ModernUO/Projects/UOContent/Engines/ConPVP/Gumps/ReadyGump.cs
Kamron Batman a74c7f9d4e
perf: Migrates ConPVP lobby gumps from legacy Gump. (#2423)
## Summary

Migrates 14 ConPVP lobby/tournament gumps from legacy `Gump` to modern `DynamicGump`/`StaticGump<T>`. Layouts move into `BuildLayout(ref DynamicGumpBuilder)`, constructors become private, and validation moves into static `DisplayTo` entry points (empty-gump rule).

**Per-gump base type decisions:**

- `BeginGump` → `StaticGump<BeginGump>`: layout is fully fixed (no dynamic content). All other gumps below are `DynamicGump` because they bake dynamic player names, guild abbreviations, ruleset titles, arena names, tournament participant names, ladder rankings, or per-instance rule modifications. Per the cliloc/dynamic-text rule, dynamic content forces `DynamicGump`.
- `ReadyGump`, `ReadyUpGump` → `DynamicGump` (per-instance participant rosters).
- `AcceptDuelGump`, `AcceptTeamGump`, `ConfirmSignupGump` → `DynamicGump` (challenger/registrar/team names, dynamic rule modifications).
- `PickRulesetGump`, `RulesetGump` → `DynamicGump` (ruleset titles and option labels per instance).
- `ParticipantGump`, `DuelContextGump` → `DynamicGump` (player rosters/team labels).
- `LadderGump` → `DynamicGump` (ladder entries: ranks, levels, guild abbrs, names, wins/losses).
- `ArenaGump` → `DynamicGump` (arena names with active player names).
- `PreferencesGump` → `DynamicGump` (arena name list).
- `TournamentBracketGump` (~1k LOC) → `DynamicGump`. The whole gump is one type-switched view that re-renders on every button press across `Index`, `Rules_Info`, `Participant_List`, `Participant_Info`, `Round_List`, `Round_Info`, `Match_Info`, `Player_Info`. All branches bake per-instance content.

**Refresh-via-this conversions (the big perf wins):**

- `LadderGump`: page +/- now mutates `_page` and calls `from.SendGump(this)` instead of allocating a new `LadderGump`.
- `PickRulesetGump`: ruleset apply / flavor toggle now refreshes via `this`.
- `ParticipantGump`: increase/decrease team size, remove player, target failure all refresh via `this`.
- `DuelContextGump`: failed-start and add-participant refresh via `this`.
- `ConfirmSignupGump`: every signup-validation rejection branch in `OnResponse` and every `AddPlayer_OnTarget` rejection branch refreshes via `this` (was allocating a new gump per branch).
- `TournamentBracketGump`: every navigation button (back/forward, type change, page change, drill-down) mutates `_type`/`_object`/`_list`/`_page` and refreshes via `this`. Previously each click allocated a new 1k LOC gump.

All gumps are `Singleton`, use private constructors with static `DisplayTo` entry points that null-check `NetState` before allocation. External callers in `DuelContext`, `TournamentBracketItem`, `TournamentController`, `TournamentSignupItem`, and the cross-references between `AcceptDuelGump`/`ParticipantGump`/`AcceptTeamGump`/`ConfirmSignupGump` are all updated to use `DisplayTo`. Legacy `m_X` fields renamed to `_x` per coding standards.
2026-05-03 01:06:04 -07:00

119 lines
2.8 KiB
C#

using Server.Gumps;
using Server.Network;
namespace Server.Engines.ConPVP;
public class ReadyGump : DynamicGump
{
private readonly DuelContext _context;
private readonly int _count;
public override bool Singleton => true;
private ReadyGump(DuelContext context, int count) : base(50, 50)
{
_context = context;
_count = count;
}
public static void DisplayTo(Mobile from, DuelContext context, int count)
{
if (from?.NetState == null || context == null)
{
return;
}
from.SendGump(new ReadyGump(context, count), true);
}
protected override void BuildLayout(ref DynamicGumpBuilder builder)
{
builder.SetNoClose();
builder.SetNoMove();
builder.AddPage();
var parts = _context.Participants;
var height = 25 + 20;
for (var i = 0; i < parts.Count; ++i)
{
var p = parts[i];
height += 4;
if (p.Players.Length > 1)
{
height += 22;
}
height += p.Players.Length * 22;
}
height += 25;
builder.AddBackground(0, 0, 260, height, 9250);
builder.AddBackground(10, 10, 240, height - 20, 0xDAC);
if (_count == -1)
{
builder.AddHtml(35, 25, 190, 20, "Ready".Center());
}
else
{
builder.AddHtml(35, 25, 190, 20, "Starting".Center());
builder.AddHtml(35, 25, 190, 20, $"<DIV ALIGN=RIGHT>{_count}");
}
var y = 25 + 20;
for (var i = 0; i < parts.Count; ++i)
{
var p = parts[i];
y += 4;
var isAllReady = true;
var yStore = y;
var offset = 0;
if (p.Players.Length > 1)
{
builder.AddHtml(35 + 14, y, 176, 20, $"Participant #{i + 1}");
y += 22;
offset = 10;
}
for (var j = 0; j < p.Players.Length; ++j)
{
var pl = p.Players[j];
if (pl?.Ready == true)
{
builder.AddImage(35 + offset, y + 4, 0x939);
}
else
{
builder.AddImage(35 + offset, y + 4, 0x938);
isAllReady = false;
}
var name = pl == null ? "(Empty)" : pl.Mobile.Name;
builder.AddHtml(35 + offset + 14, y, 166, 20, name);
y += 22;
}
if (p.Players.Length > 1)
{
builder.AddImage(35, yStore + 4, isAllReady ? 0x939 : 0x938);
}
}
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
}
}