- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases. - [X] Fixes an issue with dupe copying the savebuffer reference (ugh). - [X] Streamlines the IGenericWriter API to use better generics. - [X] Streamlines the IGenericReader API to use better generics. - [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects. - [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks. - [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading. - NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states. - [X] Fixes an issue with serializing negative DateTime deltas. - [X] Fixes a potential issue with serializing non-UTC DateTime. Bumps release version
149 lines
3.5 KiB
C#
149 lines
3.5 KiB
C#
using System.Collections.Generic;
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namespace Server.Factions.AI
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{
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public enum ReactionType
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{
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Ignore,
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Warn,
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Attack
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}
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public enum MovementType
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{
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Stand,
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Patrol,
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Follow
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}
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public class Reaction
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{
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public Reaction(Faction faction, ReactionType type)
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{
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Faction = faction;
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Type = type;
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}
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public Reaction(IGenericReader reader)
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{
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var version = reader.ReadEncodedInt();
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switch (version)
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{
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case 0:
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{
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Faction = Faction.ReadReference(reader);
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Type = (ReactionType)reader.ReadEncodedInt();
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break;
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}
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}
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}
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public Faction Faction { get; }
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public ReactionType Type { get; set; }
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public void Serialize(IGenericWriter writer)
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{
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writer.WriteEncodedInt(0); // version
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Faction.WriteReference(writer, Faction);
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writer.WriteEncodedInt((int)Type);
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}
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}
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public class Orders
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{
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private readonly List<Reaction> m_Reactions;
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public Orders(BaseFactionGuard guard)
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{
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Guard = guard;
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m_Reactions = new List<Reaction>();
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Movement = MovementType.Patrol;
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}
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public Orders(BaseFactionGuard guard, IGenericReader reader)
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{
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Guard = guard;
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var version = reader.ReadEncodedInt();
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switch (version)
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{
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case 1:
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{
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Follow = reader.ReadEntity<Mobile>();
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goto case 0;
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}
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case 0:
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{
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var count = reader.ReadEncodedInt();
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m_Reactions = new List<Reaction>(count);
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for (var i = 0; i < count; ++i)
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{
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m_Reactions.Add(new Reaction(reader));
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}
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Movement = (MovementType)reader.ReadEncodedInt();
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break;
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}
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}
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}
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public BaseFactionGuard Guard { get; }
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public MovementType Movement { get; set; }
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public Mobile Follow { get; set; }
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public Reaction GetReaction(Faction faction)
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{
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Reaction reaction;
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for (var i = 0; i < m_Reactions.Count; ++i)
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{
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reaction = m_Reactions[i];
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if (reaction.Faction == faction)
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{
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return reaction;
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}
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}
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reaction = new Reaction(
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faction,
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faction == null || faction == Guard.Faction ? ReactionType.Ignore : ReactionType.Attack
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);
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m_Reactions.Add(reaction);
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return reaction;
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}
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public void SetReaction(Faction faction, ReactionType type)
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{
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var reaction = GetReaction(faction);
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reaction.Type = type;
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}
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public void Serialize(IGenericWriter writer)
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{
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writer.WriteEncodedInt(1); // version
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writer.Write(Follow);
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writer.WriteEncodedInt(m_Reactions.Count);
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for (var i = 0; i < m_Reactions.Count; ++i)
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{
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m_Reactions[i].Serialize(writer);
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}
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writer.WriteEncodedInt((int)Movement);
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}
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}
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}
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