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:
parent
73f9688083
commit
b042edcf0b
73 changed files with 893 additions and 1340 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue