## Summary Adopts ModernUO.Serialization 4.0.0 across the engine. Three commits, reviewable independently: 1. **Package + tool bump to 4.0.0** (`Server.csproj`, `UOContent.csproj`, `dotnet-tools.json`). 2. **Timers → `[DeserializeTimer]`** — the 8 drifting timers (BaseLight, TreasureMapChest, MarkContainer, FillableContainer, DeathRobe, DecayedCorpse, Corpse, BaseEscortable) now store their next tick as **anchored time**: server downtime no longer consumes the remaining delay, and idle-world saves are byte-stable. This changes their wire format, so each class bumps its serialization version with a `MigrateFrom` that replays the old delta-time read through the migration schema (the new `vN.json` files carry `@AnchoredTimer`; the old ones keep `@TimerDrift`, which the generator reads forever). The 2 wall-clock timers (Aquarium, FountainOfLife) keep their exact format via `wallClock: true` — no bump. Restart methods drop their `TimeSpan.MinValue` sentinel checks: v4 invokes them **only when a timer was actually running at save**. 3. **Linkage → field-side declarations** — 175 conversions across 25 files: `[SerializableFieldSaveFlag(order)]`/`[SerializableFieldDefault(order)]` become `[SaveFlag(nameof(...), nameof(...))]` on the field, and `[SerializableFieldChanged(order)]` becomes the `fieldChanged:` argument of `[SerializableField]`. **Wire-neutral: zero migration schemas changed.** ## Verification - Solution builds with **0 errors, 0 warnings**; all three 4.0.0 packages verified indexed on nuget.org (no local feed needed). - **835 + 708 tests green.** - Generated output inspected: old-version content structs replay `ReadDeltaTime` (e.g. `V3Content.DecayTimerNext = reader.ReadDeltaTime()`), current versions write/read anchored time with the gated restart, and the wall-clock classes emit byte-identical `Write`/`ReadDateTime` framing. - Schema tool run is committed (CI's `git diff --exit-code` schema check passes): exactly the 8 expected new `vN.json` files, nothing else touched. - The conversion was scripted with a class-scoped resolver (order → same-class `[SerializableField(order)]`/`[SerializableProperty(order)]`); it planned 175/175 with zero ambiguities before applying. ## Notes - New `MigrateFrom`s use the content structs' provided `XxxDelay` property, matching the pre-existing idiom in Corpse's and TreasureMapChest's older migrations. - Follow-up candidate (separate PR, wire-neutral, any time): fold the ~150 eligible hand-written `[SerializableProperty]` setters (clamps, post-change side effects) down to `[SerializableField]` with `allowFieldChange`/`fieldChanged` hooks.
70 lines
2.6 KiB
C#
70 lines
2.6 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: SkillMod.cs *
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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 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Runtime.CompilerServices;
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using ModernUO.Serialization;
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namespace Server;
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[SerializationGenerator(0)]
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public abstract partial class SkillMod : MobileMod
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{
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[SerializableField(0, fieldChanged: nameof(OnObeyCapChanged))]
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private bool _obeyCap;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void OnObeyCapChanged(bool oldValue, bool newValue) => Owner?.Skills[_skill]?.Update();
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[SerializableField(1, fieldChanged: nameof(OnSkillChanged))]
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private SkillName _skill;
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private void OnSkillChanged(SkillName oldValue, SkillName newValue)
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{
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Owner?.Skills[newValue]?.Update();
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Owner?.Skills[oldValue]?.Update();
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}
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[SerializableField(2, fieldChanged: nameof(OnRelativeChanged))]
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private bool _relative;
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private void OnRelativeChanged(bool oldValue, bool newValue) => Owner?.Skills[_skill]?.Update();
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[SerializableField(3, fieldChanged: nameof(OnValueChanged))]
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private double _value;
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private void OnValueChanged(double oldValue, double newValue) => Owner?.Skills[_skill]?.Update();
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public SkillMod(Mobile owner) : base(owner)
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{
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}
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public SkillMod(SkillName skill, string name, bool relative, double value, Mobile owner = null) : base(owner, name)
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{
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_skill = skill;
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_relative = relative;
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_value = value;
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}
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public bool Absolute
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{
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get => !Relative;
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set => Relative = !value;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Remove() => Owner?.RemoveSkillMod(this);
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public abstract bool CheckCondition();
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}
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