## Summary Adopts ModernUO.Serialization 4.0.0 across the engine. Three commits, reviewable independently: 1. **Package + tool bump to 4.0.0** (`Server.csproj`, `UOContent.csproj`, `dotnet-tools.json`). 2. **Timers → `[DeserializeTimer]`** — the 8 drifting timers (BaseLight, TreasureMapChest, MarkContainer, FillableContainer, DeathRobe, DecayedCorpse, Corpse, BaseEscortable) now store their next tick as **anchored time**: server downtime no longer consumes the remaining delay, and idle-world saves are byte-stable. This changes their wire format, so each class bumps its serialization version with a `MigrateFrom` that replays the old delta-time read through the migration schema (the new `vN.json` files carry `@AnchoredTimer`; the old ones keep `@TimerDrift`, which the generator reads forever). The 2 wall-clock timers (Aquarium, FountainOfLife) keep their exact format via `wallClock: true` — no bump. Restart methods drop their `TimeSpan.MinValue` sentinel checks: v4 invokes them **only when a timer was actually running at save**. 3. **Linkage → field-side declarations** — 175 conversions across 25 files: `[SerializableFieldSaveFlag(order)]`/`[SerializableFieldDefault(order)]` become `[SaveFlag(nameof(...), nameof(...))]` on the field, and `[SerializableFieldChanged(order)]` becomes the `fieldChanged:` argument of `[SerializableField]`. **Wire-neutral: zero migration schemas changed.** ## Verification - Solution builds with **0 errors, 0 warnings**; all three 4.0.0 packages verified indexed on nuget.org (no local feed needed). - **835 + 708 tests green.** - Generated output inspected: old-version content structs replay `ReadDeltaTime` (e.g. `V3Content.DecayTimerNext = reader.ReadDeltaTime()`), current versions write/read anchored time with the gated restart, and the wall-clock classes emit byte-identical `Write`/`ReadDateTime` framing. - Schema tool run is committed (CI's `git diff --exit-code` schema check passes): exactly the 8 expected new `vN.json` files, nothing else touched. - The conversion was scripted with a class-scoped resolver (order → same-class `[SerializableField(order)]`/`[SerializableProperty(order)]`); it planned 175/175 with zero ambiguities before applying. ## Notes - New `MigrateFrom`s use the content structs' provided `XxxDelay` property, matching the pre-existing idiom in Corpse's and TreasureMapChest's older migrations. - Follow-up candidate (separate PR, wire-neutral, any time): fold the ~150 eligible hand-written `[SerializableProperty]` setters (clamps, post-change side effects) down to `[SerializableField]` with `allowFieldChange`/`fieldChanged` hooks.
220 lines
4.7 KiB
C#
220 lines
4.7 KiB
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(2, false)]
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public abstract partial class BaseLight : Item
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{
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public static readonly bool Burnout = false;
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _burntOut;
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private bool _protected;
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[SerializableField(4, getter: "private", setter: "private")]
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[DeserializeTimer(nameof(DeserializeTimer))]
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private Timer _burnTimer;
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private void DeserializeTimer(TimeSpan delay)
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{
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if (_burning && _duration != TimeSpan.Zero)
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{
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DoTimer(delay);
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}
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}
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private void MigrateFrom(V1Content content)
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{
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_burntOut = content.BurntOut;
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_burning = content.Burning;
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_duration = content.Duration;
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_protected = content.Protected;
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if (content.BurnTimerDelay != TimeSpan.MinValue)
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{
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DeserializeTimer(content.BurnTimerDelay);
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}
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}
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[Constructible]
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public BaseLight(int itemID) : base(itemID)
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{
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}
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public abstract int LitItemID { get; }
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public virtual int UnlitItemID => 0;
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public virtual int BurntOutItemID => 0;
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public virtual int LitSound => 0x47;
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public virtual int UnlitSound => 0x3be;
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public virtual int BurntOutSound => 0x4b8;
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[SerializableProperty(1)]
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Burning
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{
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get => _burning;
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set
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{
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if (_burning != value)
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{
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_burning = true;
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DoTimer(_duration);
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this.MarkDirty();
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}
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}
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}
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[SerializableProperty(2)]
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[CommandProperty(AccessLevel.GameMaster)]
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public TimeSpan Duration
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{
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get => _duration != TimeSpan.Zero && _burning && _burnTimer != null ? _burnTimer.Next - Core.Now : _duration;
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set
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{
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_duration = value;
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this.MarkDirty();
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}
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}
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public virtual void PlayLitSound()
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{
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if (LitSound != 0)
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{
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var loc = GetWorldLocation();
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Effects.PlaySound(loc, Map, LitSound);
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}
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}
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public virtual void PlayUnlitSound()
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{
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var sound = UnlitSound;
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if (BurntOut && BurntOutSound != 0)
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{
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sound = BurntOutSound;
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}
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if (sound != 0)
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{
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var loc = GetWorldLocation();
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Effects.PlaySound(loc, Map, sound);
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}
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}
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public virtual void Ignite()
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{
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if (!BurntOut)
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{
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PlayLitSound();
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_burning = true;
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ItemID = LitItemID;
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DoTimer(_duration);
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}
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}
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public virtual void Douse()
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{
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_burning = false;
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ItemID = BurntOut && BurntOutItemID != 0 ? BurntOutItemID : UnlitItemID;
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if (BurntOut)
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{
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_duration = TimeSpan.Zero;
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}
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else if (_duration != TimeSpan.Zero)
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{
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_duration = _burnTimer.Next - Core.Now;
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}
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_burnTimer?.Stop();
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this.MarkDirty();
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PlayUnlitSound();
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}
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public virtual void Burn()
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{
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BurntOut = true;
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Douse();
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}
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private void DoTimer(TimeSpan delay)
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{
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_duration = delay;
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_burnTimer?.Stop();
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this.MarkDirty();
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if (delay == TimeSpan.Zero)
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{
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return;
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}
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_burnTimer = new InternalTimer(this, delay);
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_burnTimer.Start();
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this.MarkDirty();
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (_burntOut)
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{
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return;
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}
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if (_protected && from.AccessLevel == AccessLevel.Player)
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{
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return;
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}
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if (!from.InRange(GetWorldLocation(), 2))
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{
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return;
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}
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if (!_burning)
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{
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Ignite();
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}
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else if (UnlitItemID != 0)
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{
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Douse();
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}
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_burntOut = reader.ReadBool();
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_burning = reader.ReadBool();
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_duration = reader.ReadTimeSpan();
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_protected = reader.ReadBool();
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if (_burning && _duration != TimeSpan.Zero)
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{
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DoTimer(reader.ReadDeltaTime() - Core.Now);
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}
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}
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private class InternalTimer : Timer
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{
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private readonly BaseLight m_Light;
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public InternalTimer(BaseLight light, TimeSpan delay) : base(delay) => m_Light = light;
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protected override void OnTick()
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{
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if (m_Light?.Deleted == false)
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{
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m_Light.Burn();
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}
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}
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}
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}
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