ModernUO/Projects/Server/Gumps/GumpItem.cs
Kamron Batman 6f0e1a22f9
fix(core): Core cleanup, adds event loop synchronization, and fixes gumps (#429)
- [X] Cleans up gump packets
- [X] Adds event loop task synchronization
- [X] Moves timer pause and cleans up the delay task timer class
- [X] Cleans up the conserve cpu
- [X] Renames variables to make them consistent with the new style
- [X] Removes process delta recursion checking.
- [X] Properly diposes net states. This fixes edge cases that may cause hanging connections to stay open longer than they should.
- [X] Fixes an issue with gump items not compiling properly

Users can now utilize `Timer.Pause()` since the code will be executed on the proper thread.

```cs
public void async void Talk()
{
    _canTalk = false;
    await Timer.Pause(Utility.RandomMinMax(5000, 8000)); // Talk after 5-8 seconds
    DoTalk();
    await Timer.Pause(Utility.RandomMinMax(12000, 25000)); // Reset ability to talk after 12-25 seconds
    _canTalk = true;
}
```
2021-01-25 21:06:46 -08:00

65 lines
2.5 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright (C) 2019-2021 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: GumpItem.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System.Buffers;
using Server.Collections;
namespace Server.Gumps
{
public class GumpItem : GumpEntry
{
public static readonly byte[] LayoutName = Gump.StringToBuffer("tilepic");
public static readonly byte[] LayoutNameHue = Gump.StringToBuffer("tilepichue");
public GumpItem(int x, int y, int itemID, int hue = 0)
{
X = x;
Y = y;
ItemID = itemID;
Hue = hue;
}
public int X { get; set; }
public int Y { get; set; }
public int ItemID { get; set; }
public int Hue { get; set; }
public override string Compile(OrderedHashSet<string> strings) =>
Hue == 0 ? $"{{ tilepic {X} {Y} {ItemID} }}" : $"{{ tilepichue {X} {Y} {ItemID} {Hue} }}";
public override void AppendTo(ref SpanWriter writer, OrderedHashSet<string> strings, ref int entries, ref int switches)
{
writer.Write((ushort)0x7B20); // "{ "
writer.Write(Hue == 0 ? LayoutName : LayoutNameHue);
writer.WriteAscii(' ');
writer.WriteAscii(X.ToString());
writer.WriteAscii(' ');
writer.WriteAscii(Y.ToString());
writer.WriteAscii(' ');
writer.WriteAscii(ItemID.ToString());
if (Hue != 0)
{
writer.WriteAscii(' ');
writer.WriteAscii(Hue.ToString());
}
writer.Write((ushort)0x207D); // " }"
}
}
}