ModernUO/Projects/UOContent/Engines/Player Murder System/MurderContext.cs
Kamron Batman b042edcf0b
refactor: fold hand-written serializable property setters into field hooks (#2587)
## 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.
2026-08-22 18:20:39 -07:00

132 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
namespace Server.Engines.PlayerMurderSystem;
[SerializationGenerator(2)]
public partial class MurderContext
{
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _shortTermElapse;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private TimeSpan _longTermElapse;
[SerializableField(2, allowFieldChange: nameof(AllowShortTermMurdersChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _shortTermMurders;
private bool AllowShortTermMurdersChange(ref int value)
{
value = Math.Max(value, 0);
return true;
}
[SerializableField(3)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _pingPongs;
[SerializableField(4)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _bounty;
[SerializableField(5)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private DateTime _lastMurderTime;
private void MigrateFrom(V0Content content)
{
_shortTermElapse = content.ShortTermElapse;
_longTermElapse = content.LongTermElapse;
_shortTermMurders = content.ShortTermMurders;
// Players already at >= 5 kills have crossed the threshold at least once
_pingPongs = _player.Kills >= 5 ? 1 : 0;
}
private void MigrateFrom(V1Content content)
{
_shortTermElapse = content.ShortTermElapse;
_longTermElapse = content.LongTermElapse;
_shortTermMurders = content.ShortTermMurders;
_pingPongs = content.PingPongs;
// _bounty defaults to 0
// Default to now so the bounty board date display is sensible for migrated contexts
_lastMurderTime = Core.Now;
}
public PlayerMobile _player;
public PlayerMobile Player => _player;
// Wall clock time for next short or long term expiration
internal DateTime _nextElapse;
public MurderContext(PlayerMobile player) => _player = player;
public void ResetKillTime()
{
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
}
if (_player.Kills > 0)
{
LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
}
}
public void DecayKills()
{
var gameTime = _player.GameTime;
if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
{
ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
--ShortTermMurders;
}
if (_player.Kills > 0 && _longTermElapse < gameTime)
{
LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
--_player.Kills;
}
}
public bool CanRemove() => _pingPongs <= 0 && _shortTermMurders <= 0 && _player.Kills <= 0;
public bool CheckStart()
{
_nextElapse = DateTime.MaxValue;
var now = Core.Now;
var gameTime = _player.GameTime;
if (ShortTermMurders > 0)
{
_nextElapse = now + (ShortTermElapse - gameTime);
}
if (_player.Kills > 0)
{
_nextElapse = Utility.Min(_nextElapse, now + (LongTermElapse - gameTime));
}
return _nextElapse != DateTime.MaxValue;
}
public class EqualityComparer : IEqualityComparer<MurderContext>
{
public static EqualityComparer Default { get; } = new ();
public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
}
}