### Changes * Implements an AfterSerialize method that is executed synchronously. * Removes `BeforeSerialize` support since it was dangerous in its current implementation. * Moves PlayerMobile kill/virtual decay to AfterSerialize. * Adds kill decay to after Deserialize.
90 lines
3.1 KiB
C#
90 lines
3.1 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: ISerializable.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.Concurrent;
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using System.IO;
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namespace Server;
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public interface ISerializable
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{
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// Should be serialized/deserialized with the index so it can be referenced by IGenericReader
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DateTime Created { get; set; }
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// Should be serialized/deserialized with the index so it can be referenced by IGenericReader
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DateTime LastSerialized { get; protected internal set; }
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long SavePosition { get; protected internal set; }
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BufferWriter SaveBuffer { get; protected internal set; }
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Serial Serial { get; }
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void Deserialize(IGenericReader reader);
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void Serialize(IGenericWriter writer);
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// Determines if AfterSerialize should execute. This is checked on a worker thread.
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bool ShouldExecuteAfterSerialize { get; }
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// Executes after serialization if ShouldExecuteAfterSerialize is true. This is run on the game thread synchronously.
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void AfterSerialize();
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bool Deleted { get; }
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void Delete();
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public void InitializeSaveBuffer(byte[] buffer, ConcurrentQueue<Type> types)
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{
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SaveBuffer = new BufferWriter(buffer, true, types);
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if (World.DirtyTrackingEnabled)
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{
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SavePosition = SaveBuffer.Position;
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}
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else
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{
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SavePosition = -1;
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}
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}
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public void Serialize(ConcurrentQueue<Type> types)
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{
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SaveBuffer ??= new BufferWriter(true, types);
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// Queue for post serialization if this entity has it enabled
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// This will run AfterSerialize in the main game thread after the world is done saving
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if (ShouldExecuteAfterSerialize)
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{
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World.EnqueueAfterSerialization(this);
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}
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// Clean, don't bother serializing
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if (SavePosition > -1)
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{
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SaveBuffer.Seek(SavePosition, SeekOrigin.Begin);
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return;
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}
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LastSerialized = Core.Now;
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SaveBuffer.Seek(0, SeekOrigin.Begin);
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Serialize(SaveBuffer);
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if (World.DirtyTrackingEnabled)
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{
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SavePosition = SaveBuffer.Position;
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}
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else
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{
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this.MarkDirty();
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}
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}
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}
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