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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@@ -105,14 +105,16 @@ public class MobSkill {
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}
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public void applyDelayedEffect(final MapleCharacter player, final MapleMonster monster, final boolean skill, final List<MapleCharacter> banishPlayers, int animationTime) {
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TimerManager.getInstance().schedule(new Runnable() {
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@Override
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public void run() {
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if(monster.isAlive()) {
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applyEffect(player, monster, skill, banishPlayers);
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}
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}
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}, animationTime);
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Runnable toRun = new Runnable() {
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@Override
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public void run() {
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if(monster.isAlive()) {
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applyEffect(player, monster, skill, banishPlayers);
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}
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}
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};
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monster.getMap().getChannelServer().registerOverallAction(monster.getMap().getId(), toRun, animationTime);
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}
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public void applyEffect(MapleCharacter player, MapleMonster monster, boolean skill, List<MapleCharacter> banishPlayers) {
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