Updates Serialization (#292)

- [X] Removes all save strategies
- [X] Removes duplicate file writer that won't be used
- [X] Removes persistence (it will become a duplicate system)
- [X] Add a save position variable to skip serializing a clean item/mobile
- [X] Update Guilds/Accounts to be IEntity types
    - Because guilds are abstract, this may make serialization tricky.
- [X] Update the generalized IEntity writing
- [X] Update the load/save to write to buffers then to files in background


Bumps release version
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Kamron Batman 2020-10-31 17:38:29 -07:00 • committed by GitHub
parent a8d486a969
commit 1ca8655fc1
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43 changed files with 1148 additions and 4351 deletions

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@ -1,35 +0,0 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2020 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: CreateGuildEvent.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using Server.Guilds;
namespace Server
{
public class CreateGuildEventArgs : EventArgs
{
public CreateGuildEventArgs(uint id) => Id = id;
public uint Id { get; set; }
public BaseGuild Guild { get; set; }
}
public static partial class EventSink
{
public static event Action<CreateGuildEventArgs> CreateGuild;
public static void InvokeCreateGuild(CreateGuildEventArgs e) => CreateGuild?.Invoke(e);
}
}

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@ -109,8 +109,8 @@ namespace Server
public static event Action WorldLoad;
public static void InvokeWorldLoad() => WorldLoad?.Invoke();
public static event Action<bool> WorldSave;
public static void InvokeWorldSave(bool sendMessage) => WorldSave?.Invoke(sendMessage);
public static event Action WorldSave;
public static void InvokeWorldSave() => WorldSave?.Invoke();
public static event Action<Mobile, int> SetAbility;
public static void InvokeSetAbility(Mobile mobile, int index) => SetAbility?.Invoke(mobile, index);