Commit graph

51 commits

Author SHA1 Message Date
Kamron Batman
b8d3fec59a
fix(opl): refuse property list invalidation raised from inside GetProperties (#2555)
## The bug

Any property getter reached from `GetProperties` that calls `InvalidateProperties` takes the tooltip build down with it:

```
System.ArgumentNullException: Value cannot be null. (Parameter 'array')
   at Server.ObjectPropertyList.AppendStringDirect(String value)
   at Server.Mobiles.PlayerMobile.GetProperties(IPropertyList list)
```

`InvalidateProperties` rebuilds **in place** — `Reset()`, then `GetProperties()` again on the same instance — and `Reset()` does two destructive things to a build already in flight:

1. **It returns the pooled interpolation buffer.** The compiler rents it in the handler ctor and returns it in the closing `Add`, so *every hole is evaluated while it is live*:

```csharp
var handler = new InterpolatedStringHandler(1, 2, list); // InitializeInterpolation() RENTS
handler.AppendFormatted(pl.Rank.Title);                  // <-- getter runs HERE
handler.AppendLiteral("\t");
handler.AppendFormatted(faction.Definition.PropName);
list.Add(1060776, ref handler);                          // consumes span, RETURNS
```

```
GetProperties(list)
├─ InitializeInterpolation()  -> _arrayToReturnToPool = Rent(256)     buffer LIVE
├─ « hole 1: pl.Rank.Title »
│  └─ PlayerState.Rank.get   (lazy recompute)
│     └─ Invalidate() -> InvalidateProperties() -> m_PropertyList.Reset()
│        └─ Dispose(): Return(buf); _arrayToReturnToPool = null        buffer GONE
└─ handler.AppendFormatted("Knight")
   └─ _arrayToReturnToPool.AsSpan(_pos..)
      └─ ArgumentNullException (Parameter 'array')
```

It surfaces as `ArgumentNullException` rather than `NullReferenceException` because the `Range` overload of `AsSpan` must read `array.Length`, so the BCL null-checks and names the parameter `array`.

2. **It rewinds the packet cursor**, so properties already written are overwritten by the nested pass — a silently corrupted tooltip even where the buffer survives.

## The fix: refuse, don't recover

There is no correct recovery, and retrying the build would only hide the defect. A nested invalidation now logs an error with a stack trace, **throws in `DEBUG`** so it gets found and fixed, and in `RELEASE` returns without touching the list — a possibly stale tooltip, but no crash, no corrupted packet, and nothing leaked back to the pool. Getters that genuinely must invalidate should defer:

```csharp
Timer.DelayCall(InvalidateProperties);
```

The guard flag lives on the `ObjectPropertyList`, not the entity: it is that list's own lifecycle, it costs nothing (both `Item` and `ObjectPropertyList` absorb it in existing padding, and the list is allocated lazily), and it stays correct when builds for different entities nest.

Base instance sizes are unchanged from `main`: Item 128 B, Mobile 792 B, ObjectPropertyList 72 B, PlayerMobile 1216 B.

`PropertyList` also publishes the list into `m_PropertyList` **before** building it rather than assigning through `??=` afterwards, so a nested `InvalidateProperties` sees the build in progress instead of recursing into a second throwaway list whose work is discarded.

`ObjectPropertyList` re-rents its scratch buffer instead of spanning a null array, so a stray `Reset()` from any other caller degrades rather than aborting `GetProperties`.

## Factions `PlayerState`: maintained, not lazily computed

The getter that surfaced this is now a plain field read — the whole `if (m_InvalidateRank)` block and the flag itself are gone:

```csharp
public RankDefinition Rank => m_Rank;
```

`UpdateRank()` recomputes at each point an input actually changes:

| Site | Why |
|---|---|
| `RankIndex` setter | this player's index changed |
| end of `KillPoints` setter | two paths write `m_RankIndex` directly, bypassing the setter; runs once the swap bookkeeping and `ZeroRankOffset` have settled |
| `Faction.AddMember` | *after* the insert — the member count is not settled during the ctor |
| `FactionState` load | once ordering and `ZeroRankOffset` are final |

Supporting fixes this forced out:

- **Both ctors seed the lowest rank.** Nothing recomputes on read any more, so `Rank` has to be usable immediately — including for members that never get a `RankIndex` assigned, which is *every member with no kill points*. Without this, `Rank.Title` NREs.
- **`Rank` always resolves.** Ranks are ordered by `Required` descending ending at `0`, so a *negative* percent (`RankIndex` out of sync with `ZeroRankOffset`) matched nothing and left `m_Rank` null. It no longer divides by a zero `ZeroRankOffset` either.
- **A pre-existing staleness bug.** The `KillPoints` setter writes `m_RankIndex` directly in two places, so the cached rank was never refreshed when a player crossed zero kill points.

All six readers of `Rank` were checked; none relied on the old side effect.

One behaviour change worth flagging: rank refreshes are now **eager** where they used to be lazy, so a `KillPoints` change invalidates each swapped player as it happens. The swap loops break as soon as ordering is satisfied — typically 0–2 swaps — but it is on the path that runs on every faction kill.

## Documentation

The rule is written down so it is enforceable rather than folklore:

- **CLAUDE.md** audit rule 19
- **`dev-docs/property-lists.md`** — new "Never Invalidate From Inside `GetProperties`" section with the failing/passing pattern
- **`dev-docs/claude-skills/modernuo-property-lists.md`** — key rule + anti-pattern
- **`dev-docs/claude-skills/modernuo-code-audit.md`** — rule 19, ERROR severity

## Tests

- `ObjectPropertyListReentrancyTests` — `Reset()` and `Dispose()` re-entered mid-hole (both red against `main` with the exact exception above), nesting behaviour, and the new contract: `DEBUG` throws, `RELEASE` survives, and the build is never retried into a loop.
- `FactionRankTests` — `Rank` is populated before anything reads it, tracks `RankIndex` without a read, is stable across reads, and still resolves when `RankIndex` is out of sync with `ZeroRankOffset`. Red-verified: removing the ctor seed fails the first one.

793/793 `Server.Tests` and 608/608 `UOContent.Tests` pass.

## Noted, not addressed here

`~ObjectPropertyList()` returns the rented array to `STArrayPool<char>.Shared` from the **finalizer thread**, and that pool is single-threaded by design. Left alone as a separate concern.
2026-07-28 21:29:03 -07:00
Kamron Batman
1e97ed50f6
fix: Harden Advanced Search: crash-safety, autosave, correct results & worker fixes (#2543)
## Summary

Hardens the **Advanced Search** engine (`Projects/UOContent/Engines/Advanced Search/`) — the GM entity finder that fans searches across background worker threads. A code review surfaced 14 defects (A–N), including a shard-crasher reachable from a single admin typo and a path that silently disables autosave for the rest of the shard's uptime. Each behavioral fix ships with a test.

Full `UOContent.Tests` suite: **530/530 green** (21 new AdvancedSearch tests).

## Fixes

### Crash / data-loss
- **A — Shard crash on a malformed Property Test.** `AdvancedSearchThreadWorker.Execute` had no `try/catch` and the worker `Thread` is foreground, so a parse throw (`Hits>abc`, `Layer=onehanded` — `Enum.Parse` was case-sensitive, `Hits>1@` — empty sub-expression indexing) terminated the process. Now: `ParseValue`/`CompareValues` use `TryParse`/`Enum.TryParse(ignoreCase)` and return no-match instead of throwing; the per-entity filter is wrapped in `try/catch` (logs + skips); empty expressions are guarded.
- **C — Overlapping searches corrupt state + brick autosave.** `_threadWorkers`/`_threadId` were `static` but `DoSearch` is an instance method; a second search (double-click / two admins) stomped shared worker state and could leave a drain waiting forever on the shared `AutoResetEvent`, so `AutoSave.SavesEnabled` was never restored. Now: an `Interlocked` re-entrancy guard rejects concurrent searches.
- **G — Autosave restore not guaranteed.** The restore lived only in the success callback. Now it's in a `finally` (plus an outer `catch` covering the synchronous setup and a `catch` on the drain body), so autosave + the guard are always released.

### Wrong results
- **D — `@`/`|` operator precedence.** `a@b|c` evaluated as `a && (b || c)` instead of `(a && b) || c`. OR now binds looser than AND (`AdvancedSearchUtilities.EvaluateBoolean`, unit-tested).
- **E — Descending sort, partial last page rendered blank** (the index decreased in descending mode and the `break` early-out killed the loop). Now a bounded `VisibleCount`-driven loop renders the last page in both directions.
- **F — Deleted entities** were not skipped (ghost rows). Now `DoEntitySearch` skips `entity.Deleted`.
- **N — Reference-type comparisons** threw (`Comparer<T>.Default.Compare` on non-`IComparable`) and compared references to a string. Now equality is by value and ordering is guarded to `IComparable` (no throw).

### Worker perf / hardening
- **H** busy-spin → `Thread.Yield()` in the drain; **I** `GetProperties()` cached per `Type`; **J** `HandleValidInternal` moved behind the cheap map/range/region filters; **K** worker threads are `IsBackground` + `Exit()` tolerates an already-terminated worker; **L** `_filter == null` guard; **M** consistent `Volatile` access on `_pause`/`_exit`.

### Documented
- **B** — the residual worker/event-loop read race is documented on `AdvancedSearchThreadWorker`: workers read live entity state concurrently with the loop, so value-type reads may be stale-but-safe and getter exceptions are swallowed; fully eliminating it would require snapshotting entity fields on the main thread (deferred).

## Notes
- New test-only seams (`TryBeginSearch`/`EndSearch`/`IsSearchInProgress`/`VisibleCount`/`TryParseValue`/`EvaluateBoolean`) are `internal` via the existing `InternalsVisibleTo("UOContent.Tests")`.
- Dead `public ParseValue<T>` removed.
- `ConcurrentDictionary` for the reflection cache is intentional — these workers are genuinely parallel.
2026-07-21 07:51:06 -07:00
Kamron Batman
8d88ef70fd
fix: Eliminates double lookup with Contains->Remove (#2539) 2026-07-19 09:26:27 -07:00
Joe
e1ae970636
fix: Fixes multiple factions bugs with sigil generation, lighting, and theft (#2375) 2026-03-15 11:02:56 -07:00
Kamron Batman
c494fb4cc3
fix: Fixes container enumeration not recycling pooled arrays (#2341)
### Summary

Updates all calls to container.EnumerateItems() to properly dispose of the underlying PooledRefQueue so that we are properly recycling pooled arrays.
2026-02-17 09:54:32 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
66a257ece2
feat: Converts OnLogin to a coded generated event (#2070) 2025-01-17 15:21:45 -08:00
Kamron Batman
8282b00ca2
feat: Moves gumps out of the core (#1916)
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**


### Summary

- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
2024-08-09 19:07:32 -07:00
Kamron Batman
221312be4c
fix: Stages faction code for serialization conversion (#1835) 2024-06-16 11:53:15 -07:00
Kamron Batman
20596e52fa
fix: Converts ethics system to generic entity persistence (#1824)
### Summary

Converts ethics system to entity persistence and removes the persistence item.


### TODO

1. The enable/disable toggle doesn't propagate to all code that does Ethics checks (notoriety, pvp, etc).
2. We need commands to remove them from an ethic.
2024-06-16 10:26:09 -07:00
Marcelo Paez Sequeira
00908d030f
fix: Moves many EventSinks out of core. (#1783) 2024-05-21 10:02:30 -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
48e47f9352
fix: Fixes duplicate command listed. (#1677) 2024-02-11 18:13:45 -08:00
Kamron Batman
4479555156
fix: Fixes missing methods. Adds more admin gump world building (#1675)
### Summary
- Fixe commands missing in helpinfo.
- Adds more admin gump world building options. 

### Screenshots

<img src="https://github.com/modernuo/ModernUO/assets/3953314/3001aa65-4f46-4ba4-89ed-745fefdd27c3" width="50%">
2024-02-10 20:31:25 -08:00
Kamron Batman
fffda53263
fix: Adds command help, webpage, and fixes issues with other commands (#1669)
### Summary

- Fixes `[AdvancedSearch` being accessible by players 😱 
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!

> [!WARNING]  
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.

> [!NOTE]  
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.

### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">

<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
2024-02-10 00:19:19 -08:00
Kamron Batman
977fdc2c5a
fix: Removes GetObjectsInRange and fixes boat planks closing (#1579)
## BREAKING CHANGE

- Deletes `map.GetObjectsInRange` and `map.GetObejctsInBounds`

### Notes

Developers are expected to enumerate mobiles and items separately now using `map.GetMobilesInRange` and `map.GetItemsInRange`. This helps keep the code streamlined so we don't have to maintain multiple copies of ref struct enumerators that do the same thing.


### Fixes

- [X] Fixes bug with planks closing
- [X] Fixes issue with iterating items/mobiles from a null map
2023-11-03 13:45:18 -07:00
Kamron Batman
8c305261b3
fix: Fixes enabling factions causing NPE (#1569) 2023-10-29 08:32:06 -07:00
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
f2de2fbb77
fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)
### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts  to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
2023-10-01 22:10:47 -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
42012538bc
fix: Fixes crafter deserialize, cleans up bandages, and codegens misc items (#1350) 2023-02-25 00:54:12 -08:00
Fabrizio
537526a328
fix: Update LabelTo, SendMessage, etc to Interpolated Strings (#1283) 2022-11-28 19:58:12 -08:00
Mink80
6d34cf8824
fix: Fix typo in MerchantTitle (#1284) 2022-11-27 23:17:52 -08:00
Kamron Batman
910e06767b
fix: Optimizes TextDefinition to eliminate allocations. Removes TextDefinition ctor. (#1221)
### BREAKING CHANGE ###
The constructor for `TextDefinition` has been removed. Instead use `TextDefinition.Of()` or cast the integer/string to TextDefinition.
2022-10-30 16:53:23 -07:00
Kamron Batman
ffdc08259f
fix: Adds name support for all mods (#1128) 2022-10-15 10:46:31 -07:00
Kamron Batman
fa3515f930
fix: Cleans up some comments and spell code (#1120) 2022-07-16 19:45:41 -07:00
Kamron Batman
cb474712f8
fix: Removes side effect of setting skill mod when changing Owner (#1101)
## Breaking Change!
Setting `mod.Owner` will no longer update a skill mod.
**Please stick to the API and use `mobile.AddSkillMod(mod)` for all situations, including equipping.**


## Fixes
- [X] Fixes memory leak in factions.
- [X] Changes `List<SkillMod>` to `HashSet<SkillMod>`.
- [X] Eliminates skill mods adding/removing twice.
2022-06-30 12:07:08 -07:00
Kamron Batman
7b619f23b8
fix: Fixes static persistence of faction system (#1020) 2022-05-15 12:45:51 -07:00
Kamron Batman
f7cbeacf48
fix: Fixes factions and makes it static (#993) 2022-05-10 11:57:37 -07:00
Kamron Batman
284c3d0f34
fix: Removes LINQ from Map.cs (#834)
* Removes LINQ from Map
* Removes broken GetObjectsInRange with items/mobile flags.
2021-12-28 14:32:45 -08:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
360143478a
feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries


### New API

```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);

// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);

// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);

// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```


### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -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
679e8100f4
cleanup: Fixes bugs and cleans up code (#660) 2021-07-19 20:49:59 -07:00
Kamron Batman
9afa4e4cab
feat: Source generated Serialization/Deserialization (#550)
### Features
* Fully abstracts serialization by using compile-time attributes.
* Supports serializing the following:
  - Primitives (integers, strings, etc)
  - IP Addresses
  - BigDecimal
  - DateTime, Delta DateTimes
  - TimeSpan
  - Server.Race
  - Server.Map
  - Point2D, Point3D, Rect2D, Rect3D
  - Existing/New `ISerializable` references
  - Lists/Sets of serializable types
  - Type with a `Serialize` method and constructor that takes an `IGenericReader`
* Supports forward-only migration
* Supports existing RunUO deserialization for older versions by changing to the following signature:
  - `public void OldDeserialize(IGenericReader reader, int version)`
  - Must remove deserializing the version since this is already done
* Supports serializing from private fields or custom made properties.
* Types do not require inheriting Item/Mobile. Code gen will fully create `ISerializable` information.
  - This is not recommended yet, since it requires wiring to `Persistence` which will cause lots of unresolved symbol errors until code gen is built.

### Example
```cs
using System.Collections.Generic;

namespace Server.Items
{
    [Serializable(1)]
    public partial class TestItem1 : Item
    {
        [SerializableField(1)]
        [SerializableFieldAttr("[CommandProperty(AccessLevel.Administrator)]")]
        private List<Item> _someProperty;

        private void Deserialize(IGenericReader reader, int version)
        {
        }
    }
}
```

Generates this:
```cs
namespace Server.Items
{
    public partial class TestItem1
    {
#pragma warning disable 0414
        private const int _version = 1;
#pragma warning restore 0414

        [CommandProperty(AccessLevel.Administrator)]
        public System.Collections.Generic.List<Server.Item> SomeProperty
        {
            get => _someProperty;
            set
            {
                if (value != _someProperty)
                {
                    ((ISerializable)this).MarkDirty();
                    _someProperty = value;
                }
            }
        }

        public TestItem1(Serial serial) : base(serial)
        {
        }

        public override void Serialize(IGenericWriter writer)
        {
            var savePosition = ((Server.ISerializable)this).SavePosition;
            if (savePosition > -1)
            {
                writer.Seek(savePosition, System.IO.SeekOrigin.Begin);
                return;
            }
            writer.WriteEncodedInt(_version);
            writer.Write(_someProperty);
        }

        public override void Deserialize(IGenericReader reader)
        {
            var version = reader.ReadEncodedInt();
            if (version < 1)
            {
                OldDeserialize(reader, version);
                ((Server.ISerializable)this).MarkDirty();
                return;
            }
            SomeProperty = reader.ReadEntityList<Server.Item>();
        }
    }
}
```

And this:
```json
{
  "version": 1,
  "type": "TestItem1",
  "properties": [
    {
      "name": "SomeProperty",
      "type": "System.Collections.Generic.List\u003CServer.Item\u003E",
      "rule": "ListMigrationRule",
      "ruleArguments": [
        "Server.Item",
        "SerializableInterfaceMigrationRule"
      ]
    }
  ]
}
```
2021-05-23 21:06:23 -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
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
4ddb3de026
fix(core): Fixes several serialization issues (#355)
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
  - NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.

Bumps release version
2020-12-23 07:11:41 -08:00
Kamron Batman
77ce2e1980
fix(core): Optimizes strings / .NET 5 compatibility changes (#354)
- [X] Removes some string allocations (e.g. split)
- [X] Optimizes some collections
- [X] Converts insensitive to extension methods of built-ins.
- [X] Adds ordinal (case sensitive) string helpers
- [X] Fixes conditionals for in-game commands so they use Ordinal comparisons.
- [X] Replaces ToLower.Contains with InsensitiveContains
- [X] Adds ValueStringBuilder
- [X] Implements ValueStringBuilder in a few places where it makes sense
- [X] Removes the redundant Wrap function and replaces it with an optimized version
- [X] Fixes list conversions in Utility

Closes #351

Bumps release version
2020-12-20 23:21:55 -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
525cda5413
Cleanup & Fixes for .NET 5 (#309)
- [X] Fixes several bugs
- [X] Updates more ordinal issues
- [X] Cleans up the code a bit
- [X] Turns classes static that should have been
- [X] Changes TcpServer.Instances to a HashSet

Bumps release version
2020-11-15 10:03:50 -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
4403d6c1c7
Creates random element extension (#196) 2020-08-21 19:50:36 -07:00
Kamron Batman
010fd9402a
Code cleanup (#188) 2020-08-01 08:40:06 -07:00