* 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
202 lines
No EOL
5.4 KiB
C#
202 lines
No EOL
5.4 KiB
C#
/***************************************************************************
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* StandardSaveStrategy.cs
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* -------------------
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* begin : May 1, 2002
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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.Generic;
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namespace Server.Persistence
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{
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public class StandardSaveStrategy : SaveStrategy
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{
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public enum SaveOption
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{
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Normal,
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Threaded
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}
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public static SaveOption SaveType = SaveOption.Normal;
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private Queue<Item> _decayQueue;
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public StandardSaveStrategy() => _decayQueue = new Queue<Item>();
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public override string Name => "Standard";
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protected bool PermitBackgroundWrite{ get; set; }
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protected bool UseSequentialWriters => SaveType == SaveOption.Normal || !PermitBackgroundWrite;
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public override void Save(bool permitBackgroundWrite)
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{
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PermitBackgroundWrite = permitBackgroundWrite;
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SaveMobiles();
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SaveItems();
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SaveGuilds();
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if (permitBackgroundWrite && UseSequentialWriters
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) //If we're permitted to write in the background, but we don't anyways, then notify.
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World.NotifyDiskWriteComplete();
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}
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protected void SaveMobiles()
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{
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Dictionary<Serial, Mobile> mobiles = World.Mobiles;
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GenericWriter idx;
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GenericWriter tdb;
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GenericWriter bin;
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if (UseSequentialWriters)
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{
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idx = new BinaryFileWriter(World.MobileIndexPath, false);
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tdb = new BinaryFileWriter(World.MobileTypesPath, false);
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bin = new BinaryFileWriter(World.MobileDataPath, true);
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}
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else
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{
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idx = new AsyncWriter(World.MobileIndexPath, false);
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tdb = new AsyncWriter(World.MobileTypesPath, false);
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bin = new AsyncWriter(World.MobileDataPath, true);
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}
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idx.Write(mobiles.Count);
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foreach (Mobile m in mobiles.Values)
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{
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long start = bin.Position;
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idx.Write(m.m_TypeRef);
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idx.Write(m.Serial);
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idx.Write(start);
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m.Serialize(bin);
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idx.Write((int)(bin.Position - start));
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m.ClearProperties();
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}
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tdb.Write(World.m_MobileTypes.Count);
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for (int i = 0; i < World.m_MobileTypes.Count; ++i)
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tdb.Write(World.m_MobileTypes[i].FullName);
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idx.Close();
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tdb.Close();
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bin.Close();
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}
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protected void SaveItems()
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{
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Dictionary<Serial, Item> items = World.Items;
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GenericWriter idx;
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GenericWriter tdb;
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GenericWriter bin;
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if (UseSequentialWriters)
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{
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idx = new BinaryFileWriter(World.ItemIndexPath, false);
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tdb = new BinaryFileWriter(World.ItemTypesPath, false);
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bin = new BinaryFileWriter(World.ItemDataPath, true);
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}
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else
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{
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idx = new AsyncWriter(World.ItemIndexPath, false);
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tdb = new AsyncWriter(World.ItemTypesPath, false);
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bin = new AsyncWriter(World.ItemDataPath, true);
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}
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idx.Write(items.Count);
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DateTime n = DateTime.UtcNow;
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foreach (Item item in items.Values)
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{
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if (item.Decays && item.Parent == null && item.Map != Map.Internal && item.LastMoved + item.DecayTime <= n)
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_decayQueue.Enqueue(item);
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long start = bin.Position;
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idx.Write(item.m_TypeRef);
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idx.Write(item.Serial);
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idx.Write(start);
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item.Serialize(bin);
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idx.Write((int)(bin.Position - start));
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item.ClearProperties();
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}
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tdb.Write(World.m_ItemTypes.Count);
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for (int i = 0; i < World.m_ItemTypes.Count; ++i)
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tdb.Write(World.m_ItemTypes[i].FullName);
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idx.Close();
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tdb.Close();
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bin.Close();
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}
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protected void SaveGuilds()
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{
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GenericWriter idx;
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GenericWriter bin;
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if (UseSequentialWriters)
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{
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idx = new BinaryFileWriter(World.GuildIndexPath, false);
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bin = new BinaryFileWriter(World.GuildDataPath, true);
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}
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else
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{
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idx = new AsyncWriter(World.GuildIndexPath, false);
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bin = new AsyncWriter(World.GuildDataPath, true);
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}
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idx.Write(BaseGuild.List.Count);
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foreach (BaseGuild guild in BaseGuild.List.Values)
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{
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long start = bin.Position;
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idx.Write(0); //guilds have no typeid
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idx.Write(guild.Id);
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idx.Write(start);
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guild.Serialize(bin);
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idx.Write((int)(bin.Position - start));
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}
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idx.Close();
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bin.Close();
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}
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public override void ProcessDecay()
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{
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while (_decayQueue.Count > 0)
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{
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Item item = _decayQueue.Dequeue();
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if (item.OnDecay()) item.Delete();
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}
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}
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}
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} |