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.
This commit is contained in:
Kamron Batman 2026-08-22 18:20:39 -07:00 • committed by GitHub
parent 73f9688083
commit b042edcf0b
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GPG key ID: B5690EEEBB952194
73 changed files with 893 additions and 1340 deletions

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@ -97,43 +97,40 @@ namespace Server.Engines.Plants
public bool IsFullWater => _water >= 4;
[SerializableProperty(3)]
[SerializableField(3, fieldChanged: nameof(OnWaterChanged), allowFieldChange: nameof(AllowWaterChange))]
[SaveFlag(nameof(ShouldSerializeWater))]
public int Water
private int _water;
private bool AllowWaterChange(ref int value)
{
get => _water;
set
{
_water = Math.Clamp(value, 0, 4);
Plant.InvalidateProperties();
MarkDirty();
}
value = Math.Clamp(value, 0, 4);
return true;
}
private void OnWaterChanged(int oldValue, int newValue)
{
Plant.InvalidateProperties();
}
private bool ShouldSerializeWater() => _water != 0;
[SerializableProperty(4)]
[SerializableField(4, fieldChanged: nameof(OnHitsChanged), allowFieldChange: nameof(AllowHitsChange))]
[SaveFlag(nameof(ShouldSerializeHits))]
public int Hits
private int _hits;
private bool AllowHitsChange(ref int value)
{
get => _hits;
set
value = Math.Clamp(value, 0, MaxHits);
return true;
}
private void OnHitsChanged(int oldValue, int newValue)
{
if (_hits == 0)
{
if (_hits == value)
{
return;
}
_hits = Math.Clamp(value, 0, MaxHits);
if (_hits == 0)
{
Plant.Die();
}
Plant.InvalidateProperties();
MarkDirty();
Plant.Die();
}
Plant.InvalidateProperties();
}
private bool ShouldSerializeHits() => _hits != 0;
@ -149,122 +146,106 @@ namespace Server.Engines.Plants
_ => PlantHealth.Vibrant
};
[SerializableProperty(5)]
[SerializableField(5, allowFieldChange: nameof(AllowInfestationChange))]
[SaveFlag(nameof(ShouldSerializeInfestation))]
public int Infestation
private int _infestation;
private bool AllowInfestationChange(ref int value)
{
get => _infestation;
set
{
_infestation = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializeInfestation() => _infestation != 0;
[SerializableProperty(6)]
[SerializableField(6, allowFieldChange: nameof(AllowFungusChange))]
[SaveFlag(nameof(ShouldSerializeFungus))]
public int Fungus
private int _fungus;
private bool AllowFungusChange(ref int value)
{
get => _fungus;
set
{
_fungus = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializeFungus() => _fungus != 0;
[SerializableProperty(7)]
[SerializableField(7, allowFieldChange: nameof(AllowPoisonChange))]
[SaveFlag(nameof(ShouldSerializePoison))]
public int Poison
private int _poison;
private bool AllowPoisonChange(ref int value)
{
get => _poison;
set
{
_poison = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializePoison() => _poison != 0;
[SerializableProperty(8)]
[SerializableField(8, allowFieldChange: nameof(AllowDiseaseChange))]
[SaveFlag(nameof(ShouldSerializeDisease))]
public int Disease
private int _disease;
private bool AllowDiseaseChange(ref int value)
{
get => _disease;
set
{
_disease = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializeDisease() => _disease != 0;
public bool IsFullPoisonPotion => _poisonPotion >= 2;
[SerializableProperty(9)]
[SerializableField(9, allowFieldChange: nameof(AllowPoisonPotionChange))]
[SaveFlag(nameof(ShouldSerializePoisonPotion))]
public int PoisonPotion
private int _poisonPotion;
private bool AllowPoisonPotionChange(ref int value)
{
get => _poisonPotion;
set
{
_poisonPotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializePoisonPotion() => _poisonPotion != 0;
public bool IsFullCurePotion => _curePotion >= 2;
[SerializableProperty(10)]
[SerializableField(10, allowFieldChange: nameof(AllowCurePotionChange))]
[SaveFlag(nameof(ShouldSerializeCurePotion))]
public int CurePotion
private int _curePotion;
private bool AllowCurePotionChange(ref int value)
{
get => _curePotion;
set
{
_curePotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializeCurePotion() => _curePotion != 0;
public bool IsFullHealPotion => _healPotion >= 2;
[SerializableProperty(11)]
[SerializableField(11, allowFieldChange: nameof(AllowHealPotionChange))]
[SaveFlag(nameof(ShouldSerializeHealPotion))]
public int HealPotion
private int _healPotion;
private bool AllowHealPotionChange(ref int value)
{
get => _healPotion;
set
{
_healPotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializeHealPotion() => _healPotion != 0;
public bool IsFullStrengthPotion => _strengthPotion >= 2;
[SerializableProperty(12)]
[SerializableField(12, allowFieldChange: nameof(AllowStrengthPotionChange))]
[SaveFlag(nameof(ShouldSerializeStrengthPotion))]
public int StrengthPotion
private int _strengthPotion;
private bool AllowStrengthPotionChange(ref int value)
{
get => _strengthPotion;
set
{
_strengthPotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
value = Math.Clamp(value, 0, 2);
return true;
}
private bool ShouldSerializeStrengthPotion() => _strengthPotion != 0;
@ -301,44 +282,52 @@ namespace Server.Engines.Plants
private bool ShouldSerializeSeedHue() => _pollinated;
[SerializableProperty(16)]
[SerializableField(16, allowFieldChange: nameof(AllowAvailableSeedsChange))]
[SaveFlag(nameof(ShouldSerializeAvailableSeeds))]
public int AvailableSeeds
private int _availableSeeds;
private bool AllowAvailableSeedsChange(ref int value)
{
get => _availableSeeds;
set => _availableSeeds = Math.Max(value, 0);
value = Math.Max(value, 0);
return true;
}
private bool ShouldSerializeAvailableSeeds() => _availableSeeds != 0;
[SerializableProperty(17)]
[SerializableField(17, allowFieldChange: nameof(AllowLeftSeedsChange))]
[SaveFlag(nameof(ShouldSerializeLeftSeeds), nameof(LeftSeedsDefaultValue))]
public int LeftSeeds
private int _leftSeeds;
private bool AllowLeftSeedsChange(ref int value)
{
get => _leftSeeds;
set => _leftSeeds = Math.Max(value, 0);
value = Math.Max(value, 0);
return true;
}
private bool ShouldSerializeLeftSeeds() => _leftSeeds != 8;
private int LeftSeedsDefaultValue() => 8;
[SerializableProperty(18)]
[SerializableField(18, allowFieldChange: nameof(AllowAvailableResourcesChange))]
[SaveFlag(nameof(ShouldSerializeAvailableResources))]
public int AvailableResources
private int _availableResources;
private bool AllowAvailableResourcesChange(ref int value)
{
get => _availableResources;
set => _availableResources = Math.Max(value, 0);
value = Math.Max(value, 0);
return true;
}
private bool ShouldSerializeAvailableResources() => _availableResources != 0;
[SerializableProperty(19)]
[SerializableField(19, allowFieldChange: nameof(AllowLeftResourcesChange))]
[SaveFlag(nameof(ShouldSerializeLeftResources), nameof(LeftResourcesDefaultValue))]
public int LeftResources
private int _leftResources;
private bool AllowLeftResourcesChange(ref int value)
{
get => _leftResources;
set => _leftResources = Math.Max(value, 0);
value = Math.Max(value, 0);
return true;
}
private bool ShouldSerializeLeftResources() => _leftResources != 8;