feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586)
## Summary Adopts ModernUO.Serialization 4.0.0 across the engine. Three commits, reviewable independently: 1. **Package + tool bump to 4.0.0** (`Server.csproj`, `UOContent.csproj`, `dotnet-tools.json`). 2. **Timers → `[DeserializeTimer]`** — the 8 drifting timers (BaseLight, TreasureMapChest, MarkContainer, FillableContainer, DeathRobe, DecayedCorpse, Corpse, BaseEscortable) now store their next tick as **anchored time**: server downtime no longer consumes the remaining delay, and idle-world saves are byte-stable. This changes their wire format, so each class bumps its serialization version with a `MigrateFrom` that replays the old delta-time read through the migration schema (the new `vN.json` files carry `@AnchoredTimer`; the old ones keep `@TimerDrift`, which the generator reads forever). The 2 wall-clock timers (Aquarium, FountainOfLife) keep their exact format via `wallClock: true` — no bump. Restart methods drop their `TimeSpan.MinValue` sentinel checks: v4 invokes them **only when a timer was actually running at save**. 3. **Linkage → field-side declarations** — 175 conversions across 25 files: `[SerializableFieldSaveFlag(order)]`/`[SerializableFieldDefault(order)]` become `[SaveFlag(nameof(...), nameof(...))]` on the field, and `[SerializableFieldChanged(order)]` becomes the `fieldChanged:` argument of `[SerializableField]`. **Wire-neutral: zero migration schemas changed.** ## Verification - Solution builds with **0 errors, 0 warnings**; all three 4.0.0 packages verified indexed on nuget.org (no local feed needed). - **835 + 708 tests green.** - Generated output inspected: old-version content structs replay `ReadDeltaTime` (e.g. `V3Content.DecayTimerNext = reader.ReadDeltaTime()`), current versions write/read anchored time with the gated restart, and the wall-clock classes emit byte-identical `Write`/`ReadDateTime` framing. - Schema tool run is committed (CI's `git diff --exit-code` schema check passes): exactly the 8 expected new `vN.json` files, nothing else touched. - The conversion was scripted with a class-scoped resolver (order → same-class `[SerializableField(order)]`/`[SerializableProperty(order)]`); it planned 175/175 with zero ambiguities before applying. ## Notes - New `MigrateFrom`s use the content structs' provided `XxxDelay` property, matching the pre-existing idiom in Corpse's and TreasureMapChest's older migrations. - Follow-up candidate (separate PR, wire-neutral, any time): fold the ~150 eligible hand-written `[SerializableProperty]` setters (clamps, post-change side effects) down to `[SerializableField]` with `allowFieldChange`/`fieldChanged` hooks.
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43 changed files with 667 additions and 278 deletions
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@ -54,10 +54,10 @@ public abstract partial class BaseSpawner : Item, ISpawner
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[SerializedCommandProperty(AccessLevel.Developer)]
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private Guid _guid;
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[SerializableFieldSaveFlag(1)]
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private bool ShouldSerializeReturnOnDeactivate() => _returnOnDeactivate;
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[SerializableField(1)]
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[SaveFlag(nameof(ShouldSerializeReturnOnDeactivate))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private bool _returnOnDeactivate;
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@ -67,48 +67,46 @@ public abstract partial class BaseSpawner : Item, ISpawner
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private int _walkingRange = -1;
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[SerializableFieldSaveFlag(4)]
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private bool ShouldSerializeWayPoint() => _wayPoint != null;
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[SerializableField(4)]
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[SaveFlag(nameof(ShouldSerializeWayPoint))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private WayPoint _wayPoint;
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[SerializableFieldSaveFlag(5)]
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private bool ShouldSerializeGroup() => _group;
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[InvalidateProperties]
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[SerializableField(5)]
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[SaveFlag(nameof(ShouldSerializeGroup))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private bool _group;
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[SerializableFieldSaveFlag(6)]
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private bool ShouldSerializeMinDelay() => _minDelay != DefaultMinDelay;
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[SerializableFieldDefault(6)]
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private TimeSpan MinDelayDefault() => DefaultMinDelay;
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[InvalidateProperties]
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[SerializableField(6)]
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[SaveFlag(nameof(ShouldSerializeMinDelay), nameof(MinDelayDefault))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private TimeSpan _minDelay;
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[SerializableFieldSaveFlag(7)]
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private bool ShouldSerializeMaxDelay() => _maxDelay != DefaultMaxDelay;
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[SerializableFieldDefault(7)]
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private TimeSpan MaxDelayDefault() => DefaultMaxDelay;
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[InvalidateProperties]
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[SerializableField(7)]
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[SaveFlag(nameof(ShouldSerializeMaxDelay), nameof(MaxDelayDefault))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private TimeSpan _maxDelay;
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[SerializableFieldSaveFlag(9)]
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private bool ShouldSerializeTeam() => _team != 0;
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[InvalidateProperties]
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[SerializableField(9)]
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[SaveFlag(nameof(ShouldSerializeTeam))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private int _team;
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@ -125,29 +123,29 @@ public abstract partial class BaseSpawner : Item, ISpawner
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/// If true, the home location of the spawn is the location where it spawned
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/// If false, the home location of the spawn is the location of the spawner
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/// </summary>
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[SerializableFieldSaveFlag(11)]
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private bool ShouldSerializeSpawnLocationIsHome() => _spawnLocationIsHome;
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[InvalidateProperties]
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[SerializableField(11)]
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[SaveFlag(nameof(ShouldSerializeSpawnLocationIsHome))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private bool _spawnLocationIsHome;
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[SerializableFieldSaveFlag(12)]
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private bool ShouldSerializeEnd() => _end != default;
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[SerializableField(12)]
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[SaveFlag(nameof(ShouldSerializeEnd))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private DateTime _end;
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/// <summary>
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/// Controls how spawn position optimization is handled.
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/// </summary>
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[SerializableFieldSaveFlag(13)]
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private bool ShouldSerializeSpawnPositionMode() =>
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_spawnPositionMode is not SpawnPositionMode.Automatic and not SpawnPositionMode.Abandoned;
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[SerializableField(13)]
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[SaveFlag(nameof(ShouldSerializeSpawnPositionMode))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private SpawnPositionMode _spawnPositionMode;
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@ -156,13 +154,12 @@ public abstract partial class BaseSpawner : Item, ISpawner
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/// <summary>
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/// Maximum number of random position attempts before engaging optimization.
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/// </summary>
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[SerializableFieldSaveFlag(14)]
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private bool ShouldSerializeMaxSpawnAttempts() => _maxSpawnAttempts != DefaultMaxSpawnAttempts;
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[SerializableFieldDefault(14)]
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private int MaxSpawnAttemptsDefault() => DefaultMaxSpawnAttempts;
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[SerializableField(14)]
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[SaveFlag(nameof(ShouldSerializeMaxSpawnAttempts), nameof(MaxSpawnAttemptsDefault))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private int _maxSpawnAttempts;
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