### 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);`.
384 lines
12 KiB
C#
384 lines
12 KiB
C#
using System;
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namespace Server.Items
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{
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public enum ECEffectType
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{
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None,
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Moving,
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Location,
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Target,
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Lightning
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}
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public enum EffectTriggerType
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{
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None,
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Sequenced,
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DoubleClick,
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InRange
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}
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public class EffectController : Item
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{
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private IEntity m_Source;
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private IEntity m_Target;
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[Constructible]
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public EffectController() : base(0x1B72)
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{
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Movable = false;
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Visible = false;
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TriggerType = EffectTriggerType.Sequenced;
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EffectLayer = (EffectLayer)255;
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}
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public EffectController(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public ECEffectType EffectType { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public EffectTriggerType TriggerType { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public EffectLayer EffectLayer { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan EffectDelay { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan TriggerDelay { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan SoundDelay { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Item SourceItem
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{
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get => m_Source as Item;
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set => m_Source = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile SourceMobile
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{
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get => m_Source as Mobile;
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set => m_Source = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool SourceNull
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{
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get => m_Source == null;
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set
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{
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if (value)
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{
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m_Source = null;
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Item TargetItem
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{
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get => m_Target as Item;
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set => m_Target = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile TargetMobile
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{
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get => m_Target as Mobile;
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set => m_Target = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool TargetNull
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{
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get => m_Target == null;
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set
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{
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if (value)
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{
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m_Target = null;
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public EffectController Sequence { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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private bool FixedDirection { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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private bool Explodes { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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private bool PlaySoundAtTrigger { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int EffectItemID { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int EffectHue { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int RenderMode { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Speed { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Duration { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ParticleEffect { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ExplodeParticleEffect { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int ExplodeSound { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int Unknown { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int SoundID { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public int TriggerRange { get; set; }
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public override string DefaultName => "Effect Controller";
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public override bool HandlesOnMovement => TriggerType == EffectTriggerType.InRange;
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public override void OnDoubleClick(Mobile from)
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{
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if (TriggerType == EffectTriggerType.DoubleClick)
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{
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DoEffect(from);
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}
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}
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public override void OnMovement(Mobile m, Point3D oldLocation)
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{
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if (m.Location != oldLocation && TriggerType == EffectTriggerType.InRange &&
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Utility.InRange(GetWorldLocation(), m.Location, TriggerRange) &&
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!Utility.InRange(GetWorldLocation(), oldLocation, TriggerRange))
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{
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DoEffect(m);
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(EffectDelay);
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writer.Write(TriggerDelay);
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writer.Write(SoundDelay);
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if (m_Source is Item srcItem)
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{
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writer.Write(srcItem);
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}
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else
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{
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writer.Write(m_Source as Mobile);
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}
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if (m_Target is Item targItem)
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{
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writer.Write(targItem);
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}
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else
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{
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writer.Write(m_Target as Mobile);
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}
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writer.Write(Sequence);
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writer.Write(FixedDirection);
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writer.Write(Explodes);
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writer.Write(PlaySoundAtTrigger);
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writer.WriteEncodedInt((int)EffectType);
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writer.WriteEncodedInt((int)EffectLayer);
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writer.WriteEncodedInt((int)TriggerType);
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writer.WriteEncodedInt(EffectItemID);
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writer.WriteEncodedInt(EffectHue);
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writer.WriteEncodedInt(RenderMode);
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writer.WriteEncodedInt(Speed);
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writer.WriteEncodedInt(Duration);
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writer.WriteEncodedInt(ParticleEffect);
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writer.WriteEncodedInt(ExplodeParticleEffect);
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writer.WriteEncodedInt(ExplodeSound);
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writer.WriteEncodedInt(Unknown);
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writer.WriteEncodedInt(SoundID);
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writer.WriteEncodedInt(TriggerRange);
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}
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private IEntity ReadEntity(IGenericReader reader) => World.FindEntity(reader.ReadUInt());
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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switch (version)
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{
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case 0:
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{
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EffectDelay = reader.ReadTimeSpan();
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TriggerDelay = reader.ReadTimeSpan();
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SoundDelay = reader.ReadTimeSpan();
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m_Source = ReadEntity(reader);
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m_Target = ReadEntity(reader);
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Sequence = reader.ReadEntity<EffectController>();
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FixedDirection = reader.ReadBool();
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Explodes = reader.ReadBool();
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PlaySoundAtTrigger = reader.ReadBool();
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EffectType = (ECEffectType)reader.ReadEncodedInt();
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EffectLayer = (EffectLayer)reader.ReadEncodedInt();
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TriggerType = (EffectTriggerType)reader.ReadEncodedInt();
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EffectItemID = reader.ReadEncodedInt();
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EffectHue = reader.ReadEncodedInt();
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RenderMode = reader.ReadEncodedInt();
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Speed = reader.ReadEncodedInt();
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Duration = reader.ReadEncodedInt();
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ParticleEffect = reader.ReadEncodedInt();
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ExplodeParticleEffect = reader.ReadEncodedInt();
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ExplodeSound = reader.ReadEncodedInt();
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Unknown = reader.ReadEncodedInt();
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SoundID = reader.ReadEncodedInt();
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TriggerRange = reader.ReadEncodedInt();
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break;
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}
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}
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}
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public void PlaySound(IEntity trigger)
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{
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var ent = PlaySoundAtTrigger ? trigger : this;
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Effects.PlaySound((ent as Item)?.GetWorldLocation() ?? ent.Location, ent.Map, SoundID);
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}
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public void DoEffect(IEntity trigger)
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{
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if (Deleted || TriggerType == EffectTriggerType.None)
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{
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return;
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}
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if (trigger is Mobile { Hidden: true } mobile && mobile.AccessLevel > AccessLevel.Player)
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{
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return;
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}
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if (SoundID > 0)
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{
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Timer.StartTimer(SoundDelay, () => PlaySound(trigger));
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}
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if (Sequence != null)
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{
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Timer.StartTimer(TriggerDelay, () => Sequence.DoEffect(trigger));
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}
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if (EffectType != ECEffectType.None)
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{
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Timer.StartTimer(EffectDelay, () => InternalDoEffect(trigger));
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}
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}
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public void InternalDoEffect(IEntity trigger)
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{
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var from = m_Source ?? trigger;
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var to = m_Target ?? trigger;
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switch (EffectType)
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{
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case ECEffectType.Lightning:
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{
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Effects.SendBoltEffect(from, false, EffectHue);
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break;
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}
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case ECEffectType.Location:
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{
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Effects.SendLocationParticles(
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EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration),
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EffectItemID,
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Speed,
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Duration,
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EffectHue,
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RenderMode,
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ParticleEffect,
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Unknown
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);
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break;
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}
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case ECEffectType.Moving:
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{
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if (from == this)
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{
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from = EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration);
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}
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if (to == this)
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{
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to = EffectItem.Create(to.Location, to.Map, EffectItem.DefaultDuration);
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}
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Effects.SendMovingParticles(
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from,
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to,
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EffectItemID,
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Speed,
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Duration,
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FixedDirection,
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Explodes,
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EffectHue,
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RenderMode,
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ParticleEffect,
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ExplodeParticleEffect,
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ExplodeSound,
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EffectLayer,
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Unknown
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);
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break;
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}
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case ECEffectType.Target:
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{
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Effects.SendTargetParticles(
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from,
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EffectItemID,
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Speed,
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Duration,
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EffectHue,
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RenderMode,
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ParticleEffect,
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EffectLayer,
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Unknown
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);
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break;
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}
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}
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}
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}
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}
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