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.
This commit is contained in:
ronancpl
2018-06-30 22:48:02 -03:00
parent dac5c43635
commit 94425ba616
57 changed files with 926 additions and 608 deletions

View File

@@ -233,7 +233,7 @@ public class ThreadTracker {
List<MonitoredLockType> list = threadTracker.get(tid);
for(int i = list.size() - 1; i >= 0; i--) {
if(lockId.getValue() == list.get(i).getValue()) {
if(lockId.equals(list.get(i))) {
list.remove(i);
break;
}