# GOALS ### Architecture - [x] Upgrade Server/Scripts compiler to use Roslyn/C# 7 - [ ] Upgrade the code to use C# 7 standards ### Administration - [ ] Move IP logging and account data to SQL - [ ] Move account management to web ### Serialization & World Saves - [ ] Remove Serialization/Deserialization entirely - [ ] Create a flag to indicate when objects will be serialized. * Players, all items held by players, houses, etc. - [ ] Create transactions which handle changes to objects including: * Transitioning from not serialized to serialized (created) * Transitioning from serialized to not serialized (deleted) * Property value changes - [ ] Asynchronously offload the transaction to another service for permanent serialization * Support basic KVP databases such as MongoDB, RocksDB, and Redis - [ ] Create asynchronous request from cold storage * External system must provide objects and their nested objects (e.g. containers) ### Optimizations for large shards - [ ] Eject inactive players and their items after they are serialized to cold storage - [ ] Create hydration techniques for non-persisted systems (e.g. spawners, decorations, static, champions, etc) - [ ] Simplify certain items by eliminating all of their individual types and using an enum to reference their individual type * Items subject to change: reagents, logs, ore, ingots, potions, and containers * Syntax change: `new MandrakeRoot()` -> `new Reagent(ReagentType.MandrakeRoot)` - [ ] Create object pools for high availability items such as gold and reagents * For example, `new MandrakeRoot()` -> `ObjectPool.Get(ReagentType.MandrakeRoot)`. * Pools should be elastic and adjust according to nominal usage. For example, if thousands of gold objects are created and destroyed in a small period of time, the pool should be expanded and replenished properly so it is never empty, or full. - [ ] Replace timer system with a [wheel](https://github.com/runuo/runuo/pull/42) implementation - [X] Create `DefaultName` for mobiles - [ ] Improve asynchronous socket handling ### Code Architecture Fixes - [ ] Create a LayeredItem child and move related code to that class. All layered items should inherit that. * Items that are placed on the paperdoll will need to inherit this. - [ ] Create a StackedItem child and move related code to that class. * Items that have an amount will need to inherit this. ### Bugs & Misc - [ ] Naked corpses (container display issue) - [X] Rounding errors with new bank system - [ ] Replace `double` with `int` for skills to fix rounding errors and optimize code - [X] Replace specific checks for `Item`/`Mobile` by extended `IEntity` and mainstreaming the `NEWPARENT` code - [ ] TryDropItem dropping items until it fails when it should be all-or-nothing - [ ] Consuming items are deleted directly in several places instead of using `Item.Consume()` - [ ] Content displaying for newer clients is not working properly in several situations - [ ] Stack/Hold checks are broken in certain situations