- [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
62 lines
1.6 KiB
C#
62 lines
1.6 KiB
C#
using Server.Network;
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namespace Server.Engines.ConPVP
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{
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public class TournamentBracketItem : Item
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{
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[Constructible]
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public TournamentBracketItem() : base(3774) => Movable = false;
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public TournamentBracketItem(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public TournamentController Tournament { get; set; }
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public override string DefaultName => "tournament bracket";
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public override void OnDoubleClick(Mobile from)
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{
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if (!from.InRange(GetWorldLocation(), 2))
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{
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from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that
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}
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else
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{
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var tourney = Tournament?.Tournament;
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if (tourney != null)
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{
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from.CloseGump<TournamentBracketGump>();
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from.SendGump(new TournamentBracketGump(from, tourney, TourneyBracketGumpType.Index));
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}
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0);
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writer.Write(Tournament);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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switch (version)
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{
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case 0:
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{
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Tournament = reader.ReadEntity<TournamentController>();
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break;
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}
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}
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}
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}
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}
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