### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
> [!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.
### Summary
- Fixes various memory leaks related to spells
- Fixes Spell Plague
- Added ability to determine if `sdi` should take effect for Spell Damage.
- Fixes animal form timer ticking non-stop while logged out.
# New Gump API
We are pleased to release a new API that is faster, allocates nearly zero memory, and still feels very similar to the original API. The API is broken into 3 types of gumps, dynamic, static with placeholders, and static without placeholders.
### Dynamic Gumps
These gumps will inherit `DynamicGump` and are meant for gumps that have a dynamic layout. This includes specifying dynamic arguments to HtmlLocalized entries.
## Static Gumps
Static gumps are those where the function to the build the layout is called only once and cached forever. They can optionally have placeholders. These placeholders allow the developer to specify the string values later, dynamically in a `BuildStrings` method on the gump. If a gump does not have any placeholders, the string entries will also be cached forever.
## Benchmarks
To make sure we were going in the right direction and not wasting time, we took copious benchmarks. Here are the final benchmarks for a really simple gump.
Note:
* The majority of creating a gump is compressing the layout and the strings. Compressing each section takes ~6,000ns (12us total).
```cs
| Method | Mean | Error | StdDev | Median | Ratio | RatioSD | Gen0 | Allocated | Alloc Ratio |
|------------------------------- |-------------:|-------------:|-------------:|-------------:|------:|--------:|-------:|----------:|------------:|
| OldGump | 13,308.29 ns | 1,059.695 ns | 1,883.608 ns | 14,330.72 ns | 1.000 | 0.00 | 0.1526 | 2400 B | 1.00 |
| DynamicLayoutGump | 13,357.86 ns | 129.144 ns | 226.185 ns | 13,323.60 ns | 1.029 | 0.17 | - | 48 B | 0.02 |
| StaticLayoutDynamicStringsGump | 6,653.10 ns | 81.815 ns | 143.292 ns | 6,617.45 ns | 0.514 | 0.09 | - | 40 B | 0.02 |
| StaticLayoutGump | 86.33 ns | 0.760 ns | 1.350 ns | 86.07 ns | 0.007 | 0.00 | 0.0020 | 32 B | 0.01 |
```
# Non-Breaking Changes
* All gump components in the core have been moved to `Gumps/Legacy`.
* All legacy gumps will still inherit `Gump`, which now inherits `BaseGump`
# Special Thanks
Thank you to @stefanomerotta for considerable contributions/benchmarking/testing to make this effort a reality! We collectively went through over 10 iterations, but it is finally ready.
Changes gump compilation to use string interpolation. .NET 6 uses code generation and compile time tricks to speed up string interpolation between 15 and 30% and reduce allocations dramatically.
### 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);`.
- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
- [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