ModernUO/Projects/Scripts/Mobiles/Vendors/VendorInventory.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

136 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using Server.Multis;
namespace Server.Mobiles
{
public class VendorInventory
{
public static readonly TimeSpan GracePeriod = TimeSpan.FromDays(7.0);
private Timer m_ExpireTimer;
public VendorInventory(BaseHouse house, Mobile owner, string vendorName, string shopName)
{
House = house;
Owner = owner;
VendorName = vendorName;
ShopName = shopName;
Items = new List<Item>();
ExpireTime = DateTime.UtcNow + GracePeriod;
m_ExpireTimer = new ExpireTimer(this, GracePeriod);
m_ExpireTimer.Start();
}
public VendorInventory(BaseHouse house, GenericReader reader)
{
House = house;
int version = reader.ReadEncodedInt();
Owner = reader.ReadMobile();
VendorName = reader.ReadString();
ShopName = reader.ReadString();
Items = reader.ReadStrongItemList();
Gold = reader.ReadInt();
ExpireTime = reader.ReadDeltaTime();
if (Items.Count == 0 && Gold == 0)
{
Timer.DelayCall(TimeSpan.Zero, Delete);
}
else
{
TimeSpan delay = ExpireTime - DateTime.UtcNow;
m_ExpireTimer = new ExpireTimer(this, delay > TimeSpan.Zero ? delay : TimeSpan.Zero);
m_ExpireTimer.Start();
}
}
public BaseHouse House{ get; set; }
public string VendorName{ get; set; }
public string ShopName{ get; set; }
public Mobile Owner{ get; set; }
public List<Item> Items{ get; }
public int Gold{ get; set; }
public DateTime ExpireTime{ get; }
public void AddItem(Item item)
{
item.Internalize();
Items.Add(item);
}
public void Delete()
{
foreach (Item item in Items) item.Delete();
Items.Clear();
Gold = 0;
House?.VendorInventories.Remove(this);
m_ExpireTimer.Stop();
}
public void Serialize(GenericWriter writer)
{
writer.WriteEncodedInt(0); // version
writer.Write(Owner);
writer.Write(VendorName);
writer.Write(ShopName);
writer.Write(Items, true);
writer.Write(Gold);
writer.WriteDeltaTime(ExpireTime);
}
private class ExpireTimer : Timer
{
private VendorInventory m_Inventory;
public ExpireTimer(VendorInventory inventory, TimeSpan delay) : base(delay)
{
m_Inventory = inventory;
Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
BaseHouse house = m_Inventory.House;
if (house != null)
{
if (m_Inventory.Gold > 0)
{
house.MovingCrate ??= new MovingCrate(house);
Banker.Deposit(house.MovingCrate, m_Inventory.Gold);
}
foreach (Item item in m_Inventory.Items)
if (!item.Deleted)
house.DropToMovingCrate(item);
m_Inventory.Gold = 0;
m_Inventory.Items.Clear();
}
m_Inventory.Delete();
}
}
}
}