ModernUO/Projects/UOContent/Items/Armor/BaseArmor.Migrations.cs
Kamron Batman 55ac2c3d98
refactor: Move legacy deserialization into the .Migrations.cs partials (#2575)
Follow-up to #2574, which added a `.Migrations.cs` partial to `BaseWeapon`. Pure relocation — no behaviour change.

## The inconsistency

`BaseArmor` and `BaseClothing` already kept their pre-codegen `Deserialize(reader, version)` in a `.Migrations.cs` partial, but left the `OldSaveFlag` enum and the `GetSaveFlag` helper behind in the main class file — even though every call site is in the partial:

| Class | `Deserialize` | `GetSaveFlag` / `OldSaveFlag` | Call sites outside the partial |
|---|---|---|---|
| `BaseArmor` | already in partial | in main file | 0 of 26 |
| `BaseClothing` | already in partial | in main file | 0 of 12 |
| `BaseWeapon` | in main file | in main file | — |

`BaseWeapon` had all three still inline, with its new `.Migrations.cs` holding only a `MigrateFrom`.

## After

All three follow the same layout: `MigrateFrom` newest to oldest, then the pre-codegen `Deserialize`, then `GetSaveFlag`, then `OldSaveFlag`. That moves ~290 lines of legacy read path out of `BaseWeapon.cs` — the file that needed it most at ~3,900 lines — and leaves the main class files describing only how the type behaves today.

## Reviewing this

The diff is large and almost entirely noise, so it is probably not worth reading line by line. Two checks are stronger:

- **Nothing was lost or altered.** Across each `.cs` / `.Migrations.cs` pair, the multiset of non-blank source lines is identical to `main` except for one added comment (below). The relocation was done mechanically and asserted against that invariant rather than by hand.
- **Nothing about serialization moved with the code.** Running `ModernUOSchemaGenerator` after the move emits no new migration files.

The complete set of intentional additions:

- `using System;` in each of the three partials, for the `[Flags]` attribute (implicit usings are not enabled here).
- `// Version 9 (pre-codegen)` above `BaseWeapon`'s moved `Deserialize`, matching the marker `BaseArmor` and `BaseClothing` already carry. Version 9 is correct because `BaseWeapon.v10.json` is its earliest migration schema, so codegen began at 10.

Everything else is blank-line placement.

## Verification

Full solution builds in Release with 0 errors and 0 warnings; 1516 tests pass (815 `Server.Tests`, 701 `UOContent.Tests`).
2026-08-13 18:43:53 -07:00

229 lines
7.3 KiB
C#

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();
_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;
Timer.DelayCall((item, crafter) => item._crafter = crafter?.RawName, this, content.Crafter);
_quality = content.Quality ?? ArmorQuality.Regular;
_durability = content.Durability ?? ArmorDurabilityLevel.Regular;
_resource = content.RawResource ?? 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;
}
// Version 7 (pre-codegen)
private void Deserialize(IGenericReader reader, int version)
{
var flags = (OldSaveFlag)reader.ReadEncodedInt();
Attributes = new AosAttributes(this);
if (GetSaveFlag(flags, OldSaveFlag.Attributes))
{
Attributes.Deserialize(reader);
}
ArmorAttributes = new AosArmorAttributes(this);
if (GetSaveFlag(flags, OldSaveFlag.ArmorAttributes))
{
ArmorAttributes.Deserialize(reader);
}
if (GetSaveFlag(flags, OldSaveFlag.PhysicalBonus))
{
_physicalBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.FireBonus))
{
_fireBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.ColdBonus))
{
_coldBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.PoisonBonus))
{
_poisonBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.EnergyBonus))
{
_energyBonus = reader.ReadEncodedInt();
}
_identified = GetSaveFlag(flags, OldSaveFlag.Identified);
if (GetSaveFlag(flags, OldSaveFlag.MaxHitPoints))
{
_maxHitPoints = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.HitPoints))
{
_hitPoints = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.Crafter))
{
Timer.DelayCall((item, crafter) => item._crafter = crafter?.RawName, this, reader.ReadEntity<Mobile>());
}
if (GetSaveFlag(flags, OldSaveFlag.Quality))
{
_quality = (ArmorQuality)reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.Durability))
{
_durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.Protection))
{
_protectionLevel = (ArmorProtectionLevel)reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.Resource))
{
_resource = (CraftResource)reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.BaseArmor))
{
_armorBase = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.StrBonus))
{
_strBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.DexBonus))
{
_dexBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.IntBonus))
{
_intBonus = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.StrReq))
{
_strReq = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.DexReq))
{
_dexReq = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.IntReq))
{
_intReq = reader.ReadEncodedInt();
}
if (GetSaveFlag(flags, OldSaveFlag.MedAllowance))
{
_meditate = (AMA)reader.ReadEncodedInt();
}
SkillBonuses = new AosSkillBonuses(this);
if (GetSaveFlag(flags, OldSaveFlag.SkillBonuses))
{
SkillBonuses.Deserialize(reader);
}
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
}
}