runuo/Scripts/Misc/Cleanup.cs
eos 9f0a67e5d7 - Added a new Assemblies.cfg file (Assemblies_4_0.cfg) specific for .NET 4.0, which includes System.Core.dll by default.
- Fixed cu sidhe and reptalon trade statuettes.
- Made IAccount comparable, to be able to sort by account in-game.
- Fixed item leak in ChampionSpawn and Harrower.
- Added ChampionSpawn and Harrower leaked item types to Cleanup.
- Added a helper for handling validation after deserialization, and converted classes using that technique to the new system.
- Fixed bulletin board item leak, and the core bug that caused it. Leaked items will be cleaned up on server boot.
- Fixed bulletin board message content packet to compensate for a client bug.
- Monster AI is now deactivated on the internal map, like it is on inactive sectors.
- Monster AI activity is now checked on map changes as well, not just location changes.
- Corrected hiding requirement needed to train stealth from an NPC for Core.ML.
- Fixed a SendLocalizedMessage overload calling itself.
2012-03-21 22:25:44 +00:00

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4.2 KiB
C#

using System;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Multis;
using Server.Mobiles;
namespace Server.Misc
{
public class Cleanup
{
public static void Initialize()
{
Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerCallback( Run ) );
}
public static void Run()
{
List<Item> items = new List<Item>();
List<Item> validItems = new List<Item>();
List<Mobile> hairCleanup = new List<Mobile>();
int boxes = 0;
foreach ( Item item in World.Items.Values )
{
if ( item.Map == null )
{
items.Add( item );
continue;
}
else if ( item is CommodityDeed )
{
CommodityDeed deed = (CommodityDeed)item;
if ( deed.Commodity != null )
validItems.Add( deed.Commodity );
continue;
}
else if ( item is BaseHouse )
{
BaseHouse house = (BaseHouse)item;
foreach ( RelocatedEntity relEntity in house.RelocatedEntities )
{
if ( relEntity.Entity is Item )
validItems.Add( (Item)relEntity.Entity );
}
foreach ( VendorInventory inventory in house.VendorInventories )
{
foreach ( Item subItem in inventory.Items )
validItems.Add( subItem );
}
}
else if ( item is BankBox )
{
BankBox box = (BankBox)item;
Mobile owner = box.Owner;
if ( owner == null )
{
items.Add( box );
++boxes;
}
else if ( box.Items.Count == 0 )
{
items.Add( box );
++boxes;
}
continue;
}
else if ( (item.Layer == Layer.Hair || item.Layer == Layer.FacialHair) )
{
object rootParent = item.RootParent;
if ( rootParent is Mobile )
{
Mobile rootMobile = (Mobile)rootParent;
if ( item.Parent != rootMobile && rootMobile.AccessLevel == AccessLevel.Player )
{
items.Add( item );
continue;
}
else if( item.Parent == rootMobile )
{
hairCleanup.Add( rootMobile );
continue;
}
}
}
if ( item.Parent != null || item.Map != Map.Internal || item.HeldBy != null )
continue;
if ( item.Location != Point3D.Zero )
continue;
if ( !IsBuggable( item ) )
continue;
items.Add( item );
}
for ( int i = 0; i < validItems.Count; ++i )
items.Remove( validItems[i] );
if ( items.Count > 0 )
{
if ( boxes > 0 )
Console.WriteLine( "Cleanup: Detected {0} inaccessible items, including {1} bank boxes, removing..", items.Count, boxes );
else
Console.WriteLine( "Cleanup: Detected {0} inaccessible items, removing..", items.Count );
for ( int i = 0; i < items.Count; ++i )
items[i].Delete();
}
if ( hairCleanup.Count > 0 )
{
Console.WriteLine( "Cleanup: Detected {0} hair and facial hair items being worn, converting to their virtual counterparts..", hairCleanup.Count );
for ( int i = 0; i < hairCleanup.Count; i++ )
hairCleanup[i].ConvertHair();
}
}
public static bool IsBuggable( Item item )
{
if ( item is Fists )
return false;
if ( item is ICommodity || item is Multis.BaseBoat
|| item is Fish || item is BigFish
|| item is BasePotion || item is Food || item is CookableFood
|| item is SpecialFishingNet || item is BaseMagicFish
|| item is Shoes || item is Sandals
|| item is Boots || item is ThighBoots
|| item is TreasureMap || item is MessageInABottle
|| item is BaseArmor || item is BaseWeapon
|| item is BaseClothing
|| ( item is BaseJewel && Core.AOS )
|| ( item is BasePotion && Core.ML )
#region Champion artifacts
|| item is SkullPole
|| item is EvilIdolSkull
|| item is MonsterStatuette
|| item is Pier
|| item is ArtifactLargeVase
|| item is ArtifactVase
|| item is MinotaurStatueDeed
|| item is SwampTile
|| item is WallBlood
|| item is TatteredAncientMummyWrapping
|| item is LavaTile
|| item is DemonSkull
|| item is Web
|| item is WaterTile
|| item is WindSpirit
|| item is DirtPatch
|| item is Futon )
#endregion
return true;
return false;
}
}
}