EXP system & Mob buffs/diseases optimization
Solved a problem within EXP distribution system that would hand out less overall EXP than the expected when the amount to be earned is low. Optimized mob buffs and diseases, now using a dedicated thread to process all status expirations on a batch. Refactored MonitoredLockTypes names to something more easily identificable. Added a delay on mob effect applications, to be registered in after the cast animation time. Fixed Flame Thrower acting passively when a attacking skill is used by the player.
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@@ -96,8 +96,8 @@ public class Server {
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private final Map<Integer, MapleGuild> guilds = new HashMap<>(100);
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private final Map<MapleClient, Long> inLoginState = new HashMap<>(100);
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private final Lock srvLock = new MonitoredReentrantLock(MonitoredLockType.SERVER);
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private final Lock lgnLock = new MonitoredReentrantLock(MonitoredLockType.SERVER);
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private final Lock disLock = new MonitoredReentrantLock(MonitoredLockType.SERVER);
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private final Lock lgnLock = new MonitoredReentrantLock(MonitoredLockType.SERVER_LOGIN);
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private final Lock disLock = new MonitoredReentrantLock(MonitoredLockType.SERVER_DISEASES);
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private final PlayerBuffStorage buffStorage = new PlayerBuffStorage();
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private final Map<Integer, MapleAlliance> alliances = new HashMap<>(100);
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private final Map<Integer, NewYearCardRecord> newyears = new HashMap<>();
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