ModernUO/dev-docs/claude-skills/modernuo-timers.md
Kamron Batman 76bbcd88c4
docs: update serialization docs and skills for generator v4
Replaces order-based linkage ([SerializableFieldSaveFlag]/[SerializableFieldDefault])
with field-side [SaveFlag(nameof(...))], [TimerDrift]/[DeserializeTimerField] with
[DeserializeTimer(nameof(Method), wallClock)], and documents the [SerializableField]
setter hooks (allowFieldChange/fieldChanged), the anchored-time semantics for
drifting timers, [AnchoredDateTime], and the timer MigrateFrom pattern. Narrows
[SerializableProperty] guidance to custom getters. Also fixes the documented
[SerializableField] signature (the saveIf parameter never existed) and refreshes
real-code examples that were converted in the v4 migration PRs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:26:56 -07:00

230 lines
7.8 KiB
Markdown

---
name: modernuo-timers
description: >
Trigger when creating delayed actions, recurring timers, or any time-based behavior. When using Timer.StartTimer, Timer.DelayCall, or TimerExecutionToken.
---
# ModernUO Timers & Scheduling
## When This Activates
- Creating delayed actions or recurring timers
- Working with `Timer`, `TimerExecutionToken`, `DelayCallTimer`
- Implementing decay, expiration, or periodic behavior
- Restoring timers after deserialization
## Key Rules
1. **Prefer `Timer.StartTimer` with token** for cancellable timers
2. **Prefer `Timer.StartTimer` without token** for fire-and-forget
3. **Never serialize `TimerExecutionToken`** -- restore in `[AfterDeserialization]`
4. **Always cancel timers in `OnDelete()`/`OnAfterDelete()`**
5. **8ms minimum precision** -- timer wheel uses 8ms tick rate
6. **Timers are NOT thread-safe** -- never Start/Stop timers or call `Timer.DelayCall`/`Timer.StartTimer` from any thread other than the game thread. This includes `Serialize()` which runs on background serialization threads during world saves.
## Preferred APIs (In Order)
### 1. Timer.StartTimer with Token (Cancellable Fire-and-Forget)
```csharp
private TimerExecutionToken _timerToken;
// One-shot
Timer.StartTimer(TimeSpan.FromSeconds(5), DoSomething, out _timerToken);
// Repeating
Timer.StartTimer(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), CheckExpiry, out _timerToken);
// Repeating with count limit
Timer.StartTimer(TimeSpan.FromSeconds(0), TimeSpan.FromSeconds(1), 10, Tick, out _timerToken);
// Cancel
_timerToken.Cancel(); // Safe to call multiple times
// Check state
if (_timerToken.Running) { }
```
### 2. Timer.StartTimer without Token (Fire-and-Forget, No Cancel)
```csharp
Timer.StartTimer(Delete); // Immediate
Timer.StartTimer(TimeSpan.FromSeconds(5), Delete); // Delayed
Timer.StartTimer(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), Tick); // Repeating
```
### 3. Timer.DelayCall (Returns Timer Object)
```csharp
var timer = Timer.DelayCall(TimeSpan.FromSeconds(5), DoSomething);
timer.Stop(); // Cancel later if needed
```
### 4. Timer.DelayCall with State (Avoids Closures)
```csharp
// Passes state without lambda allocation
Timer.DelayCall(TimeSpan.FromSeconds(2), ProcessTarget, from, target);
// Calls: ProcessTarget(Mobile from, Mobile target) after 2s
// Up to 5 parameters supported
Timer.DelayCall(TimeSpan.FromSeconds(1), DoWork, arg1, arg2, arg3);
```
### 5. Timer.Pause (Awaitable)
```csharp
await Timer.Pause(TimeSpan.FromMilliseconds(100));
await Timer.Pause(500); // 500ms overload
```
## TimerExecutionToken Properties
```csharp
_timerToken.Running // bool: is timer still active?
_timerToken.Index // int: how many times OnTick has fired
_timerToken.RemainingCount // int: ticks remaining (int.MaxValue if infinite)
_timerToken.Next // DateTime: when next tick fires
_timerToken.Cancel() // Stop and return to pool (safe to call multiple times)
```
## Timer Wheel Architecture
3-layer hierarchical wheel with 4096 slots per layer:
- Layer 0: 8ms resolution, ~33 second range
- Layer 1: ~33s resolution, ~22 minute range
- Layer 2: ~22m resolution, ~16 day range
All delays rounded up to nearest 8ms boundary.
## Patterns
### Cleanup in Deletion
```csharp
public override void OnDelete()
{
_timerToken.Cancel(); // TimerExecutionToken
base.OnDelete();
}
public override void OnAfterDelete()
{
_timer?.Stop(); // Timer reference
_timer = null;
base.OnAfterDelete();
}
```
### Timer Restoration After Deserialization
```csharp
[SerializationGenerator(0)]
public partial class DecayingItem : Item
{
private TimerExecutionToken _decayTimer; // NOT serialized
[SerializableField(0)]
[DeltaDateTime]
private DateTime _expireTime;
[Constructible]
public DecayingItem() : base(0x1234)
{
_expireTime = Core.Now + TimeSpan.FromHours(1);
Timer.StartTimer(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), CheckDecay, out _decayTimer);
}
[AfterDeserialization]
private void AfterDeserialization()
{
Timer.StartTimer(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), CheckDecay, out _decayTimer);
}
public override void OnAfterDelete()
{
_decayTimer.Cancel();
base.OnAfterDelete();
}
private void CheckDecay()
{
if (Core.Now >= _expireTime)
Delete();
}
}
```
### [DeserializeTimer] Pattern (for Timer fields)
Required on every serializable `Timer` member. Drifting by default: the next tick is stored
as anchored time, so server downtime does not consume the remaining delay. Use
`wallClock: true` for absolute deadlines (delay is negative if it passed during downtime).
The method is invoked **only when a timer was running at save** — no sentinel to check.
```csharp
[SerializableField(0, setter: "private")]
[DeserializeTimer(nameof(DeserializeEvaluateTimer), wallClock: true)]
private Timer _evaluateTimer;
private void DeserializeEvaluateTimer(TimeSpan delay)
{
_evaluateTimer = Timer.DelayCall(delay, EvaluationInterval, Evaluate);
}
```
Switching an existing timer between drifting and `wallClock` changes the wire format — bump
the class's `[SerializationGenerator]` version and add a `MigrateFrom` (the old content
struct exposes `XxxDelay`, `TimeSpan.MinValue` when no timer ran).
### Custom Timer Class (When You Need Complex Logic)
```csharp
private class DecayTimer : Timer
{
private readonly Corpse _corpse;
public DecayTimer(Corpse c, TimeSpan delay) : base(delay)
{
_corpse = c;
}
protected override void OnTick()
{
if (!_corpse.GetFlag(CorpseFlag.NoBones))
_corpse.TurnToBones();
else
_corpse.Delete();
}
}
// Usage:
_decayTimer = new DecayTimer(this, delay);
_decayTimer.Start();
// Cleanup:
_decayTimer?.Stop();
_decayTimer = null;
```
## Anti-Patterns
- **Serializing `TimerExecutionToken`**: It's a struct with internal Timer reference -- not serializable
- **Forgetting cleanup**: Timers keep running if not cancelled on deletion
- **Using `Thread.Sleep`**: Blocks the game loop. Use `Timer.StartTimer` or `await Timer.Pause` instead
- **Creating timers in constructors called during deserialization**: Use `[AfterDeserialization]` instead
- **Starting/stopping timers in `Serialize()`**: `Serialize()` runs on background threads during world saves -- timer APIs are game-thread-only and will corrupt state or crash
## Real Examples
- Token cleanup: `Projects/UOContent/Spells/Third/WallOfStone.cs`
- Repeating timer: `Projects/UOContent/Spells/Spellweaving/Items/TransientItem.cs`
- Custom timer class: `Projects/UOContent/Items/Misc/Corpses/Corpse.cs`
- State-carrying delay: Various files using `Timer.DelayCall<T1,T2>(delay, callback, arg1, arg2)`
- Timer deserialization: `Projects/UOContent/Items/Aquarium/Aquarium.cs`
- Timer pool config: `Projects/Server/Timer/Timer.Pool.cs`
## Timer Files
- `Projects/Server/Timer/Timer.cs` - Base class
- `Projects/Server/Timer/Timer.DelayCall.cs` - DelayCall + StartTimer
- `Projects/Server/Timer/Timer.TimerWheel.cs` - Scheduler
- `Projects/Server/Timer/Timer.Pool.cs` - Pool management
- `Projects/Server/Timer/Timer.DelayStateCall.cs` - Generic state timers
- `Projects/Server/Timer/TimerExecutionToken.cs` - Token struct
## See Also
- `dev-docs/timers.md` - Complete timer documentation
- `dev-docs/event-scheduler.md` - Wall-clock/calendar scheduling (EventScheduler) — use for daily resets, weekly events, holiday seasons instead of Timer
- `dev-docs/claude-skills/modernuo-event-scheduler.md` - EventScheduler skill for calendar-based events
- `dev-docs/claude-skills/modernuo-serialization.md` - Timer fields not serialized
- `dev-docs/claude-skills/modernuo-content-patterns.md` - Deletion patterns
- `dev-docs/claude-skills/modernuo-threading.md` - Single-threaded model