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
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43 changed files with 1148 additions and 4351 deletions
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@ -7,41 +7,13 @@ namespace Server
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public static readonly Serial MinusOne = new Serial(0xFFFFFFFF);
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public static readonly Serial Zero = new Serial(0);
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public static Serial LastMobile { get; private set; } = Zero;
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public static Serial LastItem { get; private set; } = 0x40000000;
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public static Serial NewMobile
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{
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get
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{
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while (World.FindMobile(LastMobile += 1) != null)
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{
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}
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return LastMobile;
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}
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}
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public static Serial NewItem
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{
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get
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{
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while (World.FindItem(LastItem = LastItem + 1) != null)
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{
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}
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return LastItem;
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}
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}
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private Serial(uint serial) => Value = serial;
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public uint Value { get; }
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public bool IsMobile => Value > 0 && Value < 0x40000000;
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public bool IsMobile => Value > 0 && Value < World.ItemOffset;
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public bool IsItem => Value >= 0x40000000 && Value < 0x80000000;
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public bool IsItem => Value >= World.ItemOffset && Value < World.MaxItemSerial;
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public bool IsValid => Value > 0;
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