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.
This commit is contained in:
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deabab575a
commit
49e6c6f2d1
13 changed files with 132 additions and 61 deletions
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@ -39,6 +39,10 @@ public abstract class BaseGuild : ISerializable
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public abstract string Name { get; set; }
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public abstract GuildType Type { get; set; }
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public abstract bool Disbanded { get; }
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public abstract bool ShouldExecuteAfterSerialize { get; }
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public abstract void AfterSerialize();
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public abstract void Delete();
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public bool Deleted => Disbanded;
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@ -58,7 +62,6 @@ public abstract class BaseGuild : ISerializable
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public int TypeRef { get; private set; }
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public abstract void BeforeSerialize();
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public abstract void Serialize(IGenericWriter writer);
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public abstract void Deserialize(IGenericReader reader);
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@ -103,10 +103,6 @@ public class Entity : IEntity
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&& p.Y >= Location.m_Y - range
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&& p.Y <= Location.m_Y + range;
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public void BeforeSerialize()
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{
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}
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public void Deserialize(IGenericReader reader)
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{
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// Should not actually be saved
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@ -116,4 +112,10 @@ public class Entity : IEntity
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public void Serialize(IGenericWriter writer)
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{
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}
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public bool ShouldExecuteAfterSerialize => false;
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public void AfterSerialize()
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{
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}
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}
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@ -1041,6 +1041,12 @@ public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEnt
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}
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}
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public virtual bool ShouldExecuteAfterSerialize => false;
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public virtual void AfterSerialize()
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{
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}
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public void MoveToWorld(WorldLocation worldLocation)
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{
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MoveToWorld(worldLocation.Location, worldLocation.Map);
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@ -2551,10 +2557,6 @@ public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEnt
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}
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}
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public virtual void BeforeSerialize()
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{
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}
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public virtual void Deserialize(IGenericReader reader)
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{
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var version = reader.ReadInt();
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@ -20,6 +20,7 @@ using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Text.Json;
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@ -123,7 +124,9 @@ public static class Core
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[ThreadStatic]
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private static long _tickCount;
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[ThreadStatic]
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// Don't access this from other threads than the game thread.
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// Persistence accesses this via AfterSerialize or Serialize in other threads, but the value is set and won't change
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// since the game loop is frozen at that moment.
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private static DateTime _now;
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// For Unix Stopwatch.Frequency is normalized to 1ns
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@ -153,12 +156,17 @@ public static class Core
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public static DateTime Now
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{
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get => _now == DateTime.MinValue ? DateTime.UtcNow : _now;
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set => _now = value;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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// See notes above for _now and why this is a volatile variable.
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var now = _now;
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return now == DateTime.MinValue ? DateTime.UtcNow : now;
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}
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}
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private static long _cycleIndex = 1;
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private static float[] _cyclesPerSecond = new float[100];
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private static float[] _cyclesPerSecond = new float[128];
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public static float CyclesPerSecond => _cyclesPerSecond[(_cycleIndex - 1) % _cyclesPerSecond.Length];
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@ -2387,6 +2387,12 @@ public class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPropertyLis
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writer.Write((byte)m_IntLock);
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}
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public virtual bool ShouldExecuteAfterSerialize => false;
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public virtual void AfterSerialize()
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{
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}
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public bool Deleted { get; private set; }
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public virtual void Delete()
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@ -6041,10 +6047,6 @@ public class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPropertyLis
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{
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}
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public virtual void BeforeSerialize()
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{
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}
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public virtual void Deserialize(IGenericReader reader)
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{
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var version = reader.ReadInt();
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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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@ -44,6 +44,7 @@ public static class World
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private static Dictionary<Serial, IEntity> _pendingAdd = new();
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private static Dictionary<Serial, IEntity> _pendingDelete = new();
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private static ConcurrentQueue<Item> _decayQueue = new();
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private static ConcurrentQueue<ISerializable> _afterSerializeEntities = new();
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private static string _tempSavePath; // Path to the temporary folder for the save
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private static bool _enableSaveStats;
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@ -147,7 +148,7 @@ public static class World
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_enableSaveStats = ServerConfiguration.GetOrUpdateSetting("world.enableSaveStats", false);
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// Mobiles & Items
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Persistence.Register("Mobiles & Items", SaveEntities, WriteEntities, LoadEntities, 1);
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Persistence.Register("Mobiles & Items", SaveEntities, WriteEntities, LoadEntities, AfterSerialize, 1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -168,6 +169,9 @@ public static class World
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_decayQueue.Enqueue(item);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void EnqueueAfterSerialization(ISerializable entity) => _afterSerializeEntities.Enqueue(entity);
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public static void Broadcast(int hue, bool ascii, string text)
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{
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var length = OutgoingMessagePackets.GetMaxMessageLength(text);
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@ -495,7 +499,15 @@ public static class World
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*/
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public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
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internal static void SaveEntities()
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private static void AfterSerialize()
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{
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while (_afterSerializeEntities.TryDequeue(out var entity))
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{
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entity.AfterSerialize();
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}
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}
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private static void SaveEntities()
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{
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_serializationStart = DateTime.UtcNow;
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EntityPersistence.SaveEntities(Items.Values, SaveEntity);
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@ -295,10 +295,6 @@ namespace Server.Accounting
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public Serial Serial { get; set; }
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public void BeforeSerialize()
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{
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}
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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@ -337,6 +333,12 @@ namespace Server.Accounting
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}
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}
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public bool ShouldExecuteAfterSerialize => false;
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public void AfterSerialize()
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{
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}
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/// <summary>
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/// Deletes the account, all characters of the account, and all houses of those characters
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/// </summary>
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@ -1148,10 +1148,6 @@ namespace Server.Guilds
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list.TrimExcess();
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}
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public override void BeforeSerialize()
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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if (LastFealty + TimeSpan.FromDays(1.0) < Core.Now)
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@ -1231,6 +1227,12 @@ namespace Server.Guilds
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writer.Write(Website);
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}
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public override bool ShouldExecuteAfterSerialize => false;
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public override void AfterSerialize()
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{
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}
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public override void Delete()
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{
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World.RemoveGuild(this);
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@ -3402,6 +3402,17 @@ namespace Server.Mobiles
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writer.Write(GameTime);
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}
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// Do we need to run an after serialize?
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public override bool ShouldExecuteAfterSerialize => ShouldKillDecay() || ShouldAtrophy();
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public override void AfterSerialize()
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{
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base.AfterSerialize();
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CheckKillDecay();
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CheckAtrophies();
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}
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public bool ShouldAtrophy()
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{
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var sacrifice = SacrificeVirtue.ShouldAtrophy(this);
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@ -29,36 +29,36 @@ namespace Server.Multis
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Decaying
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}
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private static readonly Rectangle2D[] m_BritWrap =
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private static Rectangle2D[] m_BritWrap =
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{ new(16, 16, 5120 - 32, 4096 - 32), new(5136, 2320, 992, 1760) };
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private static readonly Rectangle2D[] m_IlshWrap = { new(16, 16, 2304 - 32, 1600 - 32) };
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private static readonly Rectangle2D[] m_TokunoWrap = { new(16, 16, 1448 - 32, 1448 - 32) };
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private static Rectangle2D[] m_IlshWrap = { new(16, 16, 2304 - 32, 1600 - 32) };
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private static Rectangle2D[] m_TokunoWrap = { new(16, 16, 1448 - 32, 1448 - 32) };
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private static readonly TimeSpan BoatDecayDelay = TimeSpan.FromDays(9.0);
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private static TimeSpan BoatDecayDelay = TimeSpan.FromDays(9.0);
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private static readonly TimeSpan SlowInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.50 : 0.75);
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private static readonly TimeSpan FastInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.25 : 0.75);
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private static TimeSpan SlowInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.50 : 0.75);
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private static TimeSpan FastInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.25 : 0.75);
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private static readonly int SlowSpeed = 1;
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private static readonly int FastSpeed = NewBoatMovement ? 1 : 3;
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private const int SlowSpeed = 1;
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private static int FastSpeed = NewBoatMovement ? 1 : 3;
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private static readonly TimeSpan SlowDriftInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.50 : 1.50);
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private static readonly TimeSpan FastDriftInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.25 : 0.75);
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private static TimeSpan SlowDriftInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.50 : 1.50);
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private static TimeSpan FastDriftInterval = TimeSpan.FromSeconds(NewBoatMovement ? 0.25 : 0.75);
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private static readonly int SlowDriftSpeed = 1;
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private static readonly int FastDriftSpeed = 1;
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private const int SlowDriftSpeed = 1;
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private const int FastDriftSpeed = 1;
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private static readonly Direction Forward = Direction.North;
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private static readonly Direction ForwardLeft = Direction.Up;
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private static readonly Direction ForwardRight = Direction.Right;
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private static readonly Direction Backward = Direction.South;
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private static readonly Direction BackwardLeft = Direction.Left;
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private static readonly Direction BackwardRight = Direction.Down;
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private static readonly Direction Left = Direction.West;
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private static readonly Direction Right = Direction.East;
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private static Direction Port = Left;
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private static Direction Starboard = Right;
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private const Direction Forward = Direction.North;
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private const Direction ForwardLeft = Direction.Up;
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private const Direction ForwardRight = Direction.Right;
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private const Direction Backward = Direction.South;
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private const Direction BackwardLeft = Direction.Left;
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private const Direction BackwardRight = Direction.Down;
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private const Direction Left = Direction.West;
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private const Direction Right = Direction.East;
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private const Direction Port = Left;
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private const Direction Starboard = Right;
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private int m_ClientSpeed;
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@ -296,6 +296,14 @@ namespace Server.Multis
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}
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}
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public override bool ShouldExecuteAfterSerialize => !m_Decaying && CheckDecay();
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public override void AfterSerialize()
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{
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base.AfterSerialize();
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CheckDecay();
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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@ -316,8 +324,6 @@ namespace Server.Multis
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writer.Write(Hold);
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writer.Write(Anchored);
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writer.Write(m_ShipName);
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CheckDecay();
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}
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public override void Deserialize(IGenericReader reader)
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@ -527,6 +533,8 @@ namespace Server.Multis
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TillerMan?.InvalidateProperties();
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}
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private bool ShouldDecay => !IsMoving && Core.Now >= m_DecayTime;
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public bool CheckDecay()
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{
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if (m_Decaying)
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@ -534,12 +542,10 @@ namespace Server.Multis
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return true;
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}
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if (!IsMoving && Core.Now >= m_DecayTime)
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if (ShouldDecay)
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{
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new DecayTimer(this).Start();
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m_Decaying = true;
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return true;
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}
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