Preprocessor directive for .NET 4.0: Framework_4_0. (Removed the 3.5 directive as it wasn't a new framework runtime anyways)
Implemented working Parallel Save strategy based on the TPL: DynamicSaveStrategy.
This commit is contained in:
parent
5ff9459102
commit
0caf1846d5
5 changed files with 464 additions and 28 deletions
313
Server/Persistence/DynamicSaveStrategy.cs
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313
Server/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: DynamicSaveStrategy.cs 164 2007-04-20 22:35:41Z asayre $
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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)
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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( metrics );
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saveTasks[1] = SaveMobiles( metrics );
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saveTasks[2] = SaveGuilds( metrics );
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SaveTypeDatabases();
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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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//This option makes it finish the writing to disk in the background, continuing even after Save() returns. VERY DANGEROUS.
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//TODO: Make this less dangerous, by notifying rest of the server that this can and does happen
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//Task.Factory.ContinueWhenAll(saveTasks, _ => CloseFiles());
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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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int bytesWritten = writer.CommitTo(data, index);
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if (metrics != null)
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{
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metrics.OnFileWritten(bytesWritten);
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}
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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(SaveMetrics metrics)
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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(SaveMetrics metrics)
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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(SaveMetrics metrics)
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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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Console.WriteLine("Closing files");
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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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124
Server/Persistence/QueuedMemoryWriter.cs
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124
Server/Persistence/QueuedMemoryWriter.cs
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/***************************************************************************
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* QueuedMemoryWriter.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: QueuedMemoryWriter.cs 37 2006-06-19 17:28:24Z asayre $
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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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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Text;
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namespace Server
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{
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public sealed class QueuedMemoryWriter : BinaryFileWriter
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{
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private struct IndexInfo
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{
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public int size;
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public int typeCode;
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public int serial;
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}
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private MemoryStream _memStream;
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private Queue<IndexInfo> _indexQueue = new Queue<IndexInfo>(); //TODO: Pick a more optimal starting size
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protected override int BufferSize
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{
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get { return 4096; }
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}
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public QueuedMemoryWriter()
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: base(new MemoryStream(1024 * 1024), true)
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{
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this._memStream = this.UnderlyingStream as MemoryStream;
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}
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public void QueueForIndex(ISerializable serializable, int size)
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{
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IndexInfo info;
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info.size = size;
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info.typeCode = serializable.TypeReference; //For guilds, this will automagically be zero.
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info.serial = serializable.SerialIdentity;
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_indexQueue.Enqueue(info);
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}
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public int CommitTo(SequentialFileWriter dataFile, SequentialFileWriter indexFile)
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{
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this.Flush();
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byte[] memBuffer = _memStream.GetBuffer();
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int memLength = (int)_memStream.Position;
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long actualPosition = dataFile.Position;
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dataFile.Write(memBuffer, 0, memLength); //The buffer contains the data from many items.
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//Console.WriteLine("Writing {0} bytes starting at {1}", memLength, actualPosition);
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byte[] indexBuffer = new byte[20];
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int indexWritten = _indexQueue.Count * indexBuffer.Length;
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while (_indexQueue.Count > 0)
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{
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IndexInfo info = _indexQueue.Dequeue();
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int typeCode = info.typeCode;
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int serial = info.serial;
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int length = info.size;
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indexBuffer[0] = (byte)(info.typeCode);
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indexBuffer[1] = (byte)(info.typeCode >> 8);
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indexBuffer[2] = (byte)(info.typeCode >> 16);
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indexBuffer[3] = (byte)(info.typeCode >> 24);
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indexBuffer[4] = (byte)(info.serial);
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indexBuffer[5] = (byte)(info.serial >> 8);
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indexBuffer[6] = (byte)(info.serial >> 16);
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indexBuffer[7] = (byte)(info.serial >> 24);
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indexBuffer[8] = (byte)(actualPosition);
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indexBuffer[9] = (byte)(actualPosition >> 8);
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indexBuffer[10] = (byte)(actualPosition >> 16);
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indexBuffer[11] = (byte)(actualPosition >> 24);
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indexBuffer[12] = (byte)(actualPosition >> 32);
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indexBuffer[13] = (byte)(actualPosition >> 40);
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indexBuffer[14] = (byte)(actualPosition >> 48);
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indexBuffer[15] = (byte)(actualPosition >> 56);
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indexBuffer[16] = (byte)(info.size);
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indexBuffer[17] = (byte)(info.size >> 8);
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indexBuffer[18] = (byte)(info.size >> 16);
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indexBuffer[19] = (byte)(info.size >> 24);
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indexFile.Write(indexBuffer, 0, indexBuffer.Length);
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actualPosition += info.size;
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}
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this.Close(); //We're donezo with this writer.
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return memLength + indexWritten;
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}
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}
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}
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namespace Server {
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public sealed class SaveMetrics : IDisposable {
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private const string PerformanceCategoryName = "RunUO 2.0";
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private const string PerformanceCategoryDesc = "Performance counters for RunUO 2.0.";
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private const string PerformanceCategoryName = "RunUO 2.1";
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private const string PerformanceCategoryDesc = "Performance counters for RunUO 2.1.";
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private PerformanceCounter numberOfWorldSaves;
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@ -19,33 +19,39 @@
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***************************************************************************/
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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.Diagnostics;
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using Server;
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using Server.Guilds;
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namespace Server {
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public abstract class SaveStrategy {
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public static SaveStrategy Acquire() {
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if ( Core.MultiProcessor ) {
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namespace Server
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{
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public abstract class SaveStrategy
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{
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public static SaveStrategy Acquire()
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{
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if (Core.MultiProcessor)
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{
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int processorCount = Core.ProcessorCount;
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if ( processorCount > 16 ) {
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return new ParallelSaveStrategy( processorCount );
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} else {
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if (processorCount > 16)
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{
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#if Framework_4_0
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return new DynamicSaveStrategy();
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#else
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return new ParallelSaveStrategy(processorCount);
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#endif
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}
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else
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{
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return new DualSaveStrategy();
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}
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} else {
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}
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else
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{
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return new StandardSaveStrategy();
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}
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}
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public abstract string Name { get; }
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public abstract void Save( SaveMetrics metrics );
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public abstract void Save(SaveMetrics metrics);
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public abstract void ProcessDecay();
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}
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@ -91,8 +91,8 @@ namespace Server
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AppendDefine( ref sb, "/d:Framework_2_0" );
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#if Framework_3_5
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AppendDefine( ref sb, "/d:Framework_3_5" );
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#if Framework_4_0
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AppendDefine( ref sb, "/d:Framework_4_0" );
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#endif
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return (sb == null ? null : sb.ToString());
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@ -212,11 +212,7 @@ namespace Server
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DeleteFiles( "Scripts.CS*.dll" );
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#if Framework_3_5
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using ( CSharpCodeProvider provider = new CSharpCodeProvider( new Dictionary<string, string>() { { "CompilerVersion", "v3.5" } } ) )
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#else
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using ( CSharpCodeProvider provider = new CSharpCodeProvider() )
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#endif
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{
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string path = GetUnusedPath( "Scripts.CS" );
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@ -355,11 +351,8 @@ namespace Server
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}
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DeleteFiles( "Scripts.VB*.dll" );
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#if Framework_3_5
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using ( VBCodeProvider provider = new VBCodeProvider( new Dictionary<string, string>() { { "CompilerVersion", "v3.5" } } ) )
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#else
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using ( VBCodeProvider provider = new VBCodeProvider() )
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#endif
|
||||
{
|
||||
string path = GetUnusedPath( "Scripts.VB" );
|
||||
|
||||
|
|
|
|||
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Add table
Add a link
Reference in a new issue