### 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);`.
262 lines
6.7 KiB
C#
262 lines
6.7 KiB
C#
using System;
|
|
|
|
namespace Server.Items
|
|
{
|
|
public class EnhancedBandage : Bandage
|
|
{
|
|
[Constructible]
|
|
public EnhancedBandage(int amount = 1)
|
|
: base(amount) =>
|
|
Hue = 0x8A5;
|
|
|
|
public EnhancedBandage(Serial serial)
|
|
: base(serial)
|
|
{
|
|
}
|
|
|
|
public static int HealingBonus => 10;
|
|
|
|
public override int LabelNumber => 1152441; // enhanced bandage
|
|
|
|
public override bool Dye(Mobile from, DyeTub sender) => false;
|
|
|
|
public override void AddNameProperties(ObjectPropertyList list)
|
|
{
|
|
base.AddNameProperties(list);
|
|
|
|
list.Add(1075216); // these bandages have been enhanced
|
|
}
|
|
|
|
public override void Serialize(IGenericWriter writer)
|
|
{
|
|
base.Serialize(writer);
|
|
|
|
writer.WriteEncodedInt(0); // version
|
|
}
|
|
|
|
public override void Deserialize(IGenericReader reader)
|
|
{
|
|
base.Deserialize(reader);
|
|
|
|
var version = reader.ReadEncodedInt();
|
|
}
|
|
}
|
|
|
|
[Flippable(0x2AC0, 0x2AC3)]
|
|
public class FountainOfLife : BaseAddonContainer
|
|
{
|
|
private int m_Charges;
|
|
|
|
private TimerExecutionToken _timerToken;
|
|
|
|
[Constructible]
|
|
public FountainOfLife(int charges = 10)
|
|
: base(0x2AC0)
|
|
{
|
|
m_Charges = charges;
|
|
|
|
Timer.StartTimer(RechargeTime, RechargeTime, Recharge, out _timerToken);
|
|
}
|
|
|
|
public FountainOfLife(Serial serial)
|
|
: base(serial)
|
|
{
|
|
}
|
|
|
|
public override BaseAddonContainerDeed Deed => new FountainOfLifeDeed(m_Charges);
|
|
|
|
public virtual TimeSpan RechargeTime => TimeSpan.FromDays(1);
|
|
|
|
public override int LabelNumber => 1075197; // Fountain of Life
|
|
public override int DefaultGumpID => 0x484;
|
|
public override int DefaultDropSound => 66;
|
|
public override int DefaultMaxItems => 125;
|
|
|
|
[CommandProperty(AccessLevel.GameMaster)]
|
|
public int Charges
|
|
{
|
|
get => m_Charges;
|
|
set
|
|
{
|
|
m_Charges = Math.Min(value, 10);
|
|
InvalidateProperties();
|
|
}
|
|
}
|
|
|
|
public override bool OnDragLift(Mobile from) => false;
|
|
|
|
public override bool OnDragDrop(Mobile from, Item dropped)
|
|
{
|
|
if (dropped is Bandage)
|
|
{
|
|
var allow = base.OnDragDrop(from, dropped);
|
|
|
|
if (allow)
|
|
{
|
|
Enhance(from);
|
|
}
|
|
|
|
return allow;
|
|
}
|
|
|
|
from.SendLocalizedMessage(1075209); // Only bandages may be dropped into the fountain.
|
|
return false;
|
|
}
|
|
|
|
public override bool OnDragDropInto(Mobile from, Item item, Point3D p)
|
|
{
|
|
if (item is Bandage)
|
|
{
|
|
var allow = base.OnDragDropInto(from, item, p);
|
|
|
|
if (allow)
|
|
{
|
|
Enhance(from);
|
|
}
|
|
|
|
return allow;
|
|
}
|
|
|
|
from.SendLocalizedMessage(1075209); // Only bandages may be dropped into the fountain.
|
|
return false;
|
|
}
|
|
|
|
public override void AddNameProperties(ObjectPropertyList list)
|
|
{
|
|
base.AddNameProperties(list);
|
|
|
|
list.Add(1075217, m_Charges.ToString()); // ~1_val~ charges remaining
|
|
}
|
|
|
|
public override void OnDelete()
|
|
{
|
|
_timerToken.Cancel();
|
|
|
|
base.OnDelete();
|
|
}
|
|
|
|
public override void Serialize(IGenericWriter writer)
|
|
{
|
|
base.Serialize(writer);
|
|
|
|
writer.WriteEncodedInt(0); // version
|
|
|
|
writer.Write(m_Charges);
|
|
writer.Write(_timerToken.Next);
|
|
}
|
|
|
|
public override void Deserialize(IGenericReader reader)
|
|
{
|
|
base.Deserialize(reader);
|
|
|
|
var version = reader.ReadEncodedInt();
|
|
|
|
m_Charges = reader.ReadInt();
|
|
|
|
var next = reader.ReadDateTime();
|
|
|
|
var now = Core.Now;
|
|
|
|
if (next < now)
|
|
{
|
|
Timer.StartTimer(RechargeTime, Recharge, out _timerToken);
|
|
}
|
|
else
|
|
{
|
|
Timer.StartTimer(next - now, RechargeTime, Recharge, out _timerToken);
|
|
}
|
|
}
|
|
|
|
public void Recharge()
|
|
{
|
|
m_Charges = 10;
|
|
|
|
Enhance(null);
|
|
}
|
|
|
|
public void Enhance(Mobile from)
|
|
{
|
|
for (var i = Items.Count - 1; i >= 0 && m_Charges > 0; --i)
|
|
{
|
|
if (Items[i] is EnhancedBandage)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (Items[i] is Bandage bandage)
|
|
{
|
|
Item enhanced;
|
|
|
|
if (bandage.Amount > m_Charges)
|
|
{
|
|
bandage.Amount -= m_Charges;
|
|
enhanced = new EnhancedBandage(m_Charges);
|
|
m_Charges = 0;
|
|
}
|
|
else
|
|
{
|
|
enhanced = new EnhancedBandage(bandage.Amount);
|
|
m_Charges -= bandage.Amount;
|
|
bandage.Delete();
|
|
}
|
|
|
|
if (from == null || !TryDropItem(from, enhanced, false)) // try stacking first
|
|
{
|
|
DropItem(enhanced);
|
|
}
|
|
}
|
|
}
|
|
|
|
InvalidateProperties();
|
|
}
|
|
}
|
|
|
|
public class FountainOfLifeDeed : BaseAddonContainerDeed
|
|
{
|
|
private int m_Charges;
|
|
|
|
[Constructible]
|
|
public FountainOfLifeDeed(int charges = 10)
|
|
{
|
|
LootType = LootType.Blessed;
|
|
m_Charges = charges;
|
|
}
|
|
|
|
public FountainOfLifeDeed(Serial serial)
|
|
: base(serial)
|
|
{
|
|
}
|
|
|
|
public override int LabelNumber => 1075197; // Fountain of Life
|
|
public override BaseAddonContainer Addon => new FountainOfLife(m_Charges);
|
|
|
|
[CommandProperty(AccessLevel.GameMaster)]
|
|
public int Charges
|
|
{
|
|
get => m_Charges;
|
|
set
|
|
{
|
|
m_Charges = Math.Min(value, 10);
|
|
InvalidateProperties();
|
|
}
|
|
}
|
|
|
|
public override void Serialize(IGenericWriter writer)
|
|
{
|
|
base.Serialize(writer);
|
|
|
|
writer.WriteEncodedInt(0); // version
|
|
|
|
writer.Write(m_Charges);
|
|
}
|
|
|
|
public override void Deserialize(IGenericReader reader)
|
|
{
|
|
base.Deserialize(reader);
|
|
|
|
var version = reader.ReadEncodedInt();
|
|
|
|
m_Charges = reader.ReadInt();
|
|
}
|
|
}
|
|
}
|