### 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
### 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)
### 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
);
```
### 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.
### 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.
### Summary
- `GenericEntityPersistence` is now a type of `GenericPersistence`. This allows developers to serialize both entities and non-entities in the same system. 🎉
- Each `SerializationThreadWorker` now allocates 1MB of heap for serialization _permanently_. If more memory is needed, that thread will double it's memory, not to exceed increments of 64MB.
- Several bugs with serialization introduced with the pure MMF implementation have been fixed.
- `BinaryFileReader` has been added back. 🎉
- Adds `world.useMultithreadedSaves` to allow disabling threaded saves.
> [!IMPORTANT]
> **Developer Note**
> The split file serialization has been deprecated and is no longer used. We have effectively gone back to the same file writing we had before the pure MMF implementation.
### Summary
- Moves `CharacterCreated` event to UOContent using code generated event _CharacterCreatedEvent_.
- Moves `TargetByResourceMacro` event to UOContent using code generated event _TargetByResourceMacro_.
- Moves `GameLogin` event to UOContent using code generated event _GameLoginEvent_.
- Moves `ServerList` event to UOContent using code generated event _ServerListEvent_.
- Streamlines ProfessionInfo
> [!IMPORTANT]
> **Developer Note**
> Custom scripts that use any of these event sinks will need to be updated to use the new code generated events.
### 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.