### Summary
.NET 8 supports Xoroshiro 256** off the shelf and added Shuffle. Switching to that implementation.
### Developer Notes
* Removed many convenience methods that weren't used.
### Summary
The BitArray class will be optimized over the next several years for various platforms/hardware and maintaining a duplicate for serialization is not practical. Removing the custom implementation. Recommend against using BitArray for serialization unless it is absolutely necessary.
### 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">
### Summary
- Fixes usernames not being `Intern`ed
- Reverts methods related to getting accounts from returning `Account` to `IAccount`.
- Makes `IAccount` also `ISerializable`
- Adds `IGenericReader.ReadAccount()` and `IGenericWriter.Write(IAccount)` -> The read method supports the original serialization of username, and using `IAccount.Serial`. The write method only serializes the `Serial`.
- Exposes `ReadStringRaw()` to allow some advanced scenarios.
## Breaking Changes
Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);
IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```
For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
// Parse the data
}
```
## Summary
Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.
In practice this allows us to use `Span<byte>` as if the buffer was a regular array.
### Bug Fixes
- [X] Fixes bad fixed length string parsing
### 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.
### Summary
- Removes Fastwalk system
- Removed the following settings:
- `movement.enableFastWalkPrevention`
- `movement.fastwalkExemptionLevel`
- Adds movement throttle system.
- Adds the following settings:
- `movement.throttleReset` - Default value is `1000` (1 second).
- `movement.throttleThreshold` - Default value is `400` (400ms).
### Movement Throttling
This new system will trigger if a player requests 400ms (configurable) worth of movements quicker than wall clock time. When this happens, the player is throttled (all incoming packets to the server are halted) until wall clock time catches up with the requests. Upon each throttle, the player receives enough credit to handle up to 400ms of "lag" as a grace/catch-up.
### Developer Notes
We use two throttle queues to prevent an infinite loop.
### Summary
- Adds KR/EC client versions to ClientVersion
- Adds distinction for enhanced versions in the page queue
- Adds KR Expansion flags
- Adds ProtocolChange enum support
- Adds missing Moongate checks for TerMur
- Adds better message for why a client version is not supported, and which ones are supported.
* Adds ISpanFormattable to geometry structs and makes ToString() near-zero-allocation.
* Adds IEquatable, and Parsable to Rectangle3D to get it in-line with the other structs.
Closes#1067
### BREAKING CHANGE ###
The constructor for `TextDefinition` has been removed. Instead use `TextDefinition.Of()` or cast the integer/string to TextDefinition.
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
- [X] Fixes NPE from account tags.
- [X] Fixes bad skill check due to missing cast to double.
- [X] Fixes water elemental duration.
- [X] Standardizes spell summon duration by expansion.
- [X] Fixes issue with wepoll losing GCHandle.
- [X] `NetState.Disconnect()` is no longer thread safe.
- Use `Core.LoopContext.Post()` to post disconnects
- [X] Optimizes PollGroup by not processing IntPtr -> GCHandle for discard polls.
Fixes bit array serialization. This may cause objects that were serialized by bit array to fail to deserialize. I am sorry, please accept my condolences. It is probably easiest to just delete those objects. If it becomes a major problem, contact me and I'll help with a hacky per-case solution.
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.
## Added Feature
Adds a single threaded array pool that works exactly the same as `ArrayPool<T>.Shared`.
The `STArrayPool<T>.Shared` can only be used on a single thread, the main game thread of the server.
Note: Unlike the built-in array pool, there is no hook into the _GC Gen 2_. This means to relieve potentially high memory pressure, `ArrayPool<T>.Shared.Trim()` must be called. The pool will only release arrays _after two successive calls within 10 seconds or longer_. If the server is at less than 70% total memory usage, or the server is not going to use this pool for something egregious, then don't bother ever calling Trim().
## Changes
- [X] Fixes ArrayPool calls that should be cleared due to references.
- [X] Benchmarks against ArrayPool with 4+ rented arrays deep of the same length.
- [x] Unit tests
- [X] Removes several `ToList()` uses with `PooledRefQueue`
- [X] Adds a `PeekRandom` to PooledRefQueue
- [X] Updates EV/BS so they dispel each other in a more efficient manner.
- [X] Fixes Firebomb so it works like a normal firefield.
- [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary.
- [X] Removes extra allocation in campfire by using reverse loop.
- [X] Removes other LINQ calls that aren't needed.
### 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);`.
### 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"
]
}
]
}
```