### Summary
- Puts back `EventSink.SocketConnect`.
- Reverts networking change to push the networking to a separate thread.
- Reverts changes to the firewall by removing the firewall queue.
- Fixes listeners not shutting down with the server.
- Fixes race condition causing connections to get stuck even after they are disposed.
> [!NOTE]
> **Developer Note**
> Networking has been reverted back to using the main thread instead of a background thread. This alleviated complexity and the requirement for concurrent queues all over the place.
### Summary
- `GenericEntityPersistence` is now a type of `GenericPersistence`. This allows developers to serialize both entities and non-entities in the same system. 🎉
- Each `SerializationThreadWorker` now allocates 1MB of heap for serialization _permanently_. If more memory is needed, that thread will double it's memory, not to exceed increments of 64MB.
- Several bugs with serialization introduced with the pure MMF implementation have been fixed.
- `BinaryFileReader` has been added back. 🎉
- Adds `world.useMultithreadedSaves` to allow disabling threaded saves.
> [!IMPORTANT]
> **Developer Note**
> The split file serialization has been deprecated and is no longer used. We have effectively gone back to the same file writing we had before the pure MMF implementation.
### Summary
- Moves `CharacterCreated` event to UOContent using code generated event _CharacterCreatedEvent_.
- Moves `TargetByResourceMacro` event to UOContent using code generated event _TargetByResourceMacro_.
- Moves `GameLogin` event to UOContent using code generated event _GameLoginEvent_.
- Moves `ServerList` event to UOContent using code generated event _ServerListEvent_.
- Streamlines ProfessionInfo
> [!IMPORTANT]
> **Developer Note**
> Custom scripts that use any of these event sinks will need to be updated to use the new code generated events.
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
### Summary
* Added World.NewVirtual for creating virtual serial numbers
* Reserved range 0x7EEEEEEE to 0x7FFFFFFF for virtual serials
* Hair and Facial hair (for mobiles) now use virtual serials instead of FakeSerial() functions
* Consolidated virtual hair to a single `VirtualHairInfo` class.
Corpse hair and facial hair now persists across save/load and hair and facial hair no longer teleport to newest corpse.
### Summary
- Fixes timer intervals not continuing
- Fixes `Timer.Index` being off by 1. Should start at 0 for the first OnTick
- Simplifies Gift of Renewal end check
- Fixes force of nature not applying at the proper time and simplifies the timer logic.
### Summary
- Fixed a bug caused by a bad assumption. If `m_List[index]` is sparse and null values are casted, the server does not crash.
- Fixed a bug where `PooledRefList.ToList` extension method returned the wrong list size.
## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry
## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
### Summary
Updates the serialization strategy to use `MemoryMappedFile` instead of thick buffers. This has the benefit of being on-par with the current implementation (based on hardware/OS), however won't incur the double-memory issue.
> [!Important]
> **Developer Note**
> The `BinaryFileWriter` and `BinaryFileReader` has been removed in favor of `MemoryMapFileWriter` and `UnmanagedDataReader`
### Summary
- Cleans up target cancellation being called incorrectly.
- An invalid target type (which should never happen), now calls `OnTargetUntargetable` instead of `OnTargetCanceled`
- Removes double calls to `FinishSequence` in Spells.
### Summary
- Generalizes the On/Off toggle items concept
- Updates the OnOffGump so it is static
- Standardizes OnOff items so they can be used by staff
### Notes
Decided to not fix#1417 because it is not clear that the clilocs or errors are for that purpose. Can't test this on OSI anyways.
### Summary
- Fixes various exploits that can crash the shard when the client misbehaves.
- Clients will now be disconnected if they send packets that are marked as out of game only (new flag), while they are in-game.
> [!Note]
> **Developer Note**
> Added an `OutOfGameOnly` which should be used to flag packets as only available out of the game.
> This is the opposite of, yet not the converse to `InGameOnly`.
### Summary
- Removes copying private setters
- Fixes duping containers
- Adds public `Dupe.DoDupe` functions for external scripts to hook into the existing logic.
## Summary
### Changes
- Adds `[IgnoreDupe]` and `[SerializedIgnoreDupe]`
- Updates all _known_ classes that need the attribute. Some might be missing, please helps us find them!
- Adds `Item.Dupe()` command and encapsulates `CopyProperties` and `OnAfterDuped`. This is also overridable.
- Updates Dupe command to use the new logic.
- Fixes duping multiple kinds of objects that used to be outright broken.
### Bug Fixes
- Fixes issue with durability after duping
- Fixes issue with hue after duping
> [!Note]
> **Developer Note**
> Customizing how duping an item works now requires two steps:
> 1. Add `[IgnoreDupe]` or `[SerializedIgnoreDupe]` to the property/field
> 2. Add custom logic in an `OnAfterDuped` override
>
> When do you need to do this?
> *When the property being copied is not a primitive, and you need to manually deep-clone the contents of the property such as with Lists, Dictionaries, or sub classes.*
> [!Note]
> **Developer Note**
> Now developers will only need to build/run the Application project instead of everything.
> When adding new projects, make sure to:
> 1. Add a reference to that project in the Application project.
> 2. Add the dll file to the Distribution/Data/assemblies.json file
### Summary
- Adds an application project
- Consolidates process restarts to use `Core.Kill(true)`
- Removes some old messaging, for example processor optimization
- Fixes missing build cleanup