#W# Initial Commit: Avatars Conquest
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Source/Persistence/DynamicSaveStrategy.cs
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314
Source/Persistence/DynamicSaveStrategy.cs
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/***************************************************************************
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* DynamicSaveStrategy.cs
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* -------------------
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* begin : December 16, 2010
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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#if Framework_4_0
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Diagnostics;
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using System.Collections.Concurrent;
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using System.Linq;
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using Server;
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using Server.Guilds;
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namespace Server
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{
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public sealed class DynamicSaveStrategy : SaveStrategy
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{
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public override string Name { get { return "Dynamic"; } }
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private SaveMetrics _metrics;
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private SequentialFileWriter _itemData, _itemIndex;
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private SequentialFileWriter _mobileData, _mobileIndex;
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private SequentialFileWriter _guildData, _guildIndex;
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private ConcurrentBag<Item> _decayBag;
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private BlockingCollection<QueuedMemoryWriter> _itemThreadWriters;
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private BlockingCollection<QueuedMemoryWriter> _mobileThreadWriters;
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private BlockingCollection<QueuedMemoryWriter> _guildThreadWriters;
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public DynamicSaveStrategy()
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{
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_decayBag = new ConcurrentBag<Item>();
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_itemThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
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_mobileThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
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_guildThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
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}
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public override void Save(SaveMetrics metrics, bool permitBackgroundWrite)
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{
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this._metrics = metrics;
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OpenFiles();
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Task[] saveTasks = new Task[3];
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saveTasks[0] = SaveItems();
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saveTasks[1] = SaveMobiles();
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saveTasks[2] = SaveGuilds();
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SaveTypeDatabases();
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if (permitBackgroundWrite)
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{
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//This option makes it finish the writing to disk in the background, continuing even after Save() returns.
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Task.Factory.ContinueWhenAll(saveTasks, _ =>
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{
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CloseFiles();
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World.NotifyDiskWriteComplete();
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});
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}
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else
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{
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Task.WaitAll(saveTasks); //Waits for the completion of all of the tasks(committing to disk)
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CloseFiles();
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}
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}
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private Task StartCommitTask(BlockingCollection<QueuedMemoryWriter> threadWriter, SequentialFileWriter data, SequentialFileWriter index)
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{
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Task commitTask = Task.Factory.StartNew(() =>
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{
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while (!(threadWriter.IsCompleted))
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{
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QueuedMemoryWriter writer;
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try
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{
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writer = threadWriter.Take();
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}
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catch (InvalidOperationException)
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{
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//Per MSDN, it's fine if we're here, successful completion of adding can rarely put us into this state.
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break;
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}
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writer.CommitTo(data, index);
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}
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});
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return commitTask;
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}
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private Task SaveItems()
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{
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//Start the blocking consumer; this runs in background.
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Task commitTask = StartCommitTask(_itemThreadWriters, _itemData, _itemIndex);
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IEnumerable<Item> items = World.Items.Values;
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//Start the producer.
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Parallel.ForEach(items, () => new QueuedMemoryWriter(),
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(Item item, ParallelLoopState state, QueuedMemoryWriter writer) =>
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{
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long startPosition = writer.Position;
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item.Serialize(writer);
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int size = (int)(writer.Position - startPosition);
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writer.QueueForIndex(item, size);
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if (item.Decays && item.Parent == null && item.Map != Map.Internal && DateTime.Now > (item.LastMoved + item.DecayTime))
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{
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_decayBag.Add(item);
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}
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if (_metrics != null)
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{
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_metrics.OnItemSaved(size);
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}
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return writer;
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},
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(writer) =>
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{
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writer.Flush();
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_itemThreadWriters.Add(writer);
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});
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_itemThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
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return commitTask;
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}
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private Task SaveMobiles()
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{
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//Start the blocking consumer; this runs in background.
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Task commitTask = StartCommitTask( _mobileThreadWriters, _mobileData, _mobileIndex );
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IEnumerable<Mobile> mobiles = World.Mobiles.Values;
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//Start the producer.
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Parallel.ForEach(mobiles, () => new QueuedMemoryWriter(),
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(Mobile mobile, ParallelLoopState state, QueuedMemoryWriter writer) =>
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{
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long startPosition = writer.Position;
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mobile.Serialize(writer);
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int size = (int)(writer.Position - startPosition);
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writer.QueueForIndex(mobile, size);
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if (_metrics != null)
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{
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_metrics.OnMobileSaved(size);
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}
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return writer;
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},
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(writer) =>
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{
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writer.Flush();
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_mobileThreadWriters.Add(writer);
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});
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_mobileThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task tell the consumer that we're done
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return commitTask;
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}
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private Task SaveGuilds()
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{
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//Start the blocking consumer; this runs in background.
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Task commitTask = StartCommitTask(_guildThreadWriters, _guildData, _guildIndex);
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IEnumerable<BaseGuild> guilds = BaseGuild.List.Values;
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//Start the producer.
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Parallel.ForEach(guilds, () => new QueuedMemoryWriter(),
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(BaseGuild guild, ParallelLoopState state, QueuedMemoryWriter writer) =>
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{
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long startPosition = writer.Position;
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guild.Serialize(writer);
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int size = (int)(writer.Position - startPosition );
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writer.QueueForIndex(guild, size);
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if (_metrics != null)
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{
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_metrics.OnGuildSaved(size);
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}
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return writer;
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},
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(writer) =>
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{
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writer.Flush();
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_guildThreadWriters.Add(writer);
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});
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_guildThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
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return commitTask;
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}
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public override void ProcessDecay()
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{
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Item item;
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while( _decayBag.TryTake( out item ) )
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{
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item.Delete();
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}
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}
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private void OpenFiles()
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{
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_itemData = new SequentialFileWriter(World.ItemDataPath, _metrics);
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_itemIndex = new SequentialFileWriter(World.ItemIndexPath, _metrics);
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_mobileData = new SequentialFileWriter(World.MobileDataPath, _metrics);
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_mobileIndex = new SequentialFileWriter(World.MobileIndexPath, _metrics);
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_guildData = new SequentialFileWriter(World.GuildDataPath, _metrics);
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_guildIndex = new SequentialFileWriter(World.GuildIndexPath, _metrics);
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WriteCount(_itemIndex, World.Items.Count);
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WriteCount(_mobileIndex, World.Mobiles.Count);
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WriteCount(_guildIndex, BaseGuild.List.Count);
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}
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private void CloseFiles()
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{
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_itemData.Close();
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_itemIndex.Close();
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_mobileData.Close();
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_mobileIndex.Close();
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_guildData.Close();
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_guildIndex.Close();
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}
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private void WriteCount(SequentialFileWriter indexFile, int count)
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{
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//Equiv to GenericWriter.Write( (int)count );
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byte[] buffer = new byte[4];
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buffer[0] = (byte)(count);
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buffer[1] = (byte)(count >> 8);
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buffer[2] = (byte)(count >> 16);
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buffer[3] = (byte)(count >> 24);
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indexFile.Write(buffer, 0, buffer.Length);
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}
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private void SaveTypeDatabases()
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{
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SaveTypeDatabase(World.ItemTypesPath, World.m_ItemTypes);
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SaveTypeDatabase(World.MobileTypesPath, World.m_MobileTypes);
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}
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private void SaveTypeDatabase(string path, List<Type> types)
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{
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BinaryFileWriter bfw = new BinaryFileWriter(path, false);
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bfw.Write(types.Count);
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foreach (Type type in types)
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{
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bfw.Write(type.FullName);
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}
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bfw.Flush();
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bfw.Close();
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}
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}
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}
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#endif
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