Commit graph

376 commits

Author SHA1 Message Date
Kamron Batman
0b8dcdfeaf
fix: Fixes parsing Rect3D and fixes AS contains name (#2333) 2026-02-09 22:49:18 -08:00
Kamron Batman
b191498569
feat: Adds Feature Flag System (#2328)
## Feature Flag System

A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements
without server restarts.

### Overview

Two types of controls:

1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.)
2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type

All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators.

### Predefined Flags
```
┌─────────────────┬──────────┬─────────────────────────────────────┐
│      Flag       │ Category │             Description             │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_trading  │ Economy  │ Allow secure trades between players │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_purchase │ Economy  │ Allow purchasing from NPC vendors   │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_sell     │ Economy  │ Allow selling to NPC vendors        │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_vendors  │ Economy  │ Allow player vendor interactions    │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bank_access     │ Economy  │ Allow bank box access               │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ house_placement │ Housing  │ Allow new house placements          │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ boat_placement  │ Housing  │ Allow new boat placements           │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bulk_orders     │ Crafting │ Allow bulk order deeds              │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ pvp_combat      │ Combat   │ Allow player vs player combat       │
└─────────────────┴──────────┴─────────────────────────────────────┘
```

### Commands

#### Feature Flags
```
┌────────────────────────────────────────────────────┬───────────────────────┐
│                      Command                       │      Description      │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> on|off|toggle|info              │ Manage a feature flag │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FF <key> on|off                                   │ Shorthand alias       │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> create <category> <desc>        │ Create a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> delete                          │ Delete a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureAdmin                                      │ Open the admin gump   │
└────────────────────────────────────────────────────┴───────────────────────┘
```

#### Gump Blocks
```
┌────────────────────────────────┬──────────────────────────────────────────────────────┐
│            Command             │                     Description                      │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [BlockGump <typeName> [reason] │ Block a gump type from displaying                    │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [UnblockGump <typeName>        │ Remove a gump block                                  │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [ListGumps [self]              │ List open gumps on a player (for finding type names) │
└────────────────────────────────┴──────────────────────────────────────────────────────┘
```

#### Item Blocks
```
┌────────────────────────────────────────────────┬───────────────────────────────┐
│                    Command                     │          Description          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemUse <typeName|target> [reason]       │ Block item use                │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemEquip <typeName|target> [reason]     │ Block item equipping          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemContainer <typeName|target> [reason] │ Block container access        │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemUse <typeName>                     │ Remove use block              │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemEquip <typeName>                   │ Remove equip block            │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemContainer <typeName>               │ Remove container access block │
└────────────────────────────────────────────────┴───────────────────────────────┘
```
Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock
commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off.

#### Skill & Spell Blocks
```
┌──────────────────────────────────────┬──────────────────────┐
│               Command                │     Description      │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSkill <SkillName> [reason]     │ Block a skill        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSkill <SkillName>            │ Remove a skill block │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSpell <SpellTypeName> [reason] │ Block a spell        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSpell <SpellTypeName>        │ Remove a spell block │
└──────────────────────────────────────┴──────────────────────┘
```

### Architecture

- Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and
ContentFeatureFlags (UOContent)
- Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change
- Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json
- Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks,
spell-blocks)
- Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination
- All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags

### Hook Points

Hook: Player trading
Location: Mobile.OpenTrade
Mechanism: ServerFeatureFlags.PlayerTrading
────────────────────────────────────────
Hook: PvP combat
Location: Mobile.CanBeHarmful
Mechanism: ServerFeatureFlags.PvPCombat
────────────────────────────────────────
Hook: Bank access
Location: BankBox.Open()
Mechanism: ServerFeatureFlags.BankAccess
────────────────────────────────────────
Hook: Vendor buy/sell
Location: BaseVendor
Mechanism: ContentFeatureFlags.VendorPurchase/Sell
────────────────────────────────────────
Hook: Player vendors
Location: PlayerVendor
Mechanism: ContentFeatureFlags.PlayerVendors
────────────────────────────────────────
Hook: House placement
Location: HousePlacement.Check()
Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp)
────────────────────────────────────────
Hook: Boat placement
Location: BaseBoatDeed.OnDoubleClick/OnPlacement
Mechanism: ContentFeatureFlags.BoatPlacement
────────────────────────────────────────
Hook: Bulk orders
Location: SmallBOD/LargeBOD
Mechanism: ContentFeatureFlags.BulkOrders
────────────────────────────────────────
Hook: Gump display
Location: GumpSystem.SendGump
Mechanism: FeatureFlagManager.IsGumpBlocked
────────────────────────────────────────
Hook: Item use
Location: PlayerMobile.AllowItemUse
Mechanism: FeatureFlagManager.IsItemUseBlocked
────────────────────────────────────────
Hook: Item equip
Location: PlayerMobile.CheckEquip
Mechanism: FeatureFlagManager.IsItemEquipBlocked
────────────────────────────────────────
Hook: Container access
Location: BaseContainer.DisplayTo
Mechanism: FeatureFlagManager.IsContainerAccessBlocked
────────────────────────────────────────
Hook: Skill use
Location: PlayerMobile.AllowSkillUse
Mechanism: FeatureFlagManager.IsSkillBlocked
────────────────────────────────────────
Hook: Spell casting
Location: Spell.Cast / Spellbook.CastSpellRequest
Mechanism: FeatureFlagManager.IsSpellBlocked
2026-02-07 12:02:57 -08:00
Kamron Batman
15557aa216
fix: Fixes SmallBOD Exception validation (#2327) 2026-02-05 12:02:54 -08:00
Kamron Batman
6b64fb3c3f
feat: Converts PuzzleChest to generator, optimizes (#2318) 2026-01-26 21:20:01 -06:00
Kamron Batman
ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## Summary

- Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler
- Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves

## Changes

### DecayScheduler (new):
- Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing
- O(1) register/unregister vs O(n) scan of all items
- Auto start/stop when items exist/empty
- Configurable tick interval with jitter to prevent system synchronization

### Item.cs:
- Added ScheduledDecayTime computed property
- Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem()
- Hooks in Visible, Movable, Spawner setters and Delete()

### World.cs:
- Removed _decayQueue, EnqueueForDecay(), ProcessDecay()
- ItemPersistence.Serialize() now tight loop without virtual calls

## Performance

| Metric        | Before     | After     | Improvement |
|---------------|------------|-----------|-------------|
| Items (230K)  | 245K ticks | 34K ticks | 8x faster   |
| Mobiles (43K) | 56K ticks  | 6K ticks  | 9x faster   |
| Total         | 302K ticks | 40K ticks | 7.5x faster |

## Configuration

decay.maxItemsPerTick = 250       # Items processed per tick
decay.tickInterval = 256ms        # Base processing interval
decay.bucketInterval = 5min       # Timer wheel bucket size
decay.jitterMaxMs = 25            # ±25ms tick jitter
2026-01-08 11:43:51 -08:00
Kamron Batman
c14f361de1
fix: Moves containers/bods/traps/etc to serialization generator (#2310) 2026-01-07 21:55:55 -08:00
Kamron Batman
f4a87a8629
fix: Fixes adding items with ambiguous type lookup (#2307)
Fix [add command failing with ambiguous type names + refactor for performance

### Problem

[add blight would fail with "No type with that name was found" because multiple types contain "blight" (e.g., Server.Items.Blight, Server.Ethics.Evil.Blight, Server.Items.BlightGrippedLongbow, Server.Items.QuiverOfBlight). The old code only succeeded when exactly one type matched the search regardless of constructability and inheriting Mobi les/Items.

### Solution

Exact match takes priority: If a type's name exactly equals the search string (case-insensitive), use it directly. Otherwise, show the AddGump with all partial matches.

- [add blight → Creates Blight (exact name match)
- [add bligh → Shows gump with Blight, BlightGrippedLongbow, etc.

### Refactoring

- CommandEventArgs context: Added GetContext<T>/SetContext<T> to pass resolved type through the command chain without method signature changes
- Removed TrySetupTarget duplication: Validation now happens only in ValidateArgs, eliminating redundant code paths
- Split type matching:
  - ExactMatch(string) → Returns Type for exact name match (used by [add)
  - MatchEmptyCtor(string) → Returns ConstructorInfo[] for gump display (empty-callable constructors only)

### Memory & Performance Improvements

| Optimization                  | Benefit                                                                                      |
|-------------------------------|----------------------------------------------------------------------------------------------|
| _mobileItemTypes cache        | Filters Mobile/Item types once per assembly, reused on all subsequent searches               |
| ReadOnlySpan<string> for args | Avoids string[] heap allocations when slicing arguments                                      |
| ValueStringBuilder            | Stack-allocated string building, avoids StringBuilder heap allocation                        |
| Single type resolution        | Type resolved once in ValidateArgs, passed via context to Execute (was resolved 2-3x before) |
2026-01-06 21:21:29 -08:00
Kamron Batman
bc6735bd23
feat: Adds grid support for the DynamicGump system (#2306)
### Summary 

- Adds a new grid layout system for DynamicGump with zero heap allocations
 - Migrates SpawnerControllerGump from legacy GumpGrid to DynamicGump
 - Migrates CommandListGump from BaseGridGump to DynamicGump
 - Removes legacy GumpGrid (no longer needed)

 ### New Grid Layout Components

 | Component | Purpose |
 |-----------|---------|
 | `GridCell` | Value type for cell bounds (x, y, width, height) |
 | `GridSizeSpec` | Parses CSS-like sizing specs ("10*", "*", "100") |
 | `GridCalculator` | Computes track positions using stackalloc |
 | `ListViewLayout` | Pagination + column layout for list views |
 | `GridBuilderExtensions` | Extension methods accepting `GridCell` |
 | `GridEntryStyle` | Styling properties for BaseGridGump migration |
 | `GridEntryExtensions` | Entry methods matching BaseGridGump patterns |

 ### Memory Impact

 | Component | Legacy | New |
 |-----------|--------|-----|
 | Grid storage | ~200 bytes heap | 0 bytes (stackalloc) |
 | Column/Row lists | ~400 bytes heap | ~128 bytes stack |
 | ListView | ~300 bytes heap | ~64 bytes stack |
 | **Total per render** | **~900 bytes heap** | **0 bytes heap** |

 ### Test plan

 - [x] All 21 gump tests pass
 - [x] Build succeeds with no warnings
 - [ ] In-game verification of SpawnerControllerGump
 - [ ] In-game verification of CommandListGump (HelpInfo command)
2026-01-03 10:12:22 -08:00
Kamron Batman
ec287d7691
fix: Fixes zero height spawners and normalizes spawn bounds before use. (#2301) 2025-12-31 10:25:42 -08:00
Kamron Batman
598223703f
refactor: Add BitMask256 utility for 256-bit bitmask operations (#2300)
### Summary

- Create BitMask256 struct with scalar operations (benchmarks showed AVX2 vectorization provides no benefit for this size)
- Refactor Map.cs to use BitMask256 for full Z range support (-128 to 127)
- Remove SectorSpawnCache struct, use BitMask256 directly in manager
- Update tests to use BitMask256 directly
- Remove unused test assertions for old 64-bit behavior
2025-12-29 12:54:49 -08:00
Kamron Batman
d3b43f6f0e
feat: Fixes spawner bugs with position finding, Adds [ShowSpawnerBorders (#2297)
### Summary

- Fixes BaseSpawner and Spawner bugs.
- Adds [ShowSpawnerBorders to see the spawn bounds.
2025-12-28 18:26:03 -08:00
Kamron Batman
3e8d548f38
feat: Add spawn position caching and spiral scan optimization (#2295)
### Summary

Adds spawn position caching and optimization for constrained spawners (e.g., those near houses, water, or blocked terrain).

### Key features:
- Sector-based bitmap cache (32 bytes per 16x16 sector) stores valid spawn positions
- Spiral scan progressively discovers positions from spawner center outward
- Automatic mode detects constrained spawners after 5+ non-transient failures
- Prevents mob spawning inside private houses (allows public AoS buildings)
- Deduplicates sector lookups for multi-bounds spawners (RegionSpawner)
- Cache invalidation on house placement/demolition
- Moves SpawnBounds to Spawner

### New spawner properties:
- SpawnPositionMode: Automatic (default), Enabled, Disabled, Abandoned
- MaxSpawnAttempts: Configurable attempts before optimization engages (default: 5)
2025-12-28 02:40:21 -08:00
Kamron Batman
6d51b33cf8
feat: Add CanSpawnMobile overload with props Z-range support. (#2293)
### Summary

- Adds CanSpawnMobile(x, y, minZ, maxZ, canSwim, cantWalk, out spawnZ) overload for finding spawn surfaces within a Z range
- Adds CanSpawnItem(x, y, minZ, maxZ, out spawnZ) for item spawning with Surface+Impassable support (tables, furniture)
- Uses bitmask optimization inspired by Item.DropToWorld's m_OpenSlots pattern for O(1) surface/blocker checks
- HomeRange spawners now use surface detection to set proper Z bounds

### Key Changes

Map.cs:
- CanSpawnMobile with Z-range finds lowest valid surface for mobiles
- CanSpawnItem with Z-range finds lowest valid surface for items (including tables)
- CanFitItem for point-check item placement on Surface+Impassable tiles
- Bitmask approach eliminates nested loops and stackalloc arrays

Spawners:
- Simplified GetSpawnPosition using new Z-range methods
- HomeRange setter detects surface below spawner for proper Z bounds
- Consistent handling for mobiles and items

### Bug Fixes

- Water tiles (Impassable | Wet) no longer block swimming mobs
- Items can now spawn on tables/furniture (Surface+Impassable)

### Test Plan

- Run dotnet test - 631 tests pass
- Manual testing: multi-story spawning, water mobs, item spawning on tables
- Verify HomeRange spawner movement shifts bounds correctly
2025-12-27 17:01:15 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Quick
0b34cc4417
feat: Changes Spawner HomeRange to SpawnBounds (#2290)
### Summary

This PR transitions the spawner system from a simple radius-based model to a flexible 3D boundary system.

### Core Changes

* **Replaced `HomeRange` with `SpawnBounds`**: Spawners now use a `Rectangle3D` to define spawn areas instead of a circular integer range.
* **Backward Compatibility**:
* The `HomeRange` property remains as a helper that generates square `SpawnBounds` centered on the spawner.
* Included a migration path (v10 to v11) that automatically converts old range data into new bounds during deserialization.


* **Dynamic Bounds Shifting**: If a spawner is moved, its `SpawnBounds` will automatically shift with it, provided the bounds are currently configured as a centered square.
* **New Spawn Logic**: Added `SpawnLocationIsHome` toggle. If enabled, spawned mobiles treat their exact spawn coordinates as their "Home" rather than the spawner's location.

### Implementation Details

* **Interface Updates**: Updated `ISpawner` to include `WalkingRange`, `SpawnBounds`, and `IsInSpawnBounds()`.
* **UI Enhancements**: The Spawner Controller Gump now displays "Custom" for complex bounds and allows copying of the new boundary properties between spawners.
* **Refactored Constructors**: Streamlined `BaseSpawner`, `ProximitySpawner`, and `RegionSpawner` constructors to support the new data types.
2025-12-26 18:07:26 -08:00
Kamron Batman
7bd5a853a3
feat: Adds size/style support to gump builders, optimizes EscapeHtml (#2257)
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!

### Summary

* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
2025-11-23 11:35:31 -08:00
Kamron Batman
4836bff5eb
fix: Eliminates List allocations in various places. (#2158) 2025-11-16 18:33:53 -08:00
Copilot
fbf8497c59
fix: Fix PlantSystem serialization of LeftSeeds and LeftResources at zero (#2255)
* Initial plan

* Add SerializableFieldDefault attributes for LeftSeeds and LeftResources

This fixes the serialization bug where _leftSeeds and _leftResources were initialized to 8 in the constructor but didn't serialize when their value was 0. Upon deserialization, the constructor would run again and reset these values back to 8.

The SerializableFieldDefault attributes tell the serialization system that the default value is 8, so it will properly serialize 0 values and maintain the correct state across server restarts.

Co-authored-by: kamronbatman <3953314+kamronbatman@users.noreply.github.com>

* Update ShouldSerialize methods to check against default value

Changed ShouldSerializeLeftSeeds() and ShouldSerializeLeftResources() to check if the value is != 8 (the default) instead of != 0. This ensures that only non-default values are serialized, following the same pattern used in BaseWeapon.cs and other classes with SerializableFieldDefault attributes.

Co-authored-by: kamronbatman <3953314+kamronbatman@users.noreply.github.com>

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: kamronbatman <3953314+kamronbatman@users.noreply.github.com>
2025-10-31 00:53:47 -07:00
Kamron Batman
641a3eb1f8
fix: Updates BOB/BOD gumps to the new API (#2250)
### Summary

* Moves BOBGump to DynamicGump.
* BOBGump no longer creates a whole new gump context object on every send.
* Moves BODBuyGump to StaticGump.
2025-09-07 12:50:20 -07:00
Kamron Batman
340acafcb3
fix: Fixes mining/lumberjacking multi-harvest (#2249) 2025-08-20 15:30:04 -07:00
Bohica
d6bb8316d0
feat: Refactors A* Movement to use PriorityQueue (#2244)
### Summary

* Replaces the node chain with a PriorityQueue.
* Performance difference is up to 3x faster.

### Benchmarks
```cs
| Method              | Mean     | Error     | StdDev    | Gen0   | Allocated |
|-------------------- |---------:|----------:|----------:|-------:|----------:|
| FastAStar_PQueue    | 2.112 us | 0.0186 us | 0.0165 us | 0.0038 |      64 B |
| FastAStar_NodeChain | 6.430 us | 0.0800 us | 0.1807 us |      - |      64 B |
```

### Video

https://github.com/user-attachments/assets/3edd2524-5146-4775-be45-3516f0b01c27
2025-07-26 15:53:06 -07:00
Kamron Batman
2eba2868a6
fix: Optimizes items to use default weights. (Part 1) (#2240) 2025-07-24 14:44:39 -07:00
Kamron Batman
aab731ed96
feat: Overhauls AI (Speech/Movement) (#2232)
### Summary

* Refactors AI so it is easier to read and maintain
* Fixes NPC speed issues
* Fixes pet sector AI issue that was causing stuttering
* Fixes direction snapping for Melee/Mage AI
* Refactors pet orders
* Refactors speech commands
* Removes scale speed by dex for HS+ (it was a stupid feature anyways)
2025-07-18 22:39:57 -07:00
Kamron Batman
f89150735e
fix: Consolidates debug check messages for AI and adds debounce (#2235) 2025-07-18 18:08:03 -07:00
Kamron Batman
8f88de68a7
fix: Standardizes the variables for AI (#2234) 2025-07-18 17:50:32 -07:00
Kamron Batman
416e1be735
fix: Adds GetDistanceToSqrt for Point3D and centralizes all the calls (#2233) 2025-07-18 09:24:41 -07:00
Felipe Maya Muniz
c6b5dba83b
fix: Adds colored logs to fletching (#2223) 2025-06-28 17:32:13 -07:00
Kamron Batman
ea4080ce0e
fix: Eliminates allocations in canned evil timer (#2209) 2025-06-02 22:48:14 -10:00
Kamron Batman
fec5f8ee50
fix: Fixes decaying kill on disconnect (#2199) 2025-05-25 22:06:26 -07:00
Kamron Batman
902797bee0
fix: Fixes murder context getting lost (#2198) 2025-05-25 20:43:59 -07:00
mdodkins
0f3d984efc
fix: Fixes craft gump non-cliloc label offsets. (#2182) 2025-05-11 18:13:00 -07:00
Kamron Batman
f95b3a8b3b
fix: Streamlines event scheduler API. Adds months to weekly recurrence (#2178) 2025-05-07 22:42:44 -07:00
Kamron Batman
f02403a374
feat: Adds yearly calendared events with recurrences (#2177) 2025-05-06 23:52:49 -07:00
Kamron Batman
da517f56c4
chore: Fixes variable types for possible performance issues (#2172) 2025-05-01 21:54:41 -07:00
Kamron Batman
1eeeabb729
fix: Fixes weekly interval schedules for multiple weeks (biweekly) (#2169) 2025-04-30 17:12:29 -07:00
Kamron Batman
415c7a6bfd
fix: Optimizes EventScheduler by using PriorityQueue (#2167) 2025-04-30 16:33:59 -07:00
Kamron Batman
21a4092dd8
fix: Changes EventScheduler API so it is more explicit (#2164)
### Summary

Refactors ScheduledEvent and EventScheduler API to use TimeOnly so recurrence offset is explicit.

API:

```cs
public ScheduledEvent(
    DateTime startAfter,
    DateTime endOn,
    TimeOnly time,
    IRecurrencePattern recurrence,
    TimeZoneInfo timeZone = null
)
```

Example:
```cs
// Schedule a daily event at 8:00 AM UTC
EventScheduler.DailyAt(
    new DateTime(2024, 6, 1, 8, 0, 0, DateTimeKind.Utc),
    () => Console.WriteLine("Daily event triggered!")
);

// Schedule a custom recurring event at 3:30 PM UTC every Monday
var recurrence = new WeeklyRecurrencePattern(1, DaysOfWeek.Monday);
EventScheduler.Shared.ScheduleEvent(
    DateTime.UtcNow,
    new TimeOnly(15, 30),
    () => Console.WriteLine("Weekly Monday event!"),
    recurrence
);
```
2025-04-28 16:16:33 -07:00
Kamron Batman
f89b2be653
fix: Fixes major bug with BoBEntries removal (#2165) 2025-04-27 22:05:07 -07:00
Kamron Batman
78feea86b4
feat: Adds scheduler with wallclock timer (#2163)
### Summary

* Adds an event scheduler.
* Adds conveniences for hourly, daily, weekly, biweekly, monthly, ordinal monthly, and yearly recurrences

Example:

```cs
var tz = TimeZoneInfo.FindSystemTimeZoneById("America/New_York");

// Specify the time of the day, and the day of the week you want it to occur. Make sure it is translated into Utc.
// The next occurrence will be _after_ the specified date/time.
var scheduledEvent = EventScheduler.WeeklyAt(new DateTime(2025, 04, 26, 17, 00, 00), StartEvent, tz);

void StartEvent()
{
    World.Broadcast(0x30, false, "The event has started!");
}

Console.WriteLine("Event starts on {0}", scheduledEvent.NextOccurrence);
```

In this example, on _Saturday, May 3rd, 2025 @ 5pm ET_, the message "The event has started!" will be broadcasted.
2025-04-26 22:27:08 -07:00
Kamron Batman
4aa272d429
feat: Adds an Item/Mobile memory leak detector. Fixes minor leak in doors. (#2159)
### Summary

Adds the command [TrackLeaks to enable tracking item/mobiles that have been deleted but still have dangling references. Requires adding the _TRACK_LEAKS_ define constant during build.
2025-04-15 19:14:45 -07:00
Kamron Batman
a94814a7ef
fix: Fixes and optimizes NameVerification and ProfanityProtection (#2153)
### Summary

Significantly improves the performance of NameVerification & ProfanityProtection:

```cs
| Method         | Mean      | Error     | StdDev    |
|--------------- |----------:|----------:|----------:|
| ValidateName   | 728.34 ns | 13.244 ns | 11.059 ns |
| ValidateNameSV |  26.62 ns |  0.233 ns |  0.207 ns |
```
2025-04-12 02:26:10 -07:00
Kamron Batman
49fd5f210d
fix: Fixes removing virtue when player is deleted (#2135) 2025-03-02 17:50:18 -08:00
Kamron Batman
d10b32aed3
fix: Fixes dead plant serialization (#2128) 2025-02-19 15:23:49 -08:00
Kamron Batman
525112943c
fix: Changes Chyloth gump to static (#2126) 2025-02-14 00:18:38 -08:00
Kamron Batman
2e08eda8cb
feat: Standardizes South/East selection gumps (#1839) 2025-02-14 00:15:14 -08:00
Kamron Batman
279b10dd0f
feat: Replaces params array with params ReadOnlySpan (#2125) 2025-02-13 21:19:02 -08:00
Kamron Batman
6d7b1b8bee
fix: Adds missing string interpolation handler for SetStringSlot (#2123) 2025-02-13 19:30:47 -08:00
Kamron Batman
3cf1bd0f7d
fix: Fixes AddLabelPlaceholder on StaticGump (#2121) 2025-02-13 18:53:24 -08:00
Kamron Batman
40479c946a
feat: Adds item graphic size to Bounds.bin and makes item graphic offset available to gumps (#2115) 2025-02-10 19:31:39 -08:00
Kamron Batman
d407847fc4
fix: Fixes axes not working when equipped or in backpack (#2112) 2025-02-04 22:11:29 -08:00