## 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">
77 lines
2.6 KiB
C#
77 lines
2.6 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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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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// 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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