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:
parent
4dddc8d3f1
commit
51ecee6caa
44 changed files with 3028 additions and 2785 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue