Abstract channel schedulers + Mob animation track + More portal SFX
Implemented an improved scheduler system for channels, on where Runnables objects are "registered in" to run on a scheduled future time (effective run time will depend on the proc time of the worker acting under-the-hood). Implemented a channel scheduler for detecting "mobs currently on animation state". This allows the server to send info to the client about whether a mob should cast a skill or not at that moment. Improved concurrent protection on MapleMonster listeners registry. Improved resource deallocation when destroying a monster object. Added a server flag to allow clean slates to be used on equipments even on the "only successfully used scroll slots" case. Fixed a critical deadlock case with MapleServerHandler. Added the portal SFX for many scripted portals that still lacked the sound effect.
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@@ -54,6 +54,7 @@ public class MapleMonsterInformationProvider {
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private final Set<Integer> hasNoMultiEquipDrops = new HashSet<>();
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private final Map<Integer, List<MonsterDropEntry>> extraMultiEquipDrops = new HashMap<>();
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private final Map<Pair<Integer, Integer>, Integer> mobAttackAnimationTime = new HashMap<>();
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private final Map<Pair<Integer, Integer>, Integer> mobSkillAnimationTime = new HashMap<>();
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protected MapleMonsterInformationProvider() {
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@@ -226,6 +227,15 @@ public class MapleMonsterInformationProvider {
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return ret;
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}
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public final void setMobAttackAnimationTime(int monsterId, int attackPos, int animationTime) {
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mobAttackAnimationTime.put(new Pair<>(monsterId, attackPos), animationTime);
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}
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public final Integer getMobAttackAnimationTime(int monsterId, int attackPos) {
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Integer time = mobAttackAnimationTime.get(new Pair<>(monsterId, attackPos));
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return time == null ? 0 : time;
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}
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public final void setMobSkillAnimationTime(int monsterId, int skillPos, int animationTime) {
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mobSkillAnimationTime.put(new Pair<>(monsterId, skillPos), animationTime);
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}
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