Updates to the GOALS.md
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GOALS.md
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GOALS.md
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### Optimizations for large shards
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- [ ] Eject inactive players and their items after they are serialized to cold storage
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- [ ] Create hydration techniques for non-persisted systems (e.g. spawners, decorations, static, champions, etc)
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- [ ] Simplify resource items such as Reagents, and crafting supplies by eliminating all of their individual types and using an enum and generic type.
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* `new MandrakeRoot()` -> `new Reagent(ReagentType.MandrakeRoot)`
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- [ ] Simplify certain items by eliminating all of their individual types and using an enum to reference their individual type
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* Items subject to change: reagents, logs, ore, ingots, potions, and containers
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* Syntax change: `new MandrakeRoot()` -> `new Reagent(ReagentType.MandrakeRoot)`
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- [ ] Create object pools for high availability items such as gold and reagents
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* For example, `new MandrakeRoot()` -> `ObjectPool.Get<Reagent>(ReagentType.MandrakeRoot)`.
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* Pools should be elastic and adjust according to nominal usage. For example, if thousands of gold objects are created and destroyed in a small period of time, the pool should be expanded and replenished properly so it is never empty, or full.
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- [ ] Replace timer system with a [wheel](https://github.com/runuo/runuo/pull/42) implementation
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- [X] Create `DefaultName` for mobiles and use it for all items
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- [X] Create `DefaultName` for mobiles
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- [ ] Improve asynchronous socket handling
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### Code Architecture Fixes
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- [ ] Create a LayeredItem child and move related code to that class. All layered items should inherit that.
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* Items that are placed on the paperdoll will need to inherit this.
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- [ ] Create a StackedItem child and move related code to that class.
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* Items that have an amount will need to inherit this.
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### Bugs & Misc
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- [ ] Naked corpses (container display issue)
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- [X] Rounding errors with new bank system
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