### 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);`.
260 lines
8.2 KiB
C#
260 lines
8.2 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2021 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: Timer.TimerWheel.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace Server
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{
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public partial class Timer
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{
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private const int _ringSizePowerOf2 = 12;
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private const int _ringSize = 1 << _ringSizePowerOf2; // 4096
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private const int _ringLayers = 3;
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private const int _tickRatePowerOf2 = 3;
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private const int _tickRate = 1 << _tickRatePowerOf2; // 8ms
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private static long _lastTickTurned = -1;
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private static readonly Timer[][] _rings = new Timer[_ringLayers][];
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private static readonly int[] _ringIndexes = new int[_ringLayers];
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public static void Init(long tickCount)
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{
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_lastTickTurned = tickCount;
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for (int i = 0; i < _rings.Length; i++)
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{
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_rings[i] = new Timer[_ringSize];
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_ringIndexes[i] = 0;
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}
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}
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public static int Slice(long tickCount)
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{
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var deltaSinceTurn = tickCount - _lastTickTurned;
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var events = 0;
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while (deltaSinceTurn >= _tickRate)
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{
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deltaSinceTurn -= _tickRate;
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_lastTickTurned += _tickRate;
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events += Turn() ? 1 : 0;
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}
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return events;
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}
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private static bool Turn()
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{
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bool events = false;
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for (var i = 0; i < _ringLayers; i++)
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{
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// Increment the ring index, then get the timer.
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var ringIndex = ++_ringIndexes[i];
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bool turnNextWheel = ringIndex >= _ringSize;
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if (turnNextWheel)
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{
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ringIndex = _ringIndexes[i] = 0;
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}
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var timer = _rings[i][ringIndex];
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if (timer != null)
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{
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events = true;
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if (i > 0 && timer._remaining > 0)
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{
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Promote(timer);
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}
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else
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{
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Execute(timer);
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}
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// Clear the slot
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_rings[i][ringIndex] = null;
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}
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if (!turnNextWheel)
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{
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break;
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}
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}
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return events;
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}
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private static void Execute(Timer timer)
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{
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do
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{
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var next = timer._nextTimer;
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var prof = timer.GetProfile();
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var finished = timer.Count != 0 && ++timer.Index >= timer.Count;
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// We remove it before `OnTick()` so time references can be nulled and returned to cache safely from within OnTick.
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// This can be done in OnTick by checking if Index < Count - 1 (still more iterations left)
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RemoveTimer(timer);
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var version = timer.Version;
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prof?.Start();
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timer.OnTick();
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prof?.Finish();
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// If the timer has not been stopped, and it has not been altered (shared timers)
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if (timer.Running && timer.Version == version)
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{
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if (finished)
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{
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timer.Stop();
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}
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else
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{
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timer.Delay = timer.Interval;
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timer.Next = Core.Now + timer.Interval;
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AddTimer(timer, (long)timer.Delay.TotalMilliseconds);
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}
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}
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timer = next;
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} while (timer != null);
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}
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private static void Promote(Timer timer)
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{
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do
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{
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var next = timer._nextTimer;
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RemoveTimer(timer);
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AddTimer(timer, timer._remaining);
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timer = next;
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} while (timer != null);
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}
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private static void AddTimer(Timer timer, long delay)
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{
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delay = Math.Max(0, delay);
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var resolutionPowerOf2 = _tickRatePowerOf2;
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for (var i = 0; i < _ringLayers; i++)
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{
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var resolution = 1 << resolutionPowerOf2;
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var nextResolutionPowerOf2 = resolutionPowerOf2 + _ringSizePowerOf2;
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long max = 1 << nextResolutionPowerOf2;
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if (delay < max)
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{
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var remaining = delay & (resolution - 1);
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var slot = (delay >> resolutionPowerOf2) + _ringIndexes[i] + (remaining > 0 ? 1 : 0);
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// Round up if we have a delay of 0
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if (delay == 0)
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{
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slot++;
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remaining = 0;
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}
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if (slot >= _ringSize)
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{
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slot -= _ringSize;
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}
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timer.Attach(_rings[i][slot]);
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timer._remaining = remaining;
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timer._ring = i;
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timer._slot = (int)slot;
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_rings[i][slot] = timer;
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break;
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}
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// The remaining amount until we turn this ring
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delay -= resolution * (_ringSize - _ringIndexes[i]);
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resolutionPowerOf2 = nextResolutionPowerOf2;
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}
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}
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private static void RemoveTimer(Timer timer)
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{
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if (timer._prevTimer == null)
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{
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_rings[timer._ring][timer._slot] = timer._nextTimer;
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}
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timer.Detach();
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}
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public static void DumpInfo(TextWriter tw)
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{
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var now = DateTime.UtcNow;
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tw.WriteLine("Date: {0}\n", now);
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tw.WriteLine("Pool - Count: {0}; Size {1}\n", _poolCount - _timerPoolDepletionAmount, _poolCapacity);
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var total = 0.0;
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var hash = new Dictionary<string, int>();
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for (var i = 0; i < _ringLayers; i++)
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{
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for (var j = 0; j < _ringSize; j++)
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{
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var t = _rings[i][j];
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var name = t.ToString();
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hash.TryGetValue(name, out var count);
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hash[name] = count + 1;
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total++;
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}
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}
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tw.WriteLine("Timers:");
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foreach (var (name, count) in hash.OrderByDescending(o => o.Value))
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{
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tw.WriteLine($"- Type: {name}; Count: {count}; Percent: {count / total}%");
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}
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tw.WriteLine();
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tw.WriteLine();
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}
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public static void ClearAllTimers(long tickCount)
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{
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_lastTickTurned = tickCount;
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foreach (var t in _rings)
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{
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for (var i = 0; i < _ringSize; i++)
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{
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var node = t[i];
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Timer next;
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do
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{
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next = node?._nextTimer;
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node?.Stop();
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} while (next != null);
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}
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}
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}
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}
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}
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