ThreadTracker + Attempt on NPC Disappearing fix
Engineered the ThreadTracker: server-embedded deadlock auditing tool, which will print error messages in case of found deadlocks (also showing all in-use locks on the time of the issue). Changed the player's id on DB now starting from 20mil, thus preventing players from overwriting NPC/mobs with same oid in-game. Requires proper testing to see if the issue has been cleared.
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@@ -33,7 +33,8 @@ import java.util.Map.Entry;
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import java.util.Set;
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import java.util.concurrent.ScheduledFuture;
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import java.util.concurrent.locks.Lock;
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import java.util.concurrent.locks.ReentrantLock;
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import tools.locks.MonitoredReentrantLock;
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import tools.locks.MonitoredReentrantReadWriteLock;
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import java.util.concurrent.locks.ReentrantReadWriteLock;
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import java.util.concurrent.locks.ReentrantReadWriteLock.ReadLock;
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import java.util.concurrent.locks.ReentrantReadWriteLock.WriteLock;
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@@ -67,6 +68,7 @@ import tools.MaplePacketCreator;
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import client.MapleCharacter;
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import constants.ServerConstants;
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import server.maps.MapleMiniDungeonInfo;
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import tools.locks.MonitoredEnums;
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public final class Channel {
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@@ -90,11 +92,11 @@ public final class Channel {
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private Map<Integer, Integer> dojoParty = new HashMap<>();
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private Map<Integer, MapleMiniDungeon> dungeons = new HashMap<>();
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private ReentrantReadWriteLock merchantLock = new ReentrantReadWriteLock(true);
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private ReentrantReadWriteLock merchantLock = new MonitoredReentrantReadWriteLock(MonitoredEnums.MERCHANT, true);
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private ReadLock merchRlock = merchantLock.readLock();
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private WriteLock merchWlock = merchantLock.writeLock();
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private Lock lock = new ReentrantLock(true);
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private Lock lock = new MonitoredReentrantLock(MonitoredEnums.CHANNEL, true);
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public Channel(final int world, final int channel) {
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this.world = world;
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