* 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
277 lines
No EOL
7.9 KiB
C#
277 lines
No EOL
7.9 KiB
C#
/***************************************************************************
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* DynamicSaveStrategy.cs
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* -------------------
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* begin : December 16, 2010
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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namespace Server.Persistence
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{
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public sealed class DynamicSaveStrategy : SaveStrategy
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{
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private ConcurrentBag<Item> _decayBag;
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private SequentialFileWriter _guildData, _guildIndex;
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private BlockingCollection<QueuedMemoryWriter> _guildThreadWriters;
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private SequentialFileWriter _itemData, _itemIndex;
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private BlockingCollection<QueuedMemoryWriter> _itemThreadWriters;
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private SequentialFileWriter _mobileData, _mobileIndex;
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private BlockingCollection<QueuedMemoryWriter> _mobileThreadWriters;
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public DynamicSaveStrategy()
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{
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_decayBag = new ConcurrentBag<Item>();
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_itemThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
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_mobileThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
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_guildThreadWriters = new BlockingCollection<QueuedMemoryWriter>();
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}
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public override string Name => "Dynamic";
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public override void Save(bool permitBackgroundWrite)
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{
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OpenFiles();
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Task[] saveTasks = new Task[3];
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saveTasks[0] = SaveItems();
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saveTasks[1] = SaveMobiles();
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saveTasks[2] = SaveGuilds();
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SaveTypeDatabases();
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if (permitBackgroundWrite)
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{
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//This option makes it finish the writing to disk in the background, continuing even after Save() returns.
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Task.Factory.ContinueWhenAll(saveTasks, _ =>
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{
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CloseFiles();
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World.NotifyDiskWriteComplete();
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});
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}
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else
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{
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Task.WaitAll(saveTasks); //Waits for the completion of all of the tasks(committing to disk)
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CloseFiles();
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}
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}
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private Task StartCommitTask(BlockingCollection<QueuedMemoryWriter> threadWriter, SequentialFileWriter data,
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SequentialFileWriter index)
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{
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Task commitTask = Task.Factory.StartNew(() =>
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{
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while (!threadWriter.IsCompleted)
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{
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QueuedMemoryWriter writer;
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try
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{
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writer = threadWriter.Take();
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}
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catch (InvalidOperationException)
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{
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//Per MSDN, it's fine if we're here, successful completion of adding can rarely put us into this state.
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break;
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}
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writer.CommitTo(data, index);
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}
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});
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return commitTask;
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}
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private Task SaveItems()
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{
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//Start the blocking consumer; this runs in background.
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Task commitTask = StartCommitTask(_itemThreadWriters, _itemData, _itemIndex);
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IEnumerable<Item> items = World.Items.Values;
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//Start the producer.
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Parallel.ForEach(items, () => new QueuedMemoryWriter(),
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(item, state, writer) =>
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{
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long startPosition = writer.Position;
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item.Serialize(writer);
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int size = (int)(writer.Position - startPosition);
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writer.QueueForIndex(item, size);
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if (item.Decays && item.Parent == null && item.Map != Map.Internal &&
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DateTime.UtcNow > item.LastMoved + item.DecayTime) _decayBag.Add(item);
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return writer;
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},
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writer =>
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{
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writer.Flush();
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_itemThreadWriters.Add(writer);
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});
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_itemThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
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return commitTask;
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}
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private Task SaveMobiles()
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{
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//Start the blocking consumer; this runs in background.
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Task commitTask = StartCommitTask(_mobileThreadWriters, _mobileData, _mobileIndex);
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IEnumerable<Mobile> mobiles = World.Mobiles.Values;
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//Start the producer.
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Parallel.ForEach(mobiles, () => new QueuedMemoryWriter(),
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(mobile, state, writer) =>
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{
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long startPosition = writer.Position;
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mobile.Serialize(writer);
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int size = (int)(writer.Position - startPosition);
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writer.QueueForIndex(mobile, size);
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return writer;
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},
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writer =>
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{
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writer.Flush();
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_mobileThreadWriters.Add(writer);
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});
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_mobileThreadWriters
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.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task tell the consumer that we're done
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return commitTask;
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}
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private Task SaveGuilds()
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{
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//Start the blocking consumer; this runs in background.
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Task commitTask = StartCommitTask(_guildThreadWriters, _guildData, _guildIndex);
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IEnumerable<BaseGuild> guilds = BaseGuild.List.Values;
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//Start the producer.
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Parallel.ForEach(guilds, () => new QueuedMemoryWriter(),
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(guild, state, writer) =>
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{
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long startPosition = writer.Position;
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guild.Serialize(writer);
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int size = (int)(writer.Position - startPosition);
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writer.QueueForIndex(guild, size);
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return writer;
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},
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writer =>
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{
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writer.Flush();
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_guildThreadWriters.Add(writer);
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});
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_guildThreadWriters.CompleteAdding(); //We only get here after the Parallel.ForEach completes. Lets our task
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return commitTask;
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}
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public override void ProcessDecay()
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{
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while (_decayBag.TryTake(out Item item))
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if (item.OnDecay())
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item.Delete();
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}
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private void OpenFiles()
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{
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_itemData = new SequentialFileWriter(World.ItemDataPath);
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_itemIndex = new SequentialFileWriter(World.ItemIndexPath);
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_mobileData = new SequentialFileWriter(World.MobileDataPath);
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_mobileIndex = new SequentialFileWriter(World.MobileIndexPath);
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_guildData = new SequentialFileWriter(World.GuildDataPath);
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_guildIndex = new SequentialFileWriter(World.GuildIndexPath);
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WriteCount(_itemIndex, World.Items.Count);
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WriteCount(_mobileIndex, World.Mobiles.Count);
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WriteCount(_guildIndex, BaseGuild.List.Count);
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}
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private void CloseFiles()
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{
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_itemData.Close();
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_itemIndex.Close();
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_mobileData.Close();
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_mobileIndex.Close();
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_guildData.Close();
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_guildIndex.Close();
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}
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private void WriteCount(SequentialFileWriter indexFile, int count)
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{
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//Equiv to GenericWriter.Write( (int)count );
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byte[] buffer = new byte[4];
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buffer[0] = (byte)count;
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buffer[1] = (byte)(count >> 8);
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buffer[2] = (byte)(count >> 16);
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buffer[3] = (byte)(count >> 24);
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indexFile.Write(buffer, 0, buffer.Length);
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}
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private void SaveTypeDatabases()
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{
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SaveTypeDatabase(World.ItemTypesPath, World.m_ItemTypes);
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SaveTypeDatabase(World.MobileTypesPath, World.m_MobileTypes);
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}
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private void SaveTypeDatabase(string path, List<Type> types)
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{
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BinaryFileWriter bfw = new BinaryFileWriter(path, false);
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bfw.Write(types.Count);
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foreach (Type type in types) bfw.Write(type.FullName);
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bfw.Flush();
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bfw.Close();
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}
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}
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} |