## MAJOR CHANGE Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_. ### Motivation The motivation to refactor was two-folder, but mostly related to performance in two ways. First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory. Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects. ### Bugs fixed - [X] Fixed titles getting cut off on the paperdoll - [X] Fixed champion title not displaying overhead (OPL) ### Screenshots <img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
53 lines
2.1 KiB
C#
53 lines
2.1 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2022 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: GenericPersistence.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;
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using System.Collections.Generic;
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using System.IO;
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namespace Server;
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public static class GenericPersistence
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{
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public static void Register(
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string name,
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Action<IGenericWriter> serializer,
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Action<IGenericReader> deserializer,
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int priority = Persistence.DefaultPriority
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)
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{
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BufferWriter saveBuffer = null;
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void Serialize()
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{
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saveBuffer ??= new BufferWriter(true, World.SerializedTypes);
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saveBuffer.Seek(0, SeekOrigin.Begin);
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serializer(saveBuffer);
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}
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void WriteSnapshot(string savePath)
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{
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string binPath = Path.Combine(savePath, name, $"{name}.bin");
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var buffer = saveBuffer!.Buffer.AsSpan(0, (int)saveBuffer.Position);
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AdhocPersistence.WriteSnapshot(new FileInfo(binPath), buffer);
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}
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void Deserialize(string savePath, Dictionary<ulong, string> typesDb) =>
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AdhocPersistence.Deserialize(Path.Combine(savePath, name, $"{name}.bin"), deserializer);
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Persistence.Register(name, Serialize, WriteSnapshot, Deserialize, priority);
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}
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}
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