ModernUO/Projects/Server/Sector.cs
Kamron Batman 360143478a
feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries


### New API

```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);

// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);

// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);

// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```


### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00

211 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Items;
using Server.Network;
namespace Server
{
public class RegionRect : IComparable<RegionRect>
{
private Rectangle3D m_Rect;
public RegionRect(Region region, Rectangle3D rect)
{
Region = region;
m_Rect = rect;
}
public Region Region { get; }
public Rectangle3D Rect => m_Rect;
public int CompareTo(RegionRect regRect) => regRect == null ? 1 : Region.CompareTo(regRect.Region);
public bool Contains(Point3D loc) => m_Rect.Contains(loc);
}
public class Sector
{
// TODO: Can we avoid this?
private static readonly List<Mobile> m_DefaultMobileList = new();
private static readonly List<Item> m_DefaultItemList = new();
private static readonly List<NetState> m_DefaultClientList = new();
private static readonly List<BaseMulti> m_DefaultMultiList = new();
private static readonly List<RegionRect> m_DefaultRectList = new();
private bool m_Active;
private List<NetState> m_Clients;
private List<Item> m_Items;
private List<Mobile> m_Mobiles;
private List<BaseMulti> m_Multis;
private List<RegionRect> m_RegionRects;
public Sector(int x, int y, Map owner)
{
X = x;
Y = y;
Owner = owner;
m_Active = false;
}
public List<RegionRect> RegionRects => m_RegionRects ?? m_DefaultRectList;
public List<BaseMulti> Multis => m_Multis ?? m_DefaultMultiList;
public List<Mobile> Mobiles => m_Mobiles ?? m_DefaultMobileList;
public List<Item> Items => m_Items ?? m_DefaultItemList;
public List<NetState> Clients => m_Clients ?? m_DefaultClientList;
public bool Active => m_Active && Owner != Map.Internal;
public Map Owner { get; }
public int X { get; }
public int Y { get; }
public void OnClientChange(NetState oldState, NetState newState)
{
Utility.Replace(ref m_Clients, oldState, newState);
}
public void OnEnter(Item item)
{
Utility.Add(ref m_Items, item);
}
public void OnLeave(Item item)
{
Utility.Remove(ref m_Items, item);
}
public void OnEnter(Mobile mob)
{
Utility.Add(ref m_Mobiles, mob);
if (mob.NetState != null)
{
Utility.Add(ref m_Clients, mob.NetState);
Owner.ActivateSectors(X, Y);
}
}
public void OnLeave(Mobile mob)
{
Utility.Remove(ref m_Mobiles, mob);
if (mob.NetState != null)
{
Utility.Remove(ref m_Clients, mob.NetState);
Owner.DeactivateSectors(X, Y);
}
}
public void OnEnter(Region region, Rectangle3D rect)
{
Utility.Add(ref m_RegionRects, new RegionRect(region, rect));
m_RegionRects.Sort();
UpdateMobileRegions();
}
public void OnLeave(Region region)
{
if (m_RegionRects != null)
{
for (var i = m_RegionRects.Count - 1; i >= 0; i--)
{
var regRect = m_RegionRects[i];
if (regRect.Region == region)
{
m_RegionRects.RemoveAt(i);
}
}
if (m_RegionRects.Count == 0)
{
m_RegionRects = null;
}
}
UpdateMobileRegions();
}
private void UpdateMobileRegions()
{
if (m_Mobiles != null)
{
var sandbox = new List<Mobile>(m_Mobiles);
foreach (var mob in sandbox)
{
mob.UpdateRegion();
}
}
}
public void OnMultiEnter(BaseMulti multi)
{
Utility.Add(ref m_Multis, multi);
}
public void OnMultiLeave(BaseMulti multi)
{
Utility.Remove(ref m_Multis, multi);
}
public void Activate()
{
if (!Active && Owner != Map.Internal)
{
if (m_Items != null)
{
foreach (var item in m_Items)
{
item.OnSectorActivate();
}
}
if (m_Mobiles != null)
{
foreach (var mob in m_Mobiles)
{
mob.OnSectorActivate();
}
}
m_Active = true;
}
}
public void Deactivate()
{
if (Active)
{
if (m_Items != null)
{
foreach (var item in m_Items)
{
item.OnSectorDeactivate();
}
}
if (m_Mobiles != null)
{
foreach (var mob in m_Mobiles)
{
mob.OnSectorDeactivate();
}
}
m_Active = false;
}
}
}
}