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">
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44 changed files with 3028 additions and 2785 deletions
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@ -40,9 +40,6 @@ public abstract class BaseGuild : ISerializable
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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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@ -112,10 +112,4 @@ 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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@ -1041,12 +1041,6 @@ 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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@ -126,8 +126,6 @@ public static class Core
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private static long _tickCount;
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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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@ -2380,12 +2380,6 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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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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@ -25,7 +25,6 @@ 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 +48,6 @@ 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, afterSerialize, priority);
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Persistence.Register(name, Serialize, WriteSnapshot, Deserialize, priority);
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}
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}
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@ -34,12 +34,6 @@ public interface ISerializable
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void Deserialize(IGenericReader reader);
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void Serialize(IGenericWriter writer);
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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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@ -60,13 +54,6 @@ public interface ISerializable
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{
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SaveBuffer ??= new BufferWriter(true, types);
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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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{
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@ -32,7 +32,6 @@ 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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@ -42,7 +41,6 @@ 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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@ -91,12 +89,6 @@ 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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@ -141,7 +133,6 @@ public static class Persistence
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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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@ -44,7 +44,6 @@ 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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@ -166,7 +165,7 @@ 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, AfterSerialize, 1);
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Persistence.Register("Mobiles & Items", SaveEntities, WriteEntities, LoadEntities, 1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -187,9 +186,6 @@ 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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@ -519,14 +515,6 @@ public static class World
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*/
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public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
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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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