2021-07-11 22:42:06 -07:00
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2021 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: Timer.TimerWheel.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace Server
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{
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public partial class Timer
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{
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private const int _ringSizePowerOf2 = 12;
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private const int _ringSize = 1 << _ringSizePowerOf2; // 4096
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private const int _ringLayers = 3;
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private const int _tickRatePowerOf2 = 3;
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private const int _tickRate = 1 << _tickRatePowerOf2; // 8ms
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private static readonly Timer[][] _rings = new Timer[_ringLayers][];
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private static readonly int[] _ringIndexes = new int[_ringLayers];
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private static long _lastTickTurned = -1;
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private static bool _timerWheelExecuting;
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public static void Init(long tickCount)
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{
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_lastTickTurned = tickCount;
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for (int i = 0; i < _rings.Length; i++)
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{
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_rings[i] = new Timer[_ringSize];
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_ringIndexes[i] = 0;
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}
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}
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public static void Slice(long tickCount)
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{
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var deltaSinceTurn = tickCount - _lastTickTurned;
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while (deltaSinceTurn >= _tickRate)
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{
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deltaSinceTurn -= _tickRate;
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_lastTickTurned += _tickRate;
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Turn();
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}
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}
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private static void Turn()
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{
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_timerWheelExecuting = true;
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var turnNextWheel = false;
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var _executingRings = new Timer[_ringLayers];
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// Detach the chain from the timer wheel. This allows adding timers to the same slot during execution.
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for (var i = 0; i < _ringLayers; i++)
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{
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if (i == 0 || turnNextWheel)
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{
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var ringIndex = ++_ringIndexes[i];
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turnNextWheel = ringIndex >= _ringSize;
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if (turnNextWheel)
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{
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ringIndex = _ringIndexes[i] = 0;
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}
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_executingRings[i] = _rings[i][ringIndex];
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_rings[i][ringIndex] = null;
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}
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else
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{
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_executingRings[i] = null;
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}
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}
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for (var i = 0; i < _ringLayers; i++)
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{
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var timer = _executingRings[i];
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if (timer == null)
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{
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continue;
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}
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do
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{
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var next = timer._nextTimer;
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timer.Detach();
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// Check to see if it's running just in case it was stopped by another timer
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if (timer.Running)
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{
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if (i > 0 && timer._remaining > 0)
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{
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// Promote
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AddTimer(timer, timer._remaining);
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}
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else
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{
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Execute(timer);
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}
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}
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if (!timer.Running)
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{
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timer.OnDetach();
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}
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timer = next;
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} while (timer != null);
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}
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_timerWheelExecuting = false;
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}
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private static void Execute(Timer timer)
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{
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var finished = timer.Count != 0 && ++timer.Index >= timer.Count;
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var version = timer.Version;
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var prof = timer.GetProfile();
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prof?.Start();
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timer.OnTick();
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prof?.Finish();
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// If the timer has not been stopped, and it has not been altered (restarted, returned etc)
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if (timer.Running && timer.Version == version)
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{
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if (finished)
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{
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timer.Stop();
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}
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else
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{
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timer.Delay = timer.Interval;
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timer.Next = Core.Now + timer.Interval;
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AddTimer(timer, (long)timer.Delay.TotalMilliseconds);
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}
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}
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}
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private static void AddTimer(Timer timer, long delay)
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{
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2021-09-12 14:00:48 -07:00
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#if DEBUG_TIMERS
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var originalDelay = delay;
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#endif
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delay = Math.Max(0, delay);
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var resolutionPowerOf2 = _tickRatePowerOf2;
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for (var i = 0; i < _ringLayers; i++)
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{
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var resolution = 1L << resolutionPowerOf2;
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var nextResolutionPowerOf2 = resolutionPowerOf2 + _ringSizePowerOf2;
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var max = 1L << nextResolutionPowerOf2;
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if (delay < max)
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{
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var remaining = delay & (resolution - 1);
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var slot = (delay >> resolutionPowerOf2) + _ringIndexes[i] + (remaining > 0 ? 1 : 0);
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// Round up if we have a delay of 0
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if (delay == 0)
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{
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slot++;
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remaining = 0;
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}
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if (slot >= _ringSize)
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{
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slot -= _ringSize;
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}
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timer.Attach(_rings[i][slot]);
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timer._remaining = remaining;
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timer._ring = i;
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timer._slot = (int)slot;
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_rings[i][slot] = timer;
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return;
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}
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// The remaining amount until we turn this ring
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delay -= resolution * (_ringSize - _ringIndexes[i]);
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resolutionPowerOf2 = nextResolutionPowerOf2;
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}
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// TODO: Handle timers > 17yrs
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#if DEBUG_TIMERS
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logger.Error("Timer is more than max duration. ({Duration})", originalDelay);
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#endif
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}
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public static void DumpInfo(TextWriter tw)
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{
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feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00
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tw.WriteLine("Date: {0}\n", Core.Now.ToLocalTime());
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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
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tw.WriteLine("Pool - Count: {0}; Size {1}\n", _poolCount - _timerPoolDepletionAmount, _poolCapacity);
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2021-07-11 22:42:06 -07:00
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var total = 0.0;
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var hash = new Dictionary<string, int>();
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for (var i = 0; i < _ringLayers; i++)
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{
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for (var j = 0; j < _ringSize; j++)
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{
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var t = _rings[i][j];
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feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00
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if (t == null)
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{
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continue;
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}
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while (t != null)
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{
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var name = t.ToString();
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hash.TryGetValue(name, out var count);
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hash[name] = count + 1;
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total++;
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2022-06-05 01:00:22 -07:00
|
|
|
|
2022-04-03 00:00:01 -07:00
|
|
|
t = t?._nextTimer;
|
|
|
|
|
}
|
2021-07-11 22:42:06 -07:00
|
|
|
}
|
|
|
|
|
}
|
|
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|
|
|
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
|
|
|
tw.WriteLine("Timers:");
|
|
|
|
|
|
2021-07-11 22:42:06 -07:00
|
|
|
foreach (var (name, count) in hash.OrderByDescending(o => o.Value))
|
|
|
|
|
{
|
feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00
|
|
|
var percent = count / total;
|
|
|
|
|
var line = $"{count:#,0} ({percent:P1})";
|
|
|
|
|
// 6 - 15 / 8 = 1
|
|
|
|
|
var tabs = new string('\t', line.Length < 12 ? 2 : 1);
|
|
|
|
|
tw.WriteLine($"{line}{tabs}{name}");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if DEBUG_TIMERS
|
2021-10-05 08:54:44 -07:00
|
|
|
tw.WriteLine($"{Environment.NewLine}Stack Traces:");
|
feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00
|
|
|
foreach (var kvp in DelayCallTimer._stackTraces)
|
|
|
|
|
{
|
|
|
|
|
tw.WriteLine(kvp.Value);
|
|
|
|
|
tw.WriteLine();
|
2021-07-11 22:42:06 -07:00
|
|
|
}
|
feat: Adds tidy option for serialization. Codegens ballotbox. Fixes pooled timer leaking (#681)
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
2021-08-14 03:02:53 -07:00
|
|
|
#endif
|
2021-07-11 22:42:06 -07:00
|
|
|
|
|
|
|
|
tw.WriteLine();
|
|
|
|
|
tw.WriteLine();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void ClearAllTimers(long tickCount)
|
|
|
|
|
{
|
|
|
|
|
_lastTickTurned = tickCount;
|
|
|
|
|
|
|
|
|
|
foreach (var t in _rings)
|
|
|
|
|
{
|
2022-03-31 00:16:45 -07:00
|
|
|
if (t == null)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2021-07-11 22:42:06 -07:00
|
|
|
for (var i = 0; i < _ringSize; i++)
|
|
|
|
|
{
|
|
|
|
|
var node = t[i];
|
|
|
|
|
Timer next;
|
|
|
|
|
|
|
|
|
|
do
|
|
|
|
|
{
|
|
|
|
|
next = node?._nextTimer;
|
|
|
|
|
node?.Stop();
|
|
|
|
|
} while (next != null);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|