Commit graph

42 commits

Author SHA1 Message Date
Kamron Batman
51d15d264c
fix: Removes redundant conditional check in house demolish gump (#2004) 2024-12-03 18:15:58 -08:00
Kamron Batman
0011db7f47
fix: Fixes house update range bug (#1790) 2024-05-23 16:07:33 -07:00
Kamron Batman
26dfde19ee
fix: Consolidates Color/Center html (#1762)
### Summary
- Fixes bad color in virtual check gump
- Consolidates the Color/Center html strings for all gumps
2024-05-07 23:56:32 -07:00
Kamron Batman
1fdef9f389
fix: Codegens Heartwood quest givers (#1687)
### Summary
- Codegens quest givers (mostly heartwood)
- Removes their `RandomList` calls in favor of random bool or switch.
2024-02-18 20:22:28 -08:00
Kamron Batman
e994505ad0
fix: Adds safety to corpses and cleans up quests (#1685)
### Summary
- Adds some more checks in case a corpse's owner is somehow null. Would like to eventually allow null owner corpses, but more work is needed.
- Cleans up variable unboxing and reassignment in quests. Also flattens quest logic. Still more work needs to be done.
- Codegens more quest items/mobiles.
2024-02-18 19:33:08 -08:00
Kamron Batman
dba3ec2db5
fix: Use built-in RNG (#1599)
### Summary

.NET 8 supports Xoroshiro 256** off the shelf and added Shuffle. Switching to that implementation.

### Developer Notes

* Removed many convenience methods that weren't used.
2023-11-17 17:45:18 -08:00
Kamron Batman
d919f71149
fix: Fixes map iterators for Items (#1564)
### Summary

Modifying a ValueLinkList using one of the methods will bump the "version". This field is used by iterators (foreach loops) to determine if the link list was modified while iterating. The sector.Items (and in the future other lists), will no longer be safe to modify while iterating. The server will _CRASH_ if the ValueLinkList is modified.

Thanks to @stefanomerotta for help!


### Screenshots
<img width="588" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/83ee0b6e-ff4f-4768-9e29-84456e04b1ec">
2023-10-26 17:49:15 -07:00
Kamron Batman
24858f3989
fix: Changes Map.Sector.Items to link list. (#1547)
### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
2023-10-16 20:51:02 -07:00
Kamron Batman
d57f1fecc1
fix: Prepares for IPooledEnumerable removal (#1548)
### Summary

- Removes `IPooledEnumerable` (non-generic)
- Changes `IPooledEnumerable<T>` so that  `Free()` is replaced with the `IDisposable` pattern
2023-10-15 11:20:49 -07:00
Kamron Batman
a4cabe2fa4
fix: Optimizes FindItemsByType by removing allocations. (#1515)
### Summary
Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes.

### Method Signatures

```cs
// Use with foreach without moving/deleting items
FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use with foreach when moving/deleting items
QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiple times or queuing
PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiples times or manipulating elements without traversing
PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
```

* `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved.

* `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items.
  * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood.

* `QueueItemsByType<T>`  and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily.

### Bug Fixes
- [X] Fishing had an error in the random check that may have caused slight bias.
2023-09-28 19:36:45 -07:00
Kamron Batman
f77dd91811
fix: Overhauls virtue system (#1376)
## MAJOR CHANGE (API BREAKING)

Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.

### Motivation

The motivation was also two-fold, performance/stability, and to fix bugs.

First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.

Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.

### Major API Changes

- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.

### Screenshots

<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
2023-07-19 21:43:47 -07:00
Kamron Batman
ba4c4627c3
fix: Fixes the limitation on static tiles for harvesting (#1396)
* fix: Fixes the limitation on static tiles for harvesting

* Fixes dirt targeting
2023-04-22 09:14:42 -07:00
Kamron Batman
b8b283c210
fix: Fixes mining tiles (#1380)
### Summary
- [X] Fixes missing RangedTiles flag
- [X] Fixes typo in one of the mountain tiles
- [X] Changes sand to be a range.
2023-03-23 21:46:40 -07:00
Kamron Batman
b1416e655d
fix: Fixes static minings (#1379) 2023-03-23 13:03:49 -07:00
Kamron Batman
96e4d6c651
fix: Fixes mining tiles (#1378)
### Summary
- [X] Adds missing 295 tile
- [X] Removes duplicate 296 tile
- [X] Adds missing 602 -> 609 tiles
2023-03-22 22:05:51 -07:00
Kamron Batman
42012538bc
fix: Fixes crafter deserialize, cleans up bandages, and codegens misc items (#1350) 2023-02-25 00:54:12 -08:00
Kamron Batman
8e01db8555
fix: Fixes random bias & Adds back champion arties for UOML (#1235)
* Fixes RNG bias, we should never do `Utility.RandomDouble() <=`
* Adds back champion artifacts behind UOML flag.
2022-11-09 16:33:27 -08:00
Kamron Batman
d791feb583
feat: Adds TextDefinition serialization support. (#1217) 2022-10-30 01:42:48 -07:00
Kamron Batman
941452de4a
fix: Stops creating blocked packets entirely (#944)
Optimizes larger servers where users are logging in and packets are being created for no reason.
2022-02-27 00:13:49 -08:00
Kamron Batman
2009ac6892
fix: Adds more null checks for text definition to prevent NPEs (#936) 2022-02-18 11:13:38 -08:00
Kamron Batman
d7786ce586
fix: Fixes TextDefinition and optimizes CraftItem (#930) 2022-02-12 22:42:50 -08:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
25fa9b397b
fix: Code gens items. Fixes code genning of ore (#684)
### THIS IS A BREAKING CHANGE IF YOU ARE ALREADY USING CODEGEN. IF YOUR WORLD HAS ERRORS LOADING PLEASE CONTACT ME ON DISCORD. ORE MIGHT FAIL TO LOAD.
 
### Changes
* Fixes Components from addons not marking dirty
* Code gens BaseAddonContainer
* Code gens Ingots
* Fixes code gen deserialization for Ore
* Code gens dyetubs
* Code gens reagents
* Code gens tailor commodities
* Code gens fish
2021-08-14 22:16:42 -07:00
Kamron Batman
9b554f69b0
feat(timers): Adds timer pooling, fixes timer related bugs, and changes timer api (#667)
### Changes/Fixes:
* Adds timer pooling.
* Allows pool to be configurable in ModernUO.json
* Pool replenishes itself asynchronously if depleted.
* Fixes an issue with barkeeps and town criers
* Fixes an issue with incognito buff icons not being removed
* Fixes an issue with polymorph name mod not being removed
* Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak)
* Eliminates the timer for MiningCart altogether.
* Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid`
* Fixes HonorableExecution and standardizes the code for other Bushido moves.

## Changes to the Timer API:
```cs
public class Timer
{
  // Creates a timer that will be returned to the pool once execution stops.
  public static void StartTimer(Action callback);
  public static void StartTimer(TimeSpan delay, Action callback);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback);
  public static void StartTimer(TimeSpan interval, int count, Action callback);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback);

  // Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool.
  // If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers.
  public static void StartTimer(Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
  public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token);

  // If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall
  public static DelayCallTimer DelayCall(Action callback);
  public static DelayCallTimer DelayCall(TimeSpan delay, Action callback);
  public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback);
  public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback);
  public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback);
}

public struct TimerExecutionToken
{
  public bool Running { get; }
  public int Index { get; }
  public int RemainingCount { get; }
  public DateTime Next { get; }
}
```

## When to use `TimerExecutionToken`?
Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following:
* Access to the next time the timer will tick:`token.Next`
* Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount`
* Stop a timer manually.
* Determine if the timer is running: `timer.Running`
* See notes below about requirements for using tokens!

## Notes about using the TimerExecutionToken:
When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time.
If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback.
If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak)

## Is this thread safe?
No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it.

If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
2021-08-07 14:33:35 -07:00
Kamron Batman
410b18ceca
fix(linq): Removes linq and fixes fishing error (#674) 2021-08-04 22:24:38 -07:00
Kamron Batman
679e8100f4
cleanup: Fixes bugs and cleans up code (#660) 2021-07-19 20:49:59 -07:00
Kamron Batman
c79a8a4002
Cleans up ore (#637) 2021-06-12 14:15:10 -07:00
Kamron Batman
c50322c0e3
fix(network): Adds UOG & Fixes ConnectUO packet (#552)
- [X] Adds UOG Extended and Compact (0xF1 0x51 packet)
- [X] Fixes ConnectUO bad length
2021-03-15 16:18:28 -07:00
Kamron Batman
6c4308bce6
fix(core): Caches DateTime.NowUtc (#548)
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)

Closes #261
2021-03-13 01:32:04 -08:00
Kamron Batman
0a435644eb
feat(spawners): Adds Respawn, EditSpawner, and SpawnProps commands (#532)
- [X] Adds `Respawn` command
- [X] Adds `EditSpawner` command
  - Usage: `[global editspawner <type> <arguments> set <properties>`
  - This command replaces the arguments (optional) and properties of the affected spawners for that type
- [X] Adds `SpawnProps` command
  - Usage: `[area spawnprops`
  - This command brings up a gump to modify targeted spawners based on the targeted entity.
  - To do this, the props/values are copied and then used to construct a properties list for the spawner entry.

Closes #531
2021-02-28 22:49:52 -08:00
Kamron Batman
b921c38879
fix(core): Removes some uses of Linq (#421)
- [X] Removes some uses of linq
- [X] Creates struct based enumerator for Skills
- [X] Creates a struct based enumerator for TypeCache
- [X] Changes HarvestDefinition to an init array instead of List
- [X] Changes HeritageTokenGump Response from List to Array
2021-01-18 21:05:11 -08:00
Kamron Batman
3551d962f7
C# 9 Cleanup (#325)
- [X] Removes EventArgs - not needed
- [X] Merges sequential checks
- [X] Removes redundant type declarations
2020-11-27 00:29:21 -08:00
Kamron Batman
13e2693b59
Cleans up comments for localization (#260) 2020-09-20 12:48:10 -07:00
Kamron Batman
e9c1e4cbba
Fixes dupe exception (#258)
- [X] Cleans up ActivatorUtil
- [X] Fixes dupe exception
- [X] Fixes a bug in BasePotion
- [X] Fixes a few possible memory leaks

Bumps release version
2020-09-19 15:46:07 -07:00
Kamron Batman
4d6e584b6c
Removes literal variables (#257) 2020-09-18 18:41:26 -07:00
Kamron Batman
8149620b0c
Fixes brace style (#248) 2020-09-13 21:49:46 -07:00
Kamron Batman
ad3775c4d7
Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Kamron Batman
8caf5a422f
Updates rest of the random list (#197) 2020-08-22 00:23:51 -07:00
Kamron Batman
4403d6c1c7
Creates random element extension (#196) 2020-08-21 19:50:36 -07:00
Kamron Batman
ff3a28ab84
Fixes RNG (#181) 2020-07-25 15:57:32 -07:00
Kamron Batman
eb0f960be6
Updates some messages to text definitions (#144) 2020-05-24 19:47:46 -07:00
Kamron Batman
8ec166bcd0
Adds assemblies config, fixes crash bugs. (#134) 2020-05-09 12:55:56 -07:00