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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@ -15,6 +15,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using Server.Guilds;
@ -23,9 +24,7 @@ namespace Server
public interface IGenericWriter
{
long Position { get; }
void Close();
void Write(string value);
void Write(DateTime value);
void Write(DateTimeOffset value);
@ -41,66 +40,50 @@ namespace Server
void Write(float value);
void Write(char value);
void Write(byte value);
void Write(byte[] value);
void Write(byte[] value, int length);
void Write(sbyte value);
void Write(bool value);
void WriteEncodedInt(int value);
void Write(IPAddress value);
void WriteDeltaTime(DateTime value);
void Write(Point3D value);
void Write(Point2D value);
void Write(Rectangle2D value);
void Write(Rectangle3D value);
void Write(Map value);
void WriteEntity(IEntity value);
void Write(Item value);
void Write(Mobile value);
void Write(BaseGuild value);
void WriteItem<T>(T value) where T : Item;
void WriteMobile<T>(T value) where T : Mobile;
void WriteGuild<T>(T value) where T : BaseGuild;
void Write(Race value);
void Write(List<Item> list);
void Write(List<Item> list, bool tidy);
void WriteItemList<T>(List<T> list) where T : Item;
void WriteItemList<T>(List<T> list, bool tidy) where T : Item;
void Write(HashSet<Item> list);
void Write(HashSet<Item> list, bool tidy);
void WriteItemSet<T>(HashSet<T> set) where T : Item;
void WriteItemSet<T>(HashSet<T> set, bool tidy) where T : Item;
void Write(List<Mobile> list);
void Write(List<Mobile> list, bool tidy);
void WriteMobileList<T>(List<T> list) where T : Mobile;
void WriteMobileList<T>(List<T> list, bool tidy) where T : Mobile;
void Write(HashSet<Mobile> list);
void Write(HashSet<Mobile> list, bool tidy);
void WriteMobileSet<T>(HashSet<T> set) where T : Mobile;
void WriteMobileSet<T>(HashSet<T> set, bool tidy) where T : Mobile;
void Write(List<BaseGuild> list);
void Write(List<BaseGuild> list, bool tidy);
void WriteGuildList<T>(List<T> list) where T : BaseGuild;
void WriteGuildList<T>(List<T> list, bool tidy) where T : BaseGuild;
void Write(HashSet<BaseGuild> list);
void Write(HashSet<BaseGuild> list, bool tidy);
void WriteGuildSet<T>(HashSet<T> set) where T : BaseGuild;
void WriteGuildSet<T>(HashSet<T> set, bool tidy) where T : BaseGuild;
long Seek(long offset, SeekOrigin origin);
}
}