Commit graph

71 commits

Author SHA1 Message Date
Kamron Batman
319d82fec9
fix: Renames WeightOverloading to StaminaSystem (#1495) 2023-09-06 18:58:45 -07:00
Kamron Batman
f56cb31db6
fix: Codegens rest of special items (#1467) 2023-08-23 20:02:46 -07:00
mdodkins
a9a2a89908
feat: Customize expansion and set maps on first boot (#1425) 2023-07-31 20:46:49 -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
3b97e8d39c
fix: Fixes stabled, abilities targeting self, and unsummon memory leak (#1418)
## **MAJOR CHANGE**
* `Stabled` has been moved to `PlayerMobile`.
* New methods added, `PlayerMobile.AddStabled` and `PlayerMobile.RemoveStabled`.
* Added `PlayerMobile.AddFollower` and `PlayerMobile.RemoveFollower`.
* `Stabled`, `AutoStabled`, and `AllFollowers` are now `HashSet` and **_CAN BE NULL_**.

### Summary
* Fixes monster abilities causing harm to the monster through reflect
* Adds `CanTriggerAgainstSelf` to override this for healing or some other self-affecting ability
* Fixes a major memory leak where `UnsummonTimer` from animated dead spell lasts up-to 24hrs and therefore holds onto references of dead/deleted mobs.
* Fixes another minor leak where a mob is not unregistered from the animated dead spell list until the next spell cast.
2023-07-03 09:45:22 -07:00
Kamron Batman
35237ff7d1
fix: Fixes leaking/errors caused by categorization (#1404)
### Summary
- [X] Fixes 4 TormentedMinotaur created at `(0, 0, 0) [null]` when `[add` is used.
- [X] Fixes client crash from a bug in HouseRaffleStone when `[add` is used.

Recommend viewing with [_whitespace disabled_](https://github.com/modernuo/ModernUO/pull/1404/files?diff=split&w=1)
2023-05-19 18:41:31 -07:00
Kamron Batman
127ca5e51e
fix: Fixes veteran rewards (#1374)
### Summary
- [X] Fixes a bug in wall banner East setter: [[ServerUO#5046]](https://github.com/ServUO/ServUO/pull/5046)
- [X] Eliminates the timer in tree stump.
- [X] Codegens the rewards
2023-03-12 17:28:51 -07:00
Kamron Batman
e797ec7f53
fix: Fixes special scrolls (#1373) 2023-03-12 13:47:12 -07:00
Kamron Batman
6fcd606947
fix: Codegens rares and solen items (#1371) 2023-03-11 19:25:48 -08:00
Kamron Batman
3514651c3c
fix: Codegens mutation core (#1370) 2023-03-11 17:33:31 -08:00
Kamron Batman
f8ab7cfdf8
fix: Optimizes timer in house raffle stone (#1369) 2023-03-11 12:37:40 -08:00
Kamron Batman
0645251ec7
fix: Fixes scales, heritage items, and codegens holiday items (#1365) 2023-03-07 22:38:35 -08:00
Kamron Batman
f1e8d4c6f7
fix: Codegens heritage items (#1364) 2023-03-07 21:29:13 -08:00
Kamron Batman
82b5fa6af3
fix: Codegens gifts (#1363) 2023-03-07 21:07:45 -08:00
Kamron Batman
551f6cca9d
fix: Codegens evil decor. Fixes trash items (#1362) 2023-03-06 19:28:58 -08:00
Kamron Batman
84b3e5cfdb
fix: Codegens BOD rewards. (#1361) 2023-03-06 19:01:14 -08:00
Kamron Batman
0150e1a994
fix: Fixes broken chair (#1356) 2023-02-27 09:01:50 -08:00
Kamron Batman
8e3facc57b
fix: Codegens promo items (#1355) 2023-02-26 00:48:27 -08:00
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
Kamron Batman
1d8e8ec0a8
fix: Fixes travel restriction messages (#1263)
- [X] `BaseRegion.CheckTravel` now properly cascades through parent regions
- [X] `SpellHelper.CheckTravel` now returns a failure message instead of sending one internally.
- [X] Consolidates travel restriction messages so they aren't duplicated.
2022-11-22 16:57:42 -08:00
Kamron Batman
6426996f29
chore: Code Cleanup (#1239) 2022-11-10 22:49:25 -08:00
mark1145
053dbcbad0
fix: Fixes ignoring mobs, champions, party crash, slayer rarity, boat speedhack, etc (#1222)
* Movie ignore mobiles to Mobile class
* Allow necromancer familiars to ignore mobiles
* ChampionSpawn should not quietly fail when creating new spawn
* Fix client party crash bug: 2 people partied, the leader logs out, other client is hung
* Fix spellbooks creating with magery/meditation only and creating magery multiple times
* Fix BaseRunicTool.GetRandomSlayer() creating more undead slayers than intended
* Do not allow players to dismount each other whilst mounted
* Fix AOS onwards damage increase tooltip and wrong formula in AOS
* Fix monsters killing other monster revenants + animate dead should not attack player pets + other animates
* Fix fire steed having loot pack added twice
* Fix oaks spawn not able to create Unicorns + Kirins via Activator.CreateInstace() due to constructor having name as parametr
* Fix ignoreMobiles flag not propagated to client for non-players.
* Fix harrower tents not leeching from players
* Fix boats speedhacking around the map
* Fix bless, agility etc. not renewing duration
* Fix reveal always worked
* Fix empty constructor for steeds so they don't throw now.
2022-10-31 22:16:50 -07:00
Kamron Batman
ffdc08259f
fix: Adds name support for all mods (#1128) 2022-10-15 10:46:31 -07:00
Kamron Batman
b74b47159f
fix: Fixes localization corner cases with OPL (#1050)
## Changes
- [X] Adds OPL convenience methods
    - `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
    - `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.

## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
2022-06-12 21:17:42 -07:00
Kamron Batman
ecbee17690
fix: Optimizes OPL using string interpolation (#1041)
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```

## Notes
1. All API uses that require a formatter like this:
    ```cs
    list.Add(500002, "{0}\t{1}", arg1, arg2);
    ```
    Should be changed to use string interpolation, for example:
    ```cs
    list.Add(500002, $"{arg1}\t{arg2}");
    ```
2. The following paradigm should no longer be used:
    ```cs
    list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
    ```
    The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
    ```cs
    list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
    ```

### Benchmarks
```cs
|                         Method |     Mean |   Error |  StdDev |  Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
|                BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 |      88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns |      - |         - |
```

### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
2022-06-02 10:09:53 -07:00
Kamron Batman
861ff307c0
fix: Fixes missing invalidate properties for default name (#1012) 2022-05-04 14:40:49 -07:00
Kamron Batman
54d728a322
fix: Updates serialization to use v2.0 (#998)
- [X] Deletes serialization annotations
- [X] Updates to ModernUO.Serialization.Annotations nuget
- [X] Updates serializer to v2.0
- [X] Changes all `Serializable()` to `SerializationGenerator()`
- [X] Updates to schema generator v2.0
2022-04-17 08:02:15 -07:00
Kamron Batman
bdee7bc671
fix: Fixes NPC slowness. (#955)
* Adds the following configurations:
  * `movement.delay.npcMinDelay` - 0.1 - Pets or Non-monster NPCs
  * `movement.delay.npcMaxDelay` - 0.4 - Pets or Non-monster NPCs
  * `movement.delay.monsterMinDelay` - 0.4 - Non-pet Monsters or NPC vs Player Combat
  * `movement.delay.monsterMaxDelay` - 0.8 - Non-pet Monsters or NPC vs Player Combat
  * `movement.delay.monsterMinDex` - 150 - Dex maximum for delay by dex
  * `movement.delay.MinDex` - 190 - Dex maximum for delay by dex
2022-03-10 22:55:06 -08:00
Kamron Batman
3cba8c43f8
fix: Removes from literals (#893) 2021-12-24 15:56:07 -08:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
1cf7b6c056
fix: Fixes badly formatted files (#878) 2021-12-05 08:56:09 -08:00
Kamron Batman
2253a2332c
fix: Fixes ML containers and addons (#804)
* Fixes some ML addons so they are containers
* Adds some missing ML artifacts
* Fixes carpentry gump crafting entries
2021-09-26 18:54:33 -07:00
Kamron Batman
dbd4d6f13f
fix: Various code cleanup (#756) 2021-09-03 19:41:12 -07:00
Kamron Batman
0bcf7a8d01
fix: Fixes buying animals in UOR (#719) 2021-08-22 15:36:26 -07:00
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
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
410b18ceca
fix(linq): Removes linq and fixes fishing error (#674) 2021-08-04 22:24:38 -07:00
Kamron Batman
3dc406624e
fix: Fixes bank box withdraw using account gold (#671)
Fixes various locations where account gold is not used.
2021-08-02 19:23:25 -07:00
Kamron Batman
679e8100f4
cleanup: Fixes bugs and cleans up code (#660) 2021-07-19 20:49:59 -07:00
Kamron Batman
fb915992dd
fix(core): Adds Hashed & Hierarchical Timer Wheel (#655)
- Removes TimerPriority
- Removes TimerThread
- Adds a [Hashed & Hierarchical Timer Wheel](http://www.cs.columbia.edu/~nahum/w6998/papers/ton97-timing-wheels.pdf)
2021-07-11 22:42:06 -07:00
Kamron Batman
13717ab2d5
fix(core): Fixes displaying some doubles (#585) 2021-04-25 14:04:44 -07:00
Kamron Batman
a0893b68c0
fix(core): Updates slice with range selectors (#583)
- [X] Replaces Span slicing with range selection
- [X] Replaces string slicing with range selection
2021-04-23 20:57:24 -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
fbafd7210d
fix(core): Converts some packets & misc fixes/cleanup (#414)
- [X] Adds a stop music packet
- [X] Converts chat packets
- [X] Breaks out chat code a little bit more
- [X] Converts character statue animation packet
- [X] Renames some folders to have spaces
- [X] Organizes and consolidates incoming/outgoing packets for other content
- [X] Fixes virtual checks
2021-01-16 21:01:54 -08:00
Kamron Batman
582e1877b8
feat(core): Makes spanwriter resizable (#376)
SpanWriter now has an argument that allows it to be resizable.
```cs
public SpanWriter(Span<byte> initialBuffer, bool resize = false)
public SpanWriter(int initialCapacity, bool resize = false)
```

If a SpanWriter is set to be resizable, or given an initial capacity instead of a buffer, it must be disposed:
```cs
public static void SomeMethod()
{
    using var writer = new SpanWriter(stackalloc byte[512], true);
    // stuff
    
    // Automatic Dispose of writer
}
```

This is because the SpanWriter uses `ArrayPool<byte>.Shared` _rented buffers_ to resize. If the writer is not disposed, those buffers will never be reused resulting in a _memory leak_.

It is possible that the SpanWriter will outright ditch the initial buffer if resize is set to true and growing is needed. To check/account for that we can do the following:

```cs
public static void SomeMethod()
{
    Span<byte> span = stackalloc byte[512];
    using var writer = new SpanWriter(span, true);
    // write some stuff that causes the span to grow
    
    span = writer.RawBuffer;
    // Do stuff with the span
}
```

Make sure you don't accidentally `Dispose()` the writer or use the `RawBuffer` outside of the `using` block. If you do, bad things will happen! (NullPointerException, or a fresh SpanWriter with no buffer, depending on the situation).

SpanWriter can also now be used with a fixed statement since it has a `PinnableReference()` function.
2020-12-31 19:57:02 -08:00
Kamron Batman
540a879d63
fix(core): Converts remaining player packets (#374)
- [X] Converts the remainder of the player packets
2020-12-30 16:09:51 -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