fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)

### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts  to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
This commit is contained in:
Kamron Batman 2023-10-01 22:10:47 -07:00 committed by GitHub
parent e0225c6e59
commit f2de2fbb77
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GPG key ID: 4AEE18F83AFDEB23
34 changed files with 721 additions and 970 deletions

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@ -8,8 +8,10 @@ using Server.Mobiles;
namespace Server.Engines.PlayerMurderSystem;
public static class PlayerMurderSystem
public class PlayerMurderSystem : GenericPersistence
{
private static PlayerMurderSystem _playerMurderPersistence;
private static readonly ILogger logger = LogFactory.GetLogger(typeof(PlayerMurderSystem));
// All of the players with murders
@ -28,10 +30,10 @@ public static class PlayerMurderSystem
public static void Configure()
{
GenericPersistence.Register("PlayerMurders", Serialize, Deserialize);
_shortTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.shortTermMurderDuration", TimeSpan.FromHours(8));
_longTermMurderDuration = ServerConfiguration.GetOrUpdateSetting("murderSystem.longTermMurderDuration", TimeSpan.FromHours(40));
_playerMurderPersistence = new PlayerMurderSystem();
}
public static void Initialize()
@ -49,6 +51,10 @@ public static class PlayerMurderSystem
}
}
public PlayerMurderSystem() : base("PlayerMurders", 10)
{
}
// Only used for migrations!
public static void MigrateContext(PlayerMobile player, TimeSpan shortTerm, TimeSpan longTerm)
{
@ -61,7 +67,7 @@ public static class PlayerMurderSystem
return;
}
var context = player.GetOrCreateMurderContext();
var context = GetOrCreateMurderContext(player);
// We make a big assumption that by the time this is called, the Mobile/PlayerMobile info is deserialized
if (Mobile.MurderMigrations?.TryGetValue(player, out var shortTermMurders) == true)
@ -100,7 +106,7 @@ public static class PlayerMurderSystem
}
}
private static void Deserialize(IGenericReader reader)
public override void Deserialize(IGenericReader reader)
{
var version = reader.ReadEncodedInt();
@ -114,7 +120,7 @@ public static class PlayerMurderSystem
}
}
private static void Serialize(IGenericWriter writer)
public override void Serialize(IGenericWriter writer)
{
writer.WriteEncodedInt(0); // version
@ -126,10 +132,10 @@ public static class PlayerMurderSystem
}
}
public static bool GetMurderContext(this PlayerMobile player, out MurderContext context) =>
public static bool GetMurderContext(PlayerMobile player, out MurderContext context) =>
_murderContexts.TryGetValue(player, out context);
public static MurderContext GetOrCreateMurderContext(this PlayerMobile player)
public static MurderContext GetOrCreateMurderContext(PlayerMobile player)
{
ref var context = ref CollectionsMarshal.GetValueRefOrAddDefault(_murderContexts, player, out var exists);
if (!exists)
@ -142,14 +148,14 @@ public static class PlayerMurderSystem
public static void ManuallySetShortTermMurders(PlayerMobile player, int shortTermMurders)
{
var context = player.GetOrCreateMurderContext();
var context = GetOrCreateMurderContext(player);
context.ShortTermMurders = shortTermMurders;
UpdateMurderContext(context);
}
public static void OnPlayerMurder(PlayerMobile player)
{
var context = player.GetOrCreateMurderContext();
var context = GetOrCreateMurderContext(player);
context.ShortTermMurders++;
player.Kills++;