ModernUO/Projects/UOContent/Items/Lights/BaseLight.cs
Kamron Batman 73f9688083
feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586)
## 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.
2026-08-22 17:54:02 -07:00

220 lines
4.7 KiB
C#

using System;
using ModernUO.Serialization;
namespace Server.Items;
[SerializationGenerator(2, false)]
public abstract partial class BaseLight : Item
{
public static readonly bool Burnout = false;
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _burntOut;
[SerializableField(3)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _protected;
[SerializableField(4, getter: "private", setter: "private")]
[DeserializeTimer(nameof(DeserializeTimer))]
private Timer _burnTimer;
private void DeserializeTimer(TimeSpan delay)
{
if (_burning && _duration != TimeSpan.Zero)
{
DoTimer(delay);
}
}
private void MigrateFrom(V1Content content)
{
_burntOut = content.BurntOut;
_burning = content.Burning;
_duration = content.Duration;
_protected = content.Protected;
if (content.BurnTimerDelay != TimeSpan.MinValue)
{
DeserializeTimer(content.BurnTimerDelay);
}
}
[Constructible]
public BaseLight(int itemID) : base(itemID)
{
}
public abstract int LitItemID { get; }
public virtual int UnlitItemID => 0;
public virtual int BurntOutItemID => 0;
public virtual int LitSound => 0x47;
public virtual int UnlitSound => 0x3be;
public virtual int BurntOutSound => 0x4b8;
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public bool Burning
{
get => _burning;
set
{
if (_burning != value)
{
_burning = true;
DoTimer(_duration);
this.MarkDirty();
}
}
}
[SerializableProperty(2)]
[CommandProperty(AccessLevel.GameMaster)]
public TimeSpan Duration
{
get => _duration != TimeSpan.Zero && _burning && _burnTimer != null ? _burnTimer.Next - Core.Now : _duration;
set
{
_duration = value;
this.MarkDirty();
}
}
public virtual void PlayLitSound()
{
if (LitSound != 0)
{
var loc = GetWorldLocation();
Effects.PlaySound(loc, Map, LitSound);
}
}
public virtual void PlayUnlitSound()
{
var sound = UnlitSound;
if (BurntOut && BurntOutSound != 0)
{
sound = BurntOutSound;
}
if (sound != 0)
{
var loc = GetWorldLocation();
Effects.PlaySound(loc, Map, sound);
}
}
public virtual void Ignite()
{
if (!BurntOut)
{
PlayLitSound();
_burning = true;
ItemID = LitItemID;
DoTimer(_duration);
}
}
public virtual void Douse()
{
_burning = false;
ItemID = BurntOut && BurntOutItemID != 0 ? BurntOutItemID : UnlitItemID;
if (BurntOut)
{
_duration = TimeSpan.Zero;
}
else if (_duration != TimeSpan.Zero)
{
_duration = _burnTimer.Next - Core.Now;
}
_burnTimer?.Stop();
this.MarkDirty();
PlayUnlitSound();
}
public virtual void Burn()
{
BurntOut = true;
Douse();
}
private void DoTimer(TimeSpan delay)
{
_duration = delay;
_burnTimer?.Stop();
this.MarkDirty();
if (delay == TimeSpan.Zero)
{
return;
}
_burnTimer = new InternalTimer(this, delay);
_burnTimer.Start();
this.MarkDirty();
}
public override void OnDoubleClick(Mobile from)
{
if (_burntOut)
{
return;
}
if (_protected && from.AccessLevel == AccessLevel.Player)
{
return;
}
if (!from.InRange(GetWorldLocation(), 2))
{
return;
}
if (!_burning)
{
Ignite();
}
else if (UnlitItemID != 0)
{
Douse();
}
}
private void Deserialize(IGenericReader reader, int version)
{
_burntOut = reader.ReadBool();
_burning = reader.ReadBool();
_duration = reader.ReadTimeSpan();
_protected = reader.ReadBool();
if (_burning && _duration != TimeSpan.Zero)
{
DoTimer(reader.ReadDeltaTime() - Core.Now);
}
}
private class InternalTimer : Timer
{
private readonly BaseLight m_Light;
public InternalTimer(BaseLight light, TimeSpan delay) : base(delay) => m_Light = light;
protected override void OnTick()
{
if (m_Light?.Deleted == false)
{
m_Light.Burn();
}
}
}
}