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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@ -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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