perf: Migrates New Guild System gumps from legacy Gump. (#2422)
## Summary Migrates the eight concrete New Guild System gumps (CreateGuild, GuildInfo, GuildMemberInfo, GuildRoster, GuildDiplomacy, WarDeclaration, GuildAdvancedSearch, GuildInvitationRequest) and three abstract bases (BaseGuildGump, BaseGuildListGump, OtherGuildInfo) from the legacy `Gump` class to `DynamicGump`. Layout work moves from constructor-side `AddX(...)` calls into `BuildLayout(ref DynamicGumpBuilder builder)` — the abstract `BaseGuildGump` now provides a `BuildContent` callout for shared tab-strip chrome, and `BaseGuildListGump<T>` adds another `BuildListExtras` hook so subclasses can paint highlighted titles after the filter/sort/pagination chrome. The headline win is the **self-refresh pattern** on the list gumps and diplomacy advanced search. Previously each filter/sort/back/forward click allocated a brand new gump via `GetResentGump`. After migration, those handlers mutate `_filter`, `_startNumber`, `_comparer`, `_ascending`, or `_display` on the existing gump and call `from.SendGump(this)`, letting the singleton path in `NetStateGumps.Send` swap in the same instance with the new layout. The original list is preserved separately from the per-render filtered/sorted `_displayList`, so refreshes pick up the latest state without losing the source list. All guild gumps deal with per-instance dynamic strings (guild names, member names, war declarations, alliance names), which would defeat `StaticGump<T>` caching per the cliloc rule, so every concrete subclass migrates to `DynamicGump`. `AllianceRosterGump` (in `Misc/Guild.cs`) is a `GuildDiplomacyGump` subclass and inherits the new behavior; its unused override and stored alliance reference were dropped along with the now-obsolete `GetResentGump` abstract.
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12 changed files with 642 additions and 689 deletions
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@ -6,39 +6,49 @@ using Server.Network;
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namespace Server.Guilds
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{
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public abstract class BaseGuildGump : Gump
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public abstract class BaseGuildGump : DynamicGump
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{
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public override bool Singleton => true;
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public BaseGuildGump(PlayerMobile pm, Guild g, int x = 10, int y = 10) : base(x, y)
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protected BaseGuildGump(PlayerMobile pm, Guild g, int x = 10, int y = 10) : base(x, y)
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{
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guild = g;
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player = pm;
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Guild = g;
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Player = pm;
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}
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protected Guild guild { get; }
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protected Guild Guild { get; }
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protected PlayerMobile player { get; }
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protected PlayerMobile Player { get; }
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// There's prolly a way to have all the vars set of inherited classes before something is called in the Ctor... but... I can't think of it right now, and I can't use Timer.DelayCall here :<
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// Subclasses that draw their own background/layout (e.g. OtherGuildInfo,
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// WarDeclarationGump, GuildMemberInfoGump) can opt out of the standard
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// 600x440 frame and three-button tab strip drawn at the top of the gump.
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protected virtual bool ShowTabStrip => true;
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public virtual void PopulateGump()
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protected override void BuildLayout(ref DynamicGumpBuilder builder)
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{
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AddPage(0);
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builder.AddPage();
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AddBackground(0, 0, 600, 440, 0x24AE);
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AddBackground(66, 40, 150, 26, 0x2486);
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AddButton(71, 45, 0x845, 0x846, 1);
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AddHtmlLocalized(96, 43, 110, 26, 1063014, 0x0); // My Guild
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AddBackground(236, 40, 150, 26, 0x2486);
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AddButton(241, 45, 0x845, 0x846, 2);
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AddHtmlLocalized(266, 43, 110, 26, 1062974, 0x0); // Guild Roster
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AddBackground(401, 40, 150, 26, 0x2486);
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AddButton(406, 45, 0x845, 0x846, 3);
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AddHtmlLocalized(431, 43, 110, 26, 1062978, 0x0); // Diplomacy
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AddPage(1);
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if (ShowTabStrip)
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{
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builder.AddBackground(0, 0, 600, 440, 0x24AE);
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builder.AddBackground(66, 40, 150, 26, 0x2486);
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builder.AddButton(71, 45, 0x845, 0x846, 1);
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builder.AddHtmlLocalized(96, 43, 110, 26, 1063014, 0x0); // My Guild
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builder.AddBackground(236, 40, 150, 26, 0x2486);
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builder.AddButton(241, 45, 0x845, 0x846, 2);
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builder.AddHtmlLocalized(266, 43, 110, 26, 1062974, 0x0); // Guild Roster
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builder.AddBackground(401, 40, 150, 26, 0x2486);
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builder.AddButton(406, 45, 0x845, 0x846, 3);
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builder.AddHtmlLocalized(431, 43, 110, 26, 1062978, 0x0); // Diplomacy
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builder.AddPage(1);
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}
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BuildContent(ref builder);
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}
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protected abstract void BuildContent(ref DynamicGumpBuilder builder);
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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if (sender.Mobile is not PlayerMobile pm)
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@ -46,7 +56,7 @@ namespace Server.Guilds
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return;
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}
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if (!IsMember(pm, guild))
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if (!IsMember(pm, Guild))
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{
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return;
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}
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@ -55,29 +65,27 @@ namespace Server.Guilds
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{
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case 1:
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{
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pm.SendGump(new GuildInfoGump(pm, guild));
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pm.SendGump(new GuildInfoGump(pm, Guild));
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break;
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}
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case 2:
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{
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pm.SendGump(new GuildRosterGump(pm, guild));
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pm.SendGump(new GuildRosterGump(pm, Guild));
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break;
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}
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case 3:
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{
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pm.SendGump(new GuildDiplomacyGump(pm, guild));
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pm.SendGump(new GuildDiplomacyGump(pm, Guild));
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break;
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}
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}
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}
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public static bool IsLeader(Mobile m, Guild g) =>
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!(m.Deleted || g.Disbanded || m is not PlayerMobile ||
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m.AccessLevel < AccessLevel.GameMaster && g.Leader != m);
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!(m.Deleted || g.Disbanded || m is not PlayerMobile || m.AccessLevel < AccessLevel.GameMaster && g.Leader != m);
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public static bool IsMember(Mobile m, Guild g) =>
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!(m.Deleted || g.Disbanded || m is not PlayerMobile ||
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m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m));
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!(m.Deleted || g.Disbanded || m is not PlayerMobile || m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m));
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool CheckProfanity(string s, int maxLength = 50) =>
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@ -94,15 +102,24 @@ namespace Server.Guilds
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ProfanityProtection.DisallowedSearchValues
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);
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public void AddHtmlText(int x, int y, int width, int height, TextDefinition text, bool back, bool scroll)
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protected static void AddHtmlText(
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ref DynamicGumpBuilder builder,
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int x,
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int y,
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int width,
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int height,
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TextDefinition text,
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bool back,
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bool scroll
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)
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{
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if (text?.Number > 0)
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{
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AddHtmlLocalized(x, y, width, height, text.Number, back, scroll);
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builder.AddHtmlLocalized(x, y, width, height, text.Number, back, scroll);
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}
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else if (text?.String != null)
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{
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AddHtml(x, y, width, height, text.String, back, scroll);
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builder.AddHtml(x, y, width, height, text.String, background: back, scrollbar: scroll);
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}
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}
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}
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