## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
192 lines
5.2 KiB
C#
192 lines
5.2 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items
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{
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[SerializationGenerator(2, false)]
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public abstract partial class BaseIngot : Item, ICommodity
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{
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[InvalidateProperties]
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[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
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[SerializableField(0)]
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private CraftResource _resource;
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public BaseIngot(CraftResource resource, int amount = 1) : base(0x1BF2)
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{
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Stackable = true;
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Amount = amount;
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Hue = CraftResources.GetHue(resource);
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_resource = resource;
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}
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public override double DefaultWeight => 0.1;
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public override int LabelNumber
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{
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get
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{
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if (_resource >= CraftResource.DullCopper && _resource <= CraftResource.Valorite)
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{
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return 1042684 + (_resource - CraftResource.DullCopper);
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}
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return 1042692;
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}
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}
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int ICommodity.DescriptionNumber => LabelNumber;
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bool ICommodity.IsDeedable => true;
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private void Deserialize(IGenericReader reader, int version)
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{
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switch (version)
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{
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case 1:
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{
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_resource = (CraftResource)reader.ReadInt();
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break;
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}
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case 0:
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{
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var info = reader.ReadInt() switch
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{
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0 => OreInfo.Iron,
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1 => OreInfo.DullCopper,
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2 => OreInfo.ShadowIron,
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3 => OreInfo.Copper,
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4 => OreInfo.Bronze,
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5 => OreInfo.Gold,
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6 => OreInfo.Agapite,
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7 => OreInfo.Verite,
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8 => OreInfo.Valorite,
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_ => null
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};
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_resource = CraftResources.GetFromOreInfo(info);
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break;
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}
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}
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}
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public override void AddNameProperty(IPropertyList list)
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{
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if (Amount > 1)
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{
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list.Add(1050039, $"{Amount}\t#{1027154}"); // ~1_NUMBER~ ~2_ITEMNAME~
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}
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else
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{
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list.Add(1027154); // ingots
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}
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (!CraftResources.IsStandard(_resource))
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{
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var num = CraftResources.GetLocalizationNumber(_resource);
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if (num > 0)
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{
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list.Add(num);
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}
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else
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{
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list.Add(CraftResources.GetName(_resource));
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}
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}
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class IronIngot : BaseIngot
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{
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[Constructible]
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public IronIngot(int amount = 1) : base(CraftResource.Iron, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class DullCopperIngot : BaseIngot
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{
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[Constructible]
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public DullCopperIngot(int amount = 1) : base(CraftResource.DullCopper, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class ShadowIronIngot : BaseIngot
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{
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[Constructible]
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public ShadowIronIngot(int amount = 1) : base(CraftResource.ShadowIron, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class CopperIngot : BaseIngot
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{
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[Constructible]
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public CopperIngot(int amount = 1) : base(CraftResource.Copper, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class BronzeIngot : BaseIngot
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{
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[Constructible]
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public BronzeIngot(int amount = 1) : base(CraftResource.Bronze, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class GoldIngot : BaseIngot
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{
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[Constructible]
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public GoldIngot(int amount = 1) : base(CraftResource.Gold, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class AgapiteIngot : BaseIngot
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{
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[Constructible]
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public AgapiteIngot(int amount = 1) : base(CraftResource.Agapite, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class VeriteIngot : BaseIngot
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{
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[Constructible]
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public VeriteIngot(int amount = 1) : base(CraftResource.Verite, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class ValoriteIngot : BaseIngot
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{
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[Constructible]
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public ValoriteIngot(int amount = 1) : base(CraftResource.Valorite, amount)
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{
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}
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}
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}
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