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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@@ -124,7 +124,7 @@ public class World {
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private Map<Runnable, Long> registeredTimedMapObjects = new LinkedHashMap<>();
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private ScheduledFuture<?> timedMapObjectsSchedule;
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private Lock timedMapObjectLock = new MonitoredReentrantLock(MonitoredLockType.MAP_OBJS, true);
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private Lock timedMapObjectLock = new MonitoredReentrantLock(MonitoredLockType.WORLD_MAPOBJS, true);
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private ScheduledFuture<?> charactersSchedule;
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private ScheduledFuture<?> marriagesSchedule;
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