### 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);`.
209 lines
6.4 KiB
C#
209 lines
6.4 KiB
C#
using System;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Network;
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using Server.Targeting;
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namespace Server
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{
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public static class SacrificeVirtue
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{
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private const int LossAmount = 500;
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private static readonly TimeSpan GainDelay = TimeSpan.FromDays(1.0);
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private static readonly TimeSpan LossDelay = TimeSpan.FromDays(7.0);
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public static void Initialize()
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{
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VirtueGump.Register(110, OnVirtueUsed);
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}
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public static void OnVirtueUsed(Mobile from)
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{
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if (!from.Hidden)
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{
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if (from.Alive)
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{
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from.Target = new InternalTarget();
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}
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else
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{
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Resurrect(from);
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}
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}
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else
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{
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from.SendLocalizedMessage(1052015); // You cannot do that while hidden.
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}
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}
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public static void CheckAtrophy(Mobile from)
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{
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if (from is not PlayerMobile pm)
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{
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return;
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}
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try
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{
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if (pm.LastSacrificeLoss + LossDelay < Core.Now)
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{
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if (VirtueHelper.Atrophy(from, VirtueName.Sacrifice, LossAmount))
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{
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from.SendLocalizedMessage(1052041); // You have lost some Sacrifice.
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}
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var level = VirtueHelper.GetLevel(from, VirtueName.Sacrifice);
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pm.AvailableResurrects = (int)level;
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pm.LastSacrificeLoss = Core.Now;
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}
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}
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catch
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{
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// ignored
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}
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}
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public static void Resurrect(Mobile from)
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{
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if (from.Alive)
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{
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return;
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}
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if (from is not PlayerMobile pm)
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{
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return;
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}
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if (from.Criminal)
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{
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from.SendLocalizedMessage(1052007); // You cannot use this ability while flagged as a criminal.
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}
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else if (!VirtueHelper.IsSeeker(from, VirtueName.Sacrifice))
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{
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from.SendLocalizedMessage(1052004); // You cannot use this ability.
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}
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else if (pm.AvailableResurrects <= 0)
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{
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from.SendLocalizedMessage(1052005); // You do not have any resurrections left.
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}
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else
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{
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/*
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* We need to wait for them to accept the gump or they can just use
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* Sacrifice and cancel to have items in their backpack for free.
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*/
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from.CloseGump<ResurrectGump>();
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from.SendGump(new ResurrectGump(from, true));
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}
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}
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public static void Sacrifice(Mobile from, object targeted)
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{
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if (!from.CheckAlive())
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{
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return;
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}
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if (from is not PlayerMobile pm)
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{
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return;
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}
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if (targeted is not Mobile targ)
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{
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return;
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}
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if (!ValidateCreature(targ))
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{
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from.SendLocalizedMessage(1052014); // You cannot sacrifice your fame for that creature.
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}
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else if (targ.Hits * 100 / Math.Max(targ.HitsMax, 1) < 90)
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{
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from.SendLocalizedMessage(1052013); // You cannot sacrifice for this monster because it is too damaged.
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}
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else if (from.Hidden)
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{
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from.SendLocalizedMessage(1052015); // You cannot do that while hidden.
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}
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else if (VirtueHelper.IsHighestPath(from, VirtueName.Sacrifice))
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{
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from.SendLocalizedMessage(1052068); // You have already attained the highest path in this virtue.
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}
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else if (from.Fame < 2500)
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{
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from.SendLocalizedMessage(1052017); // You do not have enough fame to sacrifice.
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}
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else if (Core.Now < pm.LastSacrificeGain + GainDelay)
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{
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from.SendLocalizedMessage(1052016); // You must wait approximately one day before sacrificing again.
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}
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else
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{
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int toGain = from.Fame switch
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{
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< 5000 => 500,
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< 10000 => 1000,
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_ => 2000
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};
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from.Fame = 0;
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// I have seen the error of my ways!
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targ.PublicOverheadMessage(MessageType.Regular, 0x3B2, 1052009);
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from.SendLocalizedMessage(1052010); // You have set the creature free.
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Timer.StartTimer(TimeSpan.FromSeconds(1.0), targ.Delete);
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pm.LastSacrificeGain = Core.Now;
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var gainedPath = false;
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if (VirtueHelper.Award(from, VirtueName.Sacrifice, toGain, ref gainedPath))
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{
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if (gainedPath)
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{
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from.SendLocalizedMessage(1052008); // You have gained a path in Sacrifice!
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if (pm.AvailableResurrects < 3)
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{
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++pm.AvailableResurrects;
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}
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}
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else
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{
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from.SendLocalizedMessage(1054160); // You have gained in sacrifice.
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}
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}
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from.SendLocalizedMessage(1052016); // You must wait approximately one day before sacrificing again.
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}
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}
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public static bool ValidateCreature(Mobile m)
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{
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if (m is BaseCreature creature && (creature.Controlled || creature.Summoned))
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{
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return false;
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}
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return m is Lich || m is Succubus || m is Daemon || m is EvilMage || m is EnslavedGargoyle ||
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m is GargoyleEnforcer;
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}
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private class InternalTarget : Target
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{
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public InternalTarget() : base(8, false, TargetFlags.None)
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{
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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Sacrifice(from, targeted);
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}
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}
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}
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}
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