## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
132 lines
3.7 KiB
C#
132 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.PlayerMurderSystem;
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[SerializationGenerator(2)]
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public partial class MurderContext
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{
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _shortTermElapse;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _longTermElapse;
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[SerializableField(2, allowFieldChange: nameof(AllowShortTermMurdersChange))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _shortTermMurders;
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private bool AllowShortTermMurdersChange(ref int value)
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{
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value = Math.Max(value, 0);
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return true;
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}
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[SerializableField(3)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _pingPongs;
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[SerializableField(4)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _bounty;
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[SerializableField(5)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private DateTime _lastMurderTime;
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private void MigrateFrom(V0Content content)
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{
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_shortTermElapse = content.ShortTermElapse;
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_longTermElapse = content.LongTermElapse;
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_shortTermMurders = content.ShortTermMurders;
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// Players already at >= 5 kills have crossed the threshold at least once
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_pingPongs = _player.Kills >= 5 ? 1 : 0;
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}
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private void MigrateFrom(V1Content content)
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{
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_shortTermElapse = content.ShortTermElapse;
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_longTermElapse = content.LongTermElapse;
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_shortTermMurders = content.ShortTermMurders;
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_pingPongs = content.PingPongs;
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// _bounty defaults to 0
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// Default to now so the bounty board date display is sensible for migrated contexts
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_lastMurderTime = Core.Now;
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}
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public PlayerMobile _player;
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public PlayerMobile Player => _player;
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// Wall clock time for next short or long term expiration
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internal DateTime _nextElapse;
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public MurderContext(PlayerMobile player) => _player = player;
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public void ResetKillTime()
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{
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0)
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{
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ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
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}
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if (_player.Kills > 0)
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{
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LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
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}
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}
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public void DecayKills()
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{
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
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{
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ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
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--ShortTermMurders;
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}
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if (_player.Kills > 0 && _longTermElapse < gameTime)
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{
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LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
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--_player.Kills;
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}
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}
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public bool CanRemove() => _pingPongs <= 0 && _shortTermMurders <= 0 && _player.Kills <= 0;
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public bool CheckStart()
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{
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_nextElapse = DateTime.MaxValue;
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var now = Core.Now;
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0)
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{
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_nextElapse = now + (ShortTermElapse - gameTime);
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}
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if (_player.Kills > 0)
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{
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_nextElapse = Utility.Min(_nextElapse, now + (LongTermElapse - gameTime));
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}
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return _nextElapse != DateTime.MaxValue;
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}
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public class EqualityComparer : IEqualityComparer<MurderContext>
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{
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public static EqualityComparer Default { get; } = new ();
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public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
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public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
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}
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}
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