ModernUO/Projects/Server/Persistence/StandardSaveStrategy.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

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C#

/***************************************************************************
* StandardSaveStrategy.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections.Generic;
namespace Server.Persistence
{
public class StandardSaveStrategy : SaveStrategy
{
public enum SaveOption
{
Normal,
Threaded
}
public static SaveOption SaveType = SaveOption.Normal;
private Queue<Item> _decayQueue;
public StandardSaveStrategy() => _decayQueue = new Queue<Item>();
public override string Name => "Standard";
protected bool PermitBackgroundWrite{ get; set; }
protected bool UseSequentialWriters => SaveType == SaveOption.Normal || !PermitBackgroundWrite;
public override void Save(bool permitBackgroundWrite)
{
PermitBackgroundWrite = permitBackgroundWrite;
SaveMobiles();
SaveItems();
SaveGuilds();
if (permitBackgroundWrite && UseSequentialWriters
) //If we're permitted to write in the background, but we don't anyways, then notify.
World.NotifyDiskWriteComplete();
}
protected void SaveMobiles()
{
Dictionary<Serial, Mobile> mobiles = World.Mobiles;
GenericWriter idx;
GenericWriter tdb;
GenericWriter bin;
if (UseSequentialWriters)
{
idx = new BinaryFileWriter(World.MobileIndexPath, false);
tdb = new BinaryFileWriter(World.MobileTypesPath, false);
bin = new BinaryFileWriter(World.MobileDataPath, true);
}
else
{
idx = new AsyncWriter(World.MobileIndexPath, false);
tdb = new AsyncWriter(World.MobileTypesPath, false);
bin = new AsyncWriter(World.MobileDataPath, true);
}
idx.Write(mobiles.Count);
foreach (Mobile m in mobiles.Values)
{
long start = bin.Position;
idx.Write(m.m_TypeRef);
idx.Write(m.Serial);
idx.Write(start);
m.Serialize(bin);
idx.Write((int)(bin.Position - start));
m.ClearProperties();
}
tdb.Write(World.m_MobileTypes.Count);
for (int i = 0; i < World.m_MobileTypes.Count; ++i)
tdb.Write(World.m_MobileTypes[i].FullName);
idx.Close();
tdb.Close();
bin.Close();
}
protected void SaveItems()
{
Dictionary<Serial, Item> items = World.Items;
GenericWriter idx;
GenericWriter tdb;
GenericWriter bin;
if (UseSequentialWriters)
{
idx = new BinaryFileWriter(World.ItemIndexPath, false);
tdb = new BinaryFileWriter(World.ItemTypesPath, false);
bin = new BinaryFileWriter(World.ItemDataPath, true);
}
else
{
idx = new AsyncWriter(World.ItemIndexPath, false);
tdb = new AsyncWriter(World.ItemTypesPath, false);
bin = new AsyncWriter(World.ItemDataPath, true);
}
idx.Write(items.Count);
DateTime n = DateTime.UtcNow;
foreach (Item item in items.Values)
{
if (item.Decays && item.Parent == null && item.Map != Map.Internal && item.LastMoved + item.DecayTime <= n)
_decayQueue.Enqueue(item);
long start = bin.Position;
idx.Write(item.m_TypeRef);
idx.Write(item.Serial);
idx.Write(start);
item.Serialize(bin);
idx.Write((int)(bin.Position - start));
item.ClearProperties();
}
tdb.Write(World.m_ItemTypes.Count);
for (int i = 0; i < World.m_ItemTypes.Count; ++i)
tdb.Write(World.m_ItemTypes[i].FullName);
idx.Close();
tdb.Close();
bin.Close();
}
protected void SaveGuilds()
{
GenericWriter idx;
GenericWriter bin;
if (UseSequentialWriters)
{
idx = new BinaryFileWriter(World.GuildIndexPath, false);
bin = new BinaryFileWriter(World.GuildDataPath, true);
}
else
{
idx = new AsyncWriter(World.GuildIndexPath, false);
bin = new AsyncWriter(World.GuildDataPath, true);
}
idx.Write(BaseGuild.List.Count);
foreach (BaseGuild guild in BaseGuild.List.Values)
{
long start = bin.Position;
idx.Write(0); //guilds have no typeid
idx.Write(guild.Id);
idx.Write(start);
guild.Serialize(bin);
idx.Write((int)(bin.Position - start));
}
idx.Close();
bin.Close();
}
public override void ProcessDecay()
{
while (_decayQueue.Count > 0)
{
Item item = _decayQueue.Dequeue();
if (item.OnDecay()) item.Delete();
}
}
}
}