refactor: fold hand-written serializable property setters into field hooks (#2587)
## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
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73 changed files with 893 additions and 1340 deletions
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@ -33,17 +33,13 @@ public partial class ChampionSkullBrazier : AddonComponent
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private ChampionSkullPlatform _platform;
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[SerializableProperty(2)]
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[CommandProperty(AccessLevel.GameMaster)]
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public Item Skull
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[SerializableField(2, fieldChanged: nameof(OnSkullChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Item _skull;
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private void OnSkullChanged(Item oldValue, Item newValue)
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{
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get => _skull;
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set
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{
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_skull = value;
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this.MarkDirty();
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_platform?.Validate();
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}
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_platform?.Validate();
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}
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public override int LabelNumber => 1049489 + (int)_type;
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@ -203,47 +203,38 @@ public partial class ChampionSpawn : Item
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}
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}
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[SerializableProperty(3)]
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[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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public int MaxLevel
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[SerializableField(3, allowFieldChange: nameof(AllowMaxLevelChange))]
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[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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private int _maxLevel;
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private bool AllowMaxLevelChange(ref int value)
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{
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get => _maxLevel;
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set => _maxLevel = Math.Clamp(value, 0, 18);
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value = Math.Clamp(value, 0, 18);
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return true;
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}
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[SerializableProperty(9)]
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[CommandProperty(AccessLevel.GameMaster)]
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public Rectangle2D SpawnArea
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[SerializableField(9, fieldChanged: nameof(OnSpawnAreaChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private Rectangle2D _spawnArea;
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private void OnSpawnAreaChanged(Rectangle2D oldValue, Rectangle2D newValue)
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{
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get => _spawnArea;
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set
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{
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_spawnArea = value;
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this.MarkDirty();
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InvalidateProperties();
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UpdateRegion();
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}
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UpdateRegion();
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}
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[SerializableProperty(11)]
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[CommandProperty(AccessLevel.GameMaster)]
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public int Kills
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[SerializableField(11, fieldChanged: nameof(OnKillsChanged))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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[InvalidateProperties]
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private int _kills;
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private void OnKillsChanged(int oldValue, int newValue)
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{
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get => _kills;
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set
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var n = _kills / (double)MaxKills;
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var p = (int)(n * 100);
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if (p < 90)
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{
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_kills = value;
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this.MarkDirty();
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var n = _kills / (double)MaxKills;
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var p = (int)(n * 100);
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if (p < 90)
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{
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SetWhiteSkullCount(p / 20);
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}
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InvalidateProperties();
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SetWhiteSkullCount(p / 20);
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}
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}
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