/************************************************************************* * ModernUO * * Copyright 2019-2022 - ModernUO Development Team * * Email: hi@modernuo.com * * File: ISerializable.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 . * *************************************************************************/ using System; using System.Collections.Concurrent; using System.IO; namespace Server; public interface ISerializable { // Should be serialized/deserialized with the index so it can be referenced by IGenericReader DateTime Created { get; set; } // Should be serialized/deserialized with the index so it can be referenced by IGenericReader DateTime LastSerialized { get; protected internal set; } long SavePosition { get; protected internal set; } BufferWriter SaveBuffer { get; protected internal set; } Serial Serial { get; } void Deserialize(IGenericReader reader); void Serialize(IGenericWriter writer); // Determines if AfterSerialize should execute. This is checked on a worker thread. bool ShouldExecuteAfterSerialize { get; } // Executes after serialization if ShouldExecuteAfterSerialize is true. This is run on the game thread synchronously. void AfterSerialize(); bool Deleted { get; } void Delete(); public void InitializeSaveBuffer(byte[] buffer, ConcurrentQueue types) { SaveBuffer = new BufferWriter(buffer, true, types); if (World.DirtyTrackingEnabled) { SavePosition = SaveBuffer.Position; } else { SavePosition = -1; } } public void Serialize(ConcurrentQueue types) { SaveBuffer ??= new BufferWriter(true, types); // Queue for post serialization if this entity has it enabled // This will run AfterSerialize in the main game thread after the world is done saving if (ShouldExecuteAfterSerialize) { World.EnqueueAfterSerialization(this); } // Clean, don't bother serializing if (SavePosition > -1) { SaveBuffer.Seek(SavePosition, SeekOrigin.Begin); return; } LastSerialized = Core.Now; SaveBuffer.Seek(0, SeekOrigin.Begin); Serialize(SaveBuffer); if (World.DirtyTrackingEnabled) { SavePosition = SaveBuffer.Position; } else { this.MarkDirty(); } } }