fix: Fixes spawners, adds convertpremiumspawners, exportspawners, and replaces with neruns distro (#751)
### Additions * Adds `[exportspawners <relative json file path to distro>` * If no path is provided, it will be saved to the `Data\Spawns` folder with the current timestamp as the file name. * Supports global, facet, region, multi, and area * Fixes client disconnect for bad spawner generation command. * Moves spawner commands to their own folder. * Adds GUIDs for spawners. This allows for easy replacement during import to reduce duplication. * Allows exporting the name of the spawner. * Fixes globbing when using [generatespawners * Adds [convertpremiumspawners to convert Premium Spawners (from Neruns distro) Possibly in .NET 6 serializing JSON will be more performant using JSON nodes. ### Screenshots   
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211 changed files with 200435 additions and 91312 deletions
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2021 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: GenerateSpawnersCommand.cs *
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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 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Text.Json;
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using Microsoft.Extensions.FileSystemGlobbing;
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using Microsoft.Extensions.FileSystemGlobbing.Abstractions;
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using Server.Collections;
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using Server.Json;
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using Server.Logging;
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using Server.Network;
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using Server.Utilities;
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namespace Server.Engines.Spawners
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{
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public static class GenerateSpawnersCommand
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(GenerateSpawnersCommand));
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public static void Initialize()
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{
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CommandSystem.Register("GenerateSpawners", AccessLevel.Developer, GenerateSpawners_OnCommand);
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}
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private static void GenerateSpawners_OnCommand(CommandEventArgs e)
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{
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var from = e.Mobile;
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if (e.Arguments.Length == 0)
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{
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from.SendMessage("Usage: [GenerateSpawners <relative search pattern to distribution>");
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return;
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}
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var di = new DirectoryInfo(Core.BaseDirectory);
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var patternMatches = new Matcher()
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.AddInclude(e.Arguments[0])
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.Execute(new DirectoryInfoWrapper(di))
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.Files;
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List<FileInfo> files = new List<FileInfo>();
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foreach (var match in patternMatches)
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{
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files.Add(new FileInfo(match.Path));
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}
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if (files.Count == 0)
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{
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from.SendMessage("GenerateSpawners: No files found matching the pattern");
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return;
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}
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var watch = Stopwatch.StartNew();
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var allSpawners = new Dictionary<Guid, ISpawner>();
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foreach (var item in World.Items.Values)
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{
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if (item is ISpawner spawner)
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{
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allSpawners[spawner.Guid] = spawner;
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}
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}
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var options = JsonConfig.GetOptions(new TextDefinitionConverterFactory());
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var totalGenerated = 0;
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var totalFailures = 0;
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for (var i = 0; i < files.Count; i++)
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{
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var file = files[i];
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from.SendMessage("GenerateSpawners: Generating spawners from {0}...", file.Name);
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logger.Information($"{from} is generating spawners from {file.FullName}");
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NetState.FlushAll();
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try
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{
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var spawners = JsonConfig.Deserialize<List<DynamicJson>>(file.FullName);
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ParseSpawnerList(spawners, options, allSpawners, out var generated, out var failed);
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totalGenerated += generated;
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totalFailures += failed;
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}
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catch (JsonException)
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{
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from.SendMessage(
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"GenerateSpawners: Exception parsing {0}, file may not be in the correct format.",
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file.FullName
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);
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}
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}
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watch.Stop();
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logger.Information("Generated {0} spawners ({1:F2} seconds, {2} failures)");
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from.SendMessage(
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"GenerateSpawners: Generated {0} spawners ({1:F2} seconds, {2} failures)",
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totalGenerated,
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watch.Elapsed.TotalSeconds,
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totalFailures
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);
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}
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private static void ParseSpawnerList(
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List<DynamicJson> spawners,
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JsonSerializerOptions options,
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Dictionary<Guid, ISpawner> allSpawners,
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out int totalGenerated,
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out int failureCount
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)
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{
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failureCount = 0;
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totalGenerated = 0;
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using var queue = PooledRefQueue<Item>.Create();
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for (var i = 0; i < spawners.Count; i++)
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{
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var json = spawners[i];
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var type = AssemblyHandler.FindTypeByName(json.Type);
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if (type == null || !typeof(BaseSpawner).IsAssignableFrom(type))
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{
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logger.Error($"Invalid spawner type {json.Type ?? "(-null-)"} ({i}).");
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failureCount++;
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continue;
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}
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json.GetProperty("location", options, out Point3D location);
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json.GetProperty("map", options, out Map map);
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// Delete all spawners at this location.
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// Probably shouldn't do this outside of migrations? Is there a better way to find/fix spawners?
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var eable = map.GetItemsInRange<BaseSpawner>(location, 0);
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foreach (var spawner in eable)
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{
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if (spawner.GetType() == type)
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{
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queue.Enqueue(spawner);
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allSpawners.Remove(spawner.Guid);
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}
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}
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while (queue.Count > 0)
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{
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queue.Dequeue().Delete();
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}
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eable.Free();
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try
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{
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var spawner = type.CreateInstance<ISpawner>(json, options);
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spawner!.MoveToWorld(location, map);
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spawner!.Respawn();
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if (allSpawners.Remove(spawner.Guid, out var oldSpawner))
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{
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oldSpawner.Delete();
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}
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allSpawners.Add(spawner.Guid, spawner);
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totalGenerated++;
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}
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catch (Exception ex)
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{
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json.GetProperty("guid", options, out Guid guid);
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TraceException(ex, $"Failed to generate spawner {guid}.");
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failureCount++;
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}
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}
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}
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private static void TraceException(Exception ex, string message = "")
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{
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try
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{
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using var op = new StreamWriter("spawner-errors.log", true);
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op.WriteLine("# {0}", Core.Now);
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if (!string.IsNullOrEmpty(message))
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{
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op.WriteLine(message);
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}
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op.WriteLine(ex);
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op.WriteLine();
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op.WriteLine();
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}
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catch
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{
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// ignored
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}
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#if DEBUG
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logger.Error($"{message}\n{ex}");
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#endif
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}
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}
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}
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