- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases. - [X] Fixes an issue with dupe copying the savebuffer reference (ugh). - [X] Streamlines the IGenericWriter API to use better generics. - [X] Streamlines the IGenericReader API to use better generics. - [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects. - [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks. - [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading. - NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states. - [X] Fixes an issue with serializing negative DateTime deltas. - [X] Fixes a potential issue with serializing non-UTC DateTime. Bumps release version
175 lines
4.1 KiB
C#
175 lines
4.1 KiB
C#
using System;
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using System.Collections.ObjectModel;
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using Server.Mobiles;
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namespace Server.Ethics
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{
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public class PlayerCollection : Collection<Player>
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{
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}
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[PropertyObject]
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public class Player
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{
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private DateTime m_Shield;
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public Player(Ethic ethic, Mobile mobile)
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{
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Ethic = ethic;
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Mobile = mobile;
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Power = 5;
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History = 5;
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}
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public Player(Ethic ethic, IGenericReader reader)
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{
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Ethic = ethic;
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var version = reader.ReadEncodedInt();
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switch (version)
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{
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case 0:
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{
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Mobile = reader.ReadEntity<Mobile>();
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Power = reader.ReadEncodedInt();
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History = reader.ReadEncodedInt();
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Steed = reader.ReadEntity<Mobile>();
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Familiar = reader.ReadEntity<Mobile>();
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m_Shield = reader.ReadDeltaTime();
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break;
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}
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}
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}
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public Ethic Ethic { get; }
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public Mobile Mobile { get; }
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[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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public int Power { get; set; }
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[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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public int History { get; set; }
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[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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public Mobile Steed { get; set; }
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[CommandProperty(AccessLevel.GameMaster, AccessLevel.Administrator)]
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public Mobile Familiar { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsShielded
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{
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get
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{
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if (m_Shield == DateTime.MinValue)
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{
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return false;
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}
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if (DateTime.UtcNow < m_Shield + TimeSpan.FromHours(1.0))
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{
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return true;
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}
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FinishShield();
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return false;
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}
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}
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public static Player Find(Mobile mob) => Find(mob, false);
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public static Player Find(Mobile mob, bool inherit)
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{
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var pm = mob as PlayerMobile;
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if (pm == null)
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{
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if (inherit && mob is BaseCreature bc)
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{
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if (bc.Controlled)
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{
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pm = bc.ControlMaster as PlayerMobile;
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}
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else if (bc.Summoned)
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{
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pm = bc.SummonMaster as PlayerMobile;
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}
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}
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if (pm == null)
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{
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return null;
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}
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}
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var pl = pm.EthicPlayer;
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if (pl?.Ethic.IsEligible(pl.Mobile) == false)
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{
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pm.EthicPlayer = pl = null;
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}
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return pl;
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}
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public void BeginShield()
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{
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m_Shield = DateTime.UtcNow;
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}
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public void FinishShield()
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{
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m_Shield = DateTime.MinValue;
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}
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public void CheckAttach()
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{
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if (Ethic.IsEligible(Mobile))
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{
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Attach();
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}
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}
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public void Attach()
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{
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if (Mobile is PlayerMobile mobile)
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{
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mobile.EthicPlayer = this;
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}
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Ethic.Players.Add(this);
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}
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public void Detach()
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{
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if (Mobile is PlayerMobile mobile)
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{
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mobile.EthicPlayer = null;
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}
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Ethic.Players.Remove(this);
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}
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public void Serialize(IGenericWriter writer)
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{
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writer.WriteEncodedInt(0); // version
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writer.Write(Mobile);
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writer.WriteEncodedInt(Power);
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writer.WriteEncodedInt(History);
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writer.Write(Steed);
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writer.Write(Familiar);
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writer.WriteDeltaTime(m_Shield);
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}
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}
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}
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