fix: Overhauls champion titles & codegen champion system (#1430)

## MAJOR CHANGE

Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_.

### Motivation

The motivation to refactor was two-folder, but mostly related to performance in two ways.
First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory.

Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects.


### Bugs fixed

- [X] Fixed titles getting cut off on the paperdoll
- [X] Fixed champion title not displaying overhead (OPL)

### Screenshots
<img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
This commit is contained in:
Kamron Batman 2023-07-27 21:44:06 -07:00 • committed by GitHub
parent 4dddc8d3f1
commit 51ecee6caa
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GPG key ID: 4AEE18F83AFDEB23
44 changed files with 3028 additions and 2785 deletions

View file

@ -40,9 +40,6 @@ public abstract class BaseGuild : ISerializable
public abstract GuildType Type { get; set; }
public abstract bool Disbanded { get; }
public abstract bool ShouldExecuteAfterSerialize { get; }
public abstract void AfterSerialize();
public abstract void Delete();
public bool Deleted => Disbanded;

View file

@ -112,10 +112,4 @@ public class Entity : IEntity
public void Serialize(IGenericWriter writer)
{
}
public bool ShouldExecuteAfterSerialize => false;
public void AfterSerialize()
{
}
}

View file

@ -1041,12 +1041,6 @@ public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEnt
}
}
public virtual bool ShouldExecuteAfterSerialize => false;
public virtual void AfterSerialize()
{
}
public void MoveToWorld(WorldLocation worldLocation)
{
MoveToWorld(worldLocation.Location, worldLocation.Map);

View file

@ -126,8 +126,6 @@ public static class Core
private static long _tickCount;
// Don't access this from other threads than the game thread.
// Persistence accesses this via AfterSerialize or Serialize in other threads, but the value is set and won't change
// since the game loop is frozen at that moment.
private static DateTime _now;
// For Unix Stopwatch.Frequency is normalized to 1ns

View file

@ -2380,12 +2380,6 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
writer.Write((byte)m_IntLock);
}
public virtual bool ShouldExecuteAfterSerialize => false;
public virtual void AfterSerialize()
{
}
public bool Deleted { get; private set; }
public virtual void Delete()

View file

@ -25,7 +25,6 @@ public static class GenericPersistence
string name,
Action<IGenericWriter> serializer,
Action<IGenericReader> deserializer,
Action afterSerialize = null,
int priority = Persistence.DefaultPriority
)
{
@ -49,6 +48,6 @@ public static class GenericPersistence
void Deserialize(string savePath, Dictionary<ulong, string> typesDb) =>
AdhocPersistence.Deserialize(Path.Combine(savePath, name, $"{name}.bin"), deserializer);
Persistence.Register(name, Serialize, WriteSnapshot, Deserialize, afterSerialize, priority);
Persistence.Register(name, Serialize, WriteSnapshot, Deserialize, priority);
}
}

View file

@ -34,12 +34,6 @@ public interface ISerializable
void Deserialize(IGenericReader reader);
void Serialize(IGenericWriter writer);
// Determines if AfterSerialize should execute. This is checked on a worker thread.
bool ShouldExecuteAfterSerialize { get; }
// Executes after serialization if ShouldExecuteAfterSerialize is true. This is run on the game thread synchronously.
void AfterSerialize();
bool Deleted { get; }
void Delete();
@ -60,13 +54,6 @@ public interface ISerializable
{
SaveBuffer ??= new BufferWriter(true, types);
// Queue for post serialization if this entity has it enabled
// This will run AfterSerialize in the main game thread after the world is done saving
if (ShouldExecuteAfterSerialize)
{
World.EnqueueAfterSerialization(this);
}
// Clean, don't bother serializing
if (SavePosition > -1)
{

View file

@ -32,7 +32,6 @@ public static class Persistence
Action serializer,
Action<string> snapshotWriter,
Action<string, Dictionary<ulong, string>> deserializer,
Action afterSerialize = null,
int priority = DefaultPriority
)
{
@ -42,7 +41,6 @@ public static class Persistence
Name = name,
Priority = priority,
Serialize = serializer,
AfterSerialize = afterSerialize,
WriteSnapshot = snapshotWriter,
Deserialize = deserializer
}
@ -91,12 +89,6 @@ public static class Persistence
public static void Serialize()
{
Parallel.ForEach(_registry, entry => entry.Serialize());
// Synchronously run the AfterSerialize on the main game thread
foreach (var entry in _registry)
{
entry.AfterSerialize?.Invoke();
}
}
public static void WriteSnapshot(string path, ConcurrentQueue<Type> types)
@ -141,7 +133,6 @@ public static class Persistence
// Serializes to memory buffers and run in parallel
public Action Serialize { get; init; }
public Action AfterSerialize { get; init; }
public Action<string> WriteSnapshot { get; init; }
public Action<string, Dictionary<ulong, string>> Deserialize { get; init; }
}

View file

@ -44,7 +44,6 @@ public static class World
private static Dictionary<Serial, IEntity> _pendingAdd = new();
private static Dictionary<Serial, IEntity> _pendingDelete = new();
private static ConcurrentQueue<Item> _decayQueue = new();
private static ConcurrentQueue<ISerializable> _afterSerializeEntities = new();
private static string _tempSavePath; // Path to the temporary folder for the save
private static bool _enableSaveStats;
@ -166,7 +165,7 @@ public static class World
_enableSaveStats = ServerConfiguration.GetOrUpdateSetting("world.enableSaveStats", false);
// Mobiles & Items
Persistence.Register("Mobiles & Items", SaveEntities, WriteEntities, LoadEntities, AfterSerialize, 1);
Persistence.Register("Mobiles & Items", SaveEntities, WriteEntities, LoadEntities, 1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@ -187,9 +186,6 @@ public static class World
_decayQueue.Enqueue(item);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void EnqueueAfterSerialization(ISerializable entity) => _afterSerializeEntities.Enqueue(entity);
public static void Broadcast(int hue, bool ascii, string text)
{
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
@ -519,14 +515,6 @@ public static class World
*/
public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
private static void AfterSerialize()
{
while (_afterSerializeEntities.TryDequeue(out var entity))
{
entity.AfterSerialize();
}
}
private static void SaveEntities()
{
_serializationStart = DateTime.UtcNow;