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Author SHA1 Message Date
Kamron Batman
e09bd6ea71
tools: event-loop measurement harness
The A/B harness used to measure the idle-sleep work that shipped in
main (#2559): Measure-EventLoop.ps1 and measure-event-loop.sh drive
CPU/lag comparisons across server.eventLoopIdleWaitMs settings, and
HostLatencyProbe.cs measures what basic operations cost on a host.
dev-docs/measuring-event-loop.md explains the method, the numbers that
matter, and how to re-vendor IORingGroup for ring experiments.

This branch is main plus this commit, rebased forward as main moves.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 13:35:41 -07:00
249 changed files with 3556 additions and 8943 deletions

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@ -3,7 +3,7 @@
"isRoot": true,
"tools": {
"modernuoschemagenerator": {
"version": "4.0.0",
"version": "2.14.3",
"commands": [
"ModernUOSchemaGenerator"
]

4
.gitignore vendored
View file

@ -1,5 +1,4 @@
# Distribution Files
/Distribution/Data/Files
/Distribution/Logger
/Distribution/Logger.*
/Distribution/ModernUO
@ -65,3 +64,6 @@
# Ignore everything under tools/ except the operator scripts checked in below.
/tools/*
!/tools/Export-IpBlocklist.ps1
!/tools/Measure-EventLoop.ps1
!/tools/HostLatencyProbe.cs
!/tools/measure-event-loop.sh

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@ -18,7 +18,7 @@ Apply these when writing or reviewing `.cs` files under `Projects/`.
6. **Cancel timers in `OnDelete()`/`OnAfterDelete()`** — call `_token.Cancel()` or `_timer?.Stop()`
7. **`STArrayPool<T>.Shared`** not `ArrayPool<T>.Shared` — single-threaded optimized, no locks
8. **`PooledRefList<T>`** not `new List<T>()` on hot paths — zero GC pressure, stack-allocated ref struct
9. **Serialization** — class must be `partial`, constructor needs `[Constructible]`, `TimerExecutionToken` must NOT have `[SerializableField]`. New classes: use `[SerializationGenerator(version)]` (omit `encoded`). Setters that coerce/veto/run side effects: use `[SerializableField]` args `allowFieldChange: nameof(BoolRefMethod)` / `fieldChanged: nameof(OldNewMethod)` — reserve `[SerializableProperty]` for custom getters. Serializable `Timer` members declare `[DeserializeTimer(nameof(Method))]` on the field (anchored by default — downtime preserves remaining delay; `wallClock: true` = absolute; method runs only when a timer was running at save). Conditional writes: `[SaveFlag(nameof(Should), nameof(Default))]` on the field. When bumping versions, add `MigrateFrom(VXContent)` (X = previous version). Never modify `Deserialize(reader, version)` for version bumps — that method is only for pre-codegen legacy saves. When migrating from pre-codegen Serialize/Deserialize: pass `false` if old code used `reader.ReadInt()`, bump version +1, and keep old logic as `private void Deserialize(IGenericReader reader, int version)` `dev-docs/serialization.md`, `dev-docs/runuo-migration-docs/02-serialization.md`
9. **Serialization** — class must be `partial`, constructor needs `[Constructible]`, `TimerExecutionToken` must NOT have `[SerializableField]`. New classes: use `[SerializationGenerator(version)]` (omit `encoded`). When bumping versions, add `MigrateFrom(VXContent)` (X = previous version). Never modify `Deserialize(reader, version)` for version bumps — that method is only for pre-codegen legacy saves. When migrating from pre-codegen Serialize/Deserialize: pass `false` if old code used `reader.ReadInt()`, bump version +1, and keep old logic as `private void Deserialize(IGenericReader reader, int version)``dev-docs/runuo-migration-docs/02-serialization.md`
10. **No `Task.Run`/`new Thread()` for game logic** (tandem with rule #3) — game logic is the single-threaded event loop. Backgrounding is allowed only for work that does not itself touch game state (external service calls, large-file parse). **Prove the need before adding a thread**: measure **on-loop** time, not wall-clock (frozen world is the cost, player latency is not), and gate on `Environment.ProcessorCount` — off-loading creates no CPU and buys nothing on 12 cores. New workers go in the vetted table in `dev-docs/threading-model.md` with their measurement. When such work must *feed* game logic: run the heavy/I/O part off-loop and `ConfigureAwait(false)` its awaits so a continuation never resumes on the loop and silently foregrounds heavy work; then hand the result back **explicitly** — publish an immutable snapshot swapped via a `volatile` reference (the loop reads it lock-free), or marshal the apply step with `Core.LoopContext.Post(() => …)`, re-validating in the continuation whatever may have changed while it ran. Never touch game state off-thread; never let the scheduler decide where the heavy work runs → `dev-docs/threading-model.md`
11. **Never assume era** — if code uses `Core.AOS`/`Core.SE`/etc., ask which expansion to target
12. **Naming**`_camelCase` private fields, `PascalCase` properties/methods/classes; don't flag legacy `m_` but use `_` for new code
@ -48,6 +48,7 @@ Apply these when writing or reviewing `.cs` files under `Projects/`.
| Threading model | `dev-docs/threading-model.md` |
| Server hardware requirements | `dev-docs/server-requirements.md` |
| Debugging event-loop performance (profiling build, decomposition, GC/RAM) | `dev-docs/debugging-event-loop.md` |
| A/B measurement harness (this branch only) | `dev-docs/measuring-event-loop.md` |
| Tick-count overflow rules (subtraction comparisons; GCP pass-through counters) | `dev-docs/tick-counts.md` |
| Server lifecycle & bootstrap phases (Configure/ConfigurePrompts/Initialize) | `dev-docs/server-lifecycle.md` |
| Platform prerequisites (ICU, tzdata, native libs per distro) | `dev-docs/platform-prerequisites.md` |

View file

@ -71,7 +71,7 @@
<DefineConstants>$(DefineConstants);EVENT_LOOP_PROFILING</DefineConstants>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Serilog" Version="4.4.0" />
<PackageReference Include="Serilog" Version="4.3.1" />
<PackageReference Include="Serilog.Sinks.Async" Version="2.1.0" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.1.1" />
<PackageReference Include="Nerdbank.GitVersioning" Condition="!Exists('packages.config')">

View file

@ -3,16 +3,12 @@
"level": "VerySlow",
"active": 0.4,
"passive": 0.8,
"activeMove": 0.9,
"passiveMove": 1.5,
"types": []
},
{
"level": "Slow",
"active": 0.3,
"passive": 0.6,
"activeMove": 0.6,
"passiveMove": 1.2,
"types": [
"AntLion", "ArcticOgreLord", "BogThing",
"Bogle", "BoneKnight", "EarthElemental",
@ -32,8 +28,6 @@
"level": "Medium",
"active": 0.25,
"passive": 0.5,
"activeMove": 0.45,
"passiveMove": 1.05,
"types": [
"AcidElemental", "AgapiteElemental", "Alligator",
"AncientLich", "Betrayer", "Bird",
@ -114,8 +108,6 @@
"level": "Fast",
"active": 0.2,
"passive": 0.4,
"activeMove": 0.3,
"passiveMove": 0.9,
"types": [
"LordOaks", "Silvani", "AirElemental",
"AncientWyrm", "Balron", "BladeSpirits",
@ -147,8 +139,6 @@
"level": "VeryFast",
"active": 0.125,
"passive": 0.30,
"activeMove": 0.125,
"passiveMove": 0.6,
"types": [
"Barracoon", "Mephitis", "Neira",
"Rikktor", "Semidar", "EnergyVortex",

View file

@ -17,5 +17,6 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Spectre.Console" Version="0.57.2" />
<PackageReference Update="Serilog" Version="4.4.0" />
</ItemGroup>
</Project>

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@ -5,16 +5,17 @@
<RootNamespace>Server.Tests</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.9.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.8.1" />
<PackageReference Include="xunit" Version="2.9.3" />
<PackageReference Include="xunit.SkippableFact" Version="1.5.61" />
<PackageReference Include="xunit.runner.visualstudio" Version="4.0.0">
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.5">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<ProjectReference Include="..\Application\Application.csproj" />
<DataFiles Include="$(SolutionDir)\Distribution\Data\**" />
<ProjectReference Include="..\UOContent\UOContent.csproj" />
<PackageReference Update="Serilog" Version="4.4.0" />
</ItemGroup>
<!-- Copy native ioring.dll for tests -->
<ItemGroup>

View file

@ -208,272 +208,6 @@ public class DecayRegistrationTests
item.Delete();
}
// Unfreezing an item with a stale LastMoved must grant a fresh decay window,
// not delete it on the next tick.
[Fact]
public void StaleImmovableItemMadeMovable_GetsAFreshDecayWindow()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(107, 100, 0), Map.Felucca);
item.Movable = false;
Assert.False(DecayScheduler.IsRegistered(item), "A frozen item must not be tracked for decay.");
Core._now = start + TimeSpan.FromDays(30);
var flipped = Core._now;
item.Movable = true;
Assert.True(DecayScheduler.IsRegistered(item), "An unfrozen item must be tracked for decay.");
AdvanceDecay(flipped, item.DecayTime - TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "An unfrozen item must get a full decay window, not vanish immediately.");
AdvanceDecay(Core._now, TimeSpan.FromMinutes(4), item);
Assert.True(item.Deleted, "An unfrozen item must still decay once the fresh window elapses.");
}
finally
{
Core._now = start;
}
}
// Same transition through the Visible setter: unhiding a long-hidden item.
[Fact]
public void StaleHiddenItemMadeVisible_GetsAFreshDecayWindow()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(109, 100, 0), Map.Felucca);
item.Visible = false;
Assert.False(DecayScheduler.IsRegistered(item), "A hidden item must not be tracked for decay.");
Core._now = start + TimeSpan.FromDays(30);
var flipped = Core._now;
item.Visible = true;
Assert.True(DecayScheduler.IsRegistered(item), "An unhidden item must be tracked for decay.");
AdvanceDecay(flipped, item.DecayTime - TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "An unhidden item must get a full decay window, not vanish immediately.");
AdvanceDecay(Core._now, TimeSpan.FromMinutes(4), item);
Assert.True(item.Deleted, "An unhidden item must still decay once the fresh window elapses.");
}
finally
{
Core._now = start;
}
}
// A refusal restarts the countdown without rewriting LastMoved.
[Fact]
public void RefusedDecay_DoesNotRewriteLastMoved()
{
var start = Core._now;
try
{
var item = new RefusesDecayItem();
item.MoveToWorld(new Point3D(110, 100, 0), Map.Felucca);
var lastMoved = item.LastMoved;
AdvanceDecay(start, item.DecayTime + TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "A refused decay must not delete the item.");
Assert.True(DecayScheduler.IsRegistered(item), "A refused decay must leave the item tracked.");
Assert.Equal(lastMoved, item.LastMoved);
item.Delete();
}
finally
{
Core._now = start;
}
}
// The fresh window must survive a save/load cycle, or a restart mid-window deletes the item.
[Fact]
public void FreshDecayWindow_SurvivesSerialization()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(111, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
var expected = item.ScheduledDecayTime;
var writer = new BufferWriter(new byte[512], true);
item.Serialize(writer);
var copy = new Item(item.Serial);
copy.Deserialize(new BufferReader(writer.Buffer));
// The stamp is stored as a delta, so it ages only by the real time between
// write and read - milliseconds here, the downtime in production.
Assert.True(
(copy.ScheduledDecayTime - expected).Duration() <= TimeSpan.FromSeconds(5),
"The restarted decay window must survive a save/load cycle."
);
item.Delete();
copy.Delete();
}
finally
{
Core._now = start;
}
}
// A real move supersedes the reset stamp; it must be dropped so the CompactInfo can collapse.
[Fact]
public void MovingAnItem_ClearsASupersededDecayResetStamp()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(112, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
Assert.NotEqual(default, item.DecayResetTime);
Core._now += TimeSpan.FromMinutes(1);
item.MoveToWorld(new Point3D(113, 100, 0), Map.Felucca);
Assert.Equal(default, item.DecayResetTime);
Assert.Equal(item.LastMoved + item.DecayTime, item.ScheduledDecayTime);
Assert.True(DecayScheduler.IsRegistered(item));
item.Delete();
}
finally
{
Core._now = start;
}
}
// Losing decay eligibility makes the stamp meaningless; it must be dropped so the
// CompactInfo is not held for as long as the item stays ineligible.
[Fact]
public void ItemBecomingIneligible_DropsTheDecayResetStamp()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(115, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
Assert.NotEqual(default, item.DecayResetTime);
item.Movable = false;
Assert.Equal(default, item.DecayResetTime);
item.Delete();
}
finally
{
Core._now = start;
}
}
// Moving a stamped item into a container programmatically (no drop, no SetLastMoved)
// must also drop the stamp.
[Fact]
public void StampedItemAddedToContainer_DropsTheDecayResetStamp()
{
var start = Core._now;
try
{
var pack = new Container(0xE75);
pack.MoveToWorld(new Point3D(116, 100, 0), Map.Felucca);
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(117, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
Assert.NotEqual(default, item.DecayResetTime);
pack.AddItem(item);
Assert.Equal(default, item.DecayResetTime);
pack.Delete();
}
finally
{
Core._now = start;
}
}
// A raw Map assignment (e.g. a GM changing Map through props) is a move: it must
// enroll an untracked item for decay.
[Fact]
public void ItemMovedToRealMapViaMapSetter_IsRegisteredForDecay()
{
var item = new Item(0x1234);
Assert.False(DecayScheduler.IsRegistered(item));
item.Map = Map.Felucca;
Assert.True(item.CanDecay());
Assert.True(DecayScheduler.IsRegistered(item), "Item placed on a map via the Map setter must be tracked.");
item.Delete();
}
// LiftItemDupe places the remainder of a partially lifted ground stack via raw
// Location/Map assignments, with no MoveToWorld fallback: it must still be tracked.
[Fact]
public void PartialLiftOfGroundStack_LeavesRemainderRegisteredForDecay()
{
var stack = new Item(0x1234) { Stackable = true, Amount = 10 };
stack.MoveToWorld(new Point3D(114, 100, 0), Map.Felucca);
var remainder = Mobile.LiftItemDupe(stack, 3);
Assert.NotNull(remainder);
Assert.Equal(7, remainder.Amount);
Assert.Null(remainder.Parent);
Assert.Equal(Map.Felucca, remainder.Map);
Assert.True(
DecayScheduler.IsRegistered(remainder),
"The remainder of a partially lifted ground stack must be tracked for decay."
);
stack.Delete();
remainder.Delete();
}
// Dropping into a container must untrack; taking it back out to the ground must re-track.
[Fact]
public void ItemMovedIntoContainerThenBackToGround_IsRegisteredForDecay()

View file

@ -1,95 +0,0 @@
using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class PlayerConstructedStackingTests
{
// PlayerConstructed is per-instance provenance, and stack operations were written when no
// item carried any. Merging keeps the receiver's copy of a field and splitting rebuilds one
// half from a fixed list of fields, so a flag that is not accounted for in both places is
// one that ordinary stacking can launder or erase.
// Stands in for a real stackable type. LiftItemDupe builds the remainder through the
// parameterless constructor and copies only a fixed list of fields onto it -- Stackable is
// not on that list -- so the remainder is only stackable if the type restores it the way
// every genuine stackable does.
private class StackableItem : Item
{
public StackableItem() => Stackable = true;
public StackableItem(Serial serial) : base(serial) => Stackable = true;
}
private static StackableItem MakeStack(Serial serial, int amount, bool playerConstructed) =>
new(serial) { Amount = amount, PlayerConstructed = playerConstructed };
[Theory]
[InlineData(false)]
[InlineData(true)]
public void CanStackWith_IsTrueWhenProvenanceMatches(bool playerConstructed)
{
var first = MakeStack((Serial)0x1, 5, playerConstructed);
var second = MakeStack((Serial)0x2, 7, playerConstructed);
try
{
Assert.True(first.CanStackWith(second));
}
finally
{
first.Delete();
second.Delete();
}
}
[Theory]
[InlineData(false)]
[InlineData(true)]
public void LiftItemDupe_CopiesPlayerConstructedToRemainder(bool playerConstructed)
{
var stack = MakeStack((Serial)0x1, 10, playerConstructed);
Item remainder = null;
try
{
remainder = Mobile.LiftItemDupe(stack, 4);
Assert.NotNull(remainder);
Assert.NotSame(stack, remainder);
Assert.Equal(4, stack.Amount);
Assert.Equal(6, remainder.Amount);
Assert.Equal(playerConstructed, remainder.PlayerConstructed);
}
finally
{
stack.Delete();
remainder?.Delete();
}
}
[Fact]
public void SplitHalvesRemainStackableWithEachOther()
{
// The two halves of a split must still be one pile's worth: if the split dropped the
// flag, the remainder would no longer stack back onto what it came from.
var stack = MakeStack((Serial)0x1, 10, true);
Item remainder = null;
try
{
remainder = Mobile.LiftItemDupe(stack, 4);
Assert.NotNull(remainder);
Assert.True(stack.CanStackWith(remainder));
Assert.True(stack.StackWith(null, remainder, false));
Assert.Equal(10, stack.Amount);
Assert.True(stack.PlayerConstructed);
}
finally
{
stack.Delete();
remainder?.Delete();
}
}
}

View file

@ -1,311 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Collections;
using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class DamageEntryTests
{
private class TestMobile : Mobile
{
}
private class PetMobile : Mobile
{
public Mobile Master { get; set; }
public override Mobile GetDamageMaster(Mobile damagee) => Master;
}
private static List<Mobile> Damagers(Mobile victim)
{
var result = new List<Mobile>();
foreach (var de in victim.DamageEntries)
{
result.Add(de.Damager);
}
return result;
}
[Fact]
public void FreshMobile_HasNoEntries()
{
var m = new TestMobile();
try
{
Assert.Equal(0, m.DamageEntries.Count);
Assert.Null(m.FindMostRecentDamageEntry(true));
Assert.Null(m.FindLeastRecentDamageEntry(true));
Assert.Null(m.FindMostTotalDamageEntry(true));
Assert.Null(m.FindLeastTotalDamageEntry(true));
Assert.Null(m.FindDamageEntryFor(m));
}
finally
{
m.Delete();
}
}
[Fact]
public void RegisterDamage_OrdersLeastRecentToMostRecent()
{
var victim = new TestMobile();
var a = new TestMobile();
var b = new TestMobile();
try
{
victim.RegisterDamage(10, a);
victim.RegisterDamage(20, b);
victim.RegisterDamage(5, a); // a becomes most recent again
Assert.Equal(2, victim.DamageEntries.Count);
Assert.Equal(new[] { b, a }, Damagers(victim));
Assert.Equal(15, victim.FindDamageEntryFor(a).DamageGiven);
Assert.Same(a, victim.FindMostRecentDamager(true));
Assert.Same(b, victim.FindLeastRecentDamager(true));
}
finally
{
victim.Delete();
a.Delete();
b.Delete();
}
}
[Fact]
public void FindRecent_HonorsAllowSelf()
{
var victim = new TestMobile();
var a = new TestMobile();
try
{
victim.RegisterDamage(10, a);
victim.RegisterDamage(10, victim); // self is most recent
Assert.Same(victim, victim.FindMostRecentDamager(true));
Assert.Same(a, victim.FindMostRecentDamager(false));
Assert.Same(a, victim.FindLeastRecentDamager(false));
}
finally
{
victim.Delete();
a.Delete();
}
}
[Fact]
public void FindLeastRecent_HonorsAllowSelf()
{
var victim = new TestMobile();
var a = new TestMobile();
try
{
victim.RegisterDamage(10, victim); // self is least recent, so the head is the one to skip
victim.RegisterDamage(10, a);
Assert.Same(victim, victim.FindLeastRecentDamager(true));
Assert.Same(a, victim.FindLeastRecentDamager(false));
}
finally
{
victim.Delete();
a.Delete();
}
}
[Fact]
public void FindTotal_PicksByDamage_MostRecentWinsTies()
{
var victim = new TestMobile();
var a = new TestMobile();
var b = new TestMobile();
var c = new TestMobile();
try
{
victim.RegisterDamage(30, a);
victim.RegisterDamage(30, b); // ties a; b is more recent
victim.RegisterDamage(1, c);
Assert.Same(b, victim.FindMostTotalDamager(true));
Assert.Same(c, victim.FindLeastTotalDamager(true));
}
finally
{
victim.Delete();
a.Delete();
b.Delete();
c.Delete();
}
}
[Fact]
public void FindLeastTotal_MostRecentWinsTies()
{
var victim = new TestMobile();
var a = new TestMobile();
var b = new TestMobile();
var c = new TestMobile();
try
{
victim.RegisterDamage(30, a);
victim.RegisterDamage(5, b);
victim.RegisterDamage(5, c); // ties b for the minimum; c is more recent
Assert.Same(a, victim.FindMostTotalDamager(true));
Assert.Same(c, victim.FindLeastTotalDamager(true));
}
finally
{
victim.Delete();
a.Delete();
b.Delete();
c.Delete();
}
}
[Fact]
public void Prune_RemovesExpiredPrefix_KeepsOrder()
{
var start = Core._now;
var victim = new TestMobile();
var a = new TestMobile();
var b = new TestMobile();
try
{
victim.RegisterDamage(10, a);
Core._now = start + DamageEntry.ExpireDelay + TimeSpan.FromSeconds(1);
victim.RegisterDamage(10, b); // a is now expired, b is live
Assert.Equal(new[] { b }, Damagers(victim));
Assert.Null(victim.FindDamageEntryFor(a));
}
finally
{
Core._now = start;
victim.Delete();
a.Delete();
b.Delete();
}
}
[Fact]
public void Prune_AllExpired_EmptiesList()
{
var start = Core._now;
var victim = new TestMobile();
var a = new TestMobile();
var b = new TestMobile();
try
{
victim.RegisterDamage(10, a);
victim.RegisterDamage(10, b);
Core._now = start + DamageEntry.ExpireDelay + TimeSpan.FromSeconds(1);
Assert.Equal(0, victim.DamageEntries.Count);
Assert.Null(victim.FindMostRecentDamageEntry(true));
}
finally
{
Core._now = start;
victim.Delete();
a.Delete();
b.Delete();
}
}
[Fact]
public void ClearDamageEntries_UnlinksEveryNode()
{
var victim = new TestMobile();
var a = new TestMobile();
var b = new TestMobile();
try
{
var ea = victim.RegisterDamage(10, a);
var eb = victim.RegisterDamage(10, b);
victim.ClearDamageEntries();
Assert.Equal(0, victim.DamageEntries.Count);
Assert.False(ea.OnLinkList);
Assert.False(eb.OnLinkList);
Assert.Null(ea.Next);
Assert.Null(ea.Previous);
Assert.Null(eb.Next);
Assert.Null(eb.Previous);
}
finally
{
victim.Delete();
a.Delete();
b.Delete();
}
}
[Fact]
public void FullHitPoints_ClearsEntries()
{
var victim = new TestMobile();
var a = new TestMobile();
try
{
victim.RawStr = 50; // HitsMax follows Str for a base Mobile
victim.Hits = 10;
victim.RegisterDamage(10, a);
Assert.Equal(1, victim.DamageEntries.Count);
// Also stops the HitsTimer the Hits = 10 write started, so the test leaves no timer behind.
victim.Hits = victim.HitsMax;
Assert.Equal(0, victim.DamageEntries.Count);
}
finally
{
victim.Delete();
a.Delete();
}
}
[Fact]
public void RegisterDamage_AccumulatesResponsibleMaster()
{
var victim = new TestMobile();
var master = new TestMobile();
var pet = new PetMobile { Master = master };
try
{
victim.RegisterDamage(10, pet);
var entry = victim.RegisterDamage(5, pet);
Assert.Same(pet, entry.Damager);
Assert.Equal(15, entry.DamageGiven);
Assert.NotNull(entry.Responsible);
Assert.Single(entry.Responsible);
Assert.Same(master, entry.Responsible[0].Damager);
Assert.Equal(15, entry.Responsible[0].DamageGiven);
Assert.False(entry.Responsible[0].OnLinkList); // sub-entries never join the main list
}
finally
{
victim.Delete();
master.Delete();
pet.Delete();
}
}
}

View file

@ -1,76 +0,0 @@
using System;
using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class AnchoredItemSerializationTests
{
private static byte[] SerializeItem(Item item)
{
var writer = new BufferWriter(new byte[256], true);
item.Serialize(writer);
return writer.Buffer[..(int)writer.Position];
}
/// <summary>
/// Item v11 stores LastMoved and DecayResetTime as anchored time: the serialized bytes
/// are a function of item state only, not of when the save runs. Pre-v11 stored
/// minutes-since-moved and delta time, which rewrote the bytes on every save.
/// </summary>
[Fact]
public void ItemBytes_AreStable_AcrossSavesAtDifferentTimes()
{
var start = Core._now;
try
{
var item = new Item(0x1F13);
item.MoveToWorld(new Point3D(120, 100, 0), Map.Felucca);
item.RestartDecay();
var first = SerializeItem(item);
// A save hours later, with no state change, must produce identical bytes.
Core._now = start + TimeSpan.FromHours(5);
var second = SerializeItem(item);
Assert.Equal(first, second);
item.Delete();
}
finally
{
Core._now = start;
}
}
/// <summary>
/// Pre-v11 LastMoved was stored at whole-minute precision relative to the save time and
/// could never round-trip exactly. Anchored storage is absolute and exact.
/// </summary>
[Fact]
public void LastMovedAndDecayReset_RoundTripExactly()
{
var item = new Item(0x1F13);
item.MoveToWorld(new Point3D(121, 100, 0), Map.Felucca);
// Sub-minute precision that the old minutes encoding would have destroyed.
var moved = Core.Now - TimeSpan.FromSeconds(90.5) - TimeSpan.FromMilliseconds(123);
item.LastMoved = moved;
item.RestartDecay();
var decayReset = item.DecayResetTime;
Assert.NotEqual(default(DateTime), decayReset);
var bytes = SerializeItem(item);
var restored = new Item((Serial)0x7ffff123u);
restored.Deserialize(new BufferReader(bytes));
Assert.Equal(moved, restored.LastMoved);
Assert.Equal(decayReset, restored.DecayResetTime);
item.Delete();
}
}

View file

@ -1,189 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using Xunit;
namespace Server.Tests;
public class AnchoredTimeTests
{
private static (BufferWriter Writer, Func<TimeSpan, IGenericReader> Read) CreateRoundTrip()
{
var writer = new BufferWriter(new byte[64], true);
return (writer, shift => new BufferReader(writer.Buffer) { AnchoredTimeShift = shift });
}
[Fact]
public void AnchoredTime_RoundTripsExactly_WithZeroShift()
{
var (writer, read) = CreateRoundTrip();
var value = new DateTime(2026, 8, 22, 12, 30, 0, DateTimeKind.Utc);
writer.WriteAnchoredTime(value);
Assert.Equal(value, read(TimeSpan.Zero).ReadAnchoredTime());
}
[Fact]
public void AnchoredTime_AppliesShiftOnRead()
{
var (writer, read) = CreateRoundTrip();
var value = new DateTime(2026, 8, 22, 12, 30, 0, DateTimeKind.Utc);
var shift = TimeSpan.FromHours(3);
writer.WriteAnchoredTime(value);
Assert.Equal(value + shift, read(shift).ReadAnchoredTime());
}
[Fact]
public void AnchoredTime_SentinelsPassThroughUnshifted()
{
var (writer, read) = CreateRoundTrip();
writer.WriteAnchoredTime(DateTime.MinValue);
writer.WriteAnchoredTime(DateTime.MaxValue);
var reader = read(TimeSpan.FromDays(2));
Assert.Equal(DateTime.MinValue, reader.ReadAnchoredTime());
Assert.Equal(DateTime.MaxValue, reader.ReadAnchoredTime());
}
[Fact]
public void AnchoredTime_SaturatesInsteadOfOverflowing()
{
var (writer, read) = CreateRoundTrip();
writer.WriteAnchoredTime(DateTime.MaxValue - TimeSpan.FromMinutes(1));
Assert.Equal(DateTime.MaxValue, read(TimeSpan.FromDays(1)).ReadAnchoredTime());
}
[Fact]
public void AnchoredTime_NormalizesLocalKindOnWrite()
{
var (writer, read) = CreateRoundTrip();
var local = new DateTime(2026, 8, 22, 12, 30, 0, DateTimeKind.Local);
writer.WriteAnchoredTime(local);
Assert.Equal(local.ToUniversalTime(), read(TimeSpan.Zero).ReadAnchoredTime());
}
}
internal class AnchoredEntity : ISerializable
{
public AnchoredEntity(Serial serial) => Serial = serial;
public Serial Serial { get; }
public DateTime Created { get; set; } = DateTime.UtcNow;
public bool Deleted => false;
public DateTime LastRested { get; set; }
public void Delete()
{
}
public void Serialize(IGenericWriter writer) => writer.WriteAnchoredTime(LastRested);
public void Deserialize(IGenericReader reader) => LastRested = reader.ReadAnchoredTime();
}
[Collection("Sequential Server Tests")]
public class AnchoredTimePersistenceTests
{
private class AnchoredPersistence : GenericEntityPersistence<AnchoredEntity>
{
public AnchoredPersistence(int priority) : base("AnchoredTrip", priority, 1, 0x7FFFFFFF)
{
}
}
/// <summary>
/// The idx v5 header carries the save-start anchor; loading re-bases anchored timestamps
/// by the elapsed time since the save started, so downtime does not age them.
/// </summary>
[Fact]
public void SaveStartAnchor_RebasesAnchoredTimestampsAtLoad()
{
var previousAssemblies = AssemblyHandler.Assemblies;
AssemblyHandler.Assemblies = [.. previousAssemblies ?? [], typeof(AnchoredEntity).Assembly];
var source = new SerializationChunkSource();
var workers = new SerializationThreadWorker[2];
for (var i = 0; i < workers.Length; i++)
{
workers[i] = new SerializationThreadWorker(i, source);
workers[i].AllocateHeap();
}
var previousWorkers = World._threadWorkers;
World._threadWorkers = workers;
var previousSaveStart = World.SaveStartTime;
var persistence = new AnchoredPersistence(2100);
AnchoredPersistence loaded = null;
var dir = Path.Combine(Path.GetTempPath(), $"muo-anchored-{Guid.NewGuid():N}");
Directory.CreateDirectory(dir);
try
{
var lastRested = Core.Now - TimeSpan.FromMinutes(10);
var serial = (Serial)1u;
persistence.EntitiesBySerial[serial] = new AnchoredEntity(serial) { LastRested = lastRested };
persistence.RegisterType(typeof(AnchoredEntity));
// Pretend the save started two hours ago, as if the server had been down since.
var downtime = TimeSpan.FromHours(2);
World.SaveStartTime = Core.Now - downtime;
foreach (var worker in workers)
{
worker.Wake();
}
source.SetOwner(persistence);
Assert.True(persistence.TrySnapshotEntries(out var slotCount));
source.PushSlotRanges(persistence, slotCount);
source.Flush();
foreach (var worker in workers)
{
worker.Sleep();
}
persistence.WriteSnapshot(dir);
persistence.PostWorldSave();
loaded = new AnchoredPersistence(2101);
loaded.DeserializeIndexes(dir, null);
loaded.Deserialize(dir, null);
var entity = loaded.EntitiesBySerial[serial];
var expected = lastRested + downtime;
Assert.True(
(entity.LastRested - expected).Duration() <= TimeSpan.FromSeconds(30),
$"Anchored timestamp must re-base by the downtime; expected ~{expected}, got {entity.LastRested}."
);
}
finally
{
World.SaveStartTime = previousSaveStart;
persistence.Unregister();
loaded?.Unregister();
foreach (var worker in workers)
{
worker.Exit();
}
World._threadWorkers = previousWorkers;
AssemblyHandler.Assemblies = previousAssemblies;
Directory.Delete(dir, true);
}
}
}

View file

@ -26,7 +26,6 @@ public enum LoopPhase
TimerSlice,
NetworkSlice,
LoopTasks,
WorldSnapshot,
}
/// <summary>
@ -43,7 +42,7 @@ public enum LoopPhase
/// </remarks>
public static class EventLoopProfiler
{
public const int PhaseCount = 6;
public const int PhaseCount = 5;
private const int RingSize = 900;
private const long SampleIntervalMs = 1000;

View file

@ -44,10 +44,10 @@ public partial class Container : Item
internal int _version;
[SerializableField(3)]
[SaveFlag(nameof(ShouldSerializeLiftOverride))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _liftOverride;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeLiftOverride() => _liftOverride;
public Container(int itemID) : base(itemID)
@ -84,7 +84,6 @@ public partial class Container : Item
[EncodedInt]
[SerializableProperty(0)]
[SaveFlag(nameof(ShouldSerializeMaxItems), nameof(MaxItemsDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int MaxItems
{
@ -97,13 +96,14 @@ public partial class Container : Item
}
}
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeMaxItems() => _maxItems != -1;
[SerializableFieldDefault(0)]
private int MaxItemsDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(1)]
[SaveFlag(nameof(ShouldSerializeGumpId), nameof(GumpIDDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int GumpID
{
@ -115,13 +115,14 @@ public partial class Container : Item
}
}
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeGumpId() => _gumpID != -1;
[SerializableFieldDefault(1)]
private int GumpIDDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(2)]
[SaveFlag(nameof(ShouldSerializeDropSound), nameof(DropSoundDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int DropSound
{
@ -133,8 +134,10 @@ public partial class Container : Item
}
}
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeDropSound() => _dropSound != -1;
[SerializableFieldDefault(2)]
private int DropSoundDefaultValue() => -1;
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -311,7 +311,7 @@ public class DecayScheduler : Timer
if (timeUntilDecay > _bucketInterval)
{
// Deadline was pushed out (SetLastMoved/RestartDecay) - re-bucket or move to overflow
// Item was moved (SetLastMoved called) - re-bucket or move to overflow
if (timeUntilDecay > _totalBucketSpan)
{
// Extended beyond total span - move to overflow
@ -429,7 +429,7 @@ public class DecayScheduler : Timer
{
// Refused by the region. Restart the clock rather than dropping the item, which has
// already left the queue; re-registering as-is would spin on a due time in the past.
item.RestartDecay();
item.SetLastMoved();
}
}
}

View file

@ -335,25 +335,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
[CommandProperty(AccessLevel.GameMaster)]
public virtual bool Decays => Movable && Visible && Spawner == null;
private DateTime _lastMoved;
public DateTime LastMoved
{
get => _lastMoved;
set
{
_lastMoved = value;
// A move at or past the reset stamp supersedes it; drop it so the CompactInfo can collapse.
var info = LookupCompactInfo();
if (info != null && info.m_DecayReset != default && info.m_DecayReset <= value)
{
info.m_DecayReset = default;
VerifyCompactInfo();
}
}
}
public DateTime LastMoved { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool Stackable
@ -391,7 +373,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
}
Delta(ItemDelta.Update);
RestartDecay();
UpdateDecayRegistration();
}
}
}
@ -407,7 +389,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
SetFlag(ImplFlag.Movable, value);
Delta(ItemDelta.Update);
RestartDecay();
UpdateDecayRegistration();
}
}
}
@ -767,12 +749,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
public static bool ScissorCopyLootType { get; set; }
/// <summary>
/// True when the item was produced by the crafting system rather than bought or looted.
/// </summary>
[CommandProperty(AccessLevel.GameMaster)]
public bool PlayerConstructed { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool QuestItem
{
@ -863,7 +839,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
public virtual void Serialize(IGenericWriter writer)
{
writer.Write(11); // version
writer.Write(9); // version
var flags = SaveFlag.None;
@ -973,11 +949,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
{
flags |= SaveFlag.SavedFlags;
}
if (info.m_DecayReset > LastMoved)
{
flags |= SaveFlag.DecayReset;
}
}
if (info == null || info.m_Weight < 0)
@ -1008,21 +979,16 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
flags |= SaveFlag.ImplFlags;
}
if (PlayerConstructed)
{
flags |= SaveFlag.PlayerConstructed;
}
writer.Write((int)flags);
// Anchored: shifted by downtime at load, so time-since-moved is preserved and the
// bytes are stable across saves while the item does not move.
writer.WriteAnchoredTime(LastMoved);
/* begin last moved time optimization */
var ticks = LastMoved.Ticks;
var now = Core.Now.Ticks;
if (GetSaveFlag(flags, SaveFlag.DecayReset))
{
writer.WriteAnchoredTime(info.m_DecayReset);
}
var minutes = new TimeSpan(now - ticks).TotalMinutes;
writer.WriteEncodedInt((int)Math.Clamp(minutes, int.MinValue, int.MaxValue));
/* end */
if (GetSaveFlag(flags, SaveFlag.Direction))
{
@ -1341,12 +1307,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
OnMapChange();
if (m_Parent == null)
{
// A map change is a move; nothing else updates decay registration for a raw Map change.
SetLastMoved();
}
if (old == null || old == Map.Internal)
{
InvalidateProperties();
@ -1577,7 +1537,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
if (oldValue != value)
{
RestartDecay();
UpdateDecayRegistration();
}
}
}
@ -1771,7 +1731,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
|| info.m_HeldBy != null
|| info.m_BlessedFor != null
|| info.m_Spawner != null
|| info.m_DecayReset != default
|| info.m_TempFlags != 0
|| info.m_SavedFlags != 0
|| info.m_Weight >= 0;
@ -2356,64 +2315,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
public virtual bool OnDecay() =>
CanDecay() && Region.Find(Location, Map).OnDecay(this);
public DateTime ScheduledDecayTime
{
get
{
var reset = DecayResetTime;
var lastMoved = LastMoved;
return (reset > lastMoved ? reset : lastMoved) + DecayTime;
}
}
/// <summary>
/// When decay eligibility was last restored without the item moving, e.g. a GM unfreezing it.
/// The decay countdown runs from the later of this and <see cref="LastMoved" />.
/// </summary>
public DateTime DecayResetTime
{
get => LookupCompactInfo()?.m_DecayReset ?? default;
private set
{
if (value == default)
{
var info = LookupCompactInfo();
if (info != null && info.m_DecayReset != default)
{
info.m_DecayReset = default;
VerifyCompactInfo();
}
}
else
{
AcquireCompactInfo().m_DecayReset = value;
}
}
}
/// <summary>
/// Restarts the decay countdown without touching <see cref="LastMoved" />: call when decay
/// eligibility changes state (Movable/Visible/Spawner) or a region refuses a decay, where a
/// stale <see cref="LastMoved" /> would otherwise decay the item on the next tick.
/// Stamps <see cref="DecayResetTime" /> only when that extends the current deadline, then
/// updates the scheduler registration.
/// </summary>
public void RestartDecay()
{
if (CanDecay())
{
var now = Core.Now;
if (ScheduledDecayTime < now + DecayTime)
{
DecayResetTime = now;
}
}
UpdateDecayRegistration();
}
public DateTime ScheduledDecayTime => LastMoved + DecayTime;
public void UpdateDecayRegistration()
{
@ -2423,12 +2325,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
{
DecayScheduler.Register(this);
}
else
{
// No countdown to anchor while ineligible; drop the stamp so the CompactInfo
// can collapse. Re-eligibility always re-anchors.
DecayResetTime = default;
}
}
public void SetLastMoved()
@ -2461,11 +2357,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
}
Amount += dropped.Amount;
if (PlayerConstructed != dropped.PlayerConstructed)
{
PlayerConstructed = false;
}
dropped.Delete();
if (playSound && from != null)
@ -2766,8 +2657,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
switch (version)
{
case 11:
case 10:
case 9:
case 8:
case 7:
@ -2775,11 +2664,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
{
var flags = (SaveFlag)reader.ReadInt();
if (version >= 11)
{
LastMoved = reader.ReadAnchoredTime();
}
else if (version < 7)
if (version < 7)
{
LastMoved = reader.ReadDeltaTime();
}
@ -2797,18 +2682,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
}
}
if (version >= 10 && GetSaveFlag(flags, SaveFlag.DecayReset))
{
var reset = version >= 11 ? reader.ReadAnchoredTime() : reader.ReadDeltaTime();
// Pre-v11 LastMoved was stored at whole-minute precision; keep the
// stamp only while it still extends the deadline.
if (reset > LastMoved)
{
DecayResetTime = reset;
}
}
if (GetSaveFlag(flags, SaveFlag.Direction))
{
m_Direction = (Direction)reader.ReadByte();
@ -2981,8 +2854,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
AcquireCompactInfo().m_SavedFlags = reader.ReadEncodedInt();
}
PlayerConstructed = GetSaveFlag(flags, SaveFlag.PlayerConstructed);
if (m_Map != null && m_Parent == null)
{
m_Map.OnEnter(this);
@ -3566,7 +3437,7 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
for (var i = 0; i < props.Length; i++)
{
var p = props[i];
if (p.GetCustomAttribute<IgnoreDupeAttribute>(true) != null || !p.CanRead || !p.CanWrite)
if (p.GetCustomAttribute(typeof(IgnoreDupeAttribute), true) != null || !p.CanRead || !p.CanWrite)
{
continue;
}
@ -4472,8 +4343,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
public ISpawner m_Spawner;
public DateTime m_DecayReset;
public int m_TempFlags;
public double m_Weight = -1;
@ -4511,8 +4380,6 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
HeldBy = 0x00800000,
IntWeight = 0x01000000,
SavedFlags = 0x02000000,
NullWeight = 0x04000000,
PlayerConstructed = 0x08000000,
DecayReset = 0x10000000
NullWeight = 0x04000000
}
}

View file

@ -39,28 +39,24 @@ public static class Core
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(Core));
// Written off-loop (Kill, RequestSnapshot); volatile because the loop blocks between reads.
// Written from other threads (Kill, RequestSnapshot) and read by the event loop. Volatile
// because the loop now genuinely blocks between reads rather than spinning past them.
private static volatile bool _performProcessKill;
private static bool _restartOnKill;
private static volatile bool _performSnapshot;
private static string _snapshotPath;
// A backstop, not a latency control: the wheel's tick rate already bounds the sleep.
// Measured across 1/2/4/8ms; 2 is optimal.
// A backstop, not a latency control: the wheel's tick rate bounds the sleep, so this only
// limits the damage if a wake signal is ever missed. Measured across 1/2/4/8ms, 2 is optimal.
private static int _eventLoopIdleWaitMs = 2;
/// <summary>
/// Longest the loop will block while idle, in milliseconds. 0 spins instead; the backoff
/// does the same temporarily when the host keeps returning waits late.
/// Longest the loop will block while idle, in milliseconds. 0 disables idle sleeping,
/// leaving the loop to spin; the adaptive backoff does the same thing temporarily when the
/// host keeps returning waits late.
/// </summary>
public static int EventLoopIdleWaitMs => _eventLoopIdleWaitMs;
/// <summary>
/// True when idle sleeping was disabled at startup because the host cannot honor short
/// waits, overriding whatever <c>server.eventLoopIdleWaitMs</c> was configured to.
/// </summary>
public static bool IdleSleepUnsupported { get; private set; }
/// <summary>
/// Whether idle sleeping is currently suspended because the host returned waits late.
/// </summary>
@ -72,8 +68,9 @@ public static class Core
private const long HealthSampleIntervalMs = 1000;
// Doubling: a fixed suspension oscillates forever on a persistently bad host, while doubling
// converges on "stop sleeping" yet still recovers from a transient.
// Backoff escalates by doubling: a fixed suspension oscillates forever on a persistently bad
// host, while doubling converges on "stop sleeping" within minutes yet still recovers from a
// transient problem.
private const long BackoffBaseMs = 5000;
private const long BackoffMaxMs = 120_000;
private const int BackoffMaxShift = 5;
@ -81,20 +78,16 @@ public static class Core
// Clean streak that clears the escalation.
private const long BackoffResetAfterCleanMs = 60_000;
// Below this a backoff is still recoverable and not actionable, so it only logs at Debug.
private const int WarnAfterConsecutiveBackoffs = 3;
// A sleep is bounded by the next wheel turn, so only a wait returning late can cost a deadline.
// Measured per sleep, which is why server work (saves, heavy commands) cannot trip the backoff.
// A sleep is bounded by the time to the next wheel turn, so a correctly honoured sleep can
// never miss a deadline; the only way sleeping harms the wheel is the wait returning late
// (the host descheduled the process). That overshoot is measured per sleep, which is why
// server work -- saves, heavy commands, deep timer callbacks -- cannot trip this backoff.
// Loop-thread only, so plain increments are safe.
private static int _lateWakes;
// Denominator for the late-wake rate.
private static int _sleepAttempts;
private static long _nextHealthSample;
private static long _idleSleepSuspendedUntil;
private static int _lateWakeThreshold = 1;
private static int _lateWakePercent = 10;
private static long _idleSleepBackoffs;
private static int _consecutiveBadSamples;
private static int _consecutiveBackoffs;
@ -116,25 +109,7 @@ public static class Core
_nextHealthSample = _tickCount + HealthSampleIntervalMs;
var late = _lateWakes;
var sleeps = _sleepAttempts;
_lateWakes = 0;
_sleepAttempts = 0;
// A clean streak resets the escalation and re-arms the ceiling Error. Gated on the count
// rather than a "_lastBackoffAt > 0" sentinel because tick counts are not guaranteed positive.
if (_consecutiveBackoffs > 0 && _tickCount - _lastBackoffAt > BackoffResetAfterCleanMs)
{
if (_consecutiveBackoffs >= WarnAfterConsecutiveBackoffs)
{
logger.Information(
"This host has returned idle waits on time for {Duration}ms; idle sleeping is back to normal",
BackoffResetAfterCleanMs
);
}
_consecutiveBackoffs = 0;
_loggedBackoffCeiling = false;
}
if (late <= _lateWakeThreshold)
{
@ -142,17 +117,8 @@ public static class Core
return;
}
// Lateness is a rate: an idle loop sleeps hundreds of times a second, so a few outliers are
// normal, while a host that cannot schedule the process returns most of its waits late. The
// threshold above is the floor for windows with too few sleeps for a proportion to mean anything.
if (late * 100 < sleeps * _lateWakePercent)
{
_consecutiveBadSamples = 0;
return;
}
// Require persistence: any host can drop one sample to unrelated load, but an oversubscribed
// one stays bad.
// Require the condition to persist: any host can drop one sample to unrelated load, and a
// host that is genuinely oversubscribed stays that way, so it trips on the second sample.
if (++_consecutiveBadSamples < 2)
{
return;
@ -163,6 +129,20 @@ public static class Core
return;
}
// Already suspended: extend rather than counting a fresh backoff episode.
if (_tickCount - _idleSleepSuspendedUntil < 0)
{
_idleSleepSuspendedUntil = _tickCount + _currentBackoffMs;
return;
}
// A long clean streak resets the escalation. Gated on the count rather than a
// "_lastBackoffAt > 0" sentinel because tick counts are not guaranteed positive.
if (_consecutiveBackoffs > 0 && _tickCount - _lastBackoffAt > BackoffResetAfterCleanMs)
{
_consecutiveBackoffs = 0;
}
_currentBackoffMs = Math.Min(BackoffBaseMs << Math.Min(_consecutiveBackoffs, BackoffMaxShift), BackoffMaxMs);
_consecutiveBackoffs++;
_lastBackoffAt = _tickCount;
@ -171,7 +151,7 @@ public static class Core
if (_currentBackoffMs >= BackoffMaxMs)
{
// Escalation has run out of room; say so once.
// Escalation has run out of room; say so once in terms the operator can act on.
if (!_loggedBackoffCeiling)
{
_loggedBackoffCeiling = true;
@ -186,31 +166,12 @@ public static class Core
return;
}
// Each backoff doubles the suspension, so every line is a distinct escalation step and
// needs no further rate limiting.
if (_consecutiveBackoffs < WarnAfterConsecutiveBackoffs)
{
logger.Debug(
"This host returned a {Requested}ms idle wait at least {TickRate}ms late {Count} of {Sleeps} time(s) " +
"in the last second; idle sleeping suspended for {Duration}ms",
_eventLoopIdleWaitMs,
Timer.TickRate,
late,
sleeps,
_currentBackoffMs
);
return;
}
logger.Warning(
"This host returned a {Requested}ms idle wait at least {TickRate}ms late {Count} of {Sleeps} time(s) in " +
"the last second, for the {Backoffs}th time running; idle sleeping suspended for {Duration}ms",
"This host returned a {Requested}ms idle wait at least {TickRate}ms late {Count} time(s) in the last " +
"second; idle sleeping suspended for {Duration}ms",
_eventLoopIdleWaitMs,
Timer.TickRate,
late,
sleeps,
_consecutiveBackoffs,
_currentBackoffMs
);
}
@ -399,8 +360,8 @@ public static class Core
_restartOnKill = restart;
_performProcessKill = true;
// Callers are usually off-loop (console input, signal handlers); wake so the request
// is noticed now rather than whenever the loop next surfaces.
// Callers are usually off-loop (console input, signal handlers). Without this the loop
// would not notice the request until it woke for some other reason.
NetState.Wake();
}
@ -592,43 +553,11 @@ public static class Core
ServerConfiguration.Load();
// 0 disables idle sleeping entirely (full-core spin, zero scheduling overhead).
var idleWaitMs = ServerConfiguration.GetSetting("server.eventLoopIdleWaitMs", 2);
if (idleWaitMs < 0)
{
logger.Warning(
"server.eventLoopIdleWaitMs {Value} is negative; using 0 (idle sleeping disabled)",
idleWaitMs
);
}
_eventLoopIdleWaitMs = ServerConfiguration.GetSetting("server.eventLoopIdleWaitMs", 2);
_eventLoopIdleWaitMs = Math.Max(0, idleWaitMs);
// Floor for the backoff: idle waits per second the host may return a full tick late before
// the rate test below applies at all. Set very high to disable the backoff.
var lateWakeThreshold = ServerConfiguration.GetSetting("server.lateWakeThreshold", 1);
if (lateWakeThreshold < 0)
{
logger.Warning(
"server.lateWakeThreshold {Value} is negative; using 0",
lateWakeThreshold
);
}
_lateWakeThreshold = Math.Max(0, lateWakeThreshold);
// Share of a second's idle waits that must return late before the backoff trips. 0 leaves
// the threshold above in sole charge.
var lateWakePercent = ServerConfiguration.GetSetting("server.lateWakePercent", 10);
if (lateWakePercent is < 0 or > 100)
{
logger.Warning(
"server.lateWakePercent {Value} is outside 0-100; using {Clamped}",
lateWakePercent,
Math.Clamp(lateWakePercent, 0, 100)
);
}
_lateWakePercent = Math.Clamp(lateWakePercent, 0, 100);
// 16ms-budget misses per second before idle sleeping backs off. Raise to tolerate a
// jittery host; set very high to disable the backoff.
_lateWakeThreshold = ServerConfiguration.GetSetting("server.lateWakeThreshold", 1);
var assemblyPath = Path.Join(BaseDirectory, AssembliesConfiguration);
@ -646,8 +575,10 @@ public static class Core
AssemblyHandler.LoadAssemblies(assemblyFiles);
// First-boot interactive setup. After assemblies load so content can register prompts,
// before any Serilog output so prompts are not interleaved with the async console sink.
// First-boot interactive setup. Runs after assemblies are loaded (so content can
// register prompts) but before any Serilog output, so console prompts are not
// interleaved with the async console sink. Handlers self-gate on first-boot state
// (e.g. "is my setting already present?").
AssemblyHandler.Invoke("ConfigurePrompts");
logger.Information("Running on {Framework}", RuntimeInformation.FrameworkDescription);
@ -657,8 +588,9 @@ public static class Core
_now = DateTime.UtcNow;
_firstTick = _tickCount = GetTimestamp();
// Seed from a real tick: tick counts need not start near zero, so a zero-initialized
// deadline compares wrong. See dev-docs/tick-counts.md.
// Seed schedule state from the first real tick: tick counts are not guaranteed to start
// anywhere near zero (hypervisor pass-through counters), so zero-initialized deadlines
// would compare wrong. See dev-docs/tick-counts.md.
_nextHealthSample = _tickCount + HealthSampleIntervalMs;
_idleSleepSuspendedUntil = _tickCount;
@ -679,8 +611,9 @@ public static class Core
PingServer.Start();
EventSink.InvokeServerStarted();
// Without a high-resolution wait a 2ms request quantises to 15.625ms and the loop runs a
// tick behind. Only fires when the high-res timer and the timeBeginPeriod fallback both failed.
// Without a high-resolution wait a 2ms request quantises to 15.625ms and the loop would
// quietly run a tick behind; spinning is the lesser evil and must not be silent. Only
// fires when both the ring's high-res timer and its timeBeginPeriod fallback failed.
if (_eventLoopIdleWaitMs > 0 && NetState.Ring?.SupportsHighResolutionWait == false)
{
logger.Error(
@ -688,7 +621,6 @@ public static class Core
"resolution failed). Idle sleeping is disabled. The loop will spin instead, using a full core."
);
IdleSleepUnsupported = true;
_eventLoopIdleWaitMs = 0;
}
@ -697,7 +629,8 @@ public static class Core
/// <summary>
/// True when every queue the loop drains is empty, so sleeping cannot strand pending work.
/// The drains are bounded, so leftovers are normal and must keep the loop awake.
/// The drains are bounded (ProcessDeltaQueue stops at the count seen on entry, ExecuteTasks
/// at its per-frame cap), so leftovers are normal and must keep the loop awake.
/// </summary>
private static bool IsIdle() =>
!Mobile.HasQueuedDeltas && !Item.HasQueuedDeltas && LoopContext.IsEmpty && NetState.IsIdle;
@ -739,10 +672,8 @@ public static class Core
if (_performSnapshot)
{
EventLoopProfiler.PhaseStart(LoopPhase.WorldSnapshot);
// Return value is the offset that can be used to fix timers that should drift
World.Snapshot(_snapshotPath);
EventLoopProfiler.PhaseEnd(LoopPhase.WorldSnapshot);
_performSnapshot = false;
}
@ -756,28 +687,21 @@ public static class Core
if (_eventLoopIdleWaitMs > 0 && _tickCount - _idleSleepSuspendedUntil >= 0 && IsIdle())
{
// Re-read the clock: a stale timestamp overstates the time to the next tick
// and sleeps straight past it.
// Re-read the clock: the loop body consumed real time, and a stale timestamp
// would overstate the time to the next tick and sleep straight past it.
var start = GetTimestamp();
var due = Timer.MillisecondsUntilNextTick(start);
if (due > 0)
{
var requested = (int)Math.Min(due, _eventLoopIdleWaitMs);
// The GC prefers to collect during idle sleeps, so its pauses land here by
// design and are not the host's fault. Gen1 and above (what
// CollectionCount(1) counts) are the only pauses long enough to reach a tick.
var collections = GC.CollectionCount(1);
NetState.WaitForCompletion(requested);
var elapsed = GetTimestamp() - start;
EventLoopProfiler.SleepEnd(requested, elapsed);
_sleepAttempts++;
// The second collection read sits behind the overshoot test, so the common
// path reads the counter once, not twice.
if (elapsed - requested >= Timer.TickRate && GC.CollectionCount(1) == collections)
// A sleep is bounded by the next wheel turn, so only a wait the host
// returned late can cost the wheel a deadline.
if (elapsed - requested >= Timer.TickRate)
{
_lateWakes++;
}
@ -799,7 +723,8 @@ public static class Core
_snapshotPath = snapshotPath;
_performSnapshot = true;
// Save requests arrive off-loop; wake so the snapshot starts now.
// Save requests arrive off-loop. Wake so the snapshot starts now rather than after the
// loop happens to surface for another reason.
NetState.Wake();
}

View file

@ -42,7 +42,7 @@ public delegate void PromptCallback(Mobile from, string text);
public delegate void PromptStateCallback<in T>(Mobile from, string text, T state);
public class DamageEntry : IValueLinkListNode<DamageEntry>
public class DamageEntry
{
public DamageEntry(Mobile damager) => Damager = damager;
@ -57,11 +57,6 @@ public class DamageEntry : IValueLinkListNode<DamageEntry>
public List<DamageEntry> Responsible { get; set; }
public static TimeSpan ExpireDelay { get; set; } = TimeSpan.FromMinutes(2.0);
// Intrusive links for Mobile._damageEntries. Sub-entries in Responsible never join a list.
public DamageEntry Next { get; set; }
public DamageEntry Previous { get; set; }
public bool OnLinkList { get; set; }
}
[Flags]
@ -382,6 +377,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
Aggressors = new List<AggressorInfo>();
Aggressed = new List<AggressorInfo>();
NextSkillTime = Core.TickCount;
DamageEntries = new List<DamageEntry>();
}
// Sectors
@ -962,23 +958,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
public static VisibleDamageType VisibleDamageType { get; set; }
private ValueLinkList<DamageEntry> _damageEntries;
/// <summary>
/// Damage entries ordered least recent (head) to most recent (tail). Expired entries are
/// pruned on access. Enumerate with <c>foreach</c> (ascending) or <c>.ByDescending()</c>.
/// Mutate only through <see cref="RegisterDamage"/> and <see cref="ClearDamageEntries"/>.
/// Calling a ValueLinkList mutator on this reference compiles, but operates on a defensive copy
/// while still unlinking the real nodes — it silently corrupts the list.
/// </summary>
public ref readonly ValueLinkList<DamageEntry> DamageEntries
{
get
{
PruneExpiredDamageEntries();
return ref _damageEntries;
}
}
public List<DamageEntry> DamageEntries { get; private set; }
[CommandProperty(AccessLevel.GameMaster)]
public Mobile LastKiller { get; set; }
@ -1647,7 +1627,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
public virtual bool KeepsItemsOnDeath => m_AccessLevel > AccessLevel.Player;
public bool HasTrade => m_NetState?.Trades?.Count > 0;
public bool HasTrade => m_NetState?.Trades.Count > 0;
public bool NoMoveHS { get; set; }
@ -2040,7 +2020,10 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
Aggressors[i].CanReportMurder = false;
}
ClearDamageEntries(); // reset damage entries on full HP
if (DamageEntries.Count > 0)
{
DamageEntries.Clear(); // reset damage entries on full HP
}
}
else if (CanRegenHits)
{
@ -2341,11 +2324,11 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
public virtual void Serialize(IGenericWriter writer)
{
writer.Write(38); // version
writer.Write(37); // version
writer.WriteAnchoredTime(LastStrGain);
writer.WriteAnchoredTime(LastIntGain);
writer.WriteAnchoredTime(LastDexGain);
writer.WriteDeltaTime(LastStrGain);
writer.WriteDeltaTime(LastIntGain);
writer.WriteDeltaTime(LastDexGain);
byte hairflag = 0x00;
@ -5265,15 +5248,8 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
item.Name = oldItem.Name;
item.Weight = oldItem.Weight;
item.PlayerConstructed = oldItem.PlayerConstructed;
item.Amount = oldAmount - amount;
// A parented remainder gets its map from AddItem (parent first, then map), keeping the
// split off the decay scheduler; a ground remainder is placed and enrolled here.
if (oldItem.Parent == null)
{
item.Map = oldItem.Map;
}
item.Map = oldItem.Map;
oldItem.OnAfterDuped(item);
@ -5762,54 +5738,24 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
}
}
// Entries are kept in LastDamage order, so expired entries are always a head prefix.
private void PruneExpiredDamageEntries()
{
#if DEBUG
for (var node = _damageEntries._first; node != null; node = node.Next)
{
Debug.Assert(
node.Next == null || node.Next.LastDamage >= node.LastDamage,
"Damage entries must be ordered by LastDamage ascending."
);
}
#endif
var first = _damageEntries._first;
if (first?.HasExpired != true)
{
return;
}
var firstLive = first.Next;
while (firstLive?.HasExpired == true)
{
firstLive = firstLive.Next;
}
if (firstLive == null)
{
_damageEntries.RemoveAll();
}
else
{
_damageEntries.RemoveAllBefore(firstLive);
}
}
public void ClearDamageEntries() => _damageEntries.RemoveAll();
public Mobile FindMostRecentDamager(bool allowSelf) => FindMostRecentDamageEntry(allowSelf)?.Damager;
public DamageEntry FindMostRecentDamageEntry(bool allowSelf)
{
PruneExpiredDamageEntries();
for (var de = _damageEntries._last; de != null; de = de.Previous)
for (var i = DamageEntries.Count - 1; i >= 0; --i)
{
if (allowSelf || de.Damager != this)
if (i >= DamageEntries.Count)
{
continue;
}
var de = DamageEntries[i];
if (de.HasExpired)
{
DamageEntries.RemoveAt(i);
}
else if (allowSelf || de.Damager != this)
{
return de;
}
@ -5822,11 +5768,21 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
public DamageEntry FindLeastRecentDamageEntry(bool allowSelf)
{
PruneExpiredDamageEntries();
for (var de = _damageEntries._first; de != null; de = de.Next)
for (var i = 0; i < DamageEntries.Count; ++i)
{
if (allowSelf || de.Damager != this)
if (i < 0)
{
continue;
}
var de = DamageEntries[i];
if (de.HasExpired)
{
DamageEntries.RemoveAt(i);
--i;
}
else if (allowSelf || de.Damager != this)
{
return de;
}
@ -5837,17 +5793,24 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
public Mobile FindMostTotalDamager(bool allowSelf) => FindMostTotalDamageEntry(allowSelf)?.Damager;
// Walks most recent first with a strict comparison so the most recent entry wins ties,
// matching the previous reverse-indexed loop.
public DamageEntry FindMostTotalDamageEntry(bool allowSelf)
{
PruneExpiredDamageEntries();
DamageEntry mostTotal = null;
for (var de = _damageEntries._last; de != null; de = de.Previous)
for (var i = DamageEntries.Count - 1; i >= 0; --i)
{
if ((allowSelf || de.Damager != this) && (mostTotal == null || de.DamageGiven > mostTotal.DamageGiven))
if (i >= DamageEntries.Count)
{
continue;
}
var de = DamageEntries[i];
if (de.HasExpired)
{
DamageEntries.RemoveAt(i);
}
else if ((allowSelf || de.Damager != this) && (mostTotal == null || de.DamageGiven > mostTotal.DamageGiven))
{
mostTotal = de;
}
@ -5860,28 +5823,46 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
public DamageEntry FindLeastTotalDamageEntry(bool allowSelf)
{
PruneExpiredDamageEntries();
DamageEntry mostTotal = null;
DamageEntry leastTotal = null;
for (var de = _damageEntries._last; de != null; de = de.Previous)
for (var i = DamageEntries.Count - 1; i >= 0; --i)
{
if ((allowSelf || de.Damager != this) && (leastTotal == null || de.DamageGiven < leastTotal.DamageGiven))
if (i >= DamageEntries.Count)
{
leastTotal = de;
continue;
}
var de = DamageEntries[i];
if (de.HasExpired)
{
DamageEntries.RemoveAt(i);
}
else if ((allowSelf || de.Damager != this) && (mostTotal == null || de.DamageGiven < mostTotal.DamageGiven))
{
mostTotal = de;
}
}
return leastTotal;
return mostTotal;
}
public DamageEntry FindDamageEntryFor(Mobile m)
{
PruneExpiredDamageEntries();
for (var de = _damageEntries._last; de != null; de = de.Previous)
for (var i = DamageEntries.Count - 1; i >= 0; --i)
{
if (de.Damager == m)
if (i >= DamageEntries.Count)
{
continue;
}
var de = DamageEntries[i];
if (de.HasExpired)
{
DamageEntries.RemoveAt(i);
}
else if (de.Damager == m)
{
return de;
}
@ -5899,13 +5880,8 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
de.DamageGiven += amount;
de.LastDamage = Core.Now;
// Move to the tail so the list stays in LastDamage order.
if (de.OnLinkList)
{
_damageEntries.Remove(de);
}
_damageEntries.AddLast(de);
DamageEntries.Remove(de);
DamageEntries.Add(de);
var master = from.GetDamageMaster(this);
@ -6167,7 +6143,6 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
switch (version)
{
case 38: // Stat-gain stamps moved from delta time to anchored time
case 37: // Decomposed hair into inline item id/hue (dropped the VirtualHairInfo object)
case 36: // Moved virtues to VirtueSystem
case 35: // Moved short term murders to PlayerMurderSystem
@ -6176,18 +6151,9 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
case 32: // Removed StuckMenu
case 31:
{
if (version >= 38)
{
LastStrGain = reader.ReadAnchoredTime();
LastIntGain = reader.ReadAnchoredTime();
LastDexGain = reader.ReadAnchoredTime();
}
else
{
LastStrGain = reader.ReadDeltaTime();
LastIntGain = reader.ReadDeltaTime();
LastDexGain = reader.ReadDeltaTime();
}
LastStrGain = reader.ReadDeltaTime();
LastIntGain = reader.ReadDeltaTime();
LastDexGain = reader.ReadDeltaTime();
goto case 30;
}
@ -6495,6 +6461,9 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
m_DexLock = (StatLockType)reader.ReadByte();
m_IntLock = (StatLockType)reader.ReadByte();
_statMods = new List<StatMod>();
_skillMods = new List<SkillMod>();
if (version < 32)
{
if (reader.ReadBool())
@ -7827,10 +7796,13 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
m_FollowersMax = 5;
Skills = new Skills(this);
Items = new List<Item>();
_statMods = new List<StatMod>();
_skillMods = new List<SkillMod>();
Map = Map.Internal;
AutoPageNotify = true;
Aggressors = new List<AggressorInfo>();
Aggressed = new List<AggressorInfo>();
DamageEntries = new List<DamageEntry>();
NextSkillTime = Core.TickCount;
}

View file

@ -21,15 +21,17 @@ namespace Server;
[SerializationGenerator(0)]
public partial class ResistanceMod : MobileMod
{
[SerializableField(0, fieldChanged: nameof(OnTypeChanged))]
[SerializableField(0)]
private ResistanceType _type;
[SerializableFieldChanged(0)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void OnTypeChanged(ResistanceType oldValue, ResistanceType newValue) => Owner?.UpdateResistances();
[SerializableField(1, fieldChanged: nameof(OnOffsetChanged))]
[SerializableField(1)]
private int _offset;
[SerializableFieldChanged(1)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void OnOffsetChanged(int oldValue, int newValue) => Owner?.UpdateResistances();

View file

@ -21,29 +21,33 @@ namespace Server;
[SerializationGenerator(0)]
public abstract partial class SkillMod : MobileMod
{
[SerializableField(0, fieldChanged: nameof(OnObeyCapChanged))]
[SerializableField(0)]
private bool _obeyCap;
[SerializableFieldChanged(0)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void OnObeyCapChanged(bool oldValue, bool newValue) => Owner?.Skills[_skill]?.Update();
private void OnObeCapChanged(bool oldValue, bool newValue) => Owner?.Skills[_skill]?.Update();
[SerializableField(1, fieldChanged: nameof(OnSkillChanged))]
[SerializableField(1)]
private SkillName _skill;
[SerializableFieldChanged(1)]
private void OnSkillChanged(SkillName oldValue, SkillName newValue)
{
Owner?.Skills[newValue]?.Update();
Owner?.Skills[oldValue]?.Update();
}
[SerializableField(2, fieldChanged: nameof(OnRelativeChanged))]
[SerializableField(2)]
private bool _relative;
[SerializableFieldChanged(2)]
private void OnRelativeChanged(bool oldValue, bool newValue) => Owner?.Skills[_skill]?.Update();
[SerializableField(3, fieldChanged: nameof(OnValueChanged))]
[SerializableField(3)]
private double _value;
[SerializableFieldChanged(3)]
private void OnValueChanged(double oldValue, double newValue) => Owner?.Skills[_skill]?.Update();
public SkillMod(Mobile owner) : base(owner)

View file

@ -50,6 +50,9 @@ public static class MovementThrottle
private const int ClientMaxUnackedMovements = 5;
private const int MaxQueueWithUnmodifiedClient = ClientMaxUnackedMovements - 1; // 4
// Debug logging - enable for testing speed hack detection
private static bool _debugLogging = false;
// Track NetStates with queued movements for efficient processing
private static readonly HashSet<NetState> _netStatesWithQueuedMovements = new(256);
@ -80,9 +83,15 @@ public static class MovementThrottle
public static void Configure()
{
_maxCredit = ServerConfiguration.GetOrUpdateSetting("movementThrottle.maxCredit", _maxCredit);
_maxRttBonus = ServerConfiguration.GetOrUpdateSetting("movementThrottle.maxRttBonus", _maxRttBonus);
_hardQueueLimit = ServerConfiguration.GetOrUpdateSetting("movementThrottle.hardQueueLimit", _hardQueueLimit);
_maxCredit = ServerConfiguration.GetOrUpdateSetting(
"movementThrottle.maxCredit",
_maxCredit
);
_hardQueueLimit = ServerConfiguration.GetOrUpdateSetting(
"movementThrottle.hardQueueLimit",
_hardQueueLimit
);
_movementHistorySize = ServerConfiguration.GetOrUpdateSetting(
"movementThrottle.movementHistorySize",
@ -94,13 +103,6 @@ public static class MovementThrottle
_minSamplesForRate
);
_maxChainGap = ServerConfiguration.GetOrUpdateSetting("movementThrottle.maxChainGap", _maxChainGap);
_speedHackNotificationCooldown = ServerConfiguration.GetOrUpdateSetting(
"movementThrottle.speedHackNotificationCooldown",
_speedHackNotificationCooldown
);
_suspiciousRateThreshold = (float)ServerConfiguration.GetOrUpdateSetting(
"movementThrottle.suspiciousRateThreshold",
_suspiciousRateThreshold
@ -110,6 +112,11 @@ public static class MovementThrottle
"movementThrottle.definiteRateThreshold",
_definiteRateThreshold
);
_debugLogging = ServerConfiguration.GetOrUpdateSetting(
"movementThrottle.debugLogging",
_debugLogging
);
}
/// <summary>
@ -184,16 +191,15 @@ public static class MovementThrottle
// Credit can go negative up to -dynamicCredit (debt limit)
if (ns._movementCredit - earlyAmount >= -dynamicCredit)
{
var prevCredit = ns._movementCredit;
// Use credit to cover early arrival
ns._movementCredit -= earlyAmount;
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
var prevCredit = ns._movementCredit + earlyAmount;
logger.Debug(
"[Credit] {Name}: delta={Delta}ms early={Early}ms credit={PrevCredit}->{Credit}/{MaxCredit} action=execute",
mobile, delta, earlyAmount, prevCredit, ns._movementCredit, dynamicCredit
mobile.RawName, delta, earlyAmount, prevCredit, ns._movementCredit, dynamicCredit
);
}
@ -202,11 +208,11 @@ public static class MovementThrottle
return;
}
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
logger.Debug(
"[Credit] {Name}: delta={Delta}ms early={Early}ms credit={Credit}/{MaxCredit} EXHAUSTED -> queue",
mobile, delta, earlyAmount, ns._movementCredit, dynamicCredit
mobile.RawName, delta, earlyAmount, ns._movementCredit, dynamicCredit
);
}
@ -221,11 +227,11 @@ public static class MovementThrottle
var prevCredit = ns._movementCredit;
ns._movementCredit = Math.Min(ns._movementCredit + delta, dynamicCredit);
if (ns._movementLogging && ns._movementCredit != prevCredit)
if (_debugLogging && ns._movementLogging && ns._movementCredit != prevCredit)
{
logger.Debug(
"[Credit] {Name}: delta=+{Delta}ms credit={PrevCredit}->{Credit}/{MaxCredit} action=execute",
mobile, delta, prevCredit, ns._movementCredit, dynamicCredit
mobile.RawName, delta, prevCredit, ns._movementCredit, dynamicCredit
);
}
}
@ -241,9 +247,12 @@ public static class MovementThrottle
{
if (!mobile.Move(dir))
{
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
logger.Debug("[Execute] {Name}: Move FAILED dir={Dir} seq={Seq} -> reject+reset", mobile, dir, seq);
logger.Debug(
"[Execute] {Name}: Move FAILED dir={Dir} seq={Seq} -> reject+reset",
mobile.RawName, dir, seq
);
}
// Movement failed (blocked, paralyzed, frozen, etc.)
@ -251,11 +260,11 @@ public static class MovementThrottle
return;
}
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
logger.Debug(
"[Execute] {Name}: Move OK dir={Dir} seq={Seq} nextMove={NextMove}ms",
mobile, dir, seq, ns._nextMovementTime - Core.TickCount
mobile.RawName, dir, seq, ns._nextMovementTime - Core.TickCount
);
}
@ -295,11 +304,11 @@ public static class MovementThrottle
ns._hasQueuedMovements = true;
_netStatesWithQueuedMovements.Add(ns);
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
logger.Debug(
"[Queue] {Name}: enqueued dir={Dir} seq={Seq} (depth={Depth})",
ns.Mobile, dir, seq, ns._movementQueue.Count
ns.Mobile?.RawName, dir, seq, ns._movementQueue.Count
);
}
}
@ -311,6 +320,7 @@ public static class MovementThrottle
{
ns.SendMovementRej(seq, mobile);
ns.ResetMovementState();
_netStatesWithQueuedMovements.Remove(ns);
}
/// <summary>
@ -323,18 +333,20 @@ public static class MovementThrottle
return;
}
foreach (var ns in _netStatesWithQueuedMovements)
// Process each NetState with queued movements
// Use a snapshot to avoid modification during iteration
var toProcess = new List<NetState>(_netStatesWithQueuedMovements);
for (var i = 0; i < toProcess.Count; i++)
{
if (ns.Running)
var ns = toProcess[i];
if (!ns.Running)
{
ProcessMovementQueue(ns);
if (ns._hasQueuedMovements)
{
continue;
}
_netStatesWithQueuedMovements.Remove(ns);
continue;
}
_netStatesWithQueuedMovements.Remove(ns);
ProcessMovementQueue(ns);
}
}
@ -344,7 +356,6 @@ public static class MovementThrottle
public static void ProcessMovementQueue(NetState ns)
{
var mobile = ns.Mobile;
if (mobile?.Deleted != false)
{
ClearQueue(ns);
@ -363,7 +374,7 @@ public static class MovementThrottle
while (ns._movementQueue?.Count > 0)
{
// Check if it's time to execute
if (now - ns._nextMovementTime < 0)
if (now < ns._nextMovementTime)
{
// Not yet - leave remaining items in queue for next Slice
break;
@ -383,11 +394,11 @@ public static class MovementThrottle
// Execute the move
if (!mobile.Move(movement.Direction))
{
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
logger.Debug(
"[Queue] {Name}: dequeued FAILED dir={Dir} (remaining={Remaining})",
mobile, movement.Direction, remaining
mobile.RawName, movement.Direction, remaining
);
}
@ -396,12 +407,12 @@ public static class MovementThrottle
return;
}
if (ns._movementLogging)
if (_debugLogging && ns._movementLogging)
{
var waited = now - ns._nextMovementTime;
logger.Debug(
"[Queue] {Name}: dequeued OK dir={Dir} (remaining={Remaining}, waited={Waited}ms)",
mobile, movement.Direction, remaining, waited >= 0 ? waited : 0
mobile.RawName, movement.Direction, remaining, waited >= 0 ? waited : 0
);
}
@ -419,6 +430,10 @@ public static class MovementThrottle
// Update tracking
ns._hasQueuedMovements = ns._movementQueue?.Count > 0;
if (!ns._hasQueuedMovements)
{
_netStatesWithQueuedMovements.Remove(ns);
}
}
/// <summary>
@ -454,6 +469,7 @@ public static class MovementThrottle
{
ns._movementQueue?.Clear();
ns._hasQueuedMovements = false;
_netStatesWithQueuedMovements.Remove(ns);
}
// Maximum expected packets per second (mounted running = 100ms = 10/sec, plus tolerance)
@ -468,7 +484,7 @@ public static class MovementThrottle
logger.Information(
"Movement queue overflow: {Character} ({Account}) | " +
"Queue reached hard limit: {Limit} | IP: {IP}",
mobile,
mobile?.RawName ?? "Unknown",
ns.Account?.Username ?? "Unknown",
_hardQueueLimit,
ns.Address
@ -500,7 +516,7 @@ public static class MovementThrottle
private static void RecordMovement(NetState ns, long now, int cost, Direction dir, Mobile mobile)
{
// Calculate interval since last movement
var interval = ns._hasMovementRecord
var interval = ns._lastMovementRecordTime > 0
? (int)(now - ns._lastMovementRecordTime)
: -1; // -1 indicates first movement (no previous time)
@ -509,7 +525,6 @@ public static class MovementThrottle
if (interval <= 0 || interval > _maxChainGap)
{
ns._lastMovementRecordTime = now;
ns._hasMovementRecord = true;
// Use RTT to distinguish "stopped moving" vs "lagged"
// - Stable low-latency connection with gap >> RTT → player stopped, reset history
@ -529,19 +544,19 @@ public static class MovementThrottle
// A large gap followed by a burst of packets = likely lag recovery, not speed hack
ns._lastGapDuration = interval;
if (ns._movementLogging)
if (_debugLogging && mobile?.RawName != null)
{
var action = shouldReset ? "history reset" : "history preserved (possible lag)";
logger.Debug(
"[Movement] {Name}: SKIP recording (gap {Gap}ms > {MaxGap}ms, " +
"RTT={RTT}ms stable={Stable} → {Action})",
mobile, interval, _maxChainGap, avgRtt, ns.HasStableConnection, action
mobile.RawName, interval, _maxChainGap, avgRtt, ns.HasStableConnection, action
);
}
}
else if (ns._movementLogging)
else if (_debugLogging && mobile?.RawName != null)
{
logger.Debug("[Movement] {Name}: SKIP recording (first in chain)", mobile);
logger.Debug("[Movement] {Name}: SKIP recording (first in chain)", mobile.RawName);
}
return;
@ -557,9 +572,12 @@ public static class MovementThrottle
// the next real move's interval artificially short, inflating rate.
if (cost == 0)
{
if (ns._movementLogging)
if (_debugLogging && mobile?.RawName != null)
{
logger.Debug("[Movement] {Name}: SKIP direction-only change (preserves interval measurement)", mobile);
logger.Debug(
"[Movement] {Name}: SKIP direction-only change (preserves interval measurement)",
mobile.RawName
);
}
return;
}
@ -595,16 +613,15 @@ public static class MovementThrottle
}
ns._lastMovementRecordTime = now;
ns._hasMovementRecord = true;
// Debug logging
if (ns._movementLogging)
if (_debugLogging && mobile?.RawName != null)
{
var historyCount = ns._movementHistoryFull ? _movementHistorySize : ns._movementHistoryIndex;
logger.Debug(
"[Movement] {Name}: interval={Interval}ms target={Target}ms queue={Queue} " +
"flags={Flags} history={History}/{MaxHistory} RTT={RTT}ms",
mobile, interval, cost, record.QueueDepth,
mobile.RawName, interval, cost, record.QueueDepth,
flags, historyCount, _movementHistorySize, ns.AverageRtt
);
}
@ -797,7 +814,7 @@ public static class MovementThrottle
var averageRtt = ns.AverageRtt;
// Detailed rate breakdown for debugging
if (ns._movementLogging)
if (_debugLogging)
{
logger.Debug("[MovementAnalysis] Rate={Rate:F3}, Samples={Samples}, RTT={RTT}ms",
rate, sampleCount, averageRtt);
@ -960,19 +977,19 @@ public static class MovementThrottle
var verdict = AnalyzeMovement(ns, out var rate, out var sampleCount, out var confidence);
// Debug logging
if (ns._movementLogging)
if (_debugLogging && ns.Mobile?.RawName != null)
{
var (burstSize, _) = DetectRecentBurst(ns);
var probeStatus = ns._rttProbePending ? "pending" : "idle";
var probeStatus = ns._rttProbeTime > 0 ? "pending" : "idle";
var queueDepth = ns._movementQueue?.Count ?? 0;
logger.Debug(
"[RateCheck] {Name}: rate={Rate:F3} samples={Samples} verdict={Verdict} " +
"confidence={Confidence:P0} queue={Queue} burst={Burst} sustained={Sustained}s",
ns.Mobile, rate, sampleCount, verdict, confidence, queueDepth, burstSize, ns._consecutiveHighRateSeconds
ns.Mobile.RawName, rate, sampleCount, verdict, confidence, queueDepth, burstSize, ns._consecutiveHighRateSeconds
);
logger.Debug(
" RTT: avg={Avg}ms last={Last}ms var={Var} samples={RttSamples} stable={Stable} probe={Probe}",
ns.AverageRtt, ns.LastRtt, ns._rttVariance, ns._rttSampleCount, ns.HasStableConnection, probeStatus
ns.AverageRtt, ns._lastRtt, ns._rttVariance, ns._rttSampleCount, ns.HasStableConnection, probeStatus
);
}
@ -1008,11 +1025,11 @@ public static class MovementThrottle
if (shouldNotify)
{
if (ns._movementLogging)
if (_debugLogging)
{
logger.Debug(
"[ALERT] {Urgency} - {Name}: rate={Rate:F3} verdict={Verdict} confidence={Confidence:P0}",
urgency, ns.Mobile, rate, verdict, confidence
urgency, ns.Mobile?.RawName, rate, verdict, confidence
);
}
NotifyStaff(ns, rate, sampleCount, confidence, verdict, urgency);
@ -1037,12 +1054,11 @@ public static class MovementThrottle
var now = Core.TickCount;
// Rate-limit notifications per player
if (ns._speedHackNotified && now - ns._lastSpeedHackNotification < _speedHackNotificationCooldown)
if (now - ns._lastSpeedHackNotification < _speedHackNotificationCooldown)
{
return;
}
ns._speedHackNotified = true;
ns._lastSpeedHackNotification = now;
var mobile = ns.Mobile;
@ -1054,7 +1070,7 @@ public static class MovementThrottle
"PacketRate: {PacketRate}/s (peak: {PeakRate}/s) | RTT: {Rtt}ms (stable: {Stable}) | " +
"Sustained: {Sustained}s | Queue: {Queue} | Location: {Location} Map: {Map} | IP: {IP}",
urgency,
mobile,
mobile?.RawName ?? "Unknown",
ns.Account?.Username ?? "Unknown",
rate,
sampleCount,
@ -1122,7 +1138,7 @@ public static class MovementThrottle
Verdict = verdict,
Confidence = confidence,
AverageRtt = ns.AverageRtt,
LastRtt = ns.LastRtt,
LastRtt = ns._lastRtt,
RttVariance = ns._rttVariance,
StableConnection = ns.HasStableConnection,
RttSampleCount = ns._rttSampleCount,

View file

@ -15,6 +15,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.InteropServices;
using Server.Logging;
@ -69,24 +70,23 @@ public partial class NetState
internal Queue<QueuedMovement> _movementQueue; // Lazy initialized
internal long _movementCredit; // Credit buffer for timing jitter
internal long _nextMovementTime = Core.TickCount; // When next movement is allowed
internal long _lastQueueDepthCheck = Core.TickCount; // Throttle depth check frequency
internal int _sustainedQueueDepth; // Tracks sustained high queue depth
internal long _lastQueueDepthCheck; // Throttle depth check frequency
internal bool _hasQueuedMovements; // Fast check for Slice()
// Movement history for rate-based speed hack detection (lazy initialized)
internal MovementRecord[] _movementHistory; // Circular buffer
internal int _movementHistoryIndex; // Next write position (also serves as count until full)
internal bool _movementHistoryFull; // True once buffer has wrapped
internal long _lastMovementRecordTime; // For calculating intervals (valid only when _hasMovementRecord)
internal bool _hasMovementRecord; // False until the first movement in a chain is seen
internal long _lastMovementRecordTime; // For calculating intervals
// Detection state
internal int _consecutiveHighRateSeconds; // Sustained detection counter
internal long _lastSpeedHackNotification; // Rate-limit notifications (valid only when _speedHackNotified)
internal bool _speedHackNotified; // False until the first notification is sent
internal long _lastSpeedHackNotification; // Rate-limit notifications
internal int _lastGapDuration; // Duration of last gap > maxChainGap (for burst forgiveness)
// Movement packet rate tracking (for speed hack detection)
internal long _movementWindowStart = Core.TickCount; // Start of current 1-second window
internal long _movementWindowStart; // Start of current 1-second window
internal int _movementsInWindow; // Count in current window
internal int _peakMovementRate; // Highest rate seen (packets/sec)
@ -100,9 +100,10 @@ public partial class NetState
_nextMovementTime = Core.TickCount;
_movementCredit = 0;
_hasQueuedMovements = false;
_sustainedQueueDepth = 0;
// Reset movement history - next movement starts a new chain
_hasMovementRecord = false;
_lastMovementRecordTime = 0;
_movementHistoryIndex = 0;
_movementHistoryFull = false;
@ -112,7 +113,7 @@ public partial class NetState
_rttProbeInterval = RttProbeIntervalNormal;
// Reset packet rate window
_movementWindowStart = Core.TickCount;
_movementWindowStart = 0;
_movementsInWindow = 0;
}
@ -164,19 +165,17 @@ public partial class NetState
private const long MaxStableLatency = 200; // Max RTT (ms) for "stable" connection
// RTT state
internal bool _rttProbePending; // True while waiting for a probe response
internal long _rttProbeTime; // When we sent the probe (valid only when _rttProbePending)
internal long _rttProbeTime; // When we sent the probe (0 = not waiting)
internal long _lastRtt; // Most recent RTT measurement
internal long[] _rttHistory; // Rolling history (lazy init)
internal int _rttHistoryIndex; // Current position in history
internal int _rttSampleCount; // Number of samples collected (saturates at RttHistorySize)
internal long _rttVariance; // Calculated variance for stability
internal long _nextRttProbe = Core.TickCount; // When to send next probe
internal long _nextRttProbe; // When to send next probe
internal int _rttProbeInterval = RttProbeIntervalNormal; // Current probe interval
/// <summary>
/// Gets the most recent RTT measurement, or 0 if none has been recorded.
/// </summary>
public long LastRtt => _rttSampleCount > 0 ? _rttHistory[(_rttHistoryIndex - 1) & (RttHistorySize - 1)] : 0;
// High-resolution timestamp for RTT measurement (Stopwatch ticks, not game loop ticks)
private long _rttProbeTimestampHiRes;
/// <summary>
/// Sets the RTT probe interval based on suspicion level.
@ -207,22 +206,23 @@ public partial class NetState
var now = Core.TickCount;
// Don't send if we're still waiting for a response
if (_rttProbePending)
if (_rttProbeTime > 0)
{
// Timeout after 10 seconds - connection is probably dead or very laggy
if (now - _rttProbeTime > 10000)
{
_rttProbePending = false;
_rttProbeTime = 0;
_rttProbeTimestampHiRes = 0;
}
return;
}
// First probe: send immediately when player starts moving
// Subsequent probes: send when interval has passed
if (now - _nextRttProbe >= 0)
if (_nextRttProbe == 0 || now >= _nextRttProbe)
{
_rttProbePending = true;
_rttProbeTime = now;
_rttProbeTimestampHiRes = Stopwatch.GetTimestamp();
_nextRttProbe = now + _rttProbeInterval + Utility.Random(RttProbeJitter);
if (_movementLogging)
@ -242,9 +242,10 @@ public partial class NetState
/// </summary>
public void RecordRttMeasurement()
{
var nowHiRes = Stopwatch.GetTimestamp();
var now = Core.TickCount;
if (!_rttProbePending)
if (_rttProbeTime <= 0)
{
// Not expecting a response (client-initiated version send) - ignore silently
return;
@ -252,15 +253,19 @@ public partial class NetState
var rtt = now - _rttProbeTime;
// High-resolution RTT in microseconds
var rttHiResUs = (nowHiRes - _rttProbeTimestampHiRes) * 1_000_000 / Stopwatch.Frequency;
if (_movementLogging)
{
movementLogger.Debug(
"[RTT-Response] {Account}: {Rtt}ms",
Account?.Username ?? _toString, rtt
"[RTT-Response] {Account}: {Rtt}ms (HiRes: {RttHiRes:F2}ms)",
Account?.Username ?? _toString, rtt, rttHiResUs / 1000.0
);
}
_rttProbePending = false;
_rttProbeTime = 0;
_rttProbeTimestampHiRes = 0;
// Sanity check - RTT should be positive and reasonable
if (rtt is <= 0 or > 10000)
@ -280,6 +285,7 @@ public partial class NetState
// Update history
_rttHistory[_rttHistoryIndex++ & (RttHistorySize - 1)] = rtt;
_lastRtt = rtt;
// Track sample count (saturates at buffer size)
if (_rttSampleCount < RttHistorySize)

View file

@ -87,7 +87,7 @@ public partial class NetState
/// </summary>
internal static bool IsIdle =>
_throttled.Count == 0 && _throttledPending.Count == 0 &&
_flushPending.Count == 0 && _pendingDisconnects.Count == 0 && _disposed.Count == 0;
_flushPending.Count == 0 && _disposed.Count == 0;
/// <summary>
/// Gets the listening addresses that the server is bound to.

View file

@ -44,7 +44,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
private static readonly Queue<NetState> _connectingQueue = new(2048);
private static readonly HashSet<NetState> _instances = new(2048);
public static HashSet<NetState> Instances => _instances;
public static IReadOnlySet<NetState> Instances => _instances;
private readonly string _toString;
private ClientVersion _version;
@ -109,6 +109,9 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
Address = address;
Seeded = false;
HuePickers = [];
Menus = [];
Trades = [];
NextActivityCheck = Core.TickCount + 30000;
ConnectedOn = Core.Now;
_toString = address?.ToString() ?? "(error)";
@ -163,7 +166,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public bool BlockAllPackets { get; set; }
public List<SecureTrade> Trades { get; private set; }
public List<SecureTrade> Trades { get; }
public bool Seeded { get; set; }
@ -257,18 +260,8 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public void ValidateAllTrades()
{
if (Trades == null)
{
return;
}
for (var i = Trades.Count - 1; i >= 0; --i)
{
if (Trades == null)
{
break;
}
if (i >= Trades.Count)
{
continue;
@ -287,18 +280,8 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public void CancelAllTrades()
{
if (Trades == null)
{
return;
}
for (var i = Trades.Count - 1; i >= 0; --i)
{
if (Trades != null)
{
break;
}
if (i < Trades.Count)
{
Trades[i].Cancel();
@ -308,21 +291,11 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public void RemoveTrade(SecureTrade trade)
{
Trades?.Remove(trade);
if (Trades?.Count == 0)
{
Trades = null;
}
Trades.Remove(trade);
}
public SecureTrade FindTrade(Mobile m)
{
if (Trades == null)
{
return null;
}
for (var i = 0; i < Trades.Count; ++i)
{
var trade = Trades[i];
@ -338,11 +311,6 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
public SecureTradeContainer FindTradeContainer(Mobile m)
{
if (Trades == null)
{
return null;
}
for (var i = 0; i < Trades.Count; ++i)
{
var trade = Trades[i];
@ -368,11 +336,7 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
{
var newTrade = new SecureTrade(Mobile, state.Mobile);
Trades ??= [];
Trades.Add(newTrade);
state.Trades ??= [];
state.Trades.Add(newTrade);
return newTrade.From.Container;
@ -1212,16 +1176,8 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
var a = Account;
Menus?.Clear();
Menus = null;
HuePickers?.Clear();
HuePickers = null;
// Just in case, but should already be nulled when Mobile.NetState is set to null and CancelAllTrades is called.
Trades?.Clear();
Trades = null;
Menus.Clear();
HuePickers.Clear();
Account = null;
ServerInfo = null;
CityInfo = null;

View file

@ -74,12 +74,6 @@ public sealed unsafe class BinaryFileReader : IDisposable, IGenericReader
/// </summary>
public long Position => _reader.Position;
public TimeSpan AnchoredTimeShift
{
get => _reader.AnchoredTimeShift;
set => _reader.AnchoredTimeShift = value;
}
public void Dispose()
{
_accessor?.SafeMemoryMappedViewHandle.ReleasePointer();

View file

@ -37,8 +37,6 @@ public class BufferReader : IGenericReader
public long Position => _position;
public long BufferSize => _buffer.Length;
public TimeSpan AnchoredTimeShift { get; set; }
public BufferReader(byte[] buffer, Dictionary<ulong, string> typesDb = null, Encoding encoding = null)
{
_buffer = buffer;

View file

@ -384,7 +384,6 @@ public class BufferWriter : IGenericWriter
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
[Obsolete("Delta time rewrites its bytes on every save. Write anchored time instead (WriteAnchoredTime, or [AnchoredDateTime] on generated fields); bump the containing type's version, as the wire format changes. Existing delta payloads remain readable through ReadDeltaTime in old-version fallbacks.")]
public void WriteDeltaTime(DateTime value)
{
if (value == DateTime.MinValue)
@ -408,21 +407,6 @@ public class BufferWriter : IGenericWriter
Write(value.Ticks - DateTime.UtcNow.Ticks);
}
/// <summary>
/// Writes the absolute value; <see cref="IGenericReader.ReadAnchoredTime" /> re-bases it
/// by the elapsed time since the save started, so downtime does not age it and an
/// unchanged value serializes to identical bytes.
/// </summary>
public void WriteAnchoredTime(DateTime value)
{
if (value.Kind == DateTimeKind.Local)
{
value = value.ToUniversalTime();
}
Write(value.Ticks);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Write(IPAddress value)
{

View file

@ -114,10 +114,9 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
using var binFs = new FileStream(
Path.Combine(dir, $"{Name}.bin"), FileMode.Create, FileAccess.Write, FileShare.None, 1024 * 1024
);
// v4 records are fixed-width 26 bytes; the v5 header carries the save-start anchor
// and the type table (name lengths vary — 64 bytes per entry is a staging hint, not
// a contract).
var expectedIdxSize = 20 + 26L * EntitiesBySerial.Count + 64L * _typeTable.Count;
// v4 records are fixed-width 26 bytes; the header carries the type table
// (name lengths vary — 64 bytes per entry is a staging hint, not a contract).
var expectedIdxSize = 12 + 26L * EntitiesBySerial.Count + 64L * _typeTable.Count;
using var idx = new FileBufferWriter(Path.Combine(dir, $"{Name}.idx"), expectedIdxSize);
var binPosition = 0L;
@ -143,10 +142,7 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
binPosition += _selfLength;
}
idx.Write(5); // Version
// One anchor for the whole save: the world is frozen from the moment it is stamped.
idx.Write(World.SaveStartTime.Ticks);
idx.Write(4); // Version
// The type table is fully known at freeze (AddEntity diverts to the pending
// queues while saving) and is written before the records so the loader can
@ -498,18 +494,6 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
var version = dataReader.ReadInt();
if (version >= 5)
{
// Re-base anchored timestamps by the elapsed time since the save started.
var anchor = new DateTime(dataReader.ReadLong(), DateTimeKind.Utc);
var shift = Core.Now - anchor;
_anchoredTimeShift = anchor.Ticks > 0 && shift > TimeSpan.Zero ? shift : TimeSpan.Zero;
// The whole save shares one anchor. Publish it so payloads without their own
// (GenericPersistence bins) can shift too; indexes load before any of them.
World.LoadTimeShift = _anchoredTimeShift;
}
if (version >= 4)
{
DeserializeIndexesV4(dataReader, entities);
@ -676,9 +660,6 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
private static List<T> _toDelete;
// From the loaded idx (v5+); zero when the save predates the anchor.
private TimeSpan _anchoredTimeShift;
private unsafe void InternalDeserialize(string filePath, int index, Dictionary<ulong, string> typesDb)
{
using var mmf = MemoryMappedFile.CreateFromFile(filePath, FileMode.Open);
@ -686,10 +667,7 @@ public class GenericEntityPersistence<T> : GenericPersistence, IGenericEntityPer
byte* ptr = null;
accessor.SafeMemoryMappedViewHandle.AcquirePointer(ref ptr);
var dataReader = new UnmanagedDataReader(ptr, accessor.Length, typesDb)
{
AnchoredTimeShift = _anchoredTimeShift
};
var dataReader = new UnmanagedDataReader(ptr, accessor.Length, typesDb);
Deserialize(dataReader);

View file

@ -98,13 +98,7 @@ public abstract class GenericPersistence : Persistence, IGenericSerializable
byte* ptr = null;
accessor.SafeMemoryMappedViewHandle.AcquirePointer(ref ptr);
var dataReader = new UnmanagedDataReader(ptr, accessor.Length, typesDb)
{
// These payloads carry no anchor of their own; they inherit the save-wide
// shift stamped while the entity indexes were read (indexes always load
// before persistence payloads — see Persistence.Load).
AnchoredTimeShift = World.LoadTimeShift
};
var dataReader = new UnmanagedDataReader(ptr, accessor.Length, typesDb);
Deserialize(dataReader);
error = dataReader.Position != fileLength

View file

@ -43,12 +43,6 @@ public interface IGenericReader
DateTime ReadDateTime() => new(ReadLong(), DateTimeKind.Utc);
TimeSpan ReadTimeSpan() => new(ReadLong());
/// <summary>
/// Decodes a legacy delta-time value. Only for reading old-version payloads (version
/// fallbacks and migration replays) — current formats store anchored time and read it
/// with <see cref="ReadAnchoredTime" />. <see cref="IGenericWriter.WriteDeltaTime" /> is
/// obsolete: no current-version format may write delta time.
/// </summary>
DateTime ReadDeltaTime()
{
return ReadLong() switch
@ -58,37 +52,6 @@ public interface IGenericReader
var delta => new DateTime(delta + DateTime.UtcNow.Ticks, DateTimeKind.Utc)
};
}
/// <summary>
/// Elapsed time between the loaded save starting and this load, applied by
/// <see cref="ReadAnchoredTime" />. Zero when the source carries no anchor.
/// </summary>
TimeSpan AnchoredTimeShift => TimeSpan.Zero;
DateTime ReadAnchoredTime()
{
var value = ReadDateTime();
if (value == DateTime.MinValue || value == DateTime.MaxValue)
{
return value;
}
var shift = AnchoredTimeShift;
if (shift == TimeSpan.Zero)
{
return value;
}
var ticks = value.Ticks + shift.Ticks;
if (ticks >= DateTime.MaxValue.Ticks)
{
return DateTime.MaxValue;
}
return ticks <= 0 ? DateTime.MinValue : new DateTime(ticks, DateTimeKind.Utc);
}
decimal ReadDecimal() => new([ReadInt(), ReadInt(), ReadInt(), ReadInt()]);
int ReadEncodedInt()
{

View file

@ -40,11 +40,7 @@ public interface IGenericWriter
void Write(decimal value);
void WriteEncodedInt(int value);
void Write(DateTime value);
[Obsolete("Delta time rewrites its bytes on every save. Write anchored time instead (WriteAnchoredTime, or [AnchoredDateTime] on generated fields); bump the containing type's version, as the wire format changes. Existing delta payloads remain readable through ReadDeltaTime in old-version fallbacks.")]
void WriteDeltaTime(DateTime value);
void WriteAnchoredTime(DateTime value);
void Write(IPAddress value);
void Write(TimeSpan value);
void Write(Point3D value);

View file

@ -43,8 +43,6 @@ public unsafe class UnmanagedDataReader : IGenericReader
/// </summary>
public long Position { get; private set; }
public TimeSpan AnchoredTimeShift { get; set; }
/// <summary>
/// Read bits of data raw from a serialized file using Little-endian.
/// </summary>

View file

@ -37,10 +37,11 @@
<PackageReference Include="IORingGroup" Version="1.0.10" />
<PackageReference Include="CommunityToolkit.HighPerformance" Version="8.4.2" />
<PackageReference Include="LibDeflate.Bindings" Version="1.0.4" />
<PackageReference Include="System.IO.Hashing" Version="10.0.11" />
<PackageReference Include="System.IO.Hashing" Version="10.0.10" />
<PackageReference Include="ModernUO.Serialization.Annotations" Version="4.0.0" />
<PackageReference Include="ModernUO.Serialization.Generator" Version="4.0.0" PrivateAssets="all" />
<PackageReference Include="ModernUO.Serialization.Annotations" Version="2.14.2" />
<PackageReference Include="ModernUO.Serialization.Generator" Version="2.14.3" />
<PackageReference Update="Serilog" Version="4.4.0" />
</ItemGroup>
<ItemGroup>
<AdditionalFiles Include="Migrations/*.v*.json" />

View file

@ -93,21 +93,6 @@ public static class World
public static string SavePath { get; private set; }
public static WorldState WorldState { get; private set; }
public static bool Saving => WorldState == WorldState.Saving;
/// <summary>
/// UTC time the current or most recent world save started. Written into save indexes so
/// anchored timestamps can be re-based by the downtime at load.
/// </summary>
public static DateTime SaveStartTime { get; internal set; }
/// <summary>
/// The anchored-time shift for the save currently being loaded: the downtime between the
/// save's start and this load. Stamped while entity indexes are read (they all carry the
/// same anchor, since the whole save shares one <see cref="SaveStartTime" />) and applied
/// to every reader of that save's files — including <see cref="GenericPersistence" />
/// payloads, which carry no anchor of their own. Zero for saves that predate the anchor.
/// </summary>
public static TimeSpan LoadTimeShift { get; internal set; }
public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
public static bool Loading => WorldState == WorldState.Loading;
@ -302,10 +287,6 @@ public static class World
WorldState = WorldState.Saving;
// The world is frozen from here: one anchor for the whole save. Written into save
// indexes so anchored timestamps can be re-based by the downtime at load.
SaveStartTime = Core.Now;
Broadcast(0x35, true, "The world is saving, please wait.");
logger.Information("Saving world");

View file

@ -103,7 +103,6 @@ internal static class TestServerInitializer
// Registers the Accounts entity persistence; without it no test can construct an Account.
Server.Accounting.Accounts.Configure();
RaceDefinitions.Configure();
Server.Movement.Movement.Configure();
MovementImpl.Configure();
PathFollower.Configure();
World.Load();

View file

@ -1,111 +0,0 @@
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Tests;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class TreasureMapChestLiftTests
{
// Coordinates chosen to avoid overlap with Tracking (1000-4000, 1000-4000) and
// DetectHidden (1000-2400, 500) test areas.
[Fact]
public void PartialLift_MarksSplitRemainderAsLifted()
{
using var rng = new PredictableRandom(10); // RandomDouble() = 0.5, no spawn roll fires
var map = Map.Felucca;
var location = new Point3D(5000, 600, 0);
var player = CreatePlayerMobile(map, location);
var chest = new TreasureMapChest(1);
try
{
chest.MoveToWorld(location, map);
chest.Locked = false;
var gold = FindGold(chest, null);
Assert.NotNull(gold);
player.Lift(gold, 1, out var rejected, out _);
Assert.False(rejected);
// The stack split re-adds the remainder as a brand-new item. It must count as
// already lifted, otherwise every 1-coin pull grants a fresh guardian spawn roll.
var remainder = FindGold(chest, gold);
Assert.NotNull(remainder);
Assert.Contains(remainder, chest.Lifted);
Assert.Contains(gold, chest.Lifted);
}
finally
{
player.Holding?.Delete();
player.Delete();
chest.Delete();
}
}
[Fact]
public void ItemAddedAfterFill_IsMarkedLifted()
{
using var rng = new PredictableRandom(10);
var chest = new TreasureMapChest(1);
var packed = new Gold(500);
try
{
// Anything entering the chest after the initial fill (packed-back gold, split
// remainders, GM drops) was never part of the original loot and must not
// grant spawn rolls when lifted back out.
chest.DropItem(packed);
Assert.Contains(packed, chest.Lifted);
}
finally
{
chest.Delete();
}
}
[Fact]
public void OriginalFillLoot_IsNotMarkedLifted()
{
using var rng = new PredictableRandom(10);
var chest = new TreasureMapChest(1);
try
{
// The original loot must stay roll-eligible for its first lift.
Assert.True(chest.Lifted == null || chest.Lifted.Count == 0);
}
finally
{
chest.Delete();
}
}
private static Gold FindGold(TreasureMapChest chest, Gold except)
{
var items = chest.Items;
for (var i = 0; i < items.Count; i++)
{
if (items[i] is Gold gold && gold != except)
{
return gold;
}
}
return null;
}
private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
{
var mobile = new PlayerMobile(World.NewMobile);
mobile.DefaultMobileInit();
mobile.MoveToWorld(location, map);
return mobile;
}
}

View file

@ -1,211 +0,0 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Pins the reacquire gate and the AcquireOnApproachDelay gradient: every scan re-arms the
// full ReacquireDelay; enemy movement clamps the deadline to the approach delay (Zero =
// prodded scan); an illegal deadline self-heals.
[Collection("Sequential Pathfinding Tests")]
public class AcquisitionTests : IDisposable
{
private readonly List<Mobile> _created = new();
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
private sealed class WildStub : BaseCreature
{
public WildStub() : base(AIType.AI_Melee, FightMode.Closest, 16, 1) => Body = 0xC9;
public override void GetSpeeds(out double activeSpeed, out double passiveSpeed)
{
activeSpeed = 0.3;
passiveSpeed = 0.6;
}
}
private sealed class TargetStub : Mobile
{
public TargetStub() => Body = 0x190;
}
private WildStub Spawn(Map map, Point3D loc)
{
var bc = new WildStub();
bc.MoveToWorld(loc, map);
bc.AIObject.AITimer?.Stop();
_created.Add(bc);
return bc;
}
[Fact]
public void EmptyScan_HonorsReacquireDelay()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var bc = Spawn(map, new Point3D(1500, 1600, (sbyte)z));
bc.NextReacquireTime = Core.TickCount;
Assert.False(bc.AIObject.AcquireFocusMob(bc.RangePerception, FightMode.Closest, false, false, true));
Assert.InRange(bc.NextReacquireTime - Core.TickCount, 5000, 10000);
}
[Fact]
public void WedgedGate_SelfHeals()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var bc = Spawn(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.DefaultMobileInit();
target.MoveToWorld(new Point3D(1497, 1600, (sbyte)z), map);
_created.Add(target);
// Illegal deadline (beyond ReacquireDelay): must read as open, not block forever.
bc.NextReacquireTime = Core.TickCount + 60000;
Assert.True(bc.AIObject.AcquireFocusMob(bc.RangePerception, FightMode.Closest, false, false, true));
Assert.Equal(target, bc.FocusMob);
}
[Theory]
[InlineData(false, 5, true)] // an enemy moving inside approach range (10) clamps the deadline
[InlineData(true, 5, false)] // a same-team wild creature is not an enemy — ignored
[InlineData(false, 12, false)] // inside RangePerception but outside approach range — poll only
[InlineData(false, 20, false)] // outside approach range (10) is ignored
public void MovementClampsScanDeadlineOnlyForEnemiesInRange(bool wildMover, int distance, bool notices)
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var bc = Spawn(map, new Point3D(1500, 1600, (sbyte)z));
bc.NextReacquireTime = Core.TickCount + 8000;
Mobile mover;
if (wildMover)
{
mover = Spawn(map, new Point3D(1500 - distance, 1600, (sbyte)z));
}
else
{
mover = new TargetStub { Player = true };
mover.DefaultMobileInit();
mover.MoveToWorld(new Point3D(1500 - distance, 1600, (sbyte)z), map);
_created.Add(mover);
}
bc.OnMovement(mover, new Point3D(1400, 1600, (sbyte)z));
var remaining = bc.NextReacquireTime - Core.TickCount;
if (notices)
{
// Clamped to the approach delay (2s), never opened outright.
Assert.InRange(remaining, 1, (long)bc.AcquireOnApproachDelay.TotalMilliseconds);
}
else
{
Assert.True(remaining > 5000);
}
}
private sealed class InstantStub : BaseCreature
{
public InstantStub() : base(AIType.AI_Melee, FightMode.Closest, 16, 1) => Body = 0xC9;
public override TimeSpan AcquireOnApproachDelay => TimeSpan.Zero;
public override void GetSpeeds(out double activeSpeed, out double passiveSpeed)
{
activeSpeed = 0.3;
passiveSpeed = 0.6;
}
}
[Fact]
public void ZeroApproachDelay_OpensGateImmediately()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var bc = new InstantStub();
bc.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
bc.AIObject.AITimer?.Stop();
_created.Add(bc);
bc.NextReacquireTime = Core.TickCount + 8000;
var mover = new TargetStub { Player = true };
mover.DefaultMobileInit();
mover.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map);
_created.Add(mover);
bc.OnMovement(mover, new Point3D(1400, 1600, (sbyte)z));
// Zero = the gate opens and the AI is prodded to think now; no direct engage.
Assert.True(Core.TickCount - bc.NextReacquireTime >= 0);
Assert.Null(bc.Combatant);
Assert.True(bc.AIObject.AITimer.Running);
}
[Fact]
public void RepeatedMovement_DoesNotShortenBelowApproachDelay()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var bc = Spawn(map, new Point3D(1500, 1600, (sbyte)z));
bc.NextReacquireTime = Core.TickCount + 8000;
var mover = new TargetStub { Player = true };
mover.DefaultMobileInit();
mover.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map);
_created.Add(mover);
bc.OnMovement(mover, new Point3D(1400, 1600, (sbyte)z));
var afterFirst = bc.NextReacquireTime;
bc.OnMovement(mover, new Point3D(1496, 1600, (sbyte)z));
Assert.Equal(afterFirst, bc.NextReacquireTime);
}
[Fact]
public void SuccessfulAcquire_HoldsFullDelay()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var bc = Spawn(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.DefaultMobileInit();
target.MoveToWorld(new Point3D(1497, 1600, (sbyte)z), map);
_created.Add(target);
bc.NextReacquireTime = Core.TickCount;
Assert.True(bc.AIObject.AcquireFocusMob(bc.RangePerception, FightMode.Closest, false, false, true));
Assert.Equal(target, bc.FocusMob);
Assert.True(bc.NextReacquireTime - Core.TickCount > 5000);
}
}

View file

@ -40,7 +40,7 @@ public class ApproachTargetTests
for (var i = 0; i < maxTicks; i++)
{
ai.NextMove = 0;
ai.WalkMobileRange(target, 1, 1, 2);
ai.WalkMobileRange(target, 1, false, 1, 2);
if (bc.InRange(target, arriveDist))
{
return true;
@ -123,7 +123,7 @@ public class ApproachTargetTests
for (var i = 0; i < 200; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
ai.MoveTo(target, false, 1);
if (bc.InRange(target, 1))
{
arrived = true;
@ -154,7 +154,7 @@ public class ApproachTargetTests
for (var i = 0; i < 60; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
ai.MoveTo(target, true, 1);
// Target walks west every other tick for its first several steps, then stops,
// so a same-speed chaser eventually closes the gap.
@ -214,7 +214,7 @@ public class ApproachTargetTests
for (var i = 0; i < 120; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
ai.MoveTo(target, false, 1);
}
// After giving up, the creature must idle (not oscillate) while the goal is still.
@ -223,7 +223,7 @@ public class ApproachTargetTests
for (var i = 0; i < 20; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
ai.MoveTo(target, false, 1);
if (bc.Location != idleStart)
{
stayedIdle = false;

View file

@ -1,96 +0,0 @@
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Guard-following may pathfind, so this shares the pathfinding collection.
[Collection("Sequential Pathfinding Tests")]
public class GuardFollowTests
{
[Fact]
public void GuardFollow_StepsTowardMaster_AndRegistersMoveIntent()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(new Point3D(1494, 1600, (sbyte)z), map);
var pet = new PetTestStub();
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map); // 6 tiles east, open terrain
pet.SetControlMaster(master);
var ai = pet.AIObject;
ai.AITimer?.Stop(); // drive manually
pet.ControlOrder = OrderType.Guard;
ai.AITimer?.Stop(); // the order change may restart the timer
var start = pet.Location;
ai.NextMove = 0;
ai.Obey();
var moved = pet.Location != start;
var hasIntent = ai.TryGetMoveWake(out _);
var currentSpeed = pet.CurrentSpeed;
var currentMoveSpeed = pet.CurrentMoveSpeed;
pet.Delete();
master.Delete();
Assert.True(moved, "a guarding pet beyond guard range must step toward its master");
// Without a move intent, guard-following only steps on the think grid.
Assert.True(hasIntent, "guard-following must register a move intent");
// AOS return sprint on both clocks; the per-step speed flip must not undo it.
Assert.Equal(0.1, currentSpeed);
Assert.Equal(0.1, currentMoveSpeed);
}
[Fact]
public void GuardReturn_PreAOS_RunsActive()
{
var previous = Core.Expansion;
try
{
Core.Expansion = Expansion.UOR;
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(new Point3D(1494, 1600, (sbyte)z), map);
var pet = new PetTestStub();
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
pet.SetControlMaster(master);
var ai = pet.AIObject;
ai.AITimer?.Stop();
pet.ControlOrder = OrderType.Guard;
ai.AITimer?.Stop();
pet.SetCurrentSpeedToPassive(); // a stale passive state must not persist
ai.NextMove = 0;
ai.Obey();
var currentSpeed = pet.CurrentSpeed;
pet.Delete();
master.Delete();
// No sprint pre-AOS: the return runs active.
Assert.Equal(0.2, currentSpeed);
}
finally
{
Core.Expansion = previous;
}
}
}

View file

@ -1,137 +0,0 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// A guarding pet fights without leaving the Guard order, retargets toward the master's
// closest aggressor, and stands down when nothing threatens. Scene: the open
// (1495..1500, 1600) Trammel segment; targets are adjacent so no pathfinding runs.
[Collection("Sequential UOContent Tests")]
public class GuardOrderTests : IDisposable
{
private readonly List<Mobile> _created = new();
private sealed class AggressorStub : Mobile
{
public AggressorStub() => Body = 0xC9;
}
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
private (PlayerMobile master, PetTestStub pet) SpawnGuardingPet(out Map map, out int z)
{
map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out z, out _);
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
_created.Add(master);
var pet = new PetTestStub();
pet.MoveToWorld(new Point3D(1499, 1600, (sbyte)z), map);
pet.SetControlMaster(master);
_created.Add(pet);
pet.AIObject.AITimer?.Stop(); // drive manually
pet.ControlOrder = OrderType.Guard;
pet.AIObject.AITimer?.Stop(); // the order change restarts the timer
return (master, pet);
}
private AggressorStub SpawnAggressor(PetTestStub pet, Point3D loc, Mobile attacking)
{
var aggr = new AggressorStub();
aggr.MoveToWorld(loc, pet.Map);
_created.Add(aggr);
// Setup guard: the scene must stay LOS-clear and the combatant must not be vetoed.
Assert.True(pet.InLOS(aggr), $"no LOS from pet to aggressor at {loc}");
if (attacking != null)
{
aggr.Combatant = attacking;
Assert.Same(attacking, aggr.Combatant);
}
return aggr;
}
[Fact]
public void GuardEngage_KeepsGuardOrder()
{
var (master, pet) = SpawnGuardingPet(out _, out var z);
var aggr = SpawnAggressor(pet, new Point3D(1498, 1600, (sbyte)z), master);
pet.AIObject.Obey();
Assert.Same(aggr, pet.Combatant);
Assert.Equal(OrderType.Guard, pet.ControlOrder);
Assert.Equal(OrderType.Guard, pet.AIObject.PersistentOrder);
}
[Fact]
public void Guard_RetargetsToAggressorClosestToMaster()
{
var (master, pet) = SpawnGuardingPet(out _, out var z);
var far = SpawnAggressor(pet, new Point3D(1495, 1600, (sbyte)z), master);
var near = SpawnAggressor(pet, new Point3D(1498, 1600, (sbyte)z), master);
pet.Combatant = far; // already fighting the far aggressor
pet.AIObject.Obey();
Assert.Same(near, pet.Combatant); // defends the master, not the current fight
Assert.Equal(OrderType.Guard, pet.ControlOrder);
}
[Fact]
public void ExplicitAttack_ResumesGuard_WithoutChainingIntoAttack()
{
var (master, pet) = SpawnGuardingPet(out _, out var z);
// Explicit kill order on a target that then becomes invalid.
var victim = SpawnAggressor(pet, new Point3D(1498, 1600, (sbyte)z), null);
pet.ControlTarget = victim;
pet.ControlOrder = OrderType.Attack;
victim.Hidden = true;
// A second aggressor is still after the master; FightMode.Closest would chain it.
var aggr2 = SpawnAggressor(pet, new Point3D(1497, 1600, (sbyte)z), master);
pet.AIObject.Obey(); // attack completes -> resume the persistent Guard
Assert.Equal(OrderType.Guard, pet.ControlOrder);
pet.AIObject.Obey(); // the guard scan engages the remaining aggressor in-order
Assert.Same(aggr2, pet.Combatant);
Assert.Equal(OrderType.Guard, pet.ControlOrder);
}
[Fact]
public void PeacefulGuard_StandsDown()
{
var (_, pet) = SpawnGuardingPet(out _, out _);
Assert.True(pet.Warmode); // the guard order opens in war stance
pet.AIObject.Obey(); // nothing to guard against
Assert.False(pet.Warmode);
Assert.Null(pet.Combatant);
Assert.Null(pet.FocusMob);
}
}

View file

@ -1,219 +0,0 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Pins the CurrentMoveSpeed classification (verbatim active/passive maps to the matching
// move value; bespoke stays fused), SetSpeed's one-clock guarantee, and the v22 tail.
[Collection("Sequential UOContent Tests")]
public class MoveSpeedTests : IDisposable
{
// Delete spawned stubs so they don't linger in the shared static World.
private readonly List<Mobile> _created = new();
public void Dispose()
{
for (var i = 0; i < _created.Count; i++)
{
_created[i].Delete();
}
}
private sealed class SpeedStub : BaseCreature
{
// Stands in for the npc-speeds table (unconfigured in the test fixture).
public double TableActiveMove;
public double TablePassiveMove;
public SpeedStub() : base(AIType.AI_Animal) => Body = 0xC9;
public SpeedStub(Serial serial) : base(serial) => Body = 0xC9;
public override void GetSpeeds(out double activeSpeed, out double passiveSpeed)
{
activeSpeed = 0.3;
passiveSpeed = 0.6;
}
public override void GetMoveSpeeds(out double activeMoveSpeed, out double passiveMoveSpeed)
{
activeMoveSpeed = TableActiveMove;
passiveMoveSpeed = TablePassiveMove;
}
}
private SpeedStub NewCreature()
{
var bc = new SpeedStub();
_created.Add(bc);
return bc;
}
[Fact]
public void MoveSpeeds_InheritThinkValues_ByDefault()
{
var bc = NewCreature();
Assert.Equal(0.3, bc.ActiveMoveSpeed);
Assert.Equal(0.6, bc.PassiveMoveSpeed);
Assert.Equal(bc.CurrentSpeed, bc.CurrentMoveSpeed);
}
[Fact]
public void CurrentMoveSpeed_ResolvesPerMode_WhenOverridden()
{
var bc = NewCreature();
bc.SetMoveSpeed(0.45, 0.9);
// SetSpeed left the creature passive; the think clock is untouched.
Assert.Equal(0.6, bc.CurrentSpeed);
Assert.Equal(0.9, bc.CurrentMoveSpeed);
bc.SetCurrentSpeedToActive();
Assert.Equal(0.3, bc.CurrentSpeed);
Assert.Equal(0.45, bc.CurrentMoveSpeed);
}
[Fact]
public void CurrentMoveSpeed_BespokePace_StaysFused()
{
var bc = NewCreature();
bc.SetMoveSpeed(0.45, 0.9);
// Neither think value verbatim, so both clocks run it.
bc.CurrentSpeed = 0.11;
Assert.Equal(0.11, bc.CurrentMoveSpeed);
}
[Fact]
public void SetSpeed_ClearsMoveOverrides()
{
var bc = NewCreature();
bc.SetMoveSpeed(0.45, 0.9);
bc.SetSpeed(0.2, 0.4);
Assert.Equal(0.2, bc.ActiveMoveSpeed);
Assert.Equal(0.4, bc.PassiveMoveSpeed);
}
[Fact]
public void NonPositiveMoveSpeed_ClearsThatOverride()
{
var bc = NewCreature();
bc.SetMoveSpeed(0.45, 0.9);
bc.ActiveMoveSpeed = 0;
Assert.Equal(0.3, bc.ActiveMoveSpeed); // inheriting again
Assert.Equal(0.9, bc.PassiveMoveSpeed); // other override untouched
}
[Fact]
public void ScaleMoveSpeed_ScalesOverrides_LeavesInheritAlone()
{
var bc = NewCreature();
bc.ActiveMoveSpeed = 0.6; // passive left inheriting
bc.ScaleMoveSpeed(1.0 / 1.2);
Assert.Equal(0.5, bc.ActiveMoveSpeed);
Assert.Equal(bc.PassiveSpeed, bc.PassiveMoveSpeed); // still inheriting, not 0 * scalar
}
[Fact]
public void Herding_DrivesMoveClock_ThinkUntouched()
{
var bc = NewCreature(); // think 0.3/0.6, passive
bc.SetMoveSpeed(0.45, 1.05);
bc.TargetLocation = new Point2D(10, 10);
Assert.Equal(0.6, bc.CurrentSpeed); // think clock unaffected by herding
Assert.Equal(0.3, bc.CurrentMoveSpeed); // fixed herding pace, not 1.05
bc.TargetLocation = null;
Assert.Equal(1.05, bc.CurrentMoveSpeed);
}
[Fact]
public void SnapSpeedsToTable_UndoesScalingDrift_KeepsTunedValues()
{
var bc = NewCreature();
bc.TableActiveMove = 0.45;
bc.TablePassiveMove = 0.9;
bc.SetMoveSpeed(0.45, 0.9);
// 0.45 and 0.9 do not survive /1.2 then *1.2 bit-exactly.
bc.ScaleMoveSpeed(1.0 / 1.2);
bc.ScaleMoveSpeed(1.2);
Assert.NotEqual(0.45, bc.ActiveMoveSpeed);
bc.SnapSpeedsToTable();
Assert.Equal(0.45, bc.ActiveMoveSpeed);
Assert.Equal(0.9, bc.PassiveMoveSpeed);
// A hand-tuned value is nowhere near the epsilon and must keep.
bc.SetMoveSpeed(0.7, 0.9);
bc.SnapSpeedsToTable();
Assert.Equal(0.7, bc.ActiveMoveSpeed);
}
[Fact]
public void Migration_MatchingThinkSpeeds_AdoptTableMoveValues()
{
var bc = NewCreature(); // think 0.3/0.6, matching its table entry
bc.TableActiveMove = 0.45;
bc.TablePassiveMove = 0.9;
bc.MigrateMoveSpeeds();
Assert.Equal(0.45, bc.ActiveMoveSpeed);
Assert.Equal(0.9, bc.PassiveMoveSpeed);
}
[Fact]
public void Migration_TunedThinkSpeeds_KeepInheriting()
{
var bc = NewCreature();
bc.SetSpeed(0.35, 0.6); // hand-tuned: no longer matches the table entry
bc.TableActiveMove = 0.45;
bc.TablePassiveMove = 0.9;
bc.MigrateMoveSpeeds();
Assert.Equal(0.35, bc.ActiveMoveSpeed);
Assert.Equal(0.6, bc.PassiveMoveSpeed);
}
[Theory]
[InlineData(true)]
[InlineData(false)]
public void MoveSpeedOverrides_SurviveSerialization(bool overridden)
{
var bc = NewCreature();
if (overridden)
{
bc.SetMoveSpeed(0.45, 0.9);
}
var writer = new BufferWriter(true);
bc.Serialize(writer);
var buffer = new byte[writer.Position];
writer.Buffer.AsSpan(0, (int)writer.Position).CopyTo(buffer);
var copy = new SpeedStub(World.NewMobile);
_created.Add(copy);
var reader = new BufferReader(buffer);
copy.Deserialize(reader);
// The v22 tail is the last block; exact consumption catches any offset mistake.
Assert.Equal(buffer.Length, reader.Position);
Assert.Equal(overridden ? 0.45 : 0.3, copy.ActiveMoveSpeed);
Assert.Equal(overridden ? 0.9 : 0.6, copy.PassiveMoveSpeed);
}
}

View file

@ -1,222 +0,0 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Pet order handlers own the speed clocks; combat chases and herding keep their own pacing.
[Collection("Sequential UOContent Tests")]
public class PetPacingTests : IDisposable
{
private readonly List<Mobile> _created = new();
private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
{
var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
_created.Add(pair.master);
_created.Add(pair.pet);
return pair;
}
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
// Movement orders run active, resting orders run passive; the move clock follows.
[Fact]
public void OrderIssue_SetsThinkClock()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.SetMoveSpeed(0.3, 0.9);
pet.SetCurrentSpeedToPassive();
pet.ControlOrder = OrderType.Come;
Assert.Equal(0.2, pet.CurrentSpeed);
Assert.Equal(0.3, pet.CurrentMoveSpeed); // verbatim active -> activeMove
pet.ControlOrder = OrderType.Stay;
Assert.Equal(0.4, pet.CurrentSpeed);
Assert.Equal(0.9, pet.CurrentMoveSpeed);
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow;
Assert.Equal(0.2, pet.CurrentSpeed);
pet.ControlOrder = OrderType.Guard;
Assert.Equal(0.2, pet.CurrentSpeed);
}
// AOS: following the master sprints at a bespoke 0.1 on both clocks.
[Fact]
public void FollowMaster_ObeySprints()
{
var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.SetMoveSpeed(0.3, 0.9);
pet.AIObject.AITimer?.Stop();
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow; // fixture era is EJ
pet.AIObject.Obey();
Assert.Equal(0.1, pet.CurrentSpeed);
Assert.Equal(0.1, pet.CurrentMoveSpeed);
}
// At the master's side a guarding pet stays active: no stale-warmode passive, no sprint.
[Fact]
public void GuardAtMastersSide_IsActive()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.SetMoveSpeed(0.3, 0.9);
pet.AIObject.AITimer?.Stop();
pet.SetCurrentSpeedToPassive();
pet.ControlOrder = OrderType.Guard;
pet.AIObject.Obey(); // nothing to guard against, master adjacent
Assert.Equal(0.2, pet.CurrentSpeed);
Assert.Equal(0.3, pet.CurrentMoveSpeed);
}
// A pet chasing a combatant keeps the move table.
[Fact]
public void CombatChasingPet_KeepsMoveTable()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
var target = new PetTestStub();
target.MoveToWorld(new Point3D(1003, 1000, 0), Map.Felucca);
_created.Add(target);
pet.SetMoveSpeed(0.3, 0.9);
pet.ControlOrder = OrderType.Guard;
pet.Combatant = target;
pet.SetCurrentSpeedToActive();
Assert.Equal(0.3, pet.CurrentMoveSpeed);
}
// Herding overrides order pacing.
[Fact]
public void HerdedObeyingPet_KeepsHerdingPace()
{
var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
pet.SetMoveSpeed(0.45, 0.9);
pet.SetCurrentSpeedToPassive();
pet.TargetLocation = new Point2D(1010, 1010);
Assert.Equal(0.3, pet.CurrentMoveSpeed); // fixed herding pace
}
private sealed class ThinkProbe : PetTestStub
{
public int Thinks;
public override void OnThink()
{
Thinks++;
base.OnThink();
}
}
private (PlayerMobile master, ThinkProbe pet) SpawnProbe()
{
var master = new PlayerMobile(World.NewMobile);
master.DefaultMobileInit();
master.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
_created.Add(master);
var pet = new ThinkProbe();
pet.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
pet.SetControlMaster(master);
_created.Add(pet);
return (master, pet);
}
// Advances time in 8ms lockstep so the wheel and Core.TickCount stay in sync.
private static void RunFor(long ms)
{
var deadline = Core._tickCount + ms;
while (Core._tickCount < deadline)
{
Core._tickCount += 8;
Timer.Slice(Core._tickCount);
}
}
private static bool RunUntil(Func<bool> condition, long maxMs)
{
var deadline = Core._tickCount + maxMs;
while (Core._tickCount < deadline)
{
if (condition())
{
return true;
}
Core._tickCount += 8;
Timer.Slice(Core._tickCount);
}
return condition();
}
// Runs past the spawn stagger; returns right after a think with the next 0.4s away.
private ThinkProbe SettledProbe(out PlayerMobile master)
{
Core._tickCount = 0;
Timer.Init(0);
var (m, pet) = SpawnProbe();
master = m;
pet.ForceIdle = true; // no wandering; pure cadence
pet.ControlOrder = OrderType.Stay;
var settled = RunUntil(() => pet.Thinks >= 2, 8000);
Assert.True(settled, "the AI must reach a steady think cadence");
return pet;
}
[Fact]
public void OrderChange_WakesStaleThinkTimer()
{
var pet = SettledProbe(out var master);
var thinksBefore = pet.Thinks;
RunFor(200); // mid-wait, next think ~200ms out
Assert.Equal(thinksBefore, pet.Thinks);
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow;
RunFor(80);
Assert.True(pet.Thinks > thinksBefore, "a fresh order must wake the AI promptly");
}
[Fact]
public void SpeedUp_ReschedulesPendingWake()
{
var pet = SettledProbe(out _);
var thinksBefore = pet.Thinks;
RunFor(200); // mid-wait, next think ~200ms out
Assert.Equal(thinksBefore, pet.Thinks);
pet.CurrentSpeed = 0.1;
RunFor(120);
Assert.True(pet.Thinks > thinksBefore, "a speed-up must reschedule the pending wake");
}
}

View file

@ -1,162 +0,0 @@
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// The Running bit is derived from the step pace: a step shorter than the client's walk
// interpolation (400ms on foot, 200ms mounted/flying) is flagged as a run.
[Collection("Sequential Pathfinding Tests")]
public class RunFlagTests : System.IDisposable
{
private readonly List<Mobile> _created = new();
private PetTestStub Spawn(double activeMove)
{
var pet = new PetTestStub();
pet.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
pet.AIObject.AITimer?.Stop();
pet.SetMoveSpeed(activeMove, activeMove * 3);
pet.SetCurrentSpeedToActive();
pet.LastMoveTime = Core.TickCount; // mid-cadence unless a test says otherwise
_created.Add(pet);
return pet;
}
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
[Theory]
[InlineData(0.3, true)]
[InlineData(0.125, true)]
[InlineData(0.4, false)]
[InlineData(0.45, false)]
[InlineData(1.05, false)]
public void FootCreature_RunsOnlyWhenFasterThanWalk(double activeMove, bool expected)
{
var pet = Spawn(activeMove);
Assert.Equal(activeMove, pet.CurrentMoveSpeed);
Assert.Equal(expected, pet.AIObject.ShouldRun());
}
[Theory]
[InlineData(0.3, false)]
[InlineData(0.15, true)]
public void FlyingCreature_UsesMountThresholds(double activeMove, bool expected)
{
var pet = Spawn(activeMove);
pet.Flying = true;
Assert.Equal(expected, pet.AIObject.ShouldRun());
}
[Fact]
public void BadlyHurt_SlowsBelowWalk_DropsToWalk()
{
var pet = Spawn(0.35);
Assert.True(pet.AIObject.ShouldRun());
// The hurt inflation is on the observed step pace, so the flag follows it.
pet.SetHits(100);
pet.Hits = 5;
pet.SetStam(100);
pet.Stam = 5;
Assert.False(pet.AIObject.ShouldRun());
}
[Theory]
[InlineData(0.3, true)]
[InlineData(0.45, false)]
public void DoMove_StampsRunningBit(double activeMove, bool expected)
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var pet = Spawn(activeMove);
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
var ai = pet.AIObject;
ai.NextMove = 0;
var start = pet.Location;
Assert.True(ai.DoMove(Direction.West));
Assert.NotEqual(start, pet.Location);
Assert.Equal(expected, (pet.Direction & Direction.Running) != 0);
}
// An isolated step (after standing at least a walk interval) renders alone and darts
// if run-flagged, so it walks; continuing cadences and true sprinters keep the flag.
[Fact]
public void IsolatedStep_DropsToWalk()
{
var pet = Spawn(0.3);
pet.LastMoveTime = Core.TickCount - 1000;
Assert.False(pet.AIObject.ShouldRun());
}
[Fact]
public void IsolatedStep_SprinterStillRuns()
{
var pet = Spawn(0.125);
pet.LastMoveTime = Core.TickCount - 1000;
Assert.True(pet.AIObject.ShouldRun());
}
[Fact]
public void StallDoesNotBankCatchUpSteps()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var pet = Spawn(0.3);
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
var ai = pet.AIObject;
ai.NextMove = Core.TickCount - 1000;
Assert.True(ai.DoMove(Direction.West));
// A stall must restart the cadence at full pace: banked catch-up steps
// release as a burst the client renders as a sprint/teleport.
Assert.False(ai.CanMoveNow(out _));
Assert.True(ai.NextMove - Core.TickCount > 250);
}
[Fact]
public void LateStepDoesNotEarnAQuickerFollowUp()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var pet = Spawn(0.3);
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map);
pet.Warmode = true; // keep the active move clock through the step
var ai = pet.AIObject;
// The step lands 200ms past the budget — under one period, the reactive
// mirroring case (think grid vs budget deadline misalignment).
ai.NextMove = Core.TickCount - 200;
Assert.True(ai.DoMove(Direction.West));
// The debt must not be repaid: a sub-period catch-up step follows ~100ms
// behind and renders as a dart pair beside the player.
Assert.True(ai.NextMove - Core.TickCount > 250);
}
}

View file

@ -1,146 +0,0 @@
using System.Collections.Generic;
using Server.Mobiles;
using Xunit;
namespace Server.Tests;
/// <summary>
/// Pins the looting-rights rules that the inline damage entry list has to keep producing: the
/// returned stores are sorted by damage descending, the first (least recent) damager takes the
/// 1.25x bonus, the hitsMax band decides who clears the threshold, and a pet's damage is credited
/// to its damage master rather than to the pet.
/// </summary>
[Collection("Sequential UOContent Tests")]
public class LootingRightsTests
{
private class TestMobile : Mobile
{
}
private class PetMobile : Mobile
{
public Mobile Master { get; set; }
public override Mobile GetDamageMaster(Mobile damagee) => Master;
}
// GetLootingRights only ever credits mobiles flagged as players.
private static TestMobile NewPlayer() => new() { Player = true };
private static DamageStore FindStore(List<DamageStore> rights, Mobile m)
{
for (var i = 0; i < rights.Count; i++)
{
if (rights[i].m_Mobile == m)
{
return rights[i];
}
}
return null;
}
[Fact]
public void TwoPlayerDamagers_SortDescending_AndTheFirstDamagerTakesTheBonus()
{
var victim = new TestMobile();
var first = NewPlayer();
var second = NewPlayer();
try
{
victim.RegisterDamage(100, first);
victim.RegisterDamage(40, second); // second is the most recent, first is the "first damager"
// hitsMax < 200 puts the bar at topDamage / 2.
var rights = BaseCreature.GetLootingRights(victim.DamageEntries, 100);
Assert.Equal(2, rights.Count);
// Sorted by damage descending.
Assert.True(rights[0].m_Damage >= rights[1].m_Damage);
Assert.Same(first, rights[0].m_Mobile);
Assert.Same(second, rights[1].m_Mobile);
// The first damager - the least recent entry - gets the 1.25x bonus; nobody else does.
Assert.Equal(125, rights[0].m_Damage);
Assert.Equal(40, rights[1].m_Damage);
// topDamage 125 / 2 = 62, so 40 is below the bar.
Assert.True(rights[0].m_HasRight);
Assert.False(rights[1].m_HasRight);
}
finally
{
victim.Delete();
first.Delete();
second.Delete();
}
}
[Fact]
public void HitsMaxBand_MovesTheRightsThreshold()
{
var victim = new TestMobile();
var first = NewPlayer();
var second = NewPlayer();
try
{
victim.RegisterDamage(100, first);
victim.RegisterDamage(40, second);
// hitsMax >= 200 drops the bar to topDamage / 4 = 31, which 40 clears.
var rights = BaseCreature.GetLootingRights(victim.DamageEntries, 200);
Assert.Equal(2, rights.Count);
Assert.True(rights[0].m_HasRight);
Assert.True(rights[1].m_HasRight);
Assert.Same(second, rights[1].m_Mobile);
}
finally
{
victim.Delete();
first.Delete();
second.Delete();
}
}
[Fact]
public void PetDamage_CreditsTheMaster_NotThePet()
{
var victim = new TestMobile();
var master = NewPlayer();
var pet = new PetMobile { Master = master };
var wild = new TestMobile(); // no damage master, and not a player
try
{
victim.RegisterDamage(50, pet);
victim.RegisterDamage(20, wild);
var rights = BaseCreature.GetLootingRights(victim.DamageEntries, 100);
// The master is credited through the entry's Responsible sub-entry, and is the only one.
Assert.Single(rights);
var masterStore = FindStore(rights, master);
Assert.NotNull(masterStore);
Assert.Equal(62, masterStore.m_Damage); // 50, then the first-damager 1.25x bonus
Assert.True(masterStore.m_HasRight);
// The pet's own damage was fully handed to the master, so it earns no store.
Assert.Null(FindStore(rights, pet));
// A non-player damager earns nothing even when its damage was never reassigned.
Assert.Null(FindStore(rights, wild));
}
finally
{
victim.Delete();
master.Delete();
pet.Delete();
wild.Delete();
}
}
}

View file

@ -20,8 +20,8 @@ using Xunit;
namespace Server.Tests.Network.AutoDenylists;
// Static store, so every test resets it first and none may run alongside another.
// Addresses come from TEST-NET-2 (198.51.100.0/24).
// Static store, so every test resets it first. Addresses come from TEST-NET-2 (198.51.100.0/24).
// Sequential: the cap tests reach Sweep, which rents from STArrayPool, which is not thread-safe.
[Collection("Sequential UOContent Tests")]
public class AutoDenylistTests
{
@ -62,11 +62,8 @@ public class AutoDenylistTests
Assert.Equal(0, AutoDenylist.Count);
}
// Not refreshed on purpose: it is what keeps insertion order equal to expiry order, so retiring lapsed
// entries costs the number expiring instead of the number held. A flooder whose hold lapses trips the
// rate limiter on its next attempt -- which runs ahead of the connection filters -- and is held again.
[Fact]
public void Repeat_detection_does_not_extend_the_hold()
public void Repeat_detection_extends_the_hold()
{
Reset();
var ip = IPAddress.Parse("198.51.100.13");
@ -74,72 +71,8 @@ public class AutoDenylistTests
AutoDenylist.Hold(ip, BanReasons.SilentConnect, Now);
AutoDenylist.Hold(ip, BanReasons.SilentConnect, Now + DurationMs - 1);
Assert.Equal(1, AutoDenylist.Count); // no duplicate
Assert.True(AutoDenylist.IsDenied(ip, Now + DurationMs - 1));
Assert.False(AutoDenylist.IsDenied(ip, Now + DurationMs + 1)); // lapses from the FIRST detection
}
// The ring carries the expiry and the set carries membership; if they ever disagree, an address is
// either denied forever or retired early.
[Fact]
public void Ring_and_set_stay_in_step()
{
Reset(maxEntries: 4);
for (var i = 0; i < 8; i++)
{
AutoDenylist.Hold(IPAddress.Parse($"198.51.100.{70 + i}"), BanReasons.InvalidSeed, Now);
}
Assert.Equal(4, AutoDenylist.Count);
Assert.Equal(AutoDenylist.Count, AutoDenylist.RingCount);
AutoDenylist.Release(IPAddress.Parse("198.51.100.71"));
Assert.Equal(3, AutoDenylist.Count);
Assert.Equal(AutoDenylist.Count, AutoDenylist.RingCount);
AutoDenylist.Drain(Now + DurationMs + 1);
Assert.Equal(0, AutoDenylist.Count);
Assert.Equal(0, AutoDenylist.RingCount);
}
// The ring grows in doublings but is capped at maxEntries, which is not a power of two. Filling exactly
// to it must land on the last slot rather than off the end.
[Fact]
public void Ring_fills_exactly_to_a_non_power_of_two_cap()
{
Reset(maxEntries: 100);
for (var i = 0; i < 120; i++)
{
AutoDenylist.Hold(IPAddress.Parse($"198.51.100.{i}"), BanReasons.InvalidSeed, Now);
}
Assert.Equal(100, AutoDenylist.Count);
Assert.Equal(100, AutoDenylist.RingCount);
// And the whole ring still drains, so no slot was stranded by a wrapped write.
AutoDenylist.Drain(Now + DurationMs + 1);
Assert.Equal(0, AutoDenylist.Count);
Assert.Equal(0, AutoDenylist.RingCount);
}
// Releasing leaves no ring record behind, so a re-detection is not retired by the old one.
[Fact]
public void Release_then_re_hold_is_not_retired_by_the_stale_record()
{
Reset();
var ip = IPAddress.Parse("198.51.100.15");
AutoDenylist.Hold(ip, BanReasons.RateLimit, Now);
AutoDenylist.Release(ip);
var later = Now + DurationMs - 1;
AutoDenylist.Hold(ip, BanReasons.RateLimit, later);
// The first hold's expiry has passed; the second must survive it.
Assert.True(AutoDenylist.IsDenied(ip, Now + DurationMs + 1));
Assert.Equal(1, AutoDenylist.RingCount);
Assert.True(AutoDenylist.IsDenied(ip, Now + DurationMs + 1)); // would have lapsed without the second
Assert.Equal(1, AutoDenylist.Count); // and did not add a duplicate
}
[Fact]

View file

@ -28,15 +28,15 @@ public class BanExemptionsTests
private static readonly IPAddress _listed = IPAddress.Parse("192.0.2.10");
private static readonly IPAddress _unlisted = IPAddress.Parse("192.0.2.11");
private static void WithManualAllowlist(string contents) =>
ManualAllowlist.LoadForTesting(BlocklistSnapshot.Build(Encoding.ASCII.GetBytes(contents), out _, out _));
private static void WithFileAllowlist(string contents) =>
FileAllowlist.LoadForTesting(BlocklistSnapshot.Build(Encoding.ASCII.GetBytes(contents), out _, out _));
private static void WithEmptyManualAllowlist() => ManualAllowlist.LoadForTesting(BlocklistSnapshot.Empty);
private static void WithEmptyFileAllowlist() => FileAllowlist.LoadForTesting(BlocklistSnapshot.Empty);
[Fact]
public void Manual_allowlist_exempts_behavioral_contributions()
public void File_allowlist_exempts_behavioral_contributions()
{
WithManualAllowlist("192.0.2.10");
WithFileAllowlist("192.0.2.10");
// Subtracting from the blocklist does nothing for behavioural detections, which never consult it.
Assert.True(BanExemptions.IsExempt(_listed, BanReasons.ForeignProtocol, NeverCalled));
@ -46,10 +46,10 @@ public class BanExemptionsTests
}
[Fact]
public void Manual_allowlist_covers_cidr_entries()
public void File_allowlist_covers_cidr_entries()
{
// Carve-outs are CIDRs, so a shared-CGNAT player is only covered if ranges work here.
WithManualAllowlist("192.0.2.0/24");
WithFileAllowlist("192.0.2.0/24");
Assert.True(BanExemptions.IsExempt(_listed, BanReasons.RateLimit, NeverCalled));
Assert.True(BanExemptions.IsExempt(IPAddress.Parse("192.0.2.254"), BanReasons.RateLimit, NeverCalled));
@ -57,9 +57,9 @@ public class BanExemptionsTests
}
[Fact]
public void Manual_bans_are_never_exempt_even_when_allowlisted()
public void Manual_bans_are_never_exempt_even_when_file_allowlisted()
{
WithManualAllowlist("192.0.2.10");
WithFileAllowlist("192.0.2.10");
// An explicit decision outranks the operator's own carve-out, and must not cost a strike.
Assert.False(BanExemptions.IsExempt(_listed, BanReasons.Manual, NeverCalled));
@ -68,16 +68,16 @@ public class BanExemptionsTests
[Fact]
public void Unopted_reasons_are_never_exempt()
{
WithManualAllowlist("192.0.2.10");
WithFileAllowlist("192.0.2.10");
Assert.False(BanExemptions.IsExempt(_listed, BanReasons.Blocklist, NeverCalled));
Assert.False(BanExemptions.IsExempt(_listed, "some-future-reason", NeverCalled));
}
[Fact]
public void Manual_allowlist_does_not_spend_the_earned_lists_strikes()
public void File_allowlist_does_not_spend_the_earned_lists_strikes()
{
WithManualAllowlist("192.0.2.10");
WithFileAllowlist("192.0.2.10");
// Unconditional, so the revocable list must not be consulted -- that would burn a strike.
Assert.True(BanExemptions.IsExempt(_listed, BanReasons.RateLimit, NeverCalled));
@ -86,7 +86,7 @@ public class BanExemptionsTests
[Fact]
public void Falls_through_to_the_login_allowlist_when_not_file_listed()
{
WithEmptyManualAllowlist();
WithEmptyFileAllowlist();
var consulted = 0;
@ -107,7 +107,7 @@ public class BanExemptionsTests
[Fact]
public void Null_address_is_never_exempt()
{
WithEmptyManualAllowlist();
WithEmptyFileAllowlist();
Assert.False(BanExemptions.IsExempt(null, BanReasons.RateLimit, NeverCalled));
}

View file

@ -30,7 +30,6 @@ public class BlocklistConfigurationTests
{
var original = new BlocklistSettings
{
Enabled = true,
File = "D:/shared/ip-blocklist.txt",
ReloadInterval = TimeSpan.FromMinutes(5),
ReportHits = false,
@ -40,7 +39,6 @@ public class BlocklistConfigurationTests
var json = JsonConfig.Serialize(original);
Assert.Contains("\"enabled\"", json);
Assert.Contains("\"file\"", json);
Assert.Contains("\"reloadInterval\"", json);
Assert.Contains("\"reportHits\"", json);
@ -50,7 +48,6 @@ public class BlocklistConfigurationTests
var restored = JsonSerializer.Deserialize<BlocklistSettings>(json, JsonConfig.DefaultOptions);
Assert.NotNull(restored);
Assert.Equal(original.Enabled, restored.Enabled);
Assert.Equal(original.File, restored.File);
Assert.Equal(original.ReloadInterval, restored.ReloadInterval);
Assert.Equal(original.ReportHits, restored.ReportHits);
@ -58,13 +55,6 @@ public class BlocklistConfigurationTests
Assert.Equal(original.PromoteSuppression, restored.PromoteSuppression);
}
// The point of the flag: a shard that never opts in must not start the reload poll.
[Fact]
public void Blocklist_is_off_by_default()
{
Assert.False(new BlocklistSettings().Enabled);
}
// The generator (tools/Export-IpBlocklist.ps1) writes to this path by default; if one side moves
// without the other, a shard silently enforces nothing.
[Fact]

View file

@ -1,66 +0,0 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: ManualAllowlistConfigurationTests.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Text.Json;
using Server.Json;
using Server.Network.Bans;
using Xunit;
namespace Server.Tests.Network.ManualAllowlists;
public class ManualAllowlistConfigurationTests
{
// Locks the JsonConfig casing contract: JsonConfig's options are case-SENSITIVE, so every settings
// member must carry an explicit [JsonPropertyName("camelCase")] or it silently binds nothing.
[Fact]
public void ManualAllowlistSettings_RoundTripsThroughJsonConfig()
{
var original = new ManualAllowlistSettings
{
Enabled = true,
Files = ["D:/shared/ip-allowlist*.txt"],
ReloadInterval = TimeSpan.FromMinutes(5)
};
var json = JsonConfig.Serialize(original);
Assert.Contains("\"enabled\"", json);
Assert.Contains("\"files\"", json);
Assert.Contains("\"reloadInterval\"", json);
var restored = JsonSerializer.Deserialize<ManualAllowlistSettings>(json, JsonConfig.DefaultOptions);
Assert.NotNull(restored);
Assert.Equal(original.Enabled, restored.Enabled);
Assert.Equal(original.Files, restored.Files);
Assert.Equal(original.ReloadInterval, restored.ReloadInterval);
}
// The point of the flag: a shard that never opts in must not start the reload poll.
[Fact]
public void Manual_allowlist_is_off_by_default()
{
Assert.False(new ManualAllowlistSettings().Enabled);
}
// The generator creates ip-allowlist.txt beside the blocklist; the wildcard is what picks up a
// carve-out file (-RefreshCarveouts writes ip-allowlist-starlink.txt) with no config edit.
[Fact]
public void Default_pattern_matches_the_generator_output_path()
{
Assert.Equal(["Configuration/ip-allowlist*.txt"], new ManualAllowlistSettings().Files);
}
}

View file

@ -4,9 +4,9 @@
<Configurations>Debug;Release;Analyze</Configurations>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.9.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.8.1" />
<PackageReference Include="xunit" Version="2.9.3" />
<PackageReference Include="xunit.runner.visualstudio" Version="4.0.0">
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.5">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
@ -15,6 +15,7 @@
<ProjectReference Include="..\UOContent\UOContent.csproj" />
<ProjectReference Include="..\Server.Tests\Server.Tests.csproj" />
<DataFiles Include="$(SolutionDir)\Distribution\Data\**" />
<PackageReference Update="Serilog" Version="4.4.0" />
</ItemGroup>
<Target Name="CopyData" AfterTargets="AfterBuild">
<Copy SourceFiles="@(DataFiles)" DestinationFolder="$(OutDir)\Data\%(RecursiveDir)" />

View file

@ -6,27 +6,27 @@ namespace Server.Engines.BulkOrders;
public partial class BOBFilter
{
[SerializableField(0)]
[SaveFlag(nameof(ShouldSerializeType))]
private int _type;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeType() => _type != 0;
[SerializableField(1)]
[SaveFlag(nameof(ShouldSerializeQuality))]
private int _quality;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeQuality() => _quality != 0;
[SerializableField(2)]
[SaveFlag(nameof(ShouldSerializeMaterial))]
private int _material;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeMaterial() => _material != 0;
[SerializableField(3)]
[SaveFlag(nameof(ShouldSerializeQuantity))]
private int _quantity;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeQuantity() => _quantity != 0;
private void Deserialize(IGenericReader reader, int version)

View file

@ -33,13 +33,17 @@ public partial class ChampionSkullBrazier : AddonComponent
[SerializedCommandProperty(AccessLevel.GameMaster)]
private ChampionSkullPlatform _platform;
[SerializableField(2, fieldChanged: nameof(OnSkullChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private Item _skull;
private void OnSkullChanged(Item oldValue, Item newValue)
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public Item Skull
{
_platform?.Validate();
get => _skull;
set
{
_skull = value;
this.MarkDirty();
_platform?.Validate();
}
}
public override int LabelNumber => 1049489 + (int)_type;

View file

@ -18,7 +18,6 @@ using System.Net;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using ModernUO.Serialization;
using Server.Collections;
using Server.Engines.Virtues;
using Server.Gumps;
using Server.Items;
@ -28,44 +27,16 @@ using Server.Logging;
namespace Server.Engines.CannedEvil;
[SerializationGenerator(11, false)]
[SerializationGenerator(10, false)]
public partial class ChampionSpawn : Item
{
private void MigrateFrom(V10Content content)
{
_level = content.Level;
_activatedByProximity = content.ActivatedByProximity;
_nextProximityTime = content.NextProximityTime;
_maxLevel = content.MaxLevel;
_activatedByValor = content.ActivatedByValor;
_damageEntries = content.DamageEntries;
_confinedRoaming = content.ConfinedRoaming;
_idol = content.Idol;
_hasBeenAdvanced = content.HasBeenAdvanced;
_spawnArea = content.SpawnArea;
_randomizeType = content.RandomizeType;
_kills = content.Kills;
_active = content.Active;
_type = content.Type;
_creatures = content.Creatures;
_redSkulls = content.RedSkulls;
_whiteSkulls = content.WhiteSkulls;
_platform = content.Platform;
_altar = content.Altar;
_expireDelay = content.ExpireDelay;
_expireTime = content.ExpireTime;
_champion = content.Champion;
_restartDelay = content.RestartDelay;
_restartTime = content.RestartTime;
}
private static readonly ILogger logger = LogFactory.GetLogger(typeof(ChampionSpawn));
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _activatedByProximity;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(2)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _nextProximityTime;
@ -125,7 +96,7 @@ public partial class ChampionSpawn : Item
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _expireDelay;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(20)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _expireTime;
@ -138,7 +109,7 @@ public partial class ChampionSpawn : Item
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _restartDelay;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(23, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _restartTime;
@ -232,38 +203,47 @@ public partial class ChampionSpawn : Item
}
}
[SerializableField(3, allowFieldChange: nameof(AllowMaxLevelChange))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private int _maxLevel;
private bool AllowMaxLevelChange(ref int value)
[SerializableProperty(3)]
[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
public int MaxLevel
{
value = Math.Clamp(value, 0, 18);
return true;
get => _maxLevel;
set => _maxLevel = Math.Clamp(value, 0, 18);
}
[SerializableField(9, fieldChanged: nameof(OnSpawnAreaChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private Rectangle2D _spawnArea;
private void OnSpawnAreaChanged(Rectangle2D oldValue, Rectangle2D newValue)
[SerializableProperty(9)]
[CommandProperty(AccessLevel.GameMaster)]
public Rectangle2D SpawnArea
{
UpdateRegion();
}
[SerializableField(11, fieldChanged: nameof(OnKillsChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _kills;
private void OnKillsChanged(int oldValue, int newValue)
{
var n = _kills / (double)MaxKills;
var p = (int)(n * 100);
if (p < 90)
get => _spawnArea;
set
{
SetWhiteSkullCount(p / 20);
_spawnArea = value;
this.MarkDirty();
InvalidateProperties();
UpdateRegion();
}
}
[SerializableProperty(11)]
[CommandProperty(AccessLevel.GameMaster)]
public int Kills
{
get => _kills;
set
{
_kills = value;
this.MarkDirty();
var n = _kills / (double)MaxKills;
var p = (int)(n * 100);
if (p < 90)
{
SetWhiteSkullCount(p / 20);
}
InvalidateProperties();
}
}
@ -1182,6 +1162,11 @@ public partial class ChampionSpawn : Item
foreach (var de in m.DamageEntries)
{
if (de.HasExpired)
{
continue;
}
var damager = de.Damager;
var master = damager.GetDamageMaster(m);

View file

@ -51,9 +51,9 @@ public partial class ChampionTitleContext
}
[SerializableField(1)]
[SaveFlag(nameof(ShouldSerializeAbyss))]
private ChampionTitle _abyss;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeAbyss() => _abyss != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -71,9 +71,9 @@ public partial class ChampionTitleContext
}
[SerializableField(2)]
[SaveFlag(nameof(ShouldSerializeArachnid))]
private ChampionTitle _arachnid;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeArachnid() => _arachnid != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -91,9 +91,9 @@ public partial class ChampionTitleContext
}
[SerializableField(3)]
[SaveFlag(nameof(ShouldSerializeColdBlood))]
private ChampionTitle _coldBlood;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeColdBlood() => _coldBlood != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -111,9 +111,9 @@ public partial class ChampionTitleContext
}
[SerializableField(4)]
[SaveFlag(nameof(ShouldSerializeForestLord))]
private ChampionTitle _forestLord;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeForestLord() => _forestLord != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -131,9 +131,9 @@ public partial class ChampionTitleContext
}
[SerializableField(5)]
[SaveFlag(nameof(ShouldSerializeVerminHorde))]
private ChampionTitle _verminHorde;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializeVerminHorde() => _verminHorde != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -151,9 +151,9 @@ public partial class ChampionTitleContext
}
[SerializableField(6)]
[SaveFlag(nameof(ShouldSerializeUnholyTerror))]
private ChampionTitle _unholyTerror;
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeUnholyTerror() => _unholyTerror != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -171,9 +171,9 @@ public partial class ChampionTitleContext
}
[SerializableField(7)]
[SaveFlag(nameof(ShouldSerializeSleepingDragon))]
private ChampionTitle _sleepingDragon;
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializeSleepingDragon() => _sleepingDragon != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -191,9 +191,9 @@ public partial class ChampionTitleContext
}
[SerializableField(8)]
[SaveFlag(nameof(ShouldSerializeCorrupt))]
private ChampionTitle _corrupt;
[SerializableFieldSaveFlag(8)]
private bool ShouldSerializeCorrupt() => _corrupt != null;
[CommandProperty(AccessLevel.GameMaster)]
@ -211,9 +211,9 @@ public partial class ChampionTitleContext
}
[SerializableField(9)]
[SaveFlag(nameof(ShouldSerializeGlade))]
private ChampionTitle _glade;
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializeGlade() => _glade != null;
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -3,21 +3,15 @@ using ModernUO.Serialization;
namespace Server.Items;
[SerializationGenerator(2, false)]
[SerializationGenerator(1, false)]
public partial class StarRoomGate : Moongate
{
private void MigrateFrom(V1Content content)
{
_decays = content.Decays;
_decayTime = content.DecayTime;
}
private static TimeSpan GateDuration = TimeSpan.FromMinutes(2.0);
[SerializableField(0)]
private bool _decays;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(1)]
private DateTime _decayTime;

View file

@ -830,9 +830,10 @@ public partial class BRBomb : Item
[SerializationGenerator(0, false)]
public partial class BRGoal : BaseAddon
{
[SerializableField(0, fieldChanged: nameof(OnNorthChanged))]
[SerializableField(0)]
private bool _north;
[SerializableFieldChanged(0)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void OnNorthChanged(bool oldValue, bool newValue) => Remake();

View file

@ -252,9 +252,10 @@ public partial class HillOfTheKing : Item
public partial class KHBoard : Item
{
[SerializedCommandProperty(AccessLevel.GameMaster)]
[SerializableField(0, fieldChanged: nameof(OnControllerChanged))]
[SerializableField(0)]
private KHController _controller;
[SerializableFieldChanged(0)]
private void OnControllerChanged(KHController oldValue, KHController newValue)
{
oldValue?.RemoveBoard(this);

View file

@ -64,13 +64,17 @@ public partial class Trophy : Item
UpdateStyle();
}
[SerializableField(1, fieldChanged: nameof(OnRankChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TrophyRank _rank;
private void OnRankChanged(TrophyRank oldValue, TrophyRank newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public TrophyRank Rank
{
UpdateStyle();
get => _rank;
set
{
_rank = value;
UpdateStyle();
this.MarkDirty();
}
}
private void Deserialize(IGenericReader reader, int version)

View file

@ -1451,9 +1451,6 @@ namespace Server.Engines.Craft
if (item != null)
{
// Stamped here, not in OnCraft: most craftables do not implement ICraftable.
item.PlayerConstructed = true;
if (item is ICraftable craftable)
{
endquality = craftable.OnCraft(quality, makersMark, from, craftSystem, typeRes, tool, this, resHue);
@ -1745,9 +1742,6 @@ namespace Server.Engines.Craft
if (item != null)
{
// Stamped here, not in OnCraft: most craftables do not implement ICraftable.
item.PlayerConstructed = true;
if (item is ICraftable craftable)
{
endquality = craftable.OnCraft(quality, makersMark, from, craftSystem, typeRes, tool, this, resHue);

View file

@ -5,20 +5,9 @@ using Server.Mobiles;
namespace Server.Ethics;
[PropertyObject]
[SerializationGenerator(2)]
[SerializationGenerator(1)]
public partial class Player : EthicsEntity
{
private void MigrateFrom(V1Content content)
{
_mobile = content.Mobile;
_power = content.Power;
_history = content.History;
_steed = content.Steed;
_familiar = content.Familiar;
_shield = content.Shield;
_ethic = content.Ethic;
}
[SerializableField(0, setter: "private")]
private Mobile _mobile;
@ -38,7 +27,7 @@ public partial class Player : EthicsEntity
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private Mobile _familiar;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(5, setter: "private")]
private DateTime _shield;

View file

@ -359,14 +359,14 @@ namespace Server.Factions
{
if (m_Mobile.InRange( m, 1 ))
RunFrom( m );
else if (!m_Mobile.InRange( m, m_Mobile.RangeFight > 2 ? m_Mobile.RangeFight : 2 ) && !MoveTo(m, 1))
else if (!m_Mobile.InRange( m, m_Mobile.RangeFight > 2 ? m_Mobile.RangeFight : 2 ) && !MoveTo( m, true, 1 ))
OnFailedMove();
}
else
{*/
if (!Mobile.InRange(m, Mobile.RangeFight))
{
if (!MoveTo(m, 1))
if (!MoveTo(m, true, 1))
{
OnFailedMove();
}

View file

@ -219,7 +219,7 @@ namespace Server.Engines.Harvest
}
else
{
bonusItem?.Delete();
item.Delete();
}
}

View file

@ -162,15 +162,10 @@ namespace Server.Items
}
}
[SerializationGenerator(1)]
[SerializationGenerator(0)]
public partial class PuzzleChestSolutionAndTime : PuzzleChestSolution
{
private void MigrateFrom(V0Content content)
{
_when = content.When;
}
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(0)]
private DateTime _when;
@ -242,12 +237,16 @@ namespace Server.Items
}
}
[SerializableField(0, fieldChanged: nameof(OnSolutionChanged))]
private PuzzleChestSolution _solution;
private void OnSolutionChanged(PuzzleChestSolution oldValue, PuzzleChestSolution newValue)
[SerializableProperty(0)]
public PuzzleChestSolution Solution
{
InitHints();
get => _solution;
set
{
_solution = value;
InitHints();
this.MarkDirty();
}
}
public PuzzleChestCylinder FirstHint

View file

@ -19,7 +19,7 @@ namespace Server.Engines.MLQuests
{
base.Serialize(writer);
writer.Write(3); // version
writer.Write(2); // version
writer.Write(MLQuestSystem.Contexts.Count);
foreach (var context in MLQuestSystem.Contexts.Values)

View file

@ -119,7 +119,7 @@ namespace Server.Engines.MLQuests.Objectives
if (IsTimed)
{
writer.Write(true);
writer.WriteAnchoredTime(EndTime);
writer.WriteDeltaTime(EndTime);
}
else
{
@ -135,7 +135,7 @@ namespace Server.Engines.MLQuests.Objectives
{
if (reader.ReadBool())
{
var endTime = version >= 3 ? reader.ReadAnchoredTime() : reader.ReadDeltaTime();
var endTime = reader.ReadDeltaTime();
if (objInstance != null)
{

View file

@ -83,7 +83,7 @@ public class PathFollower
public static bool Check(Point3D loc, Point3D goal, int range) =>
Utility.InRange(loc, goal, range) && (range > 1 || (loc.Z - goal.Z).Abs() < 16);
public bool Follow(int range)
public bool Follow(bool run, int range)
{
var goal = GetGoalLocation();
Direction d;
@ -97,13 +97,13 @@ public class PathFollower
if (!(Enabled && m_Path.Success))
{
d = m_From.GetDirectionTo(goal);
d = m_From.GetDirectionTo(goal, run);
m_From.SetDirection(d);
return Move(d) is MoveResult.Success or MoveResult.SuccessAutoTurn && Check(m_From.Location, goal, range);
}
d = m_From.GetDirectionTo(m_Next);
d = m_From.GetDirectionTo(m_Next, run);
m_From.SetDirection(d);
var res = Move(d);

View file

@ -37,17 +37,17 @@ public partial class PlantItem : Item, ISecurable
[SerializedIgnoreDupe]
[SerializableField(0)]
[SaveFlag(nameof(ShouldSerializeSecureLevel))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private SecureLevel _level;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeSecureLevel() => (int)_level != 0;
[SerializedIgnoreDupe]
[SerializableField(5, setter: "private")]
[SaveFlag(nameof(ShouldSerializePlantSystem))]
private PlantSystem _plantSystem;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializePlantSystem() => _plantStatus < PlantStatus.DecorativePlant;
// For clients older than 7.0.12.0
@ -82,7 +82,6 @@ public partial class PlantItem : Item, ISecurable
[CommandProperty(AccessLevel.GameMaster)]
[SerializableProperty(1)]
[SaveFlag(nameof(ShouldSerializePlantStatus))]
public PlantStatus PlantStatus
{
get => _plantStatus;
@ -121,38 +120,53 @@ public partial class PlantItem : Item, ISecurable
}
}
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializePlantStatus() => _plantStatus != PlantStatus.BowlOfDirt;
[SerializableField(2, fieldChanged: nameof(OnPlantTypeChanged))]
[SaveFlag(nameof(ShouldSerializePlantType))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private PlantType _plantType;
private void OnPlantTypeChanged(PlantType oldValue, PlantType newValue)
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public PlantType PlantType
{
Update();
get => _plantType;
set
{
_plantType = value;
Update();
}
}
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializePlantType() => (int)_plantType != 0;
[SerializableField(3, fieldChanged: nameof(OnPlantHueChanged))]
[SaveFlag(nameof(ShouldSerializePlantHue))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private PlantHue _plantHue;
private void OnPlantHueChanged(PlantHue oldValue, PlantHue newValue)
[SerializableProperty(3)]
[CommandProperty(AccessLevel.GameMaster)]
public PlantHue PlantHue
{
Update();
get => _plantHue;
set
{
_plantHue = value;
Update();
}
}
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializePlantHue() => _plantHue != PlantHue.None;
[SerializableField(4)]
[SaveFlag(nameof(ShouldSerializeShowType))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private bool _showType;
[SerializableProperty(4)]
[CommandProperty(AccessLevel.GameMaster)]
public bool ShowType
{
get => _showType;
set
{
_showType = value;
InvalidateProperties();
this.MarkDirty();
}
}
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeShowType() => _showType;
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -33,24 +33,24 @@ namespace Server.Engines.Plants
private PlantItem _plant;
[SerializableField(0)]
[SaveFlag(nameof(ShouldSerializeFertileDirt))]
private bool _fertileDirt;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeFertileDirt() => _fertileDirt;
[SerializableField(1)]
private DateTime _nextGrowth;
[SerializableField(2, setter: "private")]
[SaveFlag(nameof(ShouldSerializeGrowthIndicator))]
private PlantGrowthIndicator _growthIndicator;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeGrowthIndicator() => _growthIndicator != PlantGrowthIndicator.None;
[SerializableField(13)]
[SaveFlag(nameof(ShouldSerializePollinated))]
private bool _pollinated;
[SerializableFieldSaveFlag(13)]
private bool ShouldSerializePollinated() => _pollinated;
public PlantSystem(PlantItem plant)
@ -97,42 +97,45 @@ namespace Server.Engines.Plants
public bool IsFullWater => _water >= 4;
[SerializableField(3, fieldChanged: nameof(OnWaterChanged), allowFieldChange: nameof(AllowWaterChange))]
[SaveFlag(nameof(ShouldSerializeWater))]
private int _water;
private bool AllowWaterChange(ref int value)
[SerializableProperty(3)]
public int Water
{
value = Math.Clamp(value, 0, 4);
return true;
}
private void OnWaterChanged(int oldValue, int newValue)
{
Plant.InvalidateProperties();
get => _water;
set
{
_water = Math.Clamp(value, 0, 4);
Plant.InvalidateProperties();
MarkDirty();
}
}
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeWater() => _water != 0;
[SerializableField(4, fieldChanged: nameof(OnHitsChanged), allowFieldChange: nameof(AllowHitsChange))]
[SaveFlag(nameof(ShouldSerializeHits))]
private int _hits;
private bool AllowHitsChange(ref int value)
[SerializableProperty(4)]
public int Hits
{
value = Math.Clamp(value, 0, MaxHits);
return true;
}
private void OnHitsChanged(int oldValue, int newValue)
{
if (_hits == 0)
get => _hits;
set
{
Plant.Die();
if (_hits == value)
{
return;
}
_hits = Math.Clamp(value, 0, MaxHits);
if (_hits == 0)
{
Plant.Die();
}
Plant.InvalidateProperties();
MarkDirty();
}
Plant.InvalidateProperties();
}
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeHits() => _hits != 0;
public int MaxHits => 10 + (int)Plant.PlantStatus * 2;
@ -146,108 +149,124 @@ namespace Server.Engines.Plants
_ => PlantHealth.Vibrant
};
[SerializableField(5, allowFieldChange: nameof(AllowInfestationChange))]
[SaveFlag(nameof(ShouldSerializeInfestation))]
private int _infestation;
private bool AllowInfestationChange(ref int value)
[SerializableProperty(5)]
public int Infestation
{
value = Math.Clamp(value, 0, 2);
return true;
get => _infestation;
set
{
_infestation = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializeInfestation() => _infestation != 0;
[SerializableField(6, allowFieldChange: nameof(AllowFungusChange))]
[SaveFlag(nameof(ShouldSerializeFungus))]
private int _fungus;
private bool AllowFungusChange(ref int value)
[SerializableProperty(6)]
public int Fungus
{
value = Math.Clamp(value, 0, 2);
return true;
get => _fungus;
set
{
_fungus = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeFungus() => _fungus != 0;
[SerializableField(7, allowFieldChange: nameof(AllowPoisonChange))]
[SaveFlag(nameof(ShouldSerializePoison))]
private int _poison;
private bool AllowPoisonChange(ref int value)
[SerializableProperty(7)]
public int Poison
{
value = Math.Clamp(value, 0, 2);
return true;
get => _poison;
set
{
_poison = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializePoison() => _poison != 0;
[SerializableField(8, allowFieldChange: nameof(AllowDiseaseChange))]
[SaveFlag(nameof(ShouldSerializeDisease))]
private int _disease;
private bool AllowDiseaseChange(ref int value)
[SerializableProperty(8)]
public int Disease
{
value = Math.Clamp(value, 0, 2);
return true;
get => _disease;
set
{
_disease = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(8)]
private bool ShouldSerializeDisease() => _disease != 0;
public bool IsFullPoisonPotion => _poisonPotion >= 2;
[SerializableField(9, allowFieldChange: nameof(AllowPoisonPotionChange))]
[SaveFlag(nameof(ShouldSerializePoisonPotion))]
private int _poisonPotion;
private bool AllowPoisonPotionChange(ref int value)
[SerializableProperty(9)]
public int PoisonPotion
{
value = Math.Clamp(value, 0, 2);
return true;
get => _poisonPotion;
set
{
_poisonPotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializePoisonPotion() => _poisonPotion != 0;
public bool IsFullCurePotion => _curePotion >= 2;
[SerializableField(10, allowFieldChange: nameof(AllowCurePotionChange))]
[SaveFlag(nameof(ShouldSerializeCurePotion))]
private int _curePotion;
private bool AllowCurePotionChange(ref int value)
[SerializableProperty(10)]
public int CurePotion
{
value = Math.Clamp(value, 0, 2);
return true;
get => _curePotion;
set
{
_curePotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(10)]
private bool ShouldSerializeCurePotion() => _curePotion != 0;
public bool IsFullHealPotion => _healPotion >= 2;
[SerializableField(11, allowFieldChange: nameof(AllowHealPotionChange))]
[SaveFlag(nameof(ShouldSerializeHealPotion))]
private int _healPotion;
private bool AllowHealPotionChange(ref int value)
[SerializableProperty(11)]
public int HealPotion
{
value = Math.Clamp(value, 0, 2);
return true;
get => _healPotion;
set
{
_healPotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(11)]
private bool ShouldSerializeHealPotion() => _healPotion != 0;
public bool IsFullStrengthPotion => _strengthPotion >= 2;
[SerializableField(12, allowFieldChange: nameof(AllowStrengthPotionChange))]
[SaveFlag(nameof(ShouldSerializeStrengthPotion))]
private int _strengthPotion;
private bool AllowStrengthPotionChange(ref int value)
[SerializableProperty(12)]
public int StrengthPotion
{
value = Math.Clamp(value, 0, 2);
return true;
get => _strengthPotion;
set
{
_strengthPotion = Math.Clamp(value, 0, 2);
MarkDirty();
}
}
[SerializableFieldSaveFlag(12)]
private bool ShouldSerializeStrengthPotion() => _strengthPotion != 0;
public bool HasMaladies => Infestation > 0 || Fungus > 0 || Poison > 0 || Disease > 0 || Water != 2;
@ -255,7 +274,6 @@ namespace Server.Engines.Plants
public bool PollenProducing => Plant.IsCrossable && Plant.PlantStatus >= PlantStatus.FullGrownPlant;
[SerializableProperty(14)]
[SaveFlag(nameof(ShouldSerializeSeedType))]
public PlantType SeedType
{
get => Pollinated ? _seedType : Plant.PlantType;
@ -266,10 +284,10 @@ namespace Server.Engines.Plants
}
}
[SerializableFieldSaveFlag(14)]
private bool ShouldSerializeSeedType() => _pollinated;
[SerializableProperty(15)]
[SaveFlag(nameof(ShouldSerializeSeedHue))]
public PlantHue SeedHue
{
get => Pollinated ? _seedHue : Plant.PlantHue;
@ -280,58 +298,53 @@ namespace Server.Engines.Plants
}
}
[SerializableFieldSaveFlag(15)]
private bool ShouldSerializeSeedHue() => _pollinated;
[SerializableField(16, allowFieldChange: nameof(AllowAvailableSeedsChange))]
[SaveFlag(nameof(ShouldSerializeAvailableSeeds))]
private int _availableSeeds;
private bool AllowAvailableSeedsChange(ref int value)
[SerializableProperty(16)]
public int AvailableSeeds
{
value = Math.Max(value, 0);
return true;
get => _availableSeeds;
set => _availableSeeds = Math.Max(value, 0);
}
[SerializableFieldSaveFlag(16)]
private bool ShouldSerializeAvailableSeeds() => _availableSeeds != 0;
[SerializableField(17, allowFieldChange: nameof(AllowLeftSeedsChange))]
[SaveFlag(nameof(ShouldSerializeLeftSeeds), nameof(LeftSeedsDefaultValue))]
private int _leftSeeds;
private bool AllowLeftSeedsChange(ref int value)
[SerializableProperty(17)]
public int LeftSeeds
{
value = Math.Max(value, 0);
return true;
get => _leftSeeds;
set => _leftSeeds = Math.Max(value, 0);
}
[SerializableFieldSaveFlag(17)]
private bool ShouldSerializeLeftSeeds() => _leftSeeds != 8;
[SerializableFieldDefault(17)]
private int LeftSeedsDefaultValue() => 8;
[SerializableField(18, allowFieldChange: nameof(AllowAvailableResourcesChange))]
[SaveFlag(nameof(ShouldSerializeAvailableResources))]
private int _availableResources;
private bool AllowAvailableResourcesChange(ref int value)
[SerializableProperty(18)]
public int AvailableResources
{
value = Math.Max(value, 0);
return true;
get => _availableResources;
set => _availableResources = Math.Max(value, 0);
}
[SerializableFieldSaveFlag(18)]
private bool ShouldSerializeAvailableResources() => _availableResources != 0;
[SerializableField(19, allowFieldChange: nameof(AllowLeftResourcesChange))]
[SaveFlag(nameof(ShouldSerializeLeftResources), nameof(LeftResourcesDefaultValue))]
private int _leftResources;
private bool AllowLeftResourcesChange(ref int value)
[SerializableProperty(19)]
public int LeftResources
{
value = Math.Max(value, 0);
return true;
get => _leftResources;
set => _leftResources = Math.Max(value, 0);
}
[SerializableFieldSaveFlag(19)]
private bool ShouldSerializeLeftResources() => _leftResources != 8;
[SerializableFieldDefault(19)]
private int LeftResourcesDefaultValue() => 8;
public void Reset(bool potions)

View file

@ -35,14 +35,18 @@ public partial class Seed : Item
public override double DefaultWeight => 1.0;
[SerializableField(1, fieldChanged: nameof(OnPlantHueChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private PlantHue _plantHue;
private void OnPlantHueChanged(PlantHue oldValue, PlantHue newValue)
[CommandProperty(AccessLevel.GameMaster)]
[SerializableProperty(1)]
public PlantHue PlantHue
{
Hue = PlantHueInfo.GetInfo(newValue).Hue;
get => _plantHue;
set
{
_plantHue = value;
Hue = PlantHueInfo.GetInfo(value).Hue;
InvalidateProperties();
this.MarkDirty();
}
}
public override int LabelNumber => 1060810; // seed

View file

@ -16,14 +16,12 @@ public partial class MurderContext
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _longTermElapse;
[SerializableField(2, allowFieldChange: nameof(AllowShortTermMurdersChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _shortTermMurders;
private bool AllowShortTermMurdersChange(ref int value)
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public int ShortTermMurders
{
value = Math.Max(value, 0);
return true;
get => _shortTermMurders;
set => _shortTermMurders = Math.Max(value, 0);
}
[SerializableField(3)]

View file

@ -12,12 +12,16 @@ public partial class SummoningAltar : AbbatoirAddon
{
}
[SerializableField(0, fieldChanged: nameof(OnDaemonChanged))]
private BoneDemon _daemon;
private void OnDaemonChanged(BoneDemon oldValue, BoneDemon newValue)
[SerializableProperty(0)]
public BoneDemon Daemon
{
CheckDaemon();
get => _daemon;
set
{
_daemon = value;
CheckDaemon();
this.MarkDirty();
}
}
public void CheckDaemon()

View file

@ -54,10 +54,10 @@ public abstract partial class BaseSpawner : Item, ISpawner
[SerializedCommandProperty(AccessLevel.Developer)]
private Guid _guid;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeReturnOnDeactivate() => _returnOnDeactivate;
[SerializableField(1)]
[SaveFlag(nameof(ShouldSerializeReturnOnDeactivate))]
[SerializedCommandProperty(AccessLevel.Developer)]
private bool _returnOnDeactivate;
@ -67,46 +67,48 @@ public abstract partial class BaseSpawner : Item, ISpawner
private int _walkingRange = -1;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeWayPoint() => _wayPoint != null;
[SerializableField(4)]
[SaveFlag(nameof(ShouldSerializeWayPoint))]
[SerializedCommandProperty(AccessLevel.Developer)]
private WayPoint _wayPoint;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializeGroup() => _group;
[InvalidateProperties]
[SerializableField(5)]
[SaveFlag(nameof(ShouldSerializeGroup))]
[SerializedCommandProperty(AccessLevel.Developer)]
private bool _group;
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeMinDelay() => _minDelay != DefaultMinDelay;
[SerializableFieldDefault(6)]
private TimeSpan MinDelayDefault() => DefaultMinDelay;
[InvalidateProperties]
[SerializableField(6)]
[SaveFlag(nameof(ShouldSerializeMinDelay), nameof(MinDelayDefault))]
[SerializedCommandProperty(AccessLevel.Developer)]
private TimeSpan _minDelay;
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializeMaxDelay() => _maxDelay != DefaultMaxDelay;
[SerializableFieldDefault(7)]
private TimeSpan MaxDelayDefault() => DefaultMaxDelay;
[InvalidateProperties]
[SerializableField(7)]
[SaveFlag(nameof(ShouldSerializeMaxDelay), nameof(MaxDelayDefault))]
[SerializedCommandProperty(AccessLevel.Developer)]
private TimeSpan _maxDelay;
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializeTeam() => _team != 0;
[InvalidateProperties]
[SerializableField(9)]
[SaveFlag(nameof(ShouldSerializeTeam))]
[SerializedCommandProperty(AccessLevel.Developer)]
private int _team;
@ -123,29 +125,29 @@ public abstract partial class BaseSpawner : Item, ISpawner
/// If true, the home location of the spawn is the location where it spawned
/// If false, the home location of the spawn is the location of the spawner
/// </summary>
[SerializableFieldSaveFlag(11)]
private bool ShouldSerializeSpawnLocationIsHome() => _spawnLocationIsHome;
[InvalidateProperties]
[SerializableField(11)]
[SaveFlag(nameof(ShouldSerializeSpawnLocationIsHome))]
[SerializedCommandProperty(AccessLevel.Developer)]
private bool _spawnLocationIsHome;
[SerializableFieldSaveFlag(12)]
private bool ShouldSerializeEnd() => _end != default;
[SerializableField(12)]
[SaveFlag(nameof(ShouldSerializeEnd))]
[SerializedCommandProperty(AccessLevel.Developer)]
private DateTime _end;
/// <summary>
/// Controls how spawn position optimization is handled.
/// </summary>
[SerializableFieldSaveFlag(13)]
private bool ShouldSerializeSpawnPositionMode() =>
_spawnPositionMode is not SpawnPositionMode.Automatic and not SpawnPositionMode.Abandoned;
[SerializableField(13)]
[SaveFlag(nameof(ShouldSerializeSpawnPositionMode))]
[SerializedCommandProperty(AccessLevel.Developer)]
private SpawnPositionMode _spawnPositionMode;
@ -154,12 +156,13 @@ public abstract partial class BaseSpawner : Item, ISpawner
/// <summary>
/// Maximum number of random position attempts before engaging optimization.
/// </summary>
[SerializableFieldSaveFlag(14)]
private bool ShouldSerializeMaxSpawnAttempts() => _maxSpawnAttempts != DefaultMaxSpawnAttempts;
[SerializableFieldDefault(14)]
private int MaxSpawnAttemptsDefault() => DefaultMaxSpawnAttempts;
[SerializableField(14)]
[SaveFlag(nameof(ShouldSerializeMaxSpawnAttempts), nameof(MaxSpawnAttemptsDefault))]
[SerializedCommandProperty(AccessLevel.Developer)]
private int _maxSpawnAttempts;
@ -311,20 +314,26 @@ public abstract partial class BaseSpawner : Item, ISpawner
}
}
[SerializableField(8, fieldChanged: nameof(OnCountChanged))]
[SerializedCommandProperty(AccessLevel.Developer)]
[InvalidateProperties]
private int _count;
private void OnCountChanged(int oldValue, int newValue)
[SerializableProperty(8)]
[CommandProperty(AccessLevel.Developer)]
public int Count
{
if (IsFull)
get => _count;
set
{
_timer?.Stop();
}
else if (_timer?.Running != true)
{
DoTimer();
_count = value;
if (IsFull)
{
_timer?.Stop();
}
else if (_timer?.Running != true)
{
DoTimer();
}
InvalidateProperties();
this.MarkDirty();
}
}

View file

@ -10,17 +10,17 @@ public partial class Spawner : BaseSpawner
/// When true, enables proactive spiral scanning to find valid spawn positions.
/// Only relevant when SpawnPositionMode is Automatic or Enabled.
/// </summary>
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeUseSpiralScan() => _useSpiralScan;
[SerializableField(0)]
[SaveFlag(nameof(ShouldSerializeUseSpiralScan))]
[SerializedCommandProperty(AccessLevel.Developer)]
private bool _useSpiralScan;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeSpawnBounds() => _spawnBounds != default;
[SerializableProperty(1)]
[SaveFlag(nameof(ShouldSerializeSpawnBounds))]
[CommandProperty(AccessLevel.Developer)]
public override Rectangle3D SpawnBounds
{

View file

@ -248,7 +248,7 @@ public class StealableArtifacts : GenericPersistence
public override void Serialize(IGenericWriter writer)
{
writer.WriteEncodedInt(2); // version
writer.WriteEncodedInt(1); // version
writer.Write(_enabled);
@ -261,7 +261,7 @@ public class StealableArtifacts : GenericPersistence
var si = _artifacts[i];
writer.Write(si.Item);
writer.WriteAnchoredTime(si.NextRespawn);
writer.WriteDeltaTime(si.NextRespawn);
}
}
}
@ -282,7 +282,7 @@ public class StealableArtifacts : GenericPersistence
for (var i = 0; i < length; i++)
{
var item = reader.ReadEntity<Item>();
var nextRespawn = version >= 2 ? reader.ReadAnchoredTime() : reader.ReadDeltaTime();
var nextRespawn = reader.ReadDeltaTime();
if (i < _artifacts.Length)
{

View file

@ -332,22 +332,27 @@ public partial class PigmentsOfTokuno : BasePigmentsOfTokuno
[Constructible]
public PigmentsOfTokuno(PigmentType type, int uses) : base(uses) => Type = type;
[SerializableField(0, fieldChanged: nameof(OnTypeChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private PigmentType _type;
private void OnTypeChanged(PigmentType oldValue, PigmentType newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public PigmentType Type
{
var v = (int)_type;
if (v >= 0 && v < _table.Length)
get => _type;
set
{
Hue = _table[v][0];
Label = _table[v][1];
}
else
{
Hue = 0;
Label = -1;
_type = value;
var v = (int)_type;
if (v >= 0 && v < _table.Length)
{
Hue = _table[v][0];
Label = _table[v][1];
}
else
{
Hue = 0;
Label = -1;
}
}
}

View file

@ -617,22 +617,27 @@ public partial class LesserPigmentsOfTokuno : BasePigmentsOfTokuno
[Constructible]
public LesserPigmentsOfTokuno(LesserPigmentType type) : base(1) => Type = type;
[SerializableField(0, fieldChanged: nameof(OnTypeChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private LesserPigmentType _type;
private void OnTypeChanged(LesserPigmentType oldValue, LesserPigmentType newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public LesserPigmentType Type
{
var v = (int)_type;
if (v >= 0 && v < _table.Length)
get => _type;
set
{
Hue = _table[v][0];
Label = _table[v][1];
}
else
{
Hue = 0;
Label = -1;
_type = value;
var v = (int)_type;
if (v >= 0 && v < _table.Length)
{
Hue = _table[v][0];
Label = _table[v][1];
}
else
{
Hue = 0;
Label = -1;
}
}
}

View file

@ -79,33 +79,45 @@ public partial class CharacterStatue : Mobile, IRewardItem
InvalidateHues();
}
[SerializableField(0, fieldChanged: nameof(OnStatueTypeChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private StatueType _statueType;
private void OnStatueTypeChanged(StatueType oldValue, StatueType newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
InvalidateHues();
InvalidatePose();
get => _statueType;
set
{
_statueType = value;
InvalidateHues();
InvalidatePose();
this.MarkDirty();
}
}
[SerializableField(1, fieldChanged: nameof(OnPoseChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private StatuePose _pose;
private void OnPoseChanged(StatuePose oldValue, StatuePose newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public StatuePose Pose
{
InvalidatePose();
get => _pose;
set
{
_pose = value;
InvalidatePose();
this.MarkDirty();
}
}
[SerializableField(2, fieldChanged: nameof(OnMaterialChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private StatueMaterial _material;
private void OnMaterialChanged(StatueMaterial oldValue, StatueMaterial newValue)
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public StatueMaterial Material
{
InvalidateHues();
InvalidatePose();
get => _material;
set
{
_material = value;
InvalidateHues();
InvalidatePose();
this.MarkDirty();
}
}
public override void OnDoubleClick(Mobile from)

View file

@ -25,13 +25,17 @@ public partial class CharacterStatueMaker : Item, IRewardItem
public override int LabelNumber => 1076173; // Character Statue Maker
[SerializableField(1, fieldChanged: nameof(OnStatueTypeChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private StatueType _statueType;
private void OnStatueTypeChanged(StatueType oldValue, StatueType newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
InvalidateHue();
get => _statueType;
set
{
_statueType = value;
InvalidateHue();
this.MarkDirty();
}
}
public override void OnDoubleClick(Mobile from)

View file

@ -5,121 +5,102 @@ using Server.Mobiles;
namespace Server.Engines.Virtues;
[PropertyObject]
[SerializationGenerator(1)]
[SerializationGenerator(0)]
public partial class VirtueContext
{
private void MigrateFrom(V0Content content)
{
// Save-flagged values arrive as nullables; unset flags fall back to the same
// defaults the old deserialize left in place.
_lastSacrificeGain = content.LastSacrificeGain ?? default;
_lastSacrificeLoss = content.LastSacrificeLoss ?? default;
_availableResurrects = content.AvailableResurrects ?? 0;
_lastJusticeLoss = content.LastJusticeLoss ?? default;
_lastCompassionLoss = content.LastCompassionLoss ?? default;
_nextCompassionDay = content.NextCompassionDay ?? default;
_compassionGains = content.CompassionGains ?? 0;
_lastValorLoss = content.LastValorLoss ?? default;
_lastHonorUse = content.LastHonorUse ?? default;
_honorActive = content.HonorActive;
_justiceProtection = content.JusticeProtection;
_justiceStatus = content.JusticeStatus ?? JusticeProtectorStatus.None;
_values = content.Values;
}
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(0)]
[SaveFlag(nameof(ShouldSerializeLastSacrificeGain))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastSacrificeGain;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeLastSacrificeGain() => !SacrificeVirtue.CanGain(this);
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(1)]
[SaveFlag(nameof(ShouldSerializeLastSacrificeLoss))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastSacrificeLoss;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeLastSacrificeLoss() => !SacrificeVirtue.CanAtrophy(this);
[SerializableField(2)]
[SaveFlag(nameof(ShouldSerializeAvailableResurrects))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _availableResurrects;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeAvailableResurrects() => _availableResurrects > 0;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(3)]
[SaveFlag(nameof(ShouldSerializeLastJusticeLoss))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastJusticeLoss;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeLastJusticeLoss() => !JusticeVirtue.CanAtrophy(this);
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(4)]
[SaveFlag(nameof(ShouldSerializeLastCompassionLoss))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastCompassionLoss;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeLastCompassionLoss() => !CompassionVirtue.CanAtrophy(this);
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(5)]
[SaveFlag(nameof(ShouldSerializeNextCompassionDay))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _nextCompassionDay;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializeNextCompassionDay() => _nextCompassionDay > Core.Now;
[SerializableField(6)]
[SaveFlag(nameof(ShouldSerializeCompassionGains))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _compassionGains;
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeCompassionGains() => _compassionGains > 0;
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(7)]
[SaveFlag(nameof(ShouldSerializeValorLoss))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private DateTime _lastValorLoss;
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializeValorLoss() => !ValorVirtue.CanAtrophy(this);
[AnchoredDateTime]
[DeltaDateTime]
[SerializableField(8)]
[SaveFlag(nameof(ShouldSerializeLastHonorUse))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _lastHonorUse;
[SerializableFieldSaveFlag(8)]
private bool ShouldSerializeLastHonorUse() => !HonorVirtue.CanUse(this);
[SerializableField(9)]
[SaveFlag(nameof(ShouldSerializeHonorActive))]
[SerializedCommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
private bool _honorActive;
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializeHonorActive() => _honorActive;
[SerializableField(10)]
[SaveFlag(nameof(ShouldSerializeJusticeProtection))]
private PlayerMobile _justiceProtection;
[SerializableFieldSaveFlag(10)]
private bool ShouldSerializeJusticeProtection() => _justiceProtection != null && _justiceStatus != JusticeProtectorStatus.None;
[SerializableField(11)]
[SaveFlag(nameof(ShouldSerializeJusticeStatus))]
private JusticeProtectorStatus _justiceStatus;
[SerializableFieldSaveFlag(11)]
private bool ShouldSerializeJusticeStatus() => _justiceProtection != null && _justiceStatus != JusticeProtectorStatus.None;
[SerializableField(12, setter: "private")]
[SaveFlag(nameof(ShouldSerializeValues))]
private int[] _values;
[SerializableFieldSaveFlag(12)]
private bool ShouldSerializeValues()
{
if (_values == null)

View file

@ -227,8 +227,7 @@ namespace Server.Gumps
}
case AdminGumpPage.Information_Perf:
{
var loopStatus = Core.IdleSleepUnsupported ? "Spinning - host cannot honor short waits" :
Core.EventLoopIdleWaitMs == 0 ? "Spinning (configured)" :
var loopStatus = Core.EventLoopIdleWaitMs == 0 ? "Spinning (configured)" :
Core.IdleSleepSuspended ? "Sleep suspended - host returning waits late" : "Healthy";
AddLabel(20, 130, LabelHue, "Event Loop:");

View file

@ -63,14 +63,22 @@ namespace Server.Items
}
}
[SerializableField(1, fieldChanged: nameof(OnResourceChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private CraftResource _resource;
private void OnResourceChanged(CraftResource oldValue, CraftResource newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource Resource
{
Hue = CraftResources.GetHue(_resource);
get => _resource;
set
{
if (_resource != value)
{
_resource = value;
Hue = CraftResources.GetHue(_resource);
InvalidateProperties();
this.MarkDirty();
}
}
}
Item IAddon.Deed => Deed;

View file

@ -41,14 +41,22 @@ namespace Server.Items
}
}
[SerializableField(1, fieldChanged: nameof(OnResourceChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private CraftResource _resource;
private void OnResourceChanged(CraftResource oldValue, CraftResource newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource Resource
{
Hue = CraftResources.GetHue(_resource);
get => _resource;
set
{
if (_resource != value)
{
_resource = value;
Hue = CraftResources.GetHue(_resource);
InvalidateProperties();
this.MarkDirty();
}
}
}
public virtual bool RetainDeedHue => false;

View file

@ -23,14 +23,22 @@ public abstract partial class BaseAddonContainerDeed : Item, ICraftable
public abstract BaseAddonContainer Addon { get; }
[SerializableField(0, fieldChanged: nameof(OnResourceChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private CraftResource _resource;
private void OnResourceChanged(CraftResource oldValue, CraftResource newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource Resource
{
Hue = CraftResources.GetHue(_resource);
get => _resource;
set
{
if (_resource != value)
{
_resource = value;
Hue = CraftResources.GetHue(_resource);
InvalidateProperties();
this.MarkDirty();
}
}
}
public virtual int OnCraft(

View file

@ -48,19 +48,17 @@ namespace Server.Items
[CommandProperty(AccessLevel.GameMaster)]
public int MaxFlour => 2;
[SerializableField(0, fieldChanged: nameof(OnCurFlourChanged), allowFieldChange: nameof(AllowCurFlourChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _curFlour;
private bool AllowCurFlourChange(ref int value)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int CurFlour
{
value = Math.Clamp(value, 0, MaxFlour);
return true;
}
private void OnCurFlourChanged(int oldValue, int newValue)
{
UpdateStage();
get => _curFlour;
set
{
_curFlour = Math.Clamp(value, 0, MaxFlour);
UpdateStage();
this.MarkDirty();
}
}
public void StartWorking(Mobile from)

View file

@ -35,19 +35,16 @@ namespace Server.Items
[CommandProperty(AccessLevel.GameMaster)]
public int MaxFlour => 2;
[SerializableField(0, fieldChanged: nameof(OnCurFlourChanged), allowFieldChange: nameof(AllowCurFlourChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _curFlour;
private bool AllowCurFlourChange(ref int value)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int CurFlour
{
value = Math.Max(0, Math.Min(value, MaxFlour));
return true;
}
private void OnCurFlourChanged(int oldValue, int newValue)
{
UpdateStage();
get => _curFlour;
set
{
_curFlour = Math.Max(0, Math.Min(value, MaxFlour));
UpdateStage();
}
}
public void StartWorking(Mobile from)

View file

@ -25,27 +25,35 @@ namespace Server.Items
_teleOffset = offset;
}
[SerializableField(0, fieldChanged: nameof(OnActiveChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _active;
private void OnActiveChanged(bool oldValue, bool newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public bool Active
{
if (Addon is SHTeleporter sourceAddon)
get => _active;
set
{
sourceAddon.ChangeActive(newValue);
_active = value;
if (Addon is SHTeleporter sourceAddon)
{
sourceAddon.ChangeActive(value);
}
}
}
[SerializableField(1, fieldChanged: nameof(OnTeleDestChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private SHTeleComponent _teleDest;
private void OnTeleDestChanged(SHTeleComponent oldValue, SHTeleComponent newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public SHTeleComponent TeleDest
{
if (Addon is SHTeleporter sourceAddon)
get => _teleDest;
set
{
sourceAddon.ChangeDest(newValue);
_teleDest = value;
if (Addon is SHTeleporter sourceAddon)
{
sourceAddon.ChangeDest(value);
}
}
}

View file

@ -31,9 +31,9 @@ namespace Server.Items
private bool m_EvaluateDay;
[SerializableField(0, setter: "private")]
[DeserializeTimer(nameof(DeserializeEvaluateTimer), wallClock: true)]
private Timer _evaluateTimer;
[DeserializeTimerField(0)]
private void DeserializeEvaluateTimer(TimeSpan delay)
{
_evaluateTimer = Timer.DelayCall(delay, EvaluationInterval, Evaluate);

View file

@ -30,14 +30,19 @@ namespace Server.Items
public AquariumState(Aquarium parent) => _aquarium = parent;
[SerializableField(0, allowFieldChange: nameof(AllowStateChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _state;
private bool AllowStateChange(ref int value)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int State
{
value = Math.Clamp(value, 0, 4);
return true;
get => _state;
set
{
if (_state != value)
{
_state = Math.Clamp(value, 0, 4);
MarkDirty();
}
}
}
[SerializableField(1)]

View file

@ -1,40 +1,9 @@
using System;
using AMA = Server.Items.ArmorMeditationAllowance;
namespace Server.Items;
public partial class BaseArmor
{
// PlayerConstructed moved onto Item
private void MigrateFrom(V9Content content)
{
_attributes = content.Attributes ?? AttributesDefaultValue();
_armorAttributes = content.ArmorAttributes ?? ArmorAttributesDefaultValue();
_physicalBonus = content.PhysicalBonus ?? 0;
_fireBonus = content.FireBonus ?? 0;
_coldBonus = content.ColdBonus ?? 0;
_poisonBonus = content.PoisonBonus ?? 0;
_energyBonus = content.EnergyBonus ?? 0;
_identified = content.Identified;
_maxHitPoints = content.MaxHitPoints ?? 0;
_hitPoints = content.HitPoints ?? 0;
_crafter = content.Crafter;
_quality = content.Quality ?? ArmorQuality.Regular;
_durability = content.Durability ?? ArmorDurabilityLevel.Regular;
_protectionLevel = content.ProtectionLevel ?? ArmorProtectionLevel.Regular;
_resource = content.Resource ?? DefaultResource;
_armorBase = content.BaseArmorRating ?? -1;
_strBonus = content.StrBonus ?? -1;
_dexBonus = content.DexBonus ?? -1;
_intBonus = content.IntBonus ?? -1;
_strReq = content.StrRequirement ?? -1;
_dexReq = content.DexRequirement ?? -1;
_intReq = content.IntRequirement ?? -1;
_meditate = content.MeditationAllowance ?? (AMA)(-1);
_skillBonuses = content.SkillBonuses ?? SkillBonusesDefaultValue();
PlayerConstructed = content.PlayerConstructed;
}
private void MigrateFrom(V8Content content)
{
_attributes = content.Attributes ?? AttributesDefaultValue();
@ -60,7 +29,7 @@ public partial class BaseArmor
_intReq = content.IntRequirement ?? -1;
_meditate = content.MeditationAllowance ?? (AMA)(-1);
_skillBonuses = content.SkillBonuses ?? SkillBonusesDefaultValue();
PlayerConstructed = content.PlayerConstructed;
_playerConstructed = content.PlayerConstructed;
}
// Version 7 (pre-codegen)
@ -193,37 +162,4 @@ public partial class BaseArmor
PlayerConstructed = GetSaveFlag(flags, OldSaveFlag.PlayerConstructed);
}
private static bool GetSaveFlag(OldSaveFlag flags, OldSaveFlag toGet) => (flags & toGet) != 0;
[Flags]
private enum OldSaveFlag
{
None = 0x00000000,
Attributes = 0x00000001,
ArmorAttributes = 0x00000002,
PhysicalBonus = 0x00000004,
FireBonus = 0x00000008,
ColdBonus = 0x00000010,
PoisonBonus = 0x00000020,
EnergyBonus = 0x00000040,
Identified = 0x00000080,
MaxHitPoints = 0x00000100,
HitPoints = 0x00000200,
Crafter = 0x00000400,
Quality = 0x00000800,
Durability = 0x00001000,
Protection = 0x00002000,
Resource = 0x00004000,
BaseArmor = 0x00008000,
StrBonus = 0x00010000,
DexBonus = 0x00020000,
IntBonus = 0x00040000,
StrReq = 0x00080000,
DexReq = 0x00100000,
IntReq = 0x00200000,
MedAllowance = 0x00400000,
SkillBonuses = 0x00800000,
PlayerConstructed = 0x01000000
}
}

View file

@ -12,98 +12,101 @@ using AMT = Server.Items.ArmorMaterialType;
namespace Server.Items
{
[SerializationGenerator(10, false)]
[SerializationGenerator(9, false)]
public abstract partial class BaseArmor
: Item, IScissorable, IFactionItem, ICraftable, IWearableDurability, IAosItem, IIdentifiable
{
[SerializedIgnoreDupe]
[SerializableField(0, setter: "private")]
[SaveFlag(nameof(ShouldSerializeAosAttributes), nameof(AttributesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosAttributes _attributes;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeAosAttributes() => !_attributes.IsEmpty;
[SerializableFieldDefault(0)]
private AosAttributes AttributesDefaultValue() => new(this);
[SerializedIgnoreDupe]
[SerializableField(1, setter: "private")]
[SaveFlag(nameof(ShouldSerializeArmorAttributes), nameof(ArmorAttributesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosArmorAttributes _armorAttributes;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeArmorAttributes() => !_armorAttributes.IsEmpty;
[SerializableFieldDefault(1)]
private AosArmorAttributes ArmorAttributesDefaultValue() => new(this);
[EncodedInt]
[InvalidateProperties]
[SerializableField(2)]
[SaveFlag(nameof(ShouldSerializePhysicalBonus))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _physicalBonus;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializePhysicalBonus() => _physicalBonus != 0;
[EncodedInt]
[InvalidateProperties]
[SerializableField(3)]
[SaveFlag(nameof(ShouldSerializeFireBonus))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _fireBonus;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeFireBonus() => _fireBonus != 0;
[EncodedInt]
[InvalidateProperties]
[SerializableField(4)]
[SaveFlag(nameof(ShouldSerializeColdBonus))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _coldBonus;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeColdBonus() => _coldBonus != 0;
[EncodedInt]
[InvalidateProperties]
[SerializableField(5)]
[SaveFlag(nameof(ShouldSerializePoisonBonus))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _poisonBonus;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializePoisonBonus() => _poisonBonus != 0;
[EncodedInt]
[InvalidateProperties]
[SerializableField(6)]
[SaveFlag(nameof(ShouldSerializeEnergyBonus))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _energyBonus;
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeEnergyBonus() => _energyBonus != 0;
[SerializableField(7)]
[SaveFlag(nameof(ShouldSerializeIdentified))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _identified;
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializeIdentified() => _identified;
[EncodedInt]
[SerializableField(8)]
[SaveFlag(nameof(ShouldSerializeMaxHitPoints))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _maxHitPoints;
[SerializableFieldSaveFlag(8)]
private bool ShouldSerializeMaxHitPoints() => _maxHitPoints != 0;
[InvalidateProperties]
[SerializableField(10)]
[SaveFlag(nameof(ShouldSerializeCrafter))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private string _crafter;
[SerializableFieldSaveFlag(10)]
private bool ShouldSerializeCrafter() => !string.IsNullOrEmpty(_crafter);
[SerializableFieldSaveFlag(14)]
private bool ShouldSerializeResource() => _resource != DefaultResource;
// Field 15
@ -132,14 +135,22 @@ namespace Server.Items
[SerializedIgnoreDupe]
[SerializableField(23, setter: "private")]
[SaveFlag(nameof(ShouldSerializeSkillBonuses), nameof(SkillBonusesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
public AosSkillBonuses _skillBonuses;
[SerializableFieldSaveFlag(23)]
private bool ShouldSerializeSkillBonuses() => !_skillBonuses.IsEmpty;
[SerializableFieldDefault(23)]
private AosSkillBonuses SkillBonusesDefaultValue() => new(this);
[SerializableField(24)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
public bool _playerConstructed;
[SerializableFieldSaveFlag(24)]
private bool ShouldSerializePlayerConstructed() => _playerConstructed;
private FactionItem m_FactionState;
public BaseArmor(int itemID) : base(itemID)
@ -186,7 +197,6 @@ namespace Server.Items
public virtual int OldIntReq => 0;
[SerializableProperty(11)]
[SaveFlag(nameof(ShouldSerializeArmorQuality), nameof(QualityDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public ArmorQuality Quality
{
@ -199,12 +209,13 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(11)]
private bool ShouldSerializeArmorQuality() => _quality != ArmorQuality.Regular;
[SerializableFieldDefault(11)]
private ArmorQuality QualityDefaultValue() => ArmorQuality.Regular;
[SerializableProperty(12)]
[SaveFlag(nameof(ShouldSerializeDurability))]
[CommandProperty(AccessLevel.GameMaster)]
public ArmorDurabilityLevel Durability
{
@ -217,24 +228,33 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(12)]
private bool ShouldSerializeDurability() => _durability != ArmorDurabilityLevel.Regular;
[SerializableField(13, fieldChanged: nameof(OnProtectionLevelChanged))]
[SaveFlag(nameof(ShouldSerializeProtectionLevel))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private ArmorProtectionLevel _protectionLevel;
private void OnProtectionLevelChanged(ArmorProtectionLevel oldValue, ArmorProtectionLevel newValue)
[SerializableProperty(13)]
[CommandProperty(AccessLevel.GameMaster)]
public ArmorProtectionLevel ProtectionLevel
{
Invalidate();
(Parent as Mobile)?.UpdateResistances();
get => _protectionLevel;
set
{
if (_protectionLevel != value)
{
_protectionLevel = value;
Invalidate();
InvalidateProperties();
(Parent as Mobile)?.UpdateResistances();
this.MarkDirty();
}
}
}
[SerializableFieldSaveFlag(13)]
private bool ShouldSerializeProtectionLevel() => _protectionLevel != ArmorProtectionLevel.Regular;
[SerializableProperty(14)]
[SaveFlag(nameof(ShouldSerializeResource), nameof(ResourceDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource Resource
{
@ -260,11 +280,11 @@ namespace Server.Items
}
}
[SerializableFieldDefault(14)]
private CraftResource ResourceDefaultValue() => DefaultResource;
[EncodedInt]
[SerializableProperty(15, useField: nameof(_armorBase))]
[SaveFlag(nameof(ShouldSerializeArmorBase), nameof(ArmorBaseDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int BaseArmorRating
{
@ -277,8 +297,10 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(15)]
private bool ShouldSerializeArmorBase() => _armorBase != -1;
[SerializableFieldDefault(15)]
private int ArmorBaseDefaultValue() => -1;
public double BaseArmorRatingScaled => BaseArmorRating * ArmorScalar;
@ -328,7 +350,6 @@ namespace Server.Items
[EncodedInt]
[SerializableProperty(16, useField: nameof(_strBonus))]
[SaveFlag(nameof(ShouldSerializeStrBonus), nameof(StrBonusDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int StrBonus
{
@ -341,13 +362,14 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(16)]
private bool ShouldSerializeStrBonus() => _strBonus != -1;
[SerializableFieldDefault(16)]
private int StrBonusDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(17, useField: nameof(_dexBonus))]
[SaveFlag(nameof(ShouldSerializeDexBonus), nameof(DexBonusDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int DexBonus
{
@ -360,13 +382,14 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(17)]
private bool ShouldSerializeDexBonus() => _dexBonus != -1;
[SerializableFieldDefault(17)]
private int DexBonusDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(18, useField: nameof(_intBonus))]
[SaveFlag(nameof(ShouldSerializeIntBonus), nameof(IntBonusDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int IntBonus
{
@ -379,13 +402,14 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(18)]
private bool ShouldSerializeIntBonus() => _intBonus != -1;
[SerializableFieldDefault(18)]
private int IntBonusDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(19, useField: nameof(_strReq))]
[SaveFlag(nameof(ShouldSerializeStrReq), nameof(StrReqDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int StrRequirement
{
@ -398,13 +422,14 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(19)]
private bool ShouldSerializeStrReq() => _strReq != -1;
[SerializableFieldDefault(19)]
private int StrReqDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(20, useField: nameof(_dexReq))]
[SaveFlag(nameof(ShouldSerializeDexReq), nameof(DexReqDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int DexRequirement
{
@ -417,13 +442,14 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(20)]
private bool ShouldSerializeDexReq() => _dexReq != -1;
[SerializableFieldDefault(20)]
private int DexReqDefaultValue() => -1;
[EncodedInt]
[SerializableProperty(21, useField: nameof(_intReq))]
[SaveFlag(nameof(ShouldSerializeIntReq), nameof(IntReqDefaultValue))]
[CommandProperty(AccessLevel.GameMaster)]
public int IntRequirement
{
@ -436,12 +462,13 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(21)]
private bool ShouldSerializeIntReq() => _intReq != -1;
[SerializableFieldDefault(21)]
private int IntReqDefaultValue() => -1;
[SerializableProperty(22, useField: nameof(_meditate))]
[SaveFlag(nameof(ShouldSerializeMeditationAllowance))]
[CommandProperty(AccessLevel.GameMaster)]
public AMA MeditationAllowance
{
@ -453,6 +480,7 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(22)]
private bool ShouldSerializeMeditationAllowance() => _meditate >= AMA.All;
public virtual double ArmorScalar
@ -542,6 +570,7 @@ namespace Server.Items
var resourceType = typeRes ?? craftItem.Resources[0].ItemType;
Resource = CraftResources.GetFromType(resourceType);
PlayerConstructed = true;
Identified = true;
var context = craftSystem.GetContext(from);
@ -668,7 +697,6 @@ namespace Server.Items
[EncodedInt]
[SerializableProperty(9)]
[SaveFlag(nameof(ShouldSerializeHitPoints))]
[CommandProperty(AccessLevel.GameMaster)]
public int HitPoints
{
@ -696,6 +724,7 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializeHitPoints() => _hitPoints != 0;
public virtual int InitMinHits => 0;
@ -997,6 +1026,8 @@ namespace Server.Items
(Parent as Mobile)?.Delta(MobileDelta.Armor); // Tell them armor rating has changed
}
private static bool GetSaveFlag(OldSaveFlag flags, OldSaveFlag toGet) => (flags & toGet) != 0;
[AfterDeserialization]
private void AfterDeserialization()
{
@ -1483,5 +1514,35 @@ namespace Server.Items
};
}
[Flags]
private enum OldSaveFlag
{
None = 0x00000000,
Attributes = 0x00000001,
ArmorAttributes = 0x00000002,
PhysicalBonus = 0x00000004,
FireBonus = 0x00000008,
ColdBonus = 0x00000010,
PoisonBonus = 0x00000020,
EnergyBonus = 0x00000040,
Identified = 0x00000080,
MaxHitPoints = 0x00000100,
HitPoints = 0x00000200,
Crafter = 0x00000400,
Quality = 0x00000800,
Durability = 0x00001000,
Protection = 0x00002000,
Resource = 0x00004000,
BaseArmor = 0x00008000,
StrBonus = 0x00010000,
DexBonus = 0x00020000,
IntBonus = 0x00040000,
StrReq = 0x00080000,
DexReq = 0x00100000,
IntReq = 0x00200000,
MedAllowance = 0x00400000,
SkillBonuses = 0x00800000,
PlayerConstructed = 0x01000000
}
}
}

View file

@ -31,12 +31,13 @@ namespace Server.Items
public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
[SerializableField(0, setter: "private")]
[SaveFlag(nameof(ShouldSerializeWeaponAttributes), nameof(WeaponAttributesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
public AosWeaponAttributes _weaponAttributes;
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty;
[SerializableFieldDefault(0)]
private AosWeaponAttributes WeaponAttributesDefaultValue() => new(this);
public override void AppendChildNameProperties(IPropertyList list)

View file

@ -33,26 +33,32 @@ namespace Server.Items
public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
[SerializableField(0, fieldChanged: nameof(OnCurArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _curArcaneCharges;
private void OnCurArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int CurArcaneCharges
{
Update();
get => _curArcaneCharges;
set
{
_curArcaneCharges = value;
InvalidateProperties();
Update();
}
}
[SerializableField(1, fieldChanged: nameof(OnMaxArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _maxArcaneCharges;
private void OnMaxArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int MaxArcaneCharges
{
Update();
get => _maxArcaneCharges;
set
{
_maxArcaneCharges = value;
InvalidateProperties();
Update();
}
}
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -32,26 +32,32 @@ namespace Server.Items
public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
[SerializableField(0, fieldChanged: nameof(OnCurArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _curArcaneCharges;
private void OnCurArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int CurArcaneCharges
{
Update();
get => _curArcaneCharges;
set
{
_curArcaneCharges = value;
InvalidateProperties();
Update();
}
}
[SerializableField(1, fieldChanged: nameof(OnMaxArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _maxArcaneCharges;
private void OnMaxArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int MaxArcaneCharges
{
Update();
get => _maxArcaneCharges;
set
{
_maxArcaneCharges = value;
InvalidateProperties();
Update();
}
}
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -19,38 +19,41 @@ namespace Server.Items
[InternString]
[InvalidateProperties]
[SerializableField(1)]
[SaveFlag(nameof(ShouldSerializeTitle), nameof(TitleDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private string _title;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeTitle() => _title != DefaultContent?.Title;
[SerializableFieldDefault(1)]
private string TitleDefaultValue() => DefaultContent?.Title;
[InvalidateProperties]
[SerializableField(2)]
[SaveFlag(nameof(ShouldSerializeAuthor), nameof(AuthorDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private string _author;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeAuthor() => _author != DefaultContent?.Author;
[SerializableFieldDefault(2)]
private string AuthorDefaultValue() => DefaultContent?.Author;
[SerializableField(3)]
[SaveFlag(nameof(ShouldSerializeWritable))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _writable;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeWritable() => _writable;
[SerializedIgnoreDupe]
[SerializableField(4, setter: "protected")]
[SaveFlag(nameof(ShouldSerializePages), nameof(PagesDefaultValue))]
private BookPageInfo[] _pages;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializePages() => DefaultContent?.IsMatch(_pages) != true;
[SerializableFieldDefault(4)]
private BookPageInfo[] PagesDefaultValue() => DefaultContent?.Copy() ?? Array.Empty<BookPageInfo>();
[Constructible]

View file

@ -1,25 +1,7 @@
using System;
namespace Server.Items;
public partial class BaseClothing
{
// PlayerConstructed moved onto Item
private void MigrateFrom(V7Content content)
{
_resource = content.Resource ?? DefaultResource;
_attributes = content.Attributes ?? AttributesDefaultValue();
_clothingAttributes = content.ClothingAttributes ?? ClothingAttributesDefaultValue();
_skillBonuses = content.SkillBonuses ?? SkillBonusesDefaultValue();
_resistances = content.Resistances ?? ResistancesDefaultValue();
_maxHitPoints = content.MaxHitPoints ?? 0;
_hitPoints = content.HitPoints ?? 0;
PlayerConstructed = content.PlayerConstructed;
_crafter = content.Crafter;
_quality = content.Quality ?? ClothingQuality.Regular;
_strReq = content.StrRequirement ?? -1;
}
private void MigrateFrom(V6Content content)
{
_resource = content.RawResource ?? DefaultResource;
@ -28,7 +10,7 @@ public partial class BaseClothing
_skillBonuses = content.SkillBonuses ?? SkillBonusesDefaultValue();
_resistances = content.Resistances ?? ResistancesDefaultValue();
_maxHitPoints = content.MaxHitPoints ?? 0;
PlayerConstructed = content.PlayerConstructed;
_playerConstructed = content.PlayerConstructed;
Timer.DelayCall((item, crafter) => item._crafter = crafter?.RawName, this, content.Crafter);
_quality = content.Quality ?? ClothingQuality.Regular;
_strReq = content.StrRequirement ?? -1;
@ -103,23 +85,4 @@ public partial class BaseClothing
PlayerConstructed = GetSaveFlag(flags, OldSaveFlag.PlayerConstructed);
}
private static bool GetSaveFlag(OldSaveFlag flags, OldSaveFlag toGet) => (flags & toGet) != 0;
[Flags]
private enum OldSaveFlag
{
None = 0x00000000,
Resource = 0x00000001,
Attributes = 0x00000002,
ClothingAttributes = 0x00000004,
SkillBonuses = 0x00000008,
Resistances = 0x00000010,
MaxHitPoints = 0x00000020,
HitPoints = 0x00000040,
PlayerConstructed = 0x00000080,
Crafter = 0x00000100,
Quality = 0x00000200,
StrReq = 0x00000400
}
}

View file

@ -22,78 +22,90 @@ namespace Server.Items
int MaxArcaneCharges { get; set; }
}
[SerializationGenerator(8, false)]
[SerializationGenerator(7, false)]
public abstract partial class BaseClothing
: Item, IDyable, IScissorable, IFactionItem, ICraftable, IWearableDurability, IAosItem
{
[SerializableFieldSaveFlag(0)]
private bool ShouldSerializeResource() => _resource != DefaultResource;
[SerializedIgnoreDupe]
[SerializableField(1, setter: "private")]
[SaveFlag(nameof(ShouldSerializeAttributes), nameof(AttributesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosAttributes _attributes;
[SerializableFieldSaveFlag(1)]
private bool ShouldSerializeAttributes() => !_attributes.IsEmpty;
[SerializableFieldDefault(1)]
private AosAttributes AttributesDefaultValue() => new(this);
[SerializedIgnoreDupe]
[SerializableField(2, setter: "private")]
[SaveFlag(nameof(ShouldSerializeClothingAttributes), nameof(ClothingAttributesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosArmorAttributes _clothingAttributes;
[SerializableFieldSaveFlag(2)]
private bool ShouldSerializeClothingAttributes() => !_clothingAttributes.IsEmpty;
[SerializableFieldDefault(2)]
private AosArmorAttributes ClothingAttributesDefaultValue() => new(this);
[SerializedIgnoreDupe]
[SerializableField(3, setter: "private")]
[SaveFlag(nameof(ShouldSerializeSkillBonuses), nameof(SkillBonusesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosSkillBonuses _skillBonuses;
[SerializableFieldSaveFlag(3)]
private bool ShouldSerializeSkillBonuses() => !_skillBonuses.IsEmpty;
[SerializableFieldDefault(3)]
private AosSkillBonuses SkillBonusesDefaultValue() => new(this);
[SerializedIgnoreDupe]
[SerializableField(4, setter: "private")]
[SaveFlag(nameof(ShouldSerializeResistances), nameof(ResistancesDefaultValue))]
[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
private AosElementAttributes _resistances;
[SerializableFieldSaveFlag(4)]
private bool ShouldSerializeResistances() => !_resistances.IsEmpty;
[SerializableFieldDefault(4)]
private AosElementAttributes ResistancesDefaultValue() => new(this);
[EncodedInt]
[InvalidateProperties]
[SerializableField(5)]
[SaveFlag(nameof(ShouldSerializeMaxHitPoints))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _maxHitPoints;
[SerializableFieldSaveFlag(5)]
private bool ShouldSerializeMaxHitPoints() => _maxHitPoints != 0;
[InvalidateProperties]
[SerializableField(7)]
[SaveFlag(nameof(ShouldSerializeCrafter))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private string _crafter;
private bool _playerConstructed;
private bool ShouldSerializeCrafter() => !string.IsNullOrEmpty(_crafter);
[SerializableFieldSaveFlag(7)]
private bool ShouldSerializePlayerConstructed() => _playerConstructed;
[InvalidateProperties]
[SerializableField(8)]
[SaveFlag(nameof(ShouldSerializeQuality))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private string _crafter;
[SerializableFieldSaveFlag(8)]
private bool ShouldSerializeCrafter() => !string.IsNullOrEmpty(_crafter);
[InvalidateProperties]
[SerializableField(9)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private ClothingQuality _quality = ClothingQuality.Regular;
[SerializableFieldSaveFlag(9)]
private bool ShouldSerializeQuality() => _quality != ClothingQuality.Regular;
// Field 9
// Field 10
private int _strReq = -1;
private FactionItem _factionState;
@ -113,19 +125,21 @@ namespace Server.Items
Resistances = new AosElementAttributes(this);
}
[SerializableField(0, fieldChanged: nameof(OnResourceChanged))]
[SaveFlag(nameof(ShouldSerializeResource))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private CraftResource _resource;
private void OnResourceChanged(CraftResource oldValue, CraftResource newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource Resource
{
Hue = CraftResources.GetHue(_resource);
get => _resource;
set
{
_resource = value;
Hue = CraftResources.GetHue(_resource);
InvalidateProperties();
this.MarkDirty();
}
}
[SerializableProperty(9, useField: nameof(_strReq))]
[SaveFlag(nameof(ShouldSerializeStrReq))]
[SerializableProperty(10, useField: nameof(_strReq))]
[CommandProperty(AccessLevel.GameMaster)]
public int StrRequirement
{
@ -138,6 +152,7 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(10)]
private bool ShouldSerializeStrReq() => _strReq != -1;
public virtual CraftResource DefaultResource => CraftResource.None;
@ -192,6 +207,8 @@ namespace Server.Items
Hue = resHue;
}
PlayerConstructed = true;
var context = craftSystem.GetContext(from);
if (context?.DoNotColor == true)
@ -291,7 +308,6 @@ namespace Server.Items
[EncodedInt]
[SerializableProperty(6)]
[SaveFlag(nameof(ShouldSerializeHitPoints))]
[CommandProperty(AccessLevel.GameMaster)]
public int HitPoints
{
@ -317,6 +333,7 @@ namespace Server.Items
}
}
[SerializableFieldSaveFlag(6)]
private bool ShouldSerializeHitPoints() => _hitPoints != 0;
public virtual int InitMinHits => 0;
@ -872,6 +889,8 @@ namespace Server.Items
InvalidateProperties();
}
private static bool GetSaveFlag(OldSaveFlag flags, OldSaveFlag toGet) => (flags & toGet) != 0;
[AfterDeserialization]
private void AfterDeserialization()
{
@ -892,5 +911,21 @@ namespace Server.Items
}
}
[Flags]
private enum OldSaveFlag
{
None = 0x00000000,
Resource = 0x00000001,
Attributes = 0x00000002,
ClothingAttributes = 0x00000004,
SkillBonuses = 0x00000008,
Resistances = 0x00000010,
MaxHitPoints = 0x00000020,
HitPoints = 0x00000040,
PlayerConstructed = 0x00000080,
Crafter = 0x00000100,
Quality = 0x00000200,
StrReq = 0x00000400
}
}
}

View file

@ -22,26 +22,34 @@ namespace Server.Items
public override double DefaultWeight => 5.0;
[SerializableField(0, fieldChanged: nameof(OnCurArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _curArcaneCharges;
private void OnCurArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int CurArcaneCharges
{
Update();
get => _curArcaneCharges;
set
{
_curArcaneCharges = value;
this.MarkDirty();
InvalidateProperties();
Update();
}
}
[SerializableField(1, fieldChanged: nameof(OnMaxArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _maxArcaneCharges;
private void OnMaxArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int MaxArcaneCharges
{
Update();
get => _maxArcaneCharges;
set
{
_maxArcaneCharges = value;
this.MarkDirty();
InvalidateProperties();
Update();
}
}
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -37,22 +37,21 @@ namespace Server.Items
public override double DefaultWeight => 3.0;
}
[SerializationGenerator(4, false)]
[SerializationGenerator(3, false)]
public partial class DeathRobe : Robe
{
private static readonly TimeSpan m_DefaultDecayTime = TimeSpan.FromMinutes(1.0);
[TimerDrift]
[SerializableField(0)]
[DeserializeTimer(nameof(DeserializeDecayTimer))]
private Timer _decayTimer;
private void DeserializeDecayTimer(TimeSpan delay) => BeginDecay(delay);
private void MigrateFrom(V3Content content)
[DeserializeTimerField(0)]
private void DeserializeDecayTimer(TimeSpan delay)
{
if (content.DecayTimerDelay != TimeSpan.MinValue)
if (delay != TimeSpan.MinValue)
{
DeserializeDecayTimer(content.DecayTimerDelay);
BeginDecay(delay);
}
}
@ -325,26 +324,34 @@ namespace Server.Items
public override double DefaultWeight => 3.0;
[SerializableField(0, fieldChanged: nameof(OnCurArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _curArcaneCharges;
private void OnCurArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(0)]
[CommandProperty(AccessLevel.GameMaster)]
public int CurArcaneCharges
{
Update();
get => _curArcaneCharges;
set
{
_curArcaneCharges = value;
InvalidateProperties();
Update();
this.MarkDirty();
}
}
[SerializableField(1, fieldChanged: nameof(OnMaxArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _maxArcaneCharges;
private void OnMaxArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int MaxArcaneCharges
{
Update();
get => _maxArcaneCharges;
set
{
_maxArcaneCharges = value;
InvalidateProperties();
Update();
this.MarkDirty();
}
}
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -54,10 +54,11 @@ namespace Server.Items
{
[EncodedInt]
[InvalidateProperties]
[SerializableField(0, fieldChanged: nameof(OnCurArcaneChargesChanged))]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _curArcaneCharges;
[SerializableFieldChanged(0)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void OnCurArcaneChargesChanged(int oldValue, int newValue) => Update();
@ -70,15 +71,19 @@ namespace Server.Items
public override CraftResource DefaultResource => CraftResource.RegularLeather;
[SerializableField(1, fieldChanged: nameof(OnMaxArcaneChargesChanged))]
[EncodedInt]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _maxArcaneCharges;
private void OnMaxArcaneChargesChanged(int oldValue, int newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int MaxArcaneCharges
{
Update();
get => _maxArcaneCharges;
set
{
_maxArcaneCharges = value;
InvalidateProperties();
Update();
this.MarkDirty();
}
}
[CommandProperty(AccessLevel.GameMaster)]

View file

@ -74,31 +74,43 @@ public abstract partial class BaseDoor : Item, ILockable, ITelekinesisable
Movable = false;
}
[SerializableField(1, fieldChanged: nameof(OnOpenChanged))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _open;
private void OnOpenChanged(bool oldValue, bool newValue)
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public bool Open
{
ItemID = _open ? _openedId : _closedId;
if (_open)
get => _open;
set
{
Location = new Point3D(X + _offset.X, Y + _offset.Y, Z + _offset.Z);
}
else
{
Location = new Point3D(X - _offset.X, Y - _offset.Y, Z - _offset.Z);
}
Effects.PlaySound(this, _open ? OpenedSound : ClosedSound);
if (_open)
{
_timer ??= new InternalTimer(this);
_timer.Start();
}
else
{
_timer.Stop();
_timer = null;
if (_open != value)
{
_open = value;
ItemID = _open ? _openedId : _closedId;
if (_open)
{
Location = new Point3D(X + _offset.X, Y + _offset.Y, Z + _offset.Z);
}
else
{
Location = new Point3D(X - _offset.X, Y - _offset.Y, Z - _offset.Z);
}
Effects.PlaySound(this, _open ? OpenedSound : ClosedSound);
if (_open)
{
_timer ??= new InternalTimer(this);
_timer.Start();
}
else
{
_timer.Stop();
_timer = null;
}
this.MarkDirty();
}
}
}

View file

@ -3,22 +3,19 @@ using ModernUO.Serialization;
namespace Server.Items;
[SerializationGenerator(3, false)]
[SerializationGenerator(2, false)]
public abstract partial class FillableContainer : LockableContainer
{
[TimerDrift]
[SerializableField(1)]
[DeserializeTimer(nameof(DeserializeRespawnTimer))]
private Timer _respawnTimer;
private void DeserializeRespawnTimer(TimeSpan delay) => _respawnTimer = Timer.DelayCall(delay, Respawn);
private void MigrateFrom(V2Content content)
[DeserializeTimerField(1)]
private void DeserializeRespawnTimer(TimeSpan delay)
{
_contentType = content.ContentType;
if (content.RespawnTimerDelay != TimeSpan.MinValue)
if (delay > TimeSpan.MinValue)
{
DeserializeRespawnTimer(content.RespawnTimerDelay);
_respawnTimer = Timer.DelayCall(delay, Respawn);
}
}

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