- [X] Adds a property to `CommandProperty` to allow modifying `PropertyObject` where there is no property setter that is accessible.
- [X] Updates AosAttributes and friends
Example of how to make this work:
```cs
[CommandProperty(AccessLevel.GameMaster, canModify: true)]
public AosWeaponAttributes WeaponAttributes { get; private set; }
```
This fix is necessary because in release mode the optimizer will sometimes _entirely remove the setter_ because it knows it can do something that is more efficient _when the property setter is private_. RunUO got around this by declaring a public setter explicitly that _was empty_.
### Screenshot
<img width="313" alt="Screen Shot 2021-05-15 at 11 34 01 PM" src="https://user-images.githubusercontent.com/3953314/118387955-49293c00-b5d6-11eb-8f31-a3b5e31bd18b.png">
146 lines
3.6 KiB
C#
146 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace Server
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{
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[AttributeUsage(AttributeTargets.Property)]
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public class HueAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Property)]
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public class BodyAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
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public class PropertyObjectAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
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public class NoSortAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Method)]
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public class CallPriorityAttribute : Attribute
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{
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public CallPriorityAttribute(int priority) => Priority = priority;
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public int Priority { get; set; }
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}
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public class CallPriorityComparer : IComparer<MethodInfo>
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{
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public int Compare(MethodInfo x, MethodInfo y)
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{
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if (x == null && y == null)
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{
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return 0;
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}
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if (x == null)
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{
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return 1;
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}
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if (y == null)
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{
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return -1;
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}
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var xPriority = GetPriority(x);
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var yPriority = GetPriority(y);
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if (xPriority > yPriority)
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{
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return 1;
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}
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if (xPriority < yPriority)
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{
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return -1;
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}
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return 0;
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}
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private int GetPriority(MethodInfo mi)
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{
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var objs = mi.GetCustomAttributes(typeof(CallPriorityAttribute), true);
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if (objs.Length == 0)
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{
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return 50;
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}
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if (!(objs[0] is CallPriorityAttribute attr))
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{
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return 50;
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}
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return attr.Priority;
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}
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class TypeAliasAttribute : Attribute
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{
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public TypeAliasAttribute(params string[] aliases) => Aliases = aliases;
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public string[] Aliases { get; }
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}
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
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public class ParsableAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Enum)]
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public class CustomEnumAttribute : Attribute
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{
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public CustomEnumAttribute(string[] names) => Names = names;
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public string[] Names { get; }
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}
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[AttributeUsage(AttributeTargets.Constructor)]
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public class ConstructibleAttribute : Attribute
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{
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public ConstructibleAttribute() :
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this(AccessLevel.Player) // Lowest accesslevel for current functionality (Level determined by access to [add)
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{
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}
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public ConstructibleAttribute(AccessLevel accessLevel) => AccessLevel = accessLevel;
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public AccessLevel AccessLevel { get; set; }
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}
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[AttributeUsage(AttributeTargets.Property)]
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public class CommandPropertyAttribute : Attribute
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{
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public CommandPropertyAttribute(
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AccessLevel level,
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bool readOnly = false,
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bool canModify = false
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) : this(level, level)
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{
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ReadOnly = readOnly;
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CanModify = canModify;
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}
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public CommandPropertyAttribute(AccessLevel readLevel, AccessLevel writeLevel)
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{
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ReadLevel = readLevel;
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WriteLevel = writeLevel;
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}
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public AccessLevel ReadLevel { get; }
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public AccessLevel WriteLevel { get; }
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public bool ReadOnly { get; }
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public bool CanModify { get; }
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}
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}
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