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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@ -11,64 +11,62 @@ public partial class BaseQuiver : Container, ICraftable, IAosItem
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[SerializedIgnoreDupe]
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[SerializableField(0, setter: "private")]
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[SaveFlag(nameof(ShouldSerializeAosAttributes), nameof(AttributesDefaultValue))]
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[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
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private AosAttributes _attributes;
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[SerializableFieldSaveFlag(0)]
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private bool ShouldSerializeAosAttributes() => !_attributes.IsEmpty;
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[SerializableFieldDefault(0)]
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private AosAttributes AttributesDefaultValue() => new(this);
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[InvalidateProperties]
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[SerializableField(1)]
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[SaveFlag(nameof(ShouldSerializeLowerAmmoCost))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _lowerAmmoCost;
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[SerializableFieldSaveFlag(1)]
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private bool ShouldSerializeLowerAmmoCost() => _lowerAmmoCost != 0;
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[InvalidateProperties]
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[SerializableField(2)]
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[SaveFlag(nameof(ShouldSerializeWeightReduction))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _weightReduction;
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[SerializableFieldSaveFlag(2)]
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private bool ShouldSerializeWeightReduction() => _weightReduction != 0;
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[InvalidateProperties]
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[SerializableField(3)]
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[SaveFlag(nameof(ShouldSerializeDamageIncrease))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _damageIncrease;
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[SerializableFieldSaveFlag(3)]
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private bool ShouldSerializeDamageIncrease() => _damageIncrease != 0;
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[InvalidateProperties]
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[SerializableField(4)]
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[SaveFlag(nameof(ShouldSerializeCrafter))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private string _crafter;
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[SerializableFieldSaveFlag(4)]
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private bool ShouldSerializeCrafter() => !string.IsNullOrEmpty(_crafter);
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[InvalidateProperties]
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[SerializableField(5)]
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[SaveFlag(nameof(ShouldSerializeQuality), nameof(QualityDefaultValue))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private ClothingQuality _quality;
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[SerializableFieldSaveFlag(5)]
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private bool ShouldSerializeQuality() => _quality != ClothingQuality.Regular;
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[SerializableFieldDefault(5)]
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private ClothingQuality QualityDefaultValue() => ClothingQuality.Regular;
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[InvalidateProperties]
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[SerializableField(6)]
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[SaveFlag(nameof(ShouldSerializeCapacity))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _capacity;
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[SerializableFieldSaveFlag(6)]
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private bool ShouldSerializeCapacity() => _capacity != 0;
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public BaseQuiver(int itemID = 0x2FB7) : base(itemID)
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