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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
44 changed files with 3028 additions and 2785 deletions

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; }
}