ModernUO/Projects/Server/Timer.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

575 lines
14 KiB
C#

/***************************************************************************
* Timer.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using Server.Diagnostics;
namespace Server
{
public enum TimerPriority
{
EveryTick,
TenMS,
TwentyFiveMS,
FiftyMS,
TwoFiftyMS,
OneSecond,
FiveSeconds,
OneMinute
}
public delegate void TimerCallback();
public delegate void TimerStateCallback<in T>(T state);
public class Timer
{
private static Queue<Timer> m_Queue = new Queue<Timer>();
private static int m_QueueCountAtSlice;
private long m_Delay;
private int m_Index, m_Count;
private long m_Interval;
private List<Timer> m_List;
private long m_Next;
private TimerPriority m_Priority;
private bool m_PrioritySet;
private bool m_Queued;
private bool m_Running;
public Timer(TimeSpan delay) : this(delay, TimeSpan.Zero, 1)
{
}
public Timer(TimeSpan delay, TimeSpan interval, int count = 0)
{
m_Delay = (long)delay.TotalMilliseconds;
m_Interval = (long)interval.TotalMilliseconds;
m_Count = count;
if (!m_PrioritySet)
{
if (count == 1)
m_Priority = ComputePriority(delay);
else
m_Priority = ComputePriority(interval);
m_PrioritySet = true;
}
if (DefRegCreation)
RegCreation();
}
public TimerPriority Priority
{
get => m_Priority;
set
{
m_PrioritySet |= !m_PrioritySet;
if (m_Priority != value)
{
m_Priority = value;
if (m_Running)
TimerThread.PriorityChange(this, (int)m_Priority);
}
}
}
public DateTime Next => DateTime.UtcNow + TimeSpan.FromMilliseconds(m_Next - Core.TickCount);
public TimeSpan Delay
{
get => TimeSpan.FromMilliseconds(m_Delay);
set => m_Delay = (long)value.TotalMilliseconds;
}
public TimeSpan Interval
{
get => TimeSpan.FromMilliseconds(m_Interval);
set => m_Interval = (long)value.TotalMilliseconds;
}
public bool Running
{
get => m_Running;
set
{
if (value)
Start();
else
Stop();
}
}
public static int BreakCount{ get; set; } = 20000;
public virtual bool DefRegCreation => true;
private static string FormatDelegate(Delegate callback)
{
if (callback == null)
return "null";
return $"{callback.Method.DeclaringType?.FullName ?? ""}.{callback.Method.Name}";
}
public static void DumpInfo(TextWriter tw)
{
TimerThread.DumpInfo(tw);
}
public TimerProfile GetProfile()
{
if (!Core.Profiling) return null;
string name = ToString();
return TimerProfile.Acquire(name);
}
public static void Slice()
{
lock (m_Queue)
{
m_QueueCountAtSlice = m_Queue.Count;
int index = 0;
while (index < BreakCount && m_Queue.Count != 0)
{
Timer t = m_Queue.Dequeue();
TimerProfile prof = t.GetProfile();
prof?.Start();
t.OnTick();
t.m_Queued = false;
++index;
prof?.Finish();
}
}
}
public void RegCreation()
{
TimerProfile prof = GetProfile();
if (prof != null) prof.Created++;
}
public override string ToString() => GetType().FullName ?? "";
public static TimerPriority ComputePriority(TimeSpan ts)
{
if (ts >= TimeSpan.FromMinutes(1.0))
return TimerPriority.FiveSeconds;
if (ts >= TimeSpan.FromSeconds(10.0))
return TimerPriority.OneSecond;
if (ts >= TimeSpan.FromSeconds(5.0))
return TimerPriority.TwoFiftyMS;
public static TimerPriority ComputePriority(TimeSpan ts) =>
ts >= TimeSpan.FromMinutes(1.0) ? TimerPriority.FiveSeconds :
ts >= TimeSpan.FromSeconds(10.0) ? TimerPriority.OneSecond :
ts >= TimeSpan.FromSeconds(5.0) ? TimerPriority.TwoFiftyMS :
ts >= TimeSpan.FromSeconds(2.5) ? TimerPriority.FiftyMS :
ts >= TimeSpan.FromSeconds(1.0) ? TimerPriority.TwentyFiveMS :
ts >= TimeSpan.FromSeconds(0.5) ? TimerPriority.TenMS : TimerPriority.EveryTick;
public void Start()
{
if (!m_Running)
{
m_Running = true;
TimerThread.AddTimer(this);
TimerProfile prof = GetProfile();
if (prof != null) prof.Started++;
}
}
public void Stop()
{
if (m_Running)
{
m_Running = false;
TimerThread.RemoveTimer(this);
TimerProfile prof = GetProfile();
if (prof != null) prof.Stopped++;
}
}
protected virtual void OnTick()
{
}
public class TimerThread
{
private static readonly Dictionary<Timer, TimerChangeEntry> m_Changed = new Dictionary<Timer, TimerChangeEntry>();
private static readonly long[] m_NextPriorities = new long[8];
private static readonly long[] m_PriorityDelays = {
0,
10,
25,
50,
250,
1000,
5000,
60000
};
private static List<Timer>[] m_Timers = {
new List<Timer>(),
new List<Timer>(),
new List<Timer>(),
new List<Timer>(),
new List<Timer>(),
new List<Timer>(),
new List<Timer>(),
new List<Timer>()
};
private static readonly AutoResetEvent m_Signal = new AutoResetEvent(false);
public static void DumpInfo(TextWriter tw)
{
for (int i = 0; i < 8; ++i)
{
tw.WriteLine("Priority: {0}", (TimerPriority)i);
tw.WriteLine();
Dictionary<string, List<Timer>> hash = new Dictionary<string, List<Timer>>();
for (int j = 0; j < m_Timers[i].Count; ++j)
{
Timer t = m_Timers[i][j];
string key = t.ToString();
if (!hash.TryGetValue(key, out List<Timer> list))
hash[key] = list = new List<Timer>();
list.Add(t);
}
foreach (var (key, list) in hash)
tw.WriteLine("Type: {0}; Count: {1}; Percent: {2}%", key, list.Count,
(int)(100 * (list.Count / (double)m_Timers[i].Count)));
tw.WriteLine();
tw.WriteLine();
}
}
public static void Change(Timer t, int newIndex, bool isAdd)
{
lock (m_Changed)
m_Changed[t] = TimerChangeEntry.GetInstance(t, newIndex, isAdd);
m_Signal.Set();
}
public static void AddTimer(Timer t)
{
Change(t, (int)t.Priority, true);
}
public static void PriorityChange(Timer t, int newPrio)
{
Change(t, newPrio, false);
}
public static void RemoveTimer(Timer t)
{
Change(t, -1, false);
}
private static void ProcessChanged()
{
lock (m_Changed)
{
long curTicks = Core.TickCount;
foreach (TimerChangeEntry tce in m_Changed.Values)
{
Timer timer = tce.m_Timer;
int newIndex = tce.m_NewIndex;
timer.m_List?.Remove(timer);
if (tce.m_IsAdd)
{
timer.m_Next = curTicks + timer.m_Delay;
timer.m_Index = 0;
}
if (newIndex >= 0)
{
timer.m_List = m_Timers[newIndex];
timer.m_List.Add(timer);
}
else
{
timer.m_List = null;
}
tce.Free();
}
m_Changed.Clear();
}
}
public static void Set()
{
m_Signal.Set();
}
public void TimerMain()
{
while (!Core.Closing)
{
if (World.Loading || World.Saving)
{
m_Signal.WaitOne(1, false);
continue;
}
ProcessChanged();
bool loaded = false;
for (int i = 0; i < m_Timers.Length; i++)
{
long now = Core.TickCount;
if (now < m_NextPriorities[i])
break;
m_NextPriorities[i] = now + m_PriorityDelays[i];
for (int j = 0; j < m_Timers[i].Count; j++)
{
Timer t = m_Timers[i][j];
if (!t.m_Queued && now > t.m_Next)
{
t.m_Queued = true;
lock (m_Queue)
{
m_Queue.Enqueue(t);
}
loaded = true;
if (t.m_Count != 0 && ++t.m_Index >= t.m_Count)
t.Stop();
else
t.m_Next = now + t.m_Interval;
}
}
}
if (loaded)
Core.Set();
m_Signal.WaitOne(1, false);
}
}
private class TimerChangeEntry
{
private static Queue<TimerChangeEntry> m_InstancePool = new Queue<TimerChangeEntry>();
public bool m_IsAdd;
public int m_NewIndex;
public Timer m_Timer;
private TimerChangeEntry(Timer t, int newIndex, bool isAdd)
{
m_Timer = t;
m_NewIndex = newIndex;
m_IsAdd = isAdd;
}
public void Free()
{
lock (m_InstancePool)
{
if (m_InstancePool.Count < 200) // Arbitrary
m_InstancePool.Enqueue(this);
}
}
public static TimerChangeEntry GetInstance(Timer t, int newIndex, bool isAdd)
{
TimerChangeEntry e = null;
lock (m_InstancePool)
{
if (m_InstancePool.Count > 0) e = m_InstancePool.Dequeue();
}
if (e != null)
{
e.m_Timer = t;
e.m_NewIndex = newIndex;
e.m_IsAdd = isAdd;
}
else
{
e = new TimerChangeEntry(t, newIndex, isAdd);
}
return e;
}
}
}
#region DelayCall(..)
public static Timer DelayCall(TimerCallback callback) => DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback);
public static Timer DelayCall(TimeSpan delay, TimerCallback callback) => DelayCall(delay, TimeSpan.Zero, 1, callback);
public static Timer DelayCall(TimeSpan delay, TimeSpan interval, TimerCallback callback) => DelayCall(delay, interval, 0, callback);
public static Timer DelayCall(TimeSpan delay, TimeSpan interval, int count, TimerCallback callback)
{
Timer t = new DelayCallTimer(delay, interval, count, callback);
t.Priority = ComputePriority(count == 1 ? delay : interval);
t.Start();
return t;
}
#endregion
#region DelayCall<T>(..)
public static Timer DelayCall<T>(TimerStateCallback<T> callback, T state) => DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback, state);
public static Timer DelayCall<T>(TimeSpan delay, TimerStateCallback<T> callback, T state) => DelayCall(delay, TimeSpan.Zero, 1, callback, state);
public static Timer DelayCall<T>(TimeSpan delay, TimeSpan interval, TimerStateCallback<T> callback, T state) => DelayCall(delay, interval, 0, callback, state);
public static Timer DelayCall<T>(TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T> callback,
T state)
{
Timer t = new DelayStateCallTimer<T>(delay, interval, count, callback, state);
t.Priority = ComputePriority(count == 1 ? delay : interval);
t.Start();
return t;
}
#endregion
#region DelayCall Timers
private class DelayCallTimer : Timer
{
public DelayCallTimer(TimeSpan delay, TimeSpan interval, int count, TimerCallback callback) : base(delay,
interval, count)
{
Callback = callback;
RegCreation();
}
public TimerCallback Callback{ get; }
public override bool DefRegCreation => false;
protected override void OnTick()
{
Callback?.Invoke();
}
public override string ToString() => $"DelayCallTimer[{FormatDelegate(Callback)}]";
}
private class DelayStateCallTimer<T> : Timer
{
private T m_State;
public DelayStateCallTimer(TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T> callback, T state)
: base(delay, interval, count)
{
Callback = callback;
m_State = state;
RegCreation();
}
public TimerStateCallback<T> Callback{ get; }
public override bool DefRegCreation => false;
protected override void OnTick()
{
Callback?.Invoke(m_State);
}
public override string ToString() => $"DelayStateCall[{FormatDelegate(Callback)}]";
}
#endregion
private class DelayTaskTimer : Timer
{
private TaskCompletionSource<DelayTaskTimer> m_TaskCompleter;
public Task Task => m_TaskCompleter.Task;
public DelayTaskTimer(TimeSpan delay) : base(delay) => m_TaskCompleter = new TaskCompletionSource<DelayTaskTimer>();
protected override void OnTick()
{
m_TaskCompleter.SetResult(this);
}
}
public static Task Pause(int ms) => Pause(TimeSpan.FromMilliseconds(ms));
public static Task Pause(TimeSpan ms)
{
DelayTaskTimer t = new DelayTaskTimer(ms);
t.Start();
return t.Task;
}
}
}