `UpdateDecayRegistration()` — at the *top* of the method, before detaching the item from its parent and before assigning the new map. `CanDecay()` reads `Decays`, `Parent`, **and** `Map`, so registration was evaluated against the item's *pre-move* state.

Because the `Item` constructor sets `m_Map = Map.Internal`, and `Mobile.Lift` calls `item.Internalize()` to put an item on the cursor, registration was consistently one step behind:

| State | Tracked for decay? | |
|---|---|---|
| Item on the ground | **No** | never decays |
| Item held on the cursor | **Yes** | backwards |

Nothing corrected it afterwards: the later `m_Map = map` assigns the field directly, bypassing the `Map` property setter, and that setter does not refresh registration either. With no parent, `RemoveItem` (which *does* re-register) never runs.

World load masked this — `ItemPersistence.PostDeserialize` re-registers every item against its final state, so decay appears to work for items that survive a restart. Only freshly dropped items are affected.

**Fix:** stamp `LastMoved` up front so decay math stays correct, then call `UpdateDecayRegistration()` once the parent, map, and location are final.

## Audit of the rest of the call sites

All 16 `SetLastMoved()` call sites were reviewed. `SetLastMoved()` must keep refreshing registration — `LastMoved` feeds `ScheduledDecayTime` and therefore which bucket an item belongs in — but it may only run once parent/map are final. The vendor, house, lift and drop sites already satisfy that. The rest of this PR fixes the ones that did not, plus what the audit turned up:

- **`Item.Deserialize`** stamped via `SetLastMoved()` before the version data was read, registering against an unread `Map`/`Parent`. Safe only by accident (the `Item(Serial)` ctor leaves flags at 0, so `Decays` is false), and it cost an unregister per item per world load. Now stamps only; `PostDeserialize` does the registration.
- **`Item` constructor** registered then immediately unregistered every item — the `Movable` setter saw `m_Map` still null, so `CanDecay()` was true. Also removes a `Configure`-order landmine: constructing an `Item` before `DecayScheduler.Configure()` would have thrown in `Shared.Start()`.
- **`Container.Destroy`** stamped `LastMoved` immediately before `MoveToWorld`, which now stamps it itself.
- **`Unregister` was documented O(1)** but scanned twelve buckets and did a linear `PriorityQueue.Remove`, on every construction, deserialize and move. Items now record where they are tracked in `Item.DecaySlot` (1 byte), so untracked items — the common case — leave in O(1).
- **A refused decay silently dropped the item.** `ProcessActiveQueue` deleted on `OnDecay() == true` but did nothing when a region refused, leaving the item dequeued, untracked and on the ground forever. It now restarts the decay clock; re-registering as-is would spin, since `ScheduledDecayTime` is already past.

## Two content bugs of the same class

The decay system replaced a polling sweep. Under polling, a `Decays`/`DecayTime` override could read live state every pass. Under a registration model it cannot — the scheduler drops items that stop being eligible, but nothing enrols one that becomes eligible while untracked.

- **`TreasureChestLevel1-4`** overrode `DecayTime` as `Utility.Random(15, 60)` — a fresh roll on every read. `ScheduledDecayTime` is read repeatedly (to bucket, to re-bucket on rotation, to test whether due), so those reads disagreed: the chest re-bucketed every tick and decayed early instead of after its intended interval. Now rolled once per chest. Distribution unchanged — `Utility.Random(from, count)` is RunUO's `from + Next(count)`, so this is 15–74 minutes, as before.
- **`StrongBox`** overrode `Decays` with a live check on `_house`, `_owner.Deleted` and `IsCoOwner`. Nothing notifies the box when any of those change, so it was never enrolled and the override never decayed anything — and it could not have: `HouseRegion.OnDecay` refuses a secured item inside a standing house, and the box is in `Secures`. Decay was never the mechanism here.
  - A strongbox is only ever its owner's. Without a house, or without an owner still co-owning that house, it would be a free container anyone could loot, so `Validate()` destroys it. The old check missed exactly those two cases — it required a non-null owner and treated a null house as valid. A deleted owner deserializes back as null, which `IsCoOwner` rejects. The now meaningless `Decays`/`DecayTime` overrides and an unhelpful `Console.WriteLine` are gone.

`DecayScheduler` now documents both constraints.

## Tests

`DecayRegistrationTests` (Server) covers world placement, lift/drop, container round-trip, cursor-held (must *not* track), `Container.Destroy` spill, `DecaySlot`/structure agreement, refused decay, and a full decay lifecycle driven through the scheduler. `TreasureChestDecayTests` (UOContent) locks `DecayTime`/`ScheduledDecayTime` stability across all four chest levels.

To make the lifecycle testable deterministically, `DecayScheduler` gains `internal` members (visible only via existing `InternalsVisibleTo`): `IsRegistered()`, `ProcessTick(now)` — extracted from `OnTick()` with no behaviour change — and `ResetForTests()`.

Red/green verified. Without the `MoveToWorld` fix, 5 of 6 of the original tests fail, including `ItemOnGround_ActuallyDecaysAfterDecayTime`, which shows a ground item never decays even after a full simulated hour. Without the chest fix, 8 of 8 chest tests fail. Without the refused-decay fix, that test fails.

Server.Tests 737/737 and UOContent.Tests 509/509 pass.
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10 changed files with 453 additions and 40 deletions

View file

@ -0,0 +1,232 @@
using System;
using Server.Items;
using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class DecayRegistrationTests
{
// The wheel is static and these tests move the clock, so start each from a known schedule.
public DecayRegistrationTests() => DecayScheduler.ResetForTests();
// Stands in for a region that refuses decay, e.g. HouseRegion over a locked down item.
private class RefusesDecayItem : Item
{
public RefusesDecayItem() : base(0x1234)
{
}
public override bool OnDecay() => false;
}
// The item is already dequeued, so a refusal that does not reschedule strands it forever.
[Fact]
public void ItemWhoseDecayIsRefused_StaysTrackedAndSurvives()
{
var start = Core._now;
try
{
var item = new RefusesDecayItem();
item.MoveToWorld(new Point3D(106, 100, 0), Map.Felucca);
AdvanceDecay(start, item.DecayTime + TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "A refused decay must not delete the item.");
Assert.True(
DecayScheduler.IsRegistered(item),
"A refused decay must leave the item tracked so it is retried."
);
item.Delete();
}
finally
{
Core._now = start;
}
}
// Drives the scheduler and the game clock without depending on the shared timer wheel.
private static void AdvanceDecay(DateTime start, TimeSpan duration, Item item)
{
var deadline = start + duration;
for (var now = start; now <= deadline && !item.Deleted; now += TimeSpan.FromMilliseconds(256))
{
Core._now = now;
DecayScheduler.ProcessTick(now);
}
}
[Fact]
public void ItemOnGround_ActuallyDecaysAfterDecayTime()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
Assert.True(DecayScheduler.IsRegistered(item));
AdvanceDecay(start, item.DecayTime + TimeSpan.FromMinutes(2), item);
Assert.True(item.Deleted, "Item on the ground must decay once DecayTime elapses.");
}
finally
{
Core._now = start;
}
}
[Fact]
public void ItemOnGround_DoesNotDecayBeforeDecayTime()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(102, 100, 0), Map.Felucca);
AdvanceDecay(start, item.DecayTime - TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "Item must not decay before DecayTime elapses.");
item.Delete();
}
finally
{
Core._now = start;
}
}
[Fact]
public void ItemPlacedInWorld_IsRegisteredForDecay()
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
Assert.True(item.CanDecay());
Assert.True(DecayScheduler.IsRegistered(item), "Item on the ground must be tracked for decay.");
item.Delete();
}
// The real client path: Mobile.Lift internalizes, then Mobile.Drop calls MoveToWorld.
[Fact]
public void ItemLiftedThenDroppedToGround_IsRegisteredForDecay()
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
// Player lifts the item to the cursor.
item.Internalize();
Assert.Equal(Map.Internal, item.Map);
// Player drops it back onto the ground.
item.MoveToWorld(new Point3D(101, 100, 0), Map.Felucca);
Assert.True(item.CanDecay());
Assert.True(
DecayScheduler.IsRegistered(item),
"Item dropped to the ground after being lifted must be tracked for decay."
);
item.Delete();
}
// Held on the cursor means Map.Internal, which must not be tracked.
[Fact]
public void ItemLiftedToCursor_IsNotRegisteredForDecay()
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
item.Internalize();
Assert.False(item.CanDecay());
Assert.False(DecayScheduler.IsRegistered(item), "Item held on the cursor must not be tracked for decay.");
item.Delete();
}
// A new item is on Map.Internal, so construction must not touch the scheduler.
[Fact]
public void NewItem_IsNotTracked()
{
var item = new Item(0x1234);
Assert.Equal(DecayScheduler.SlotNone, item.DecaySlot);
Assert.False(DecayScheduler.IsRegistered(item), "A newly constructed item must not be tracked.");
item.Delete();
}
// Unregister() trusts DecaySlot; IsRegistered() scans the structures. Assert both to catch drift.
[Fact]
public void DecaySlot_AgreesWithStructures_AcrossLifecycle()
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(103, 100, 0), Map.Felucca);
Assert.NotEqual(DecayScheduler.SlotNone, item.DecaySlot);
Assert.True(DecayScheduler.IsRegistered(item));
// Lifted to the cursor: untracked, and no stale slot left behind.
item.Internalize();
Assert.Equal(DecayScheduler.SlotNone, item.DecaySlot);
Assert.False(DecayScheduler.IsRegistered(item));
// Back to the ground: tracked again.
item.MoveToWorld(new Point3D(104, 100, 0), Map.Felucca);
Assert.NotEqual(DecayScheduler.SlotNone, item.DecaySlot);
Assert.True(DecayScheduler.IsRegistered(item));
item.Delete();
Assert.False(DecayScheduler.IsRegistered(item), "A deleted item must leave no trace in the scheduler.");
}
// Contents spilled onto the ground must start decaying.
[Fact]
public void ContainerDestroy_ContentsDroppedToGroundAreTracked()
{
var pack = new Container(0xE75);
pack.MoveToWorld(new Point3D(105, 100, 0), Map.Felucca);
var item = new Item(0x1234);
pack.AddItem(item);
Assert.False(DecayScheduler.IsRegistered(item));
pack.Destroy();
Assert.True(item.CanDecay());
Assert.True(DecayScheduler.IsRegistered(item), "Contents spilled by Container.Destroy must be tracked.");
item.Delete();
}
// Dropping into a container must untrack; taking it back out to the ground must re-track.
[Fact]
public void ItemMovedIntoContainerThenBackToGround_IsRegisteredForDecay()
{
var pack = new Container(0xE75);
pack.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
var item = new Item(0x1234);
pack.AddItem(item);
Assert.False(DecayScheduler.IsRegistered(item), "Item inside a container must not be tracked for decay.");
item.Internalize();
item.MoveToWorld(new Point3D(101, 100, 0), Map.Felucca);
Assert.True(item.CanDecay());
Assert.True(DecayScheduler.IsRegistered(item), "Item taken out of a container must be tracked for decay.");
item.Delete();
pack.Delete();
}
}

View file

@ -437,9 +437,7 @@ public partial class Container : Item
for (var i = items.Count - 1; i >= 0; --i)
{
var item = items[i];
item.SetLastMoved();
item.MoveToWorld(loc, map);
items[i].MoveToWorld(loc, map);
}
Delete();

View file

@ -22,9 +22,24 @@ namespace Server.Items;
/// Timer wheel-based decay scheduler with O(1) registration/unregistration.
/// Uses coarse-grained HashSet buckets for time intervals, with a PriorityQueue
/// for fine-grained processing of items due within the current window.
/// <para>
/// An item that becomes decay eligible must be passed to <see cref="Item.UpdateDecayRegistration" />
/// once its parent, map and location are final. The scheduler drops items that stop being eligible,
/// but nothing enrolls one that becomes eligible while untracked.
/// </para>
/// <para>
/// <see cref="Item.Decays" /> and <see cref="Item.DecayTime" /> overrides must be stable rather than
/// recomputed per read: <see cref="Item.ScheduledDecayTime" /> is read repeatedly, and a value that
/// changes between reads re-buckets the item every tick and decays it at the wrong time.
/// </para>
/// </summary>
public class DecayScheduler : Timer
{
// Item.DecaySlot values; any non-negative value is a bucket index.
internal const sbyte SlotNone = -1;
internal const sbyte SlotOverflow = -2;
internal const sbyte SlotActive = -3;
private const int BucketCount = 12;
private static int _maxItemsPerTick;
private static TimeSpan _tickInterval;
@ -74,6 +89,65 @@ public class DecayScheduler : Timer
{
}
/// <summary>
/// Test hook: drops all tracked items and re-bases the rotation schedule on
/// <see cref="Core.Now" />, so deadlines left by a test that moved the clock do not suppress
/// rotations in the next one.
/// </summary>
internal static void ResetForTests()
{
Shared?.Stop();
_activeQueue.Clear();
_overflowBucket.Clear();
for (var i = 0; i < BucketCount; i++)
{
_buckets[i].Clear();
}
_currentBucketIndex = 0;
var now = Core.Now;
_nextBucketRotation = now + _bucketInterval;
_nextOverflowCheck = now + _totalBucketSpan;
}
/// <summary>
/// Diagnostics: true if the item is currently tracked in any bucket, the overflow
/// bucket, or the active queue.
/// </summary>
internal static bool IsRegistered(Item item)
{
if (item == null)
{
return false;
}
if (_overflowBucket.Contains(item))
{
return true;
}
for (var i = 0; i < BucketCount; i++)
{
if (_buckets[i].Contains(item))
{
return true;
}
}
foreach (var (queued, _) in _activeQueue.UnorderedItems)
{
if (queued == item)
{
return true;
}
}
return false;
}
/// <summary>
/// Checks if all decay tracking structures are empty.
/// </summary>
@ -115,11 +189,13 @@ public class DecayScheduler : Timer
if (timeUntilDecay <= _bucketInterval)
{
_activeQueue.Enqueue(item, decayTime);
item.DecaySlot = SlotActive;
}
// If beyond the total bucket span, add to overflow bucket
else if (timeUntilDecay > _totalBucketSpan)
{
_overflowBucket.Add(item);
item.DecaySlot = SlotOverflow;
}
else
{
@ -127,6 +203,7 @@ public class DecayScheduler : Timer
var bucketOffset = GetBucketOffset(timeUntilDecay);
var absoluteIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
_buckets[absoluteIndex].Add(item);
item.DecaySlot = (sbyte)absoluteIndex;
}
}
@ -135,28 +212,27 @@ public class DecayScheduler : Timer
/// </summary>
public static void Unregister(Item item)
{
if (item?.Deleted != false)
if (item == null || item.DecaySlot == SlotNone)
{
return;
}
// Check overflow bucket first
if (_overflowBucket.Remove(item))
{
return;
}
var slot = item.DecaySlot;
item.DecaySlot = SlotNone;
// Check regular buckets
for (var i = 0; i < BucketCount; i++)
if (slot == SlotOverflow)
{
if (_buckets[i].Remove(item))
_overflowBucket.Remove(item);
}
else if (slot == SlotActive)
{
return;
}
}
_activeQueue.Remove(item, out _, out _);
}
else
{
_buckets[slot].Remove(item);
}
}
/// <summary>
/// Gets the bucket offset for an item based on time until decay.
@ -171,10 +247,11 @@ public class DecayScheduler : Timer
return Math.Clamp(bucketOffset, 0, BucketCount - 1);
}
protected override void OnTick()
/// <summary>
/// Advances the wheel for <paramref name="now" />. Returns true when nothing is left to track.
/// </summary>
internal static bool ProcessTick(DateTime now)
{
var now = Core.Now;
// Process items from active queue first (smaller queue = faster log(n) operations)
ProcessActiveQueue(now);
@ -190,8 +267,13 @@ public class DecayScheduler : Timer
ProcessOverflow(now);
}
return IsEmpty();
}
protected override void OnTick()
{
// Stop timer if nothing left to track
if (IsEmpty())
if (ProcessTick(Core.Now))
{
Stop();
return;
@ -220,7 +302,8 @@ public class DecayScheduler : Timer
{
if (item.Deleted || !item.CanDecay())
{
continue; // Lazy cleanup - item was picked up or deleted
item.DecaySlot = SlotNone; // Lazy cleanup - item was picked up or deleted
continue;
}
var decayTime = item.ScheduledDecayTime;
@ -233,6 +316,7 @@ public class DecayScheduler : Timer
{
// Extended beyond total span - move to overflow
_overflowBucket.Add(item);
item.DecaySlot = SlotOverflow;
}
else
{
@ -243,11 +327,13 @@ public class DecayScheduler : Timer
if (actualIndex != _currentBucketIndex)
{
_buckets[actualIndex].Add(item);
item.DecaySlot = (sbyte)actualIndex;
}
else
{
// Still maps to current bucket - add to active queue
_activeQueue.Enqueue(item, decayTime);
item.DecaySlot = SlotActive;
}
}
continue;
@ -255,6 +341,7 @@ public class DecayScheduler : Timer
// Due within next window - add to active queue
_activeQueue.Enqueue(item, decayTime);
item.DecaySlot = SlotActive;
}
// Clear the processed bucket
@ -276,10 +363,12 @@ public class DecayScheduler : Timer
{
if (item.Deleted || !item.CanDecay())
{
item.DecaySlot = SlotNone;
return true; // Remove invalid items
}
var timeUntilDecay = item.ScheduledDecayTime - now;
var decayTime = item.ScheduledDecayTime;
var timeUntilDecay = decayTime - now;
if (timeUntilDecay > _totalBucketSpan)
{
@ -289,13 +378,15 @@ public class DecayScheduler : Timer
// Now within regular bucket range - move to appropriate bucket
if (timeUntilDecay <= _bucketInterval)
{
_activeQueue.Enqueue(item, item.ScheduledDecayTime);
_activeQueue.Enqueue(item, decayTime);
item.DecaySlot = SlotActive;
}
else
{
var bucketOffset = GetBucketOffset(timeUntilDecay);
var actualIndex = (_currentBucketIndex + bucketOffset) % BucketCount;
_buckets[actualIndex].Add(item);
item.DecaySlot = (sbyte)actualIndex;
}
return true; // Remove from overflow
@ -319,6 +410,7 @@ public class DecayScheduler : Timer
processed++;
_activeQueue.Dequeue();
item.DecaySlot = SlotNone;
if (item.Deleted || !item.CanDecay())
{
@ -333,6 +425,12 @@ public class DecayScheduler : Timer
{
item.Delete();
}
else
{
// Refused by the region. Restart the clock rather than dropping the item, which has
// already left the queue; re-registering as-is would spin on a due time in the past.
item.SetLastMoved();
}
}
}
}

View file

@ -208,6 +208,10 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
private ItemDelta m_DeltaFlags;
private Direction m_Direction;
private ImplFlag m_Flags;
// Where DecayScheduler tracks this item. Not serialized; PostDeserialize re-registers.
internal sbyte DecaySlot = DecayScheduler.SlotNone;
private int m_Hue;
private int m_ItemID;
private Layer m_Layer;
@ -225,12 +229,12 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
m_ItemID = itemID;
Serial = World.NewItem;
Visible = true;
Movable = true;
// Assigned directly: the Visible/Movable setters and SetLastMoved() would register the item
// for decay while m_Map is still null, then unregister it once it is Map.Internal.
m_Flags = ImplFlag.Visible | ImplFlag.Movable;
Amount = 1;
m_Map = Map.Internal;
SetLastMoved();
LastMoved = Core.Now;
World.AddEntity(this);
}
@ -1107,7 +1111,9 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
var oldLocation = GetWorldLocation();
var oldRealLocation = m_Location;
SetLastMoved();
// Register at the end instead: CanDecay() reads parent, map and location, none of which
// are final yet.
LastMoved = Core.Now;
if (Parent is Mobile mobile)
{
@ -1242,6 +1248,8 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
Map = map;
Location = location;
}
UpdateDecayRegistration();
}
/// <summary>
@ -2601,7 +2609,9 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
{
var version = reader.ReadInt();
SetLastMoved();
// Default for versions without a saved value. Stamp only: map and parent are still unread,
// and PostDeserialize registers every item once its state is final.
LastMoved = Core.Now;
switch (version)
{

View file

@ -0,0 +1,65 @@
using System;
using Server;
using Server.Items;
using Server.Tests;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class TreasureChestDecayTests
{
public static TheoryData<Type> ChestTypes =>
[
typeof(TreasureChestLevel1),
typeof(TreasureChestLevel2),
typeof(TreasureChestLevel3),
typeof(TreasureChestLevel4)
];
// DecayScheduler reads ScheduledDecayTime repeatedly and needs the reads to agree, so the
// random interval must be rolled once per chest rather than per read.
[Theory]
[MemberData(nameof(ChestTypes))]
public void DecayTimeIsStableAcrossReads(Type chestType)
{
var chest = chestType.CreateInstance<LockableContainer>();
try
{
var expected = chest.DecayTime;
for (var i = 0; i < 100; i++)
{
Assert.Equal(expected, chest.DecayTime);
}
}
finally
{
chest.Delete();
}
}
[Theory]
[MemberData(nameof(ChestTypes))]
public void ScheduledDecayTimeIsStableAcrossReads(Type chestType)
{
var chest = chestType.CreateInstance<LockableContainer>();
try
{
chest.MoveToWorld(new Point3D(150, 150, 0), Map.Felucca);
var expected = chest.ScheduledDecayTime;
for (var i = 0; i < 100; i++)
{
Assert.Equal(expected, chest.ScheduledDecayTime);
}
}
finally
{
chest.Delete();
}
}
}

View file

@ -32,10 +32,6 @@ public partial class StrongBox : BaseContainer, IChoppable
public override int DefaultMaxWeight => 0;
public override bool Decays => _house == null || _owner?.Deleted != false || !_house.IsCoOwner(_owner);
public override TimeSpan DecayTime => TimeSpan.FromMinutes(30.0);
public void OnChop(Mobile from)
{
if (_house?.Deleted != false || _owner?.Deleted != false || from == _owner || _house.IsOwner(from))
@ -50,11 +46,13 @@ public partial class StrongBox : BaseContainer, IChoppable
Timer.StartTimer(TimeSpan.FromSeconds(1.0), Validate);
}
// A strongbox is only ever its owner's. Without a house, or without an owner still co-owning
// that house, it would be a free container anyone could loot, so it goes away instead. A deleted
// owner deserializes back as null, which IsCoOwner rejects.
private void Validate()
{
if (_owner != null && _house?.IsCoOwner(_owner) == false)
if (_house?.IsCoOwner(_owner) != true)
{
Console.WriteLine("Warning: Destroying strongbox of {0}", _owner.Name);
Destroy();
}
}

View file

@ -72,7 +72,10 @@ public partial class TreasureChestLevel1 : LockableContainer
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
// Rolled once: DecayScheduler reads ScheduledDecayTime repeatedly and needs a stable value.
private readonly TimeSpan _decayTime = TimeSpan.FromMinutes(Utility.Random(15, 60));
public override TimeSpan DecayTime => _decayTime;
public override int DefaultGumpID => 0x44;

View file

@ -69,7 +69,10 @@ public partial class TreasureChestLevel2 : LockableContainer
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
// Rolled once: DecayScheduler reads ScheduledDecayTime repeatedly and needs a stable value.
private readonly TimeSpan _decayTime = TimeSpan.FromMinutes(Utility.Random(15, 60));
public override TimeSpan DecayTime => _decayTime;
public override int DefaultGumpID => 0x42;

View file

@ -114,7 +114,10 @@ public partial class TreasureChestLevel3 : LockableContainer
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
// Rolled once: DecayScheduler reads ScheduledDecayTime repeatedly and needs a stable value.
private readonly TimeSpan _decayTime = TimeSpan.FromMinutes(Utility.Random(15, 60));
public override TimeSpan DecayTime => _decayTime;
public override int DefaultGumpID => 0x42;

View file

@ -117,7 +117,10 @@ public partial class TreasureChestLevel4 : LockableContainer
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
// Rolled once: DecayScheduler reads ScheduledDecayTime repeatedly and needs a stable value.
private readonly TimeSpan _decayTime = TimeSpan.FromMinutes(Utility.Random(15, 60));
public override TimeSpan DecayTime => _decayTime;
public override int DefaultGumpID => 0x42;