ModernUO/Projects/UOContent/Engines/ConPVP/TournamentController.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

152 lines
4.2 KiB
C#

using System.Collections.Generic;
using Server.Collections;
using Server.ContextMenus;
using Server.Gumps;
namespace Server.Engines.ConPVP
{
public class TournamentController : Item
{
private static readonly List<TournamentController> m_Instances = new();
[Constructible]
public TournamentController() : base(0x1B7A)
{
Visible = false;
Movable = false;
Tournament = new Tournament();
m_Instances.Add(this);
}
public TournamentController(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster, canModify: true)]
public Tournament Tournament { get; private set; }
public static bool IsActive
{
get
{
for (var i = 0; i < m_Instances.Count; ++i)
{
var controller = m_Instances[i];
if (controller?.Deleted == false && controller.Tournament != null &&
controller.Tournament.Stage != TournamentStage.Inactive)
{
return true;
}
}
return false;
}
}
public override string DefaultName => "tournament controller";
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, ref list);
if (from.AccessLevel >= AccessLevel.GameMaster && Tournament != null)
{
list.Add(new EditEntry());
if (Tournament.CurrentStage == TournamentStage.Inactive)
{
list.Add(new StartEntry());
}
}
}
public override void OnDoubleClick(Mobile from)
{
if (from.AccessLevel >= AccessLevel.GameMaster && Tournament != null)
{
var gumps = from.GetGumps();
gumps.Close<RulesetGump>();
gumps.Close<PickRulesetGump>();
PickRulesetGump.DisplayTo(from, null, Tournament.Ruleset);
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
Tournament.Serialize(writer);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
switch (version)
{
case 0:
{
Tournament = new Tournament(reader);
break;
}
}
m_Instances.Add(this);
}
public override void OnDelete()
{
base.OnDelete();
m_Instances.Remove(this);
}
private class EditEntry : ContextMenuEntry
{
public EditEntry() : base(5101)
{
}
public override void OnClick(Mobile from, IEntity target)
{
if (target is not TournamentController controller)
{
return;
}
from.SendGump(new PropertiesGump(from, controller.Tournament));
}
}
private class StartEntry : ContextMenuEntry
{
public StartEntry() : base(5113)
{
}
public override void OnClick(Mobile from, IEntity target)
{
if (target is not TournamentController controller || controller.Tournament.Stage != TournamentStage.Inactive)
{
return;
}
controller.Tournament.SignupStart = Core.Now;
controller.Tournament.Stage = TournamentStage.Signup;
controller.Tournament.Participants.Clear();
controller.Tournament.Pyramid.Levels.Clear();
controller.Tournament.Alert(
"Hear ye! Hear ye!",
"Tournament signup has opened. You can enter by signing up with the registrar."
);
}
}
}
}