ModernUO/Projects/UOContent/Engines/Factions/Mobiles/Guards/BaseFactionGuard.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

533 lines
16 KiB
C#

using System;
using Server.Factions.AI;
using Server.Items;
using Server.Mobiles;
using Server.Network;
namespace Server.Factions
{
public abstract class BaseFactionGuard : BaseCreature
{
private const int ListenRange = 12;
private static readonly Type[] m_StrongPotions =
{
typeof(GreaterHealPotion), typeof(GreaterHealPotion), typeof(GreaterHealPotion),
typeof(GreaterCurePotion), typeof(GreaterCurePotion), typeof(GreaterCurePotion),
typeof(GreaterStrengthPotion), typeof(GreaterStrengthPotion),
typeof(GreaterAgilityPotion), typeof(GreaterAgilityPotion),
typeof(TotalRefreshPotion), typeof(TotalRefreshPotion),
typeof(GreaterExplosionPotion)
};
private static readonly Type[] m_WeakPotions =
{
typeof(HealPotion), typeof(HealPotion), typeof(HealPotion),
typeof(CurePotion), typeof(CurePotion), typeof(CurePotion),
typeof(StrengthPotion), typeof(StrengthPotion),
typeof(AgilityPotion), typeof(AgilityPotion),
typeof(RefreshPotion), typeof(RefreshPotion),
typeof(ExplosionPotion)
};
private Faction m_Faction;
private DateTime m_OrdersEnd;
private Town m_Town;
public BaseFactionGuard(string title) : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Orders = new Orders(this);
Title = title;
RangeHome = 6;
}
public BaseFactionGuard(Serial serial) : base(serial)
{
}
public override bool BardImmune => true;
[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
public Faction Faction
{
get => m_Faction;
set
{
Unregister();
m_Faction = value;
Register();
}
}
public Orders Orders { get; private set; }
[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
public Town Town
{
get => m_Town;
set
{
Unregister();
m_Town = value;
Register();
}
}
public abstract GuardAI GuardAI { get; }
protected override BaseAI ForcedAI => new FactionGuardAI(this);
public override TimeSpan ReacquireDelay => TimeSpan.FromSeconds(2.0);
public override bool ClickTitle => false;
public void Register()
{
if (m_Town != null && m_Faction != null)
{
m_Town.RegisterGuard(this);
}
}
public void Unregister()
{
m_Town?.UnregisterGuard(this);
}
public override bool IsEnemy(Mobile m)
{
var ourFaction = m_Faction;
var theirFaction = Faction.Find(m);
if (theirFaction == null && m is BaseFactionGuard guard)
{
theirFaction = guard.Faction;
}
if (ourFaction != null && theirFaction != null && ourFaction != theirFaction)
{
var reactionType = Orders.GetReaction(theirFaction).Type;
if (reactionType == ReactionType.Attack)
{
return true;
}
var list = m.Aggressed;
for (var i = 0; i < list.Count; ++i)
{
var ai = list[i];
if (ai.Defender is BaseFactionGuard bf && bf.Faction == ourFaction)
{
return true;
}
}
}
return false;
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (m.Player && m.Alive && InRange(m, 10) && !InRange(oldLocation, 10) && InLOS(m) &&
Orders.GetReaction(Faction.Find(m)).Type == ReactionType.Warn)
{
Direction = GetDirectionTo(m);
var warning = Utility.Random(6) switch
{
0 => "I warn you, {0}, you would do well to leave this area before someone shows you the world of gray.",
1 => "It would be wise to leave this area, {0}, lest your head become my commanders' trophy.",
2 => "You are bold, {0}, for one of the meager {1}. Leave now, lest you be taught the taste of dirt.",
3 => "Your presence here is an insult, {0}. Be gone now, knave.",
4 => "Dost thou wish to be hung by your toes, {0}? Nay? Then come no closer.",
_ => "Hey, {0}. Yeah, you. Get out of here before I beat you with a stick." // 5
};
var faction = Faction.Find(m);
Say(warning, m.Name, faction == null ? "civilians" : faction.Definition.FriendlyName);
}
}
public override bool HandlesOnSpeech(Mobile from)
{
if (InRange(from, ListenRange))
{
return true;
}
return base.HandlesOnSpeech(from);
}
private void ChangeReaction(Faction faction, ReactionType type)
{
if (faction == null)
{
switch (type)
{
case ReactionType.Ignore:
Say(1005179);
break; // Civilians will now be ignored.
case ReactionType.Warn:
Say(1005180);
break; // Civilians will now be warned of their impending deaths.
case ReactionType.Attack: return;
}
}
else
{
var def = type switch
{
ReactionType.Ignore => faction.Definition.GuardIgnore,
ReactionType.Warn => faction.Definition.GuardWarn,
_ => faction.Definition.GuardAttack // ReactionType.Attack
};
if (def?.Number > 0)
{
Say(def.Number);
}
else if (def?.String != null)
{
Say(def.String);
}
}
Orders.SetReaction(faction, type);
}
private bool WasNamed(string speech)
{
var name = Name;
return name != null && speech.InsensitiveStartsWith(name);
}
public override void OnSpeech(SpeechEventArgs e)
{
base.OnSpeech(e);
var from = e.Mobile;
if (!e.Handled && InRange(from, ListenRange) && from.Alive)
{
if (e.HasKeyword(0xE6) && (e.Speech.InsensitiveEquals("orders") || WasNamed(e.Speech))) // *orders*
{
if (m_Town?.IsSheriff(from) != true)
{
Say(1042189); // I don't work for you!
}
else if (Town.FromRegion(Region) == m_Town)
{
Say(1042180); // Your orders, sire?
m_OrdersEnd = Core.Now + TimeSpan.FromSeconds(10.0);
}
}
else if (Core.Now < m_OrdersEnd)
{
if (m_Town?.IsSheriff(from) != true || Town.FromRegion(Region) != m_Town)
{
return;
}
m_OrdersEnd = Core.Now + TimeSpan.FromSeconds(10.0);
var understood = true;
ReactionType newType = 0;
if (e.Speech.InsensitiveContains("attack"))
{
newType = ReactionType.Attack;
}
else if (e.Speech.InsensitiveContains("warn"))
{
newType = ReactionType.Warn;
}
else if (e.Speech.InsensitiveContains("ignore"))
{
newType = ReactionType.Ignore;
}
else
{
understood = false;
}
if (understood)
{
understood = false;
if (e.Speech.InsensitiveContains("civil"))
{
ChangeReaction(null, newType);
understood = true;
}
var factions = Faction.Factions;
for (var i = 0; i < factions.Count; ++i)
{
var faction = factions[i];
if (faction != m_Faction && e.Speech.InsensitiveContains(faction.Definition.Keyword))
{
ChangeReaction(faction, newType);
understood = true;
}
}
}
else if (e.Speech.InsensitiveContains("patrol"))
{
Home = Location;
RangeHome = 6;
Combatant = null;
Orders.Movement = MovementType.Patrol;
Say(1005146); // This spot looks like it needs protection! I shall guard it with my life.
understood = true;
}
else if (e.Speech.InsensitiveContains("follow"))
{
Home = Location;
RangeHome = 6;
Combatant = null;
Orders.Follow = from;
Orders.Movement = MovementType.Follow;
Say(1005144); // Yes, Sire.
understood = true;
}
if (!understood)
{
Say(1042183); // I'm sorry, I don't understand your orders...
}
}
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_Faction != null && Map == Faction.Facet)
{
list.Add(1060846, m_Faction.Definition.PropName); // Guard: ~1_val~
}
}
public override void OnSingleClick(Mobile from)
{
if (m_Faction != null && Map == Faction.Facet)
{
var text = $"(Guard, {m_Faction.Definition.FriendlyName})";
var hue = Faction.Find(from) == m_Faction ? 98 : 38;
PrivateOverheadMessage(MessageType.Label, hue, true, text, from.NetState);
}
base.OnSingleClick(from);
}
public virtual void GenerateRandomHair()
{
Utility.AssignRandomHair(this);
Utility.AssignRandomFacialHair(this, HairHue);
}
public void PackStrongPotions(int min, int max)
{
PackStrongPotions(Utility.RandomMinMax(min, max));
}
public void PackStrongPotions(int count)
{
for (var i = 0; i < count; ++i)
{
PackStrongPotion();
}
}
public void PackStrongPotion()
{
PackItem(Loot.Construct(m_StrongPotions));
}
public void PackWeakPotions(int min, int max)
{
PackWeakPotions(Utility.RandomMinMax(min, max));
}
public void PackWeakPotions(int count)
{
for (var i = 0; i < count; ++i)
{
PackWeakPotion();
}
}
public void PackWeakPotion()
{
PackItem(Loot.Construct(m_WeakPotions));
}
public Item Immovable(Item item)
{
item.Movable = false;
return item;
}
public Item Newbied(Item item)
{
item.LootType = LootType.Newbied;
return item;
}
public Item Rehued(Item item, int hue)
{
item.Hue = hue;
return item;
}
public Item Layered(Item item, Layer layer)
{
item.Layer = layer;
return item;
}
public Item Resourced(BaseWeapon weapon, CraftResource resource)
{
weapon.Resource = resource;
return weapon;
}
public Item Resourced(BaseArmor armor, CraftResource resource)
{
armor.Resource = resource;
return armor;
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
Unregister();
}
public override void OnDeath(Container c)
{
base.OnDeath(c);
c.Delete();
}
public virtual void GenerateBody(bool isFemale, bool randomHair)
{
Hue = Race.Human.RandomSkinHue();
if (isFemale)
{
Female = true;
Body = 401;
Name = NameList.RandomName("female");
}
else
{
Female = false;
Body = 400;
Name = NameList.RandomName("male");
}
if (randomHair)
{
GenerateRandomHair();
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
Faction.WriteReference(writer, m_Faction);
Town.WriteReference(writer, m_Town);
Orders.Serialize(writer);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
m_Faction = Faction.ReadReference(reader);
m_Town = Town.ReadReference(reader);
Orders = new Orders(this, reader);
Timer.StartTimer(Register);
}
}
public class VirtualMount : IMount
{
private readonly VirtualMountItem m_Item;
public VirtualMount(VirtualMountItem item) => m_Item = item;
Mobile IMount.Rider
{
get => m_Item.Rider;
set { }
}
public virtual void OnRiderDamaged(int amount, Mobile from, bool willKill)
{
}
}
public class VirtualMountItem : Item, IMountItem
{
private readonly VirtualMount m_Mount;
public VirtualMountItem(Mobile mob) : base(0x3EA0)
{
Layer = Layer.Mount;
Rider = mob;
m_Mount = new VirtualMount(this);
}
public VirtualMountItem(Serial serial) : base(serial) => m_Mount = new VirtualMount(this);
public Mobile Rider { get; private set; }
public IMount Mount => m_Mount;
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
writer.Write(Rider);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
Rider = reader.ReadEntity<Mobile>();
if (Rider == null)
{
Delete();
}
}
}
}