ModernUO/Projects/UOContent/Engines/Factions/Core/Town.cs
Kamron Batman 9b554f69b0
feat(timers): Adds timer pooling, fixes timer related bugs, and changes timer api (#667)
### 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);`.
2021-08-07 14:33:35 -07:00

567 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using Server.Targeting;
namespace Server.Factions
{
[CustomEnum(new[] { "Britain", "Magincia", "Minoc", "Moonglow", "Skara Brae", "Trinsic", "Vesper", "Yew" })]
public abstract class Town : IComparable<Town>
{
public const int SilverCaptureBonus = 10000;
public static readonly TimeSpan TaxChangePeriod = TimeSpan.FromHours(12.0);
public static readonly TimeSpan IncomePeriod = TimeSpan.FromDays(1.0);
private Timer _incomeTimer;
private TownState m_State;
public Town()
{
m_State = new TownState(this);
ConstructVendorLists();
ConstructGuardLists();
StartIncomeTimer();
}
public TownDefinition Definition { get; set; }
public TownState State
{
get => m_State;
set
{
m_State = value;
ConstructGuardLists();
}
}
public int Silver
{
get => m_State.Silver;
set => m_State.Silver = value;
}
public Faction Owner
{
get => m_State.Owner;
set => Capture(value);
}
public Mobile Sheriff
{
get => m_State.Sheriff;
set => m_State.Sheriff = value;
}
public Mobile Finance
{
get => m_State.Finance;
set => m_State.Finance = value;
}
public int Tax
{
get => m_State.Tax;
set => m_State.Tax = value;
}
public DateTime LastTaxChange
{
get => m_State.LastTaxChange;
set => m_State.LastTaxChange = value;
}
public bool TaxChangeReady => m_State.LastTaxChange + TaxChangePeriod < Core.Now;
public int FinanceUpkeep
{
get
{
var vendorLists = VendorLists;
var upkeep = 0;
for (var i = 0; i < vendorLists.Count; ++i)
{
upkeep += vendorLists[i].Vendors.Count * vendorLists[i].Definition.Upkeep;
}
return upkeep;
}
}
public int SheriffUpkeep
{
get
{
var guardLists = GuardLists;
var upkeep = 0;
for (var i = 0; i < guardLists.Count; ++i)
{
upkeep += guardLists[i].Guards.Count * guardLists[i].Definition.Upkeep;
}
return upkeep;
}
}
public int DailyIncome => 10000 * (100 + m_State.Tax) / 100;
public int NetCashFlow => DailyIncome - FinanceUpkeep - SheriffUpkeep;
public TownMonolith Monolith
{
get
{
var monoliths = BaseMonolith.Monoliths;
foreach (var monolith in monoliths)
{
if (monolith is TownMonolith townMonolith && townMonolith.Town == this)
{
return townMonolith;
}
}
return null;
}
}
public DateTime LastIncome
{
get => m_State.LastIncome;
set => m_State.LastIncome = value;
}
public List<VendorList> VendorLists { get; set; }
public List<GuardList> GuardLists { get; set; }
public static List<Town> Towns => Reflector.Towns;
public int CompareTo(Town other) => Definition.Sort - (other?.Definition.Sort ?? 0);
public static Town FromRegion(Region reg)
{
if (reg.Map != Faction.Facet)
{
return null;
}
var towns = Towns;
for (var i = 0; i < towns.Count; ++i)
{
var town = towns[i];
if (reg.IsPartOf(town.Definition.Region))
{
return town;
}
}
return null;
}
public void BeginOrderFiring(Mobile from)
{
var isFinance = IsFinance(from);
var isSheriff = IsSheriff(from);
string type = null;
// NOTE: Messages not OSI-accurate, intentional
if (isFinance && isSheriff) // GM only
{
type = "vendor or guard";
}
else if (isFinance)
{
type = "vendor";
}
else if (isSheriff)
{
type = "guard";
}
from.SendMessage("Target the {0} you wish to dismiss.", type);
from.BeginTarget(12, false, TargetFlags.None, EndOrderFiring);
}
public void EndOrderFiring(Mobile from, object obj)
{
var isFinance = IsFinance(from);
var isSheriff = IsSheriff(from);
string type = null;
if (isFinance && isSheriff) // GM only
{
type = "vendor or guard";
}
else if (isFinance)
{
type = "vendor";
}
else if (isSheriff)
{
type = "guard";
}
if (obj is BaseFactionVendor vendor && vendor.Town == this && isFinance)
{
vendor.Delete();
}
else if (obj is BaseFactionGuard guard && guard.Town == this && isSheriff)
{
guard.Delete();
}
else
{
from.SendMessage("That is not a {0}!", type);
}
}
public void StartIncomeTimer()
{
_incomeTimer ??= Timer.DelayCall(TimeSpan.FromMinutes(1.0), TimeSpan.FromMinutes(1.0), CheckIncome);
}
public void Delete()
{
_incomeTimer?.Stop();
}
public void CheckIncome()
{
if (LastIncome + IncomePeriod > Core.Now || Owner == null)
{
return;
}
ProcessIncome();
}
public void ProcessIncome()
{
LastIncome = Core.Now;
var flow = NetCashFlow;
if (Silver + flow < 0)
{
var toDelete = BuildFinanceList();
while (Silver + flow < 0 && toDelete.Count > 0)
{
var mob = toDelete.RandomElement();
mob.Delete();
toDelete.Remove(mob);
flow = NetCashFlow;
}
}
Silver += flow;
}
public List<Mobile> BuildFinanceList()
{
var list = new List<Mobile>();
for (var i = 0; i < VendorLists.Count; ++i)
{
list.AddRange(VendorLists[i].Vendors);
}
for (var i = 0; i < GuardLists.Count; ++i)
{
list.AddRange(GuardLists[i].Guards);
}
return list;
}
public void ConstructGuardLists()
{
var defs = Owner?.Definition.Guards ?? Array.Empty<GuardDefinition>();
GuardLists = new List<GuardList>();
for (var i = 0; i < defs.Length; ++i)
{
GuardLists.Add(new GuardList(defs[i]));
}
}
public GuardList FindGuardList(Type type)
{
var guardLists = GuardLists;
for (var i = 0; i < guardLists.Count; ++i)
{
var guardList = guardLists[i];
if (guardList.Definition.Type == type)
{
return guardList;
}
}
return null;
}
public void ConstructVendorLists()
{
var defs = VendorDefinition.Definitions;
VendorLists = new List<VendorList>();
for (var i = 0; i < defs.Length; ++i)
{
VendorLists.Add(new VendorList(defs[i]));
}
}
public VendorList FindVendorList(Type type)
{
var vendorLists = VendorLists;
for (var i = 0; i < vendorLists.Count; ++i)
{
var vendorList = vendorLists[i];
if (vendorList.Definition.Type == type)
{
return vendorList;
}
}
return null;
}
public bool RegisterGuard(BaseFactionGuard guard)
{
if (guard == null)
{
return false;
}
var guardList = FindGuardList(guard.GetType());
if (guardList == null)
{
return false;
}
guardList.Guards.Add(guard);
return true;
}
public bool UnregisterGuard(BaseFactionGuard guard)
{
if (guard == null)
{
return false;
}
var guardList = FindGuardList(guard.GetType());
if (guardList == null)
{
return false;
}
if (!guardList.Guards.Contains(guard))
{
return false;
}
guardList.Guards.Remove(guard);
return true;
}
public bool RegisterVendor(BaseFactionVendor vendor)
{
if (vendor == null)
{
return false;
}
var vendorList = FindVendorList(vendor.GetType());
if (vendorList == null)
{
return false;
}
vendorList.Vendors.Add(vendor);
return true;
}
public bool UnregisterVendor(BaseFactionVendor vendor)
{
if (vendor == null)
{
return false;
}
var vendorList = FindVendorList(vendor.GetType());
if (vendorList == null)
{
return false;
}
if (!vendorList.Vendors.Contains(vendor))
{
return false;
}
vendorList.Vendors.Remove(vendor);
return true;
}
public static void Initialize()
{
var towns = Towns;
for (var i = 0; i < towns.Count; ++i)
{
towns[i].Sheriff = towns[i].Sheriff;
towns[i].Finance = towns[i].Finance;
}
CommandSystem.Register("GrantTownSilver", AccessLevel.Administrator, GrantTownSilver_OnCommand);
}
public bool IsSheriff(Mobile mob) =>
mob?.Deleted == false &&
(mob.AccessLevel >= AccessLevel.GameMaster || mob == Sheriff);
public bool IsFinance(Mobile mob) =>
mob?.Deleted == false &&
(mob.AccessLevel >= AccessLevel.GameMaster || mob == Finance);
public void Capture(Faction f)
{
if (m_State.Owner == f)
{
return;
}
if (m_State.Owner == null) // going from unowned to owned
{
LastIncome = Core.Now;
f.Silver += SilverCaptureBonus;
}
else if (f == null) // going from owned to unowned
{
LastIncome = DateTime.MinValue;
}
else // otherwise changing hands, income timer doesn't change
{
f.Silver += SilverCaptureBonus;
}
m_State.Owner = f;
Sheriff = null;
Finance = null;
var monolith = Monolith;
if (monolith != null)
{
monolith.Faction = f;
}
var vendorLists = VendorLists;
for (var i = 0; i < vendorLists.Count; ++i)
{
var vendorList = vendorLists[i];
var vendors = vendorList.Vendors;
for (var j = vendors.Count - 1; j >= 0; --j)
{
vendors[j].Delete();
}
}
var guardLists = GuardLists;
for (var i = 0; i < guardLists.Count; ++i)
{
var guardList = guardLists[i];
var guards = guardList.Guards;
for (var j = guards.Count - 1; j >= 0; --j)
{
guards[j].Delete();
}
}
ConstructGuardLists();
}
public override string ToString() => Definition.FriendlyName;
public static void WriteReference(IGenericWriter writer, Town town)
{
var idx = Towns.IndexOf(town);
writer.WriteEncodedInt(idx + 1);
}
public static Town ReadReference(IGenericReader reader)
{
var idx = reader.ReadEncodedInt() - 1;
if (idx >= 0 && idx < Towns.Count)
{
return Towns[idx];
}
return null;
}
public static Town Parse(string name)
{
var towns = Towns;
for (var i = 0; i < towns.Count; ++i)
{
var town = towns[i];
if (town.Definition.FriendlyName.InsensitiveEquals(name))
{
return town;
}
}
return null;
}
public static void GrantTownSilver_OnCommand(CommandEventArgs e)
{
var town = FromRegion(e.Mobile.Region);
if (town == null)
{
e.Mobile.SendMessage("You are not in a faction town.");
}
else if (e.Length == 0)
{
e.Mobile.SendMessage("Format: GrantTownSilver <amount>");
}
else
{
town.Silver += e.GetInt32(0);
e.Mobile.SendMessage(
"You have granted {0:N0} silver to the town. It now has {1:N0} silver.",
e.GetInt32(0),
town.Silver
);
}
}
}
}