ModernUO/Projects/UOContent/Engines/Veteran Rewards/Character Statue Maker/CharacterStatue.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

715 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Accounting;
using Server.ContextMenus;
using Server.Engines.VeteranRewards;
using Server.Gumps;
using Server.Items;
using Server.Multis;
using Server.Network;
using Server.Spells;
using Server.Targeting;
namespace Server.Mobiles
{
public enum StatueType
{
Marble,
Jade,
Bronze
}
public enum StatuePose
{
Ready,
Casting,
Salute,
AllPraiseMe,
Fighting,
HandsOnHips
}
public enum StatueMaterial
{
Antique,
Dark,
Medium,
Light
}
public class CharacterStatue : Mobile, IRewardItem
{
private int m_Animation;
private int m_Frames;
private StatueMaterial m_Material;
private StatuePose m_Pose;
private Mobile m_SculptedBy;
private StatueType m_Type;
public CharacterStatue(Mobile from, StatueType type)
{
m_Type = type;
m_Pose = StatuePose.Ready;
m_Material = StatueMaterial.Antique;
Direction = Direction.South;
AccessLevel = AccessLevel.Counselor;
Hits = HitsMax;
Blessed = true;
Frozen = true;
CloneBody(from);
CloneClothes(from);
InvalidateHues();
}
public CharacterStatue(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
get => m_Type;
set
{
m_Type = value;
InvalidateHues();
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public StatuePose Pose
{
get => m_Pose;
set
{
m_Pose = value;
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public StatueMaterial Material
{
get => m_Material;
set
{
m_Material = value;
InvalidateHues();
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Mobile SculptedBy
{
get => m_SculptedBy;
set
{
m_SculptedBy = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public DateTime SculptedOn { get; set; }
public CharacterStatuePlinth Plinth { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem { get; set; }
public override void OnDoubleClick(Mobile from)
{
DisplayPaperdollTo(from);
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_SculptedBy != null)
{
if (m_SculptedBy.ShowFameTitle && (m_SculptedBy.Player || m_SculptedBy.Body.IsHuman) &&
m_SculptedBy.Fame >= 10000)
{
list.Add(
1076202,
$"{(m_SculptedBy.Female ? "Lady" : "Lord")} {m_SculptedBy.Name}"
); // Sculpted by ~1_Name~
}
else
{
list.Add(1076202, m_SculptedBy.Name); // Sculpted by ~1_Name~
}
}
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from.Alive && m_SculptedBy != null)
{
var house = BaseHouse.FindHouseAt(this);
if (house?.IsCoOwner(from) == true || from.AccessLevel > AccessLevel.Counselor)
{
list.Add(new DemolishEntry(this));
}
}
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
if (Plinth?.Deleted == false)
{
Plinth.Delete();
}
}
protected override void OnMapChange(Map oldMap)
{
InvalidatePose();
if (Plinth != null)
{
Plinth.Map = Map;
}
}
protected override void OnLocationChange(Point3D oldLocation)
{
InvalidatePose();
if (Plinth != null)
{
Plinth.Location = new Point3D(X, Y, Z - 5);
}
}
public override bool CanBeRenamedBy(Mobile from) => false;
public override bool CanBeDamaged() => false;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void OnRequestedAnimation(Mobile from)
{
from.NetState.SendStatueAnimation(Serial, 1, m_Animation, m_Frames);
}
public override void OnAosSingleClick(Mobile from)
{
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write((int)m_Type);
writer.Write((int)m_Pose);
writer.Write((int)m_Material);
writer.Write(m_SculptedBy);
writer.Write(SculptedOn);
writer.Write(Plinth);
writer.Write(IsRewardItem);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadEncodedInt();
m_Type = (StatueType)reader.ReadInt();
m_Pose = (StatuePose)reader.ReadInt();
m_Material = (StatueMaterial)reader.ReadInt();
m_SculptedBy = reader.ReadEntity<Mobile>();
SculptedOn = reader.ReadDateTime();
Plinth = reader.ReadEntity<CharacterStatuePlinth>();
IsRewardItem = reader.ReadBool();
InvalidatePose();
Frozen = true;
if (m_SculptedBy == null || Map == Map.Internal) // Remove preview statues
{
Timer.StartTimer(Delete);
}
}
public void Sculpt(Mobile by)
{
m_SculptedBy = by;
SculptedOn = Core.Now;
InvalidateProperties();
}
public bool Demolish(Mobile by)
{
var deed = new CharacterStatueDeed(null);
if (by.PlaceInBackpack(deed))
{
Delete();
deed.Statue = this;
deed.StatueType = m_Type;
deed.IsRewardItem = IsRewardItem;
Plinth?.Delete();
return true;
}
by.SendLocalizedMessage(500720); // You don't have enough room in your backpack!
deed.Delete();
return false;
}
public void Restore(CharacterStatue from)
{
m_Material = from.Material;
m_Pose = from.Pose;
Direction = from.Direction;
CloneBody(from);
CloneClothes(from);
InvalidateHues();
InvalidatePose();
}
public void CloneBody(Mobile from)
{
Name = from.Name;
BodyValue = from.BodyValue;
Female = from.Female;
HairItemID = from.HairItemID;
FacialHairItemID = from.FacialHairItemID;
}
public void CloneClothes(Mobile from)
{
for (var i = Items.Count - 1; i >= 0; i--)
{
Items[i].Delete();
}
for (var i = from.Items.Count - 1; i >= 0; i--)
{
var item = from.Items[i];
if (item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank)
{
AddItem(CloneItem(item));
}
}
}
public Item CloneItem(Item item)
{
var cloned = new Item(item.ItemID)
{
Layer = item.Layer,
Name = item.Name,
Hue = item.Hue,
Weight = item.Weight,
Movable = false
};
return cloned;
}
public void InvalidateHues()
{
Hue = 0xB8F + (int)m_Type * 4 + (int)m_Material;
HairHue = Hue;
if (FacialHairItemID > 0)
{
FacialHairHue = Hue;
}
for (var i = Items.Count - 1; i >= 0; i--)
{
Items[i].Hue = Hue;
}
Plinth?.InvalidateHue();
}
public void InvalidatePose()
{
switch (m_Pose)
{
case StatuePose.Ready:
m_Animation = 4;
m_Frames = 0;
break;
case StatuePose.Casting:
m_Animation = 16;
m_Frames = 2;
break;
case StatuePose.Salute:
m_Animation = 33;
m_Frames = 1;
break;
case StatuePose.AllPraiseMe:
m_Animation = 17;
m_Frames = 4;
break;
case StatuePose.Fighting:
m_Animation = 31;
m_Frames = 5;
break;
case StatuePose.HandsOnHips:
m_Animation = 6;
m_Frames = 1;
break;
}
if (Map == null)
{
return;
}
ProcessDelta();
var eable = Map.GetClientsInRange(Location);
Span<byte> animPacket = stackalloc byte[CharacterStatuePackets.StatueAnimationPacketLength].InitializePacket();
foreach (var state in eable)
{
state.Mobile.ProcessDelta();
CharacterStatuePackets.CreateStatueAnimation(animPacket, Serial, 1, m_Animation, m_Frames);
state.Send(animPacket);
}
eable.Free();
}
private class DemolishEntry : ContextMenuEntry
{
private readonly CharacterStatue m_Statue;
public DemolishEntry(CharacterStatue statue) : base(6275, 2) => m_Statue = statue;
public override void OnClick()
{
if (!m_Statue.Deleted)
{
m_Statue.Demolish(Owner.From);
}
}
}
}
public class CharacterStatueDeed : Item, IRewardItem
{
private bool m_IsRewardItem;
private StatueType m_Type;
public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0)
{
Statue = statue;
if (statue != null)
{
m_Type = statue.StatueType;
m_IsRewardItem = statue.IsRewardItem;
}
LootType = LootType.Blessed;
Weight = 1.0;
}
public CharacterStatueDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber
{
get
{
var t = m_Type;
if (Statue != null)
{
t = Statue.StatueType;
}
return t switch
{
StatueType.Marble => 1076189,
StatueType.Jade => 1076188,
StatueType.Bronze => 1076190,
_ => 1076173
};
}
}
[CommandProperty(AccessLevel.GameMaster)]
public CharacterStatue Statue { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
get
{
if (Statue != null)
{
return Statue.StatueType;
}
return m_Type;
}
set => m_Type = value;
}
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_IsRewardItem)
{
list.Add(1076222); // 6th Year Veteran Reward
}
if (Statue != null)
{
list.Add(1076231, Statue.Name); // Statue of ~1_Name~
}
}
public override void OnDoubleClick(Mobile from)
{
if (from.Account is Account acct && from.AccessLevel == AccessLevel.Player)
{
var time = TimeSpan.FromDays(RewardSystem.RewardInterval.TotalDays * 6) -
(Core.Now - acct.Created);
if (time > TimeSpan.Zero)
{
from.SendLocalizedMessage(
1008126,
true,
Math.Ceiling(time.TotalDays / RewardSystem.RewardInterval.TotalDays)
.ToString()
); // Your account is not old enough to use this item. Months until you can use this item :
return;
}
}
if (IsChildOf(from.Backpack))
{
if (!from.IsBodyMod)
{
from.SendLocalizedMessage(1076194); // Select a place where you would like to put your statue.
from.Target = new CharacterStatueTarget(this, StatueType);
}
else
{
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
}
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public override void OnDelete()
{
base.OnDelete();
Statue?.Delete();
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(1); // version
writer.Write((int)m_Type);
writer.Write(Statue);
writer.Write(m_IsRewardItem);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadEncodedInt();
if (version >= 1)
{
m_Type = (StatueType)reader.ReadInt();
}
Statue = reader.ReadEntity<CharacterStatue>();
m_IsRewardItem = reader.ReadBool();
}
}
public class CharacterStatueTarget : Target
{
private readonly Item m_Maker;
private readonly StatueType m_Type;
public CharacterStatueTarget(Item maker, StatueType type) : base(-1, true, TargetFlags.None)
{
m_Maker = maker;
m_Type = type;
}
protected override void OnTarget(Mobile from, object targeted)
{
var p = targeted as IPoint3D;
var map = from.Map;
if (p == null || map == null || m_Maker?.Deleted != false)
{
return;
}
if (!m_Maker.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
return;
}
SpellHelper.GetSurfaceTop(ref p);
BaseHouse house = null;
var loc = new Point3D(p);
if (targeted is Item item && !item.IsLockedDown && !item.IsSecure && !(item is AddonComponent))
{
from.SendLocalizedMessage(1076191); // Statues can only be placed in houses.
return;
}
if (from.IsBodyMod)
{
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
return;
}
var result = CouldFit(loc, map, from, ref house);
if (result == AddonFitResult.Valid)
{
var statue = new CharacterStatue(from, m_Type);
var plinth = new CharacterStatuePlinth(statue);
house.Addons.Add(plinth);
if (m_Maker is IRewardItem rewardItem)
{
statue.IsRewardItem = rewardItem.IsRewardItem;
}
statue.Plinth = plinth;
plinth.MoveToWorld(loc, map);
statue.InvalidatePose();
/*
* TODO: Previously the maker wasn't deleted until after statue
* customization, leading to redeeding issues. Exact OSI behavior
* needs looking into.
*/
m_Maker.Delete();
statue.Sculpt(from);
from.CloseGump<CharacterStatueGump>();
from.SendGump(new CharacterStatueGump(m_Maker, statue, from));
return;
}
if (result == AddonFitResult.Blocked)
{
from.SendLocalizedMessage(500269); // You cannot build that there.
return;
}
if (result == AddonFitResult.NotInHouse)
{
// Statues can only be placed in houses where you are the owner or co-owner.
from.SendLocalizedMessage(1076192);
return;
}
if (result == AddonFitResult.DoorTooClose)
{
from.SendLocalizedMessage(500271); // You cannot build near the door.
}
}
public static AddonFitResult CouldFit(Point3D p, Map map, Mobile from, ref BaseHouse house)
{
if (!map.CanFit(p.X, p.Y, p.Z, 20, true))
{
return AddonFitResult.Blocked;
}
if (!BaseAddon.CheckHouse(from, p, map, 20, out house))
{
return AddonFitResult.NotInHouse;
}
return CheckDoors(p, 20, house);
}
public static AddonFitResult CheckDoors(Point3D p, int height, BaseHouse house)
{
var doors = house.Doors;
for (var i = 0; i < doors.Count; i++)
{
var door = doors[i];
var doorLoc = door.GetWorldLocation();
var doorHeight = door.ItemData.CalcHeight;
if (Utility.InRange(doorLoc, p, 1) &&
(p.Z == doorLoc.Z || p.Z + height > doorLoc.Z && doorLoc.Z + doorHeight > p.Z))
{
return AddonFitResult.DoorTooClose;
}
}
return AddonFitResult.Valid;
}
}
}