ModernUO/Projects/UOContent/Items/Skill Items/Fishing/Misc/SpecialFishingNet.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

465 lines
13 KiB
C#

using System;
using Server.Mobiles;
using Server.Multis;
using Server.Spells;
using Server.Targeting;
namespace Server.Items
{
public class SpecialFishingNet : Item
{
private static readonly int[] m_Hues =
{
0x09B,
0x0CD,
0x0D3,
0x14D,
0x1DD,
0x1E9,
0x1F4,
0x373,
0x451,
0x47F,
0x489,
0x492,
0x4B5,
0x8AA
};
private static readonly int[] m_WaterTiles =
{
0x00A8, 0x00AB,
0x0136, 0x0137
};
private static readonly int[] m_UndeepWaterTiles =
{
0x1797, 0x179C
};
[Constructible]
public SpecialFishingNet() : base(0x0DCA)
{
Weight = 1.0;
if (Utility.RandomDouble() < 0.01)
{
Hue = m_Hues.RandomElement();
}
else
{
Hue = 0x8A0;
}
}
public SpecialFishingNet(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041079; // a special fishing net
[CommandProperty(AccessLevel.GameMaster)]
public bool InUse { get; set; }
public virtual bool RequireDeepWater => true;
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
AddNetProperties(list);
}
protected virtual void AddNetProperties(ObjectPropertyList list)
{
// as if the name wasn't enough..
list.Add(1017410); // Special Fishing Net
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write(InUse);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
switch (version)
{
case 1:
{
InUse = reader.ReadBool();
if (InUse)
{
Delete();
}
break;
}
}
Stackable = false;
}
public override void OnDoubleClick(Mobile from)
{
if (InUse)
{
from.SendLocalizedMessage(1010483); // Someone is already using that net!
}
else if (IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1010484); // Where do you wish to use the net?
from.BeginTarget(-1, true, TargetFlags.None, OnTarget);
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public void OnTarget(Mobile from, object obj)
{
if (Deleted || InUse)
{
return;
}
if (!(obj is IPoint3D p3D))
{
return;
}
var map = from.Map;
if (map == null || map == Map.Internal)
{
return;
}
int x = p3D.X, y = p3D.Y, z = map.GetAverageZ(x, y); // OSI just takes the targeted Z
if (!from.InRange(p3D, 6))
{
from.SendLocalizedMessage(500976); // You need to be closer to the water to fish!
}
else if (!from.InLOS(obj))
{
from.SendLocalizedMessage(500979); // You cannot see that location.
}
else if (RequireDeepWater
? FullValidation(map, x, y)
: ValidateDeepWater(map, x, y) || ValidateUndeepWater(map, obj, ref z))
{
var p = new Point3D(x, y, z);
if (GetType() == typeof(SpecialFishingNet))
{
for (var i = 1; i < Amount; ++i) // these were stackable before, doh
{
from.AddToBackpack(new SpecialFishingNet());
}
}
InUse = true;
Movable = false;
MoveToWorld(p, map);
SpellHelper.Turn(from, p);
from.Animate(12, 5, 1, true, false, 0);
Effects.SendLocationEffect(p, map, 0x352D, 16, 4);
Effects.PlaySound(p, map, 0x364);
var index = 0;
Timer.StartTimer(
TimeSpan.FromSeconds(1.0),
TimeSpan.FromSeconds(1.25),
14,
() => DoEffect(from, p, index++)
);
from.SendLocalizedMessage(
RequireDeepWater
? 1010487
: 1074492
); // You plunge the net into the sea... / You plunge the net into the water...
}
else
{
from.SendLocalizedMessage(
RequireDeepWater
? 1010485
: 1074491
); // You can only use this net in deep water! / You can only use this net in water!
}
}
private void DoEffect(Mobile from, Point3D p, int index)
{
if (Deleted)
{
return;
}
if (index == 1)
{
Effects.SendLocationEffect(p, Map, 0x352D, 16, 4);
Effects.PlaySound(p, Map, 0x364);
}
else if (index <= 7 || index == 14)
{
if (RequireDeepWater)
{
for (var i = 0; i < 3; ++i)
{
int x, y;
switch (Utility.Random(8))
{
default: // 0
x = -1;
y = -1;
break;
case 1:
x = -1;
y = 0;
break;
case 2:
x = -1;
y = +1;
break;
case 3:
x = 0;
y = -1;
break;
case 4:
x = 0;
y = +1;
break;
case 5:
x = +1;
y = -1;
break;
case 6:
x = +1;
y = 0;
break;
case 7:
x = +1;
y = +1;
break;
}
Effects.SendLocationEffect(new Point3D(p.X + x, p.Y + y, p.Z), Map, 0x352D, 16, 4);
}
}
else
{
Effects.SendLocationEffect(p, Map, 0x352D, 16, 4);
}
if (Utility.RandomBool())
{
Effects.PlaySound(p, Map, 0x364);
}
if (index == 14)
{
FinishEffect(p, Map, from);
}
else
{
Z -= 1;
}
}
}
protected virtual int GetSpawnCount()
{
var count = Utility.RandomMinMax(1, 3);
if (Hue != 0x8A0)
{
count += Utility.RandomMinMax(1, 2);
}
return count;
}
protected void Spawn(Point3D p, Map map, BaseCreature spawn)
{
if (map == null)
{
spawn.Delete();
return;
}
int x = p.X, y = p.Y;
for (var j = 0; j < 20; ++j)
{
var tx = p.X - 2 + Utility.Random(5);
var ty = p.Y - 2 + Utility.Random(5);
var t = map.Tiles.GetLandTile(tx, ty);
if (t.Z == p.Z && (t.ID >= 0xA8 && t.ID <= 0xAB || t.ID >= 0x136 && t.ID <= 0x137) &&
!SpellHelper.CheckMulti(new Point3D(tx, ty, p.Z), map))
{
x = tx;
y = ty;
break;
}
}
spawn.MoveToWorld(new Point3D(x, y, p.Z), map);
if (spawn is Kraken && Utility.RandomDouble() < 0.2)
{
spawn.PackItem(new MessageInABottle(map == Map.Felucca ? Map.Felucca : Map.Trammel));
}
}
protected virtual void FinishEffect(Point3D p, Map map, Mobile from)
{
from.RevealingAction();
var count = GetSpawnCount();
for (var i = 0; map != null && i < count; ++i)
{
var spawn = Utility.Random(4) switch
{
0 => (BaseCreature)new SeaSerpent(),
1 => new DeepSeaSerpent(),
2 => new WaterElemental(),
3 => new Kraken(),
_ => new SeaSerpent()
};
Spawn(p, map, spawn);
spawn.Combatant = from;
}
Delete();
}
public static bool FullValidation(Map map, int x, int y)
{
var valid = ValidateDeepWater(map, x, y);
for (int j = 1, offset = 5; valid && j <= 5; ++j, offset += 5)
{
if (!ValidateDeepWater(map, x + offset, y + offset))
{
valid = false;
}
else if (!ValidateDeepWater(map, x + offset, y - offset))
{
valid = false;
}
else if (!ValidateDeepWater(map, x - offset, y + offset))
{
valid = false;
}
else if (!ValidateDeepWater(map, x - offset, y - offset))
{
valid = false;
}
}
return valid;
}
private static bool ValidateDeepWater(Map map, int x, int y)
{
var tileID = map.Tiles.GetLandTile(x, y).ID;
var water = false;
for (var i = 0; !water && i < m_WaterTiles.Length; i += 2)
{
water = tileID >= m_WaterTiles[i] && tileID <= m_WaterTiles[i + 1];
}
return water;
}
private static bool ValidateUndeepWater(Map map, object obj, ref int z)
{
if (!(obj is StaticTarget))
{
return false;
}
var target = (StaticTarget)obj;
if (BaseHouse.FindHouseAt(target.Location, map, 0) != null)
{
return false;
}
var itemID = target.ItemID;
for (var i = 0; i < m_UndeepWaterTiles.Length; i += 2)
{
if (itemID >= m_UndeepWaterTiles[i] && itemID <= m_UndeepWaterTiles[i + 1])
{
z = target.Z;
return true;
}
}
return false;
}
}
public class FabledFishingNet : SpecialFishingNet
{
[Constructible]
public FabledFishingNet() => Hue = 0x481;
public FabledFishingNet(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1063451; // a fabled fishing net
protected override void AddNetProperties(ObjectPropertyList list)
{
}
protected override int GetSpawnCount() => base.GetSpawnCount() + 4;
protected override void FinishEffect(Point3D p, Map map, Mobile from)
{
Spawn(p, map, new Leviathan(from));
base.FinishEffect(p, map, from);
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
}
}
}