Trying to prevent mass cancel actions from lagging the area.
Author: Nik Source: http://www.l2jserver.com/forum/viewtopic.php?f=77&t=31639
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@ -27,12 +27,14 @@ import java.util.Queue;
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import java.util.Set;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ConcurrentLinkedQueue;
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import java.util.concurrent.ScheduledFuture;
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import java.util.concurrent.atomic.AtomicInteger;
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import java.util.function.Consumer;
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import java.util.function.Function;
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import java.util.logging.Logger;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.ThreadPoolManager;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.L2Summon;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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@ -96,6 +98,8 @@ public final class CharEffectList
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/** Hidden buffs count, prevents iterations. */
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private final AtomicInteger _hiddenBuffs = new AtomicInteger();
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private ScheduledFuture<?> _effectIconsUpdate;
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/**
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* Constructor for effect list.
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* @param owner the creature that owns this effect list
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@ -1388,6 +1392,17 @@ public final class CharEffectList
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return;
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}
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// Check if the previous call hasnt finished, if so, don't send packets uselessly again.
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if (_effectIconsUpdate != null)
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{
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if (!_effectIconsUpdate.isDone())
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{
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return;
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}
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}
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// Schedule the icon update packets 500miliseconds ahead, so it can gather-up most of the changes.
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_effectIconsUpdate = ThreadPoolManager.getInstance().scheduleGeneral(() ->
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{
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AbnormalStatusUpdate asu = null;
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PartySpelled ps = null;
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PartySpelled psSummon = null;
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@ -1456,7 +1471,7 @@ public final class CharEffectList
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}
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}
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// Songs and dances.
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// Toggles.
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if (hasToggles())
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{
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for (BuffInfo info : getToggles())
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@ -1511,6 +1526,9 @@ public final class CharEffectList
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game.getZone().broadcastPacketToObservers(os);
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}
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}
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_effectIconsUpdate = null;
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}, 500);
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}
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private void addIcon(BuffInfo info, AbnormalStatusUpdate asu, PartySpelled ps, PartySpelled psSummon, ExOlympiadSpelledInfo os, boolean isSummon)
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