- [X] Fixes bugs in the buffer writer
- [X] Removes background save commands
- [X] Avoids calling Serialize() on deserialization
- In a future optimization I will copy the entire object to a buffer, deserialize using a SpanReader, then use that buffer for the SaveBuffer
- [X] Fixes issue with decay queue.
Bumps release version
78 lines
2 KiB
C#
78 lines
2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Server.Guilds
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{
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public enum GuildType
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{
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Regular,
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Chaos,
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Order
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}
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public abstract class BaseGuild : ISerializable
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{
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protected BaseGuild(Serial serial)
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{
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Serial = serial;
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World.AddGuild(this);
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}
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protected BaseGuild()
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{
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Serial = World.NewGuild;
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World.AddGuild(this);
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}
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public abstract string Abbreviation { get; set; }
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public abstract string Name { get; set; }
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public abstract GuildType Type { get; set; }
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public abstract bool Disbanded { get; }
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public abstract void Delete();
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public BufferWriter SaveBuffer { get; set; }
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[CommandProperty(AccessLevel.Counselor)]
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public Serial Serial { get; }
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public int TypeRef => 0;
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public void Serialize()
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{
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SaveBuffer ??= new BufferWriter(true);
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SaveBuffer.Reset();
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Serialize(SaveBuffer);
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}
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public abstract void Serialize(IGenericWriter writer);
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public abstract void Deserialize(IGenericReader reader);
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public abstract void OnDelete(Mobile mob);
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public static BaseGuild FindByName(string name) =>
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World.Guilds.Values.FirstOrDefault(g => g.Name == name);
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public static BaseGuild FindByAbbrev(string abbr) =>
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World.Guilds.Values.FirstOrDefault(g => g.Abbreviation == abbr);
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public static List<BaseGuild> Search(string find)
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{
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var words = find.ToLower().Split(' ');
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var results = new List<BaseGuild>();
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foreach (var g in World.Guilds.Values)
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{
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var name = g.Name.ToLower();
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if (words.All(t => name.IndexOf(t) != -1))
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{
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results.Add(g);
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}
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}
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return results;
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}
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public override string ToString() => $"0x{Serial.Value:X} \"{Name} [{Abbreviation}]\"";
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}
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}
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