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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43 changed files with 1148 additions and 4351 deletions
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@ -1,16 +1,31 @@
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/*************************************************************************
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* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: IEntity.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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namespace Server
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{
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public interface IEntity : IPoint3D, IComparable<IEntity>
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public interface IEntity : IPoint3D, ISerializable
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{
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Serial Serial { get; }
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// Serial Serial { get; }
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Point3D Location { get; }
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Map Map { get; }
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bool Deleted { get; }
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void Delete();
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void MoveToWorld(Point3D location, Map map);
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void Delete();
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void ProcessDelta();
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bool InRange(Point2D p, int range);
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@ -22,7 +37,7 @@ namespace Server
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void RemoveItem(Item item);
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}
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public class Entity : IEntity, IComparable<Entity>
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public class Entity : IEntity
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{
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public Entity(Serial serial, Point3D loc, Map map)
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{
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@ -32,10 +47,8 @@ namespace Server
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Deleted = false;
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}
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public int CompareTo(Entity other) => CompareTo((IEntity)other);
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public int CompareTo(IEntity other) => other == null ? -1 : Serial.CompareTo(other.Serial);
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public BufferWriter SaveBuffer { get; set; }
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public int TypeRef { get; } = -1;
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public Serial Serial { get; }
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public Point3D Location { get; private set; }
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@ -85,5 +98,19 @@ namespace Server
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&& p.X <= Location.m_X + range
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&& p.Y >= Location.m_Y - range
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&& p.Y <= Location.m_Y + range;
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public void Serialize(DateTime serializeStart)
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{
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}
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public void Deserialize(IGenericReader reader)
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{
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// Should not actually be saved
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Timer.DelayCall(Delete);
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}
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public void Serialize(IGenericWriter writer)
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{
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}
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}
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}
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