fix: Adds AfterSerialize support. Removes BeforeSerialize support. (#1208)
### Changes * Implements an AfterSerialize method that is executed synchronously. * Removes `BeforeSerialize` support since it was dangerous in its current implementation. * Moves PlayerMobile kill/virtual decay to AfterSerialize. * Adds kill decay to after Deserialize.
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deabab575a
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49e6c6f2d1
13 changed files with 132 additions and 61 deletions
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@ -26,6 +26,7 @@ public static class GenericPersistence
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string name,
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Action<IGenericWriter> serializer,
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Action<IGenericReader> deserializer,
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Action afterSerialize = null,
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int priority = Persistence.DefaultPriority
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)
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{
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@ -49,6 +50,6 @@ public static class GenericPersistence
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void Deserialize(string savePath, Dictionary<ulong, string> typesDb) =>
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AdhocPersistence.Deserialize(Path.Combine(savePath, name, $"{name}.bin"), deserializer);
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Persistence.Register(name, Serialize, WriteSnapshot, Deserialize, priority);
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Persistence.Register(name, Serialize, WriteSnapshot, Deserialize, afterSerialize, priority);
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}
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}
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@ -31,13 +31,17 @@ public interface ISerializable
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Serial Serial { get; }
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// Executed on every entity, before it's serialized.
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// For example, this is used to clean up weak references and mark them dirty.
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void BeforeSerialize();
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void Deserialize(IGenericReader reader);
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void Serialize(IGenericWriter writer);
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void Delete();
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// Determines if AfterSerialize should execute. This is checked on a worker thread.
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bool ShouldExecuteAfterSerialize { get; }
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// Executes after serialization if ShouldExecuteAfterSerialize is true. This is run on the game thread synchronously.
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void AfterSerialize();
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bool Deleted { get; }
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void Delete();
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public void InitializeSaveBuffer(byte[] buffer, ConcurrentQueue<Type> types)
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{
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@ -56,7 +60,12 @@ public interface ISerializable
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{
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SaveBuffer ??= new BufferWriter(true, types);
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BeforeSerialize();
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// Queue for post serialization if this entity has it enabled
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// This will run AfterSerialize in the main game thread after the world is done saving
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if (ShouldExecuteAfterSerialize)
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{
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World.EnqueueAfterSerialization(this);
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}
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// Clean, don't bother serializing
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if (SavePosition > -1)
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@ -32,6 +32,7 @@ public static class Persistence
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Action serializer,
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Action<string> snapshotWriter,
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Action<string, Dictionary<ulong, string>> deserializer,
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Action afterSerialize = null,
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int priority = DefaultPriority
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)
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{
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@ -41,6 +42,7 @@ public static class Persistence
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Name = name,
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Priority = priority,
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Serialize = serializer,
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AfterSerialize = afterSerialize,
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WriteSnapshot = snapshotWriter,
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Deserialize = deserializer
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}
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@ -89,6 +91,12 @@ public static class Persistence
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public static void Serialize()
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{
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Parallel.ForEach(_registry, entry => entry.Serialize());
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// Synchronously run the AfterSerialize on the main game thread
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foreach (var entry in _registry)
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{
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entry.AfterSerialize?.Invoke();
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}
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}
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public static void WriteSnapshot(string path, ConcurrentQueue<Type> types)
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@ -130,7 +138,10 @@ public static class Persistence
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{
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public string Name { get; init; }
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public int Priority { get; init; }
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public Action Serialize { get; init; } // Serializing to memory buffers
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// Serializes to memory buffers and run in parallel
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public Action Serialize { get; init; }
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public Action AfterSerialize { get; init; }
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public Action<string> WriteSnapshot { get; init; }
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public Action<string, Dictionary<ulong, string>> Deserialize { get; init; }
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}
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