### 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);`.
117 lines
3.5 KiB
C#
117 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.SkillHandlers;
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namespace Server.Spells.Ninjitsu
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{
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public class SurpriseAttack : NinjaMove
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{
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private static readonly Dictionary<Mobile, SurpriseAttackInfo>
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m_Table = new();
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public override int BaseMana => 20;
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public override double RequiredSkill => Core.ML ? 60.0 : 30.0;
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public override TextDefinition AbilityMessage => new(1063128); // You prepare to surprise your prey.
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public override bool ValidatesDuringHit => false;
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public override bool Validate(Mobile from)
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{
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if (!from.Hidden || from.AllowedStealthSteps <= 0)
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{
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from.SendLocalizedMessage(1063087); // You must be in stealth mode to use this ability.
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return false;
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}
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return base.Validate(from);
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}
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public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
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{
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var valid = Validate(attacker) && CheckMana(attacker, true);
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if (valid)
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{
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attacker.BeginAction<Stealth>();
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Timer.StartTimer(TimeSpan.FromSeconds(5.0), attacker.EndAction<Stealth>);
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}
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return valid;
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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// Validates before swing
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ClearCurrentMove(attacker);
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attacker.SendLocalizedMessage(1063129); // You catch your opponent off guard with your Surprise Attack!
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defender.SendLocalizedMessage(1063130); // Your defenses are lowered as your opponent surprises you!
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defender.FixedParticles(0x37B9, 1, 5, 0x26DA, 0, 3, EffectLayer.Head);
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attacker.RevealingAction();
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StopTimer(defender);
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var ninjitsu = attacker.Skills.Ninjitsu.Fixed;
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var malus = ninjitsu / 60 + (int)Tracking.GetStalkingBonus(attacker, defender);
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var info = new SurpriseAttackInfo(defender, malus);
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Timer.StartTimer(TimeSpan.FromSeconds(8.0), () => EndSurprise(info), out info._timerToken);
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m_Table[defender] = info;
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CheckGain(attacker);
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}
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public override void OnMiss(Mobile attacker, Mobile defender)
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{
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ClearCurrentMove(attacker);
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attacker.SendLocalizedMessage(1063161); // You failed to properly use the element of surprise.
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attacker.RevealingAction();
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}
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public static bool GetMalus(Mobile target, ref int malus)
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{
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if (!m_Table.TryGetValue(target, out var info))
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{
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return false;
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}
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malus = info.m_Malus;
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return true;
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}
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private static void StopTimer(Mobile m)
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{
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if (m_Table.Remove(m, out var info))
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{
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info._timerToken.Cancel();
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}
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}
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private static void EndSurprise(SurpriseAttackInfo info)
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{
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StopTimer(info.m_Target);
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info.m_Target.SendLocalizedMessage(1063131); // Your defenses have returned to normal.
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}
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private class SurpriseAttackInfo
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{
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public readonly int m_Malus;
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public readonly Mobile m_Target;
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public TimerExecutionToken _timerToken;
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public SurpriseAttackInfo(Mobile target, int effect)
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{
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m_Target = target;
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m_Malus = effect;
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}
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}
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}
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}
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