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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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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@ -101,7 +101,7 @@ namespace Server.Items
}
else
{
throw new Exception(World.LoadingType);
throw new Exception("Invalid beverage type");
}
break;
@ -380,7 +380,7 @@ namespace Server.Items
}
else
{
throw new Exception(World.LoadingType);
throw new Exception("Invalid beverage type");
}
break;
@ -550,7 +550,7 @@ namespace Server.Items
}
else
{
throw new Exception(World.LoadingType);
throw new Exception("Invalid beverage type");
}
break;
@ -1106,7 +1106,7 @@ namespace Server.Items
writer.Write(m_Quantity);
}
protected bool CheckType(string name) => World.LoadingType == $"Server.Items.{name}";
protected bool CheckType(string name) => GetType().FullName == $"Server.Items.{name}";
public override void Deserialize(IGenericReader reader)
{