## Feature Flag System A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements without server restarts. ### Overview Two types of controls: 1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.) 2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators. ### Predefined Flags ``` ┌─────────────────┬──────────┬─────────────────────────────────────┐ │ Flag │ Category │ Description │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ player_trading │ Economy │ Allow secure trades between players │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ vendor_purchase │ Economy │ Allow purchasing from NPC vendors │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ vendor_sell │ Economy │ Allow selling to NPC vendors │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ player_vendors │ Economy │ Allow player vendor interactions │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ bank_access │ Economy │ Allow bank box access │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ house_placement │ Housing │ Allow new house placements │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ boat_placement │ Housing │ Allow new boat placements │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ bulk_orders │ Crafting │ Allow bulk order deeds │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ pvp_combat │ Combat │ Allow player vs player combat │ └─────────────────┴──────────┴─────────────────────────────────────┘ ``` ### Commands #### Feature Flags ``` ┌────────────────────────────────────────────────────┬───────────────────────┐ │ Command │ Description │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> on|off|toggle|info │ Manage a feature flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FF <key> on|off │ Shorthand alias │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> create <category> <desc> │ Create a custom flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> delete │ Delete a custom flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureAdmin │ Open the admin gump │ └────────────────────────────────────────────────────┴───────────────────────┘ ``` #### Gump Blocks ``` ┌────────────────────────────────┬──────────────────────────────────────────────────────┐ │ Command │ Description │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [BlockGump <typeName> [reason] │ Block a gump type from displaying │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [UnblockGump <typeName> │ Remove a gump block │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [ListGumps [self] │ List open gumps on a player (for finding type names) │ └────────────────────────────────┴──────────────────────────────────────────────────────┘ ``` #### Item Blocks ``` ┌────────────────────────────────────────────────┬───────────────────────────────┐ │ Command │ Description │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemUse <typeName|target> [reason] │ Block item use │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemEquip <typeName|target> [reason] │ Block item equipping │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemContainer <typeName|target> [reason] │ Block container access │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemUse <typeName> │ Remove use block │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemEquip <typeName> │ Remove equip block │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemContainer <typeName> │ Remove container access block │ └────────────────────────────────────────────────┴───────────────────────────────┘ ``` Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off. #### Skill & Spell Blocks ``` ┌──────────────────────────────────────┬──────────────────────┐ │ Command │ Description │ ├──────────────────────────────────────┼──────────────────────┤ │ [BlockSkill <SkillName> [reason] │ Block a skill │ ├──────────────────────────────────────┼──────────────────────┤ │ [UnblockSkill <SkillName> │ Remove a skill block │ ├──────────────────────────────────────┼──────────────────────┤ │ [BlockSpell <SpellTypeName> [reason] │ Block a spell │ ├──────────────────────────────────────┼──────────────────────┤ │ [UnblockSpell <SpellTypeName> │ Remove a spell block │ └──────────────────────────────────────┴──────────────────────┘ ``` ### Architecture - Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and ContentFeatureFlags (UOContent) - Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change - Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json - Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks, spell-blocks) - Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination - All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags ### Hook Points Hook: Player trading Location: Mobile.OpenTrade Mechanism: ServerFeatureFlags.PlayerTrading ──────────────────────────────────────── Hook: PvP combat Location: Mobile.CanBeHarmful Mechanism: ServerFeatureFlags.PvPCombat ──────────────────────────────────────── Hook: Bank access Location: BankBox.Open() Mechanism: ServerFeatureFlags.BankAccess ──────────────────────────────────────── Hook: Vendor buy/sell Location: BaseVendor Mechanism: ContentFeatureFlags.VendorPurchase/Sell ──────────────────────────────────────── Hook: Player vendors Location: PlayerVendor Mechanism: ContentFeatureFlags.PlayerVendors ──────────────────────────────────────── Hook: House placement Location: HousePlacement.Check() Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp) ──────────────────────────────────────── Hook: Boat placement Location: BaseBoatDeed.OnDoubleClick/OnPlacement Mechanism: ContentFeatureFlags.BoatPlacement ──────────────────────────────────────── Hook: Bulk orders Location: SmallBOD/LargeBOD Mechanism: ContentFeatureFlags.BulkOrders ──────────────────────────────────────── Hook: Gump display Location: GumpSystem.SendGump Mechanism: FeatureFlagManager.IsGumpBlocked ──────────────────────────────────────── Hook: Item use Location: PlayerMobile.AllowItemUse Mechanism: FeatureFlagManager.IsItemUseBlocked ──────────────────────────────────────── Hook: Item equip Location: PlayerMobile.CheckEquip Mechanism: FeatureFlagManager.IsItemEquipBlocked ──────────────────────────────────────── Hook: Container access Location: BaseContainer.DisplayTo Mechanism: FeatureFlagManager.IsContainerAccessBlocked ──────────────────────────────────────── Hook: Skill use Location: PlayerMobile.AllowSkillUse Mechanism: FeatureFlagManager.IsSkillBlocked ──────────────────────────────────────── Hook: Spell casting Location: Spell.Cast / Spellbook.CastSpellRequest Mechanism: FeatureFlagManager.IsSpellBlocked
543 lines
18 KiB
C#
543 lines
18 KiB
C#
/*************************************************************************
|
|
* ModernUO *
|
|
* Copyright 2019-2024 - ModernUO Development Team *
|
|
* Email: hi@modernuo.com *
|
|
* File: World.cs *
|
|
* *
|
|
* This program is free software: you can redistribute it and/or modify *
|
|
* it under the terms of the GNU General Public License as published by *
|
|
* the Free Software Foundation, either version 3 of the License, or *
|
|
* (at your option) any later version. *
|
|
* *
|
|
* You should have received a copy of the GNU General Public License *
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
|
*************************************************************************/
|
|
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.IO;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Threading;
|
|
using Server.Guilds;
|
|
using Server.Logging;
|
|
using Server.Network;
|
|
|
|
namespace Server;
|
|
|
|
public enum WorldState
|
|
{
|
|
Initial,
|
|
Loading,
|
|
Running,
|
|
PendingSave,
|
|
Saving,
|
|
WritingSave
|
|
}
|
|
|
|
public static class World
|
|
{
|
|
private static readonly ILogger logger = LogFactory.GetLogger(typeof(World));
|
|
|
|
private static readonly ItemPersistence _itemPersistence = new();
|
|
private static readonly MobilePersistence _mobilePersistence = new();
|
|
private static readonly GenericEntityPersistence<BaseGuild> _guildPersistence = new("Guilds", 3, 1, 0x7FFFFFFF);
|
|
|
|
private static int _threadId;
|
|
internal static SerializationThreadWorker[] _threadWorkers;
|
|
private static readonly ManualResetEvent _diskWriteHandle = new(true);
|
|
|
|
private static string _tempSavePath; // Path to the temporary folder for the save
|
|
|
|
public const bool DirtyTrackingEnabled = false;
|
|
public const uint ItemOffset = 0x40000000;
|
|
public const uint MaxItemSerial = 0x7EEEEEEE;
|
|
public const uint MaxMobileSerial = ItemOffset - 1;
|
|
|
|
public const uint ResetVirtualSerial = MaxItemSerial;
|
|
public const uint MaxVirtualSerial = 0x7FFFFFFF;
|
|
private static uint _nextVirtualSerial = ResetVirtualSerial;
|
|
|
|
public static Serial NewMobile => _mobilePersistence.NewEntity;
|
|
public static Serial NewItem => _itemPersistence.NewEntity;
|
|
public static Serial NewGuild => _guildPersistence.NewEntity;
|
|
|
|
// Virtual things don't persist across saves
|
|
public static Serial NewVirtual
|
|
{
|
|
get
|
|
{
|
|
#if THREADGUARD
|
|
if (Thread.CurrentThread != Core.Thread)
|
|
{
|
|
logger.Error(
|
|
"Attempted to get a new virtual serial from the wrong thread!\n{StackTrace}",
|
|
new StackTrace()
|
|
);
|
|
}
|
|
#endif
|
|
var value = _nextVirtualSerial > MaxVirtualSerial ? ResetVirtualSerial : _nextVirtualSerial;
|
|
_nextVirtualSerial = value + 1;
|
|
return (Serial)value;
|
|
}
|
|
}
|
|
|
|
public static Dictionary<Serial, Item> Items => _itemPersistence.EntitiesBySerial;
|
|
public static Dictionary<Serial, Mobile> Mobiles => _mobilePersistence.EntitiesBySerial;
|
|
public static Dictionary<Serial, BaseGuild> Guilds => _guildPersistence.EntitiesBySerial;
|
|
|
|
public static bool UseMultiThreadedSaves { get; private set; }
|
|
public static string SavePath { get; private set; }
|
|
public static WorldState WorldState { get; private set; }
|
|
public static bool Saving => WorldState == WorldState.Saving;
|
|
public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
|
|
public static bool Loading => WorldState == WorldState.Loading;
|
|
|
|
public static void Configure()
|
|
{
|
|
var tempSavePath = ServerConfiguration.GetSetting("world.tempSavePath", "temp");
|
|
_tempSavePath = PathUtility.GetFullPath(tempSavePath);
|
|
|
|
var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
|
|
SavePath = PathUtility.GetFullPath(savePath);
|
|
|
|
UseMultiThreadedSaves = ServerConfiguration.GetOrUpdateSetting("world.useMultithreadedSaves", true);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static void WaitForWriteCompletion() => _diskWriteHandle.WaitOne();
|
|
|
|
public static void Broadcast(int hue, bool ascii, string text)
|
|
{
|
|
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
|
|
|
|
var buffer = stackalloc byte[length].InitializePacket();
|
|
|
|
foreach (var ns in NetState.Instances)
|
|
{
|
|
if (ns.Mobile == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
length = OutgoingMessagePackets.CreateMessage(
|
|
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
|
|
);
|
|
|
|
if (length != buffer.Length)
|
|
{
|
|
buffer = buffer[..length]; // Adjust to the actual size
|
|
}
|
|
|
|
ns.Send(buffer);
|
|
}
|
|
|
|
NetState.FlushAll();
|
|
}
|
|
|
|
public static void BroadcastStaff(string text) => BroadcastStaff(0x35, false, text);
|
|
|
|
public static void BroadcastStaff(int hue, bool ascii, string text)
|
|
{
|
|
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
|
|
|
|
var buffer = stackalloc byte[length].InitializePacket();
|
|
|
|
foreach (var ns in NetState.Instances)
|
|
{
|
|
if (ns.Mobile == null || ns.Mobile.AccessLevel < AccessLevel.GameMaster)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
length = OutgoingMessagePackets.CreateMessage(
|
|
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
|
|
);
|
|
|
|
if (length != buffer.Length)
|
|
{
|
|
buffer = buffer[..length]; // Adjust to the actual size
|
|
}
|
|
|
|
ns.Send(buffer);
|
|
}
|
|
|
|
NetState.FlushAll();
|
|
}
|
|
|
|
public static void Load()
|
|
{
|
|
if (WorldState != WorldState.Initial)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WorldState = WorldState.Loading;
|
|
|
|
logger.Information("Loading world");
|
|
var watch = Stopwatch.StartNew();
|
|
|
|
Persistence.Load(SavePath);
|
|
EventSink.InvokeWorldLoad();
|
|
|
|
// Set the world to running before we process our queues
|
|
WorldState = WorldState.Running;
|
|
|
|
Persistence.PostDeserializeAll(); // Process safety queues
|
|
|
|
watch.Stop();
|
|
|
|
logger.Information("Loading world {Status} ({ItemCount} items, {MobileCount} mobiles) ({Duration:F2} seconds)",
|
|
"done",
|
|
Items.Count,
|
|
Mobiles.Count,
|
|
watch.Elapsed.TotalSeconds
|
|
);
|
|
|
|
// Create the serialization threads.
|
|
var threadCount = UseMultiThreadedSaves ? Math.Max(Environment.ProcessorCount - 1, 1) : 1;
|
|
_threadWorkers = new SerializationThreadWorker[threadCount];
|
|
|
|
for (var i = 0; i < _threadWorkers.Length; i++)
|
|
{
|
|
_threadWorkers[i] = new SerializationThreadWorker(i);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Duplicates can be weeded out asynchronously while flushing
|
|
* If performance becomes a problem, we need to build a dual mode concurrent array.
|
|
*
|
|
****************************************************** Proposal ******************************************************
|
|
* The structure is initialized with a large capacity to avoid unnecessary resizing.
|
|
* Write Mode:
|
|
* - Multiple threads can add a single, or a range of elements concurrently.
|
|
* - Elements can be Peeked, but there are no guarantees.
|
|
* - To resize the internal array, replaced it with the next size up from an array pool.
|
|
* - The structure cannot be cleared in this mode.
|
|
*
|
|
* Read Mode:
|
|
* - The array can be read from multiple threads using a ref struct enumerator.
|
|
* - Elements cannot be added or reassigned.
|
|
* - Cleared by replacing the internal array with another one from the pool.
|
|
* - Note: Upon clearing, the existing array is not sent back to the pool until there are zero enumerators.
|
|
*
|
|
* Enumeration:
|
|
* - Multiple threads can enumerate while in read mode. The enumerator will Interlocked.Increment a read counter.
|
|
* - Upon dispose of the enumerator, the read counter will be lowered with an Interlocked.Decrement
|
|
* - When the read counter reaches 0, if there is a cleared array, the array is sent back to the pool zeroed.
|
|
*
|
|
* Notes:
|
|
* - Elements can never be removed.
|
|
*
|
|
* How is this different from ConcurrentQueue?
|
|
* The functionality is very similar, except the constraints allow the implementation to be done without locks.
|
|
* Since this implementation uses pooled arrays, allocations will approach zero over time.
|
|
**********************************************************************************************************************
|
|
*/
|
|
public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
|
|
|
|
public static void Save()
|
|
{
|
|
if (WorldState != WorldState.Running)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WaitForWriteCompletion(); // Blocks Save until current disk flush is done.
|
|
_diskWriteHandle.Reset();
|
|
|
|
WorldState = WorldState.PendingSave;
|
|
ThreadPool.QueueUserWorkItem(Preserialize);
|
|
}
|
|
|
|
private static void Preserialize(object state)
|
|
{
|
|
try
|
|
{
|
|
// Allocate the heaps for the GC
|
|
foreach (var worker in _threadWorkers)
|
|
{
|
|
worker.AllocateHeap();
|
|
}
|
|
|
|
WakeSerializationThreads();
|
|
|
|
// Execute this synchronously so we don't have a race condition
|
|
Core.LoopContext.Post(() => Core.RequestSnapshot(PathUtility.EnsureRandomPath(_tempSavePath)));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
logger.Error(ex, "Preparing to save world {Status}", "failed");
|
|
Persistence.TraceException(ex);
|
|
|
|
BroadcastStaff(0x35, true, "Preparing for a world save failed! Check the logs!");
|
|
}
|
|
}
|
|
|
|
internal static void Snapshot(string snapshotPath)
|
|
{
|
|
if (WorldState != WorldState.PendingSave)
|
|
{
|
|
return;
|
|
}
|
|
|
|
NetState.FlushAll();
|
|
|
|
WorldState = WorldState.Saving;
|
|
|
|
Broadcast(0x35, true, "The world is saving, please wait.");
|
|
|
|
logger.Information("Saving world");
|
|
|
|
var watch = Stopwatch.StartNew();
|
|
|
|
Exception exception = null;
|
|
|
|
try
|
|
{
|
|
if (string.IsNullOrEmpty(snapshotPath))
|
|
{
|
|
throw new ArgumentException("Snapshot path cannot be null or empty", nameof(snapshotPath));
|
|
}
|
|
|
|
Persistence.SerializeAll();
|
|
PauseSerializationThreads();
|
|
EventSink.InvokeWorldSave();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
exception = ex;
|
|
}
|
|
|
|
WorldState = WorldState.WritingSave;
|
|
ThreadPool.QueueUserWorkItem(WriteFiles, snapshotPath);
|
|
watch.Stop();
|
|
|
|
if (exception == null)
|
|
{
|
|
var duration = watch.Elapsed.TotalSeconds;
|
|
logger.Information("Saving world {Status} ({Duration:F2} seconds)", "done", duration);
|
|
|
|
Broadcast(0x35, true, $"World save completed in {duration:F2} seconds.");
|
|
}
|
|
else
|
|
{
|
|
logger.Error(exception, "Saving world {Status}", "failed");
|
|
Persistence.TraceException(exception);
|
|
|
|
BroadcastStaff(0x35, true, "World save failed! Check the logs!");
|
|
}
|
|
}
|
|
|
|
private static readonly HashSet<Type> _typesSet = [];
|
|
|
|
private static void WriteFiles(object state)
|
|
{
|
|
var snapshotPath = (string)state;
|
|
try
|
|
{
|
|
var watch = Stopwatch.StartNew();
|
|
logger.Information("Writing world save snapshot");
|
|
|
|
// Dedupe the types
|
|
while (SerializedTypes.TryDequeue(out var type))
|
|
{
|
|
_typesSet.Add(type);
|
|
}
|
|
|
|
Persistence.WriteSnapshotAll(snapshotPath, _typesSet);
|
|
|
|
_typesSet.Clear();
|
|
|
|
try
|
|
{
|
|
EventSink.InvokeWorldSavePostSnapshot(SavePath, snapshotPath);
|
|
PathUtility.MoveDirectoryContents(snapshotPath, SavePath);
|
|
Directory.SetLastWriteTimeUtc(SavePath, Core.Now);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Persistence.TraceException(ex);
|
|
}
|
|
|
|
watch.Stop();
|
|
logger.Information("Writing world save snapshot {Status} ({Duration:F2} seconds)", "done", watch.Elapsed.TotalSeconds);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
logger.Error(ex, "Writing world save snapshot failed");
|
|
Persistence.TraceException(ex);
|
|
|
|
BroadcastStaff(0x35, true, "Writing world save snapshot failed! Check the logs!");
|
|
}
|
|
|
|
// Clear types
|
|
SerializedTypes.Clear();
|
|
|
|
_diskWriteHandle.Set();
|
|
Core.LoopContext.Post(FinishWorldSave);
|
|
}
|
|
|
|
private static void FinishWorldSave()
|
|
{
|
|
WorldState = WorldState.Running;
|
|
Persistence.PostWorldSaveAll(); // Process decay and safety queues
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal static void WakeSerializationThreads()
|
|
{
|
|
for (var i = 0; i < _threadWorkers.Length; i++)
|
|
{
|
|
_threadWorkers[i].Wake();
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal static void PauseSerializationThreads()
|
|
{
|
|
for (var i = 0; i < _threadWorkers.Length; i++)
|
|
{
|
|
_threadWorkers[i].Sleep();
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal static int GetThreadWorkerCount() => Math.Max(Environment.ProcessorCount - 1, 1);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal static void ResetRoundRobin() => _threadId = 0;
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal static void PushToCache(IGenericSerializable e)
|
|
{
|
|
_threadWorkers[_threadId++].Push(e);
|
|
if (_threadId == _threadWorkers.Length)
|
|
{
|
|
_threadId = 0;
|
|
}
|
|
}
|
|
|
|
public static void ExitSerializationThreads()
|
|
{
|
|
for (var i = 0; i < _threadWorkers.Length; i++)
|
|
{
|
|
_threadWorkers[i]?.Exit();
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Item FindItem(Serial serial, bool returnDeleted = false) => _itemPersistence.Find(serial, returnDeleted);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Mobile FindMobile(Serial serial, bool returnDeleted = false) =>
|
|
_mobilePersistence.Find(serial, returnDeleted);
|
|
|
|
// Legacy: Only used for retrieving Items and Mobiles.
|
|
public static void AddEntity(IEntity entity)
|
|
{
|
|
if (entity is Item item)
|
|
{
|
|
_itemPersistence.AddEntity(item);
|
|
}
|
|
else if (entity is Mobile mobile)
|
|
{
|
|
_mobilePersistence.AddEntity(mobile);
|
|
}
|
|
else
|
|
{
|
|
logger.Warning("Attempted to call World.AddEntity with '{Entity}'. Must be a mobile or item.", entity.GetType());
|
|
}
|
|
}
|
|
|
|
public static void RemoveEntity(IEntity entity)
|
|
{
|
|
if (entity is Item item)
|
|
{
|
|
_itemPersistence.RemoveEntity(item);
|
|
}
|
|
else if (entity is Mobile mobile)
|
|
{
|
|
_mobilePersistence.RemoveEntity(mobile);
|
|
}
|
|
else
|
|
{
|
|
logger.Warning($"Attempted to call World.RemoveEntity with '{entity.GetType()}'. Must be a mobile or item.");
|
|
return;
|
|
}
|
|
|
|
#if TRACK_LEAKS
|
|
EntityFinalizationTracker.TrackEntity(entity);
|
|
#endif
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static BaseGuild FindGuild(Serial serial) => _guildPersistence.Find(serial);
|
|
|
|
public static void AddGuild(BaseGuild guild) => _guildPersistence.AddEntity(guild);
|
|
|
|
public static void RemoveGuild(BaseGuild guild) => _guildPersistence.RemoveEntity(guild);
|
|
|
|
// Legacy: Only used for retrieving Items and Mobiles.
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static IEntity FindEntity(Serial serial, bool returnDeleted = false) =>
|
|
FindEntity<IEntity>(serial, returnDeleted);
|
|
|
|
// Legacy: Only used for retrieving Items and Mobiles.
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static T FindEntity<T>(Serial serial, bool returnDeleted = false)
|
|
where T : class, IEntity
|
|
{
|
|
if (serial.IsItem)
|
|
{
|
|
return _itemPersistence.Find(serial, returnDeleted) as T;
|
|
}
|
|
|
|
return _mobilePersistence.Find(serial, returnDeleted) as T;
|
|
}
|
|
|
|
private class ItemPersistence : GenericEntityPersistence<Item>
|
|
{
|
|
public ItemPersistence() : base("Items", 2, ItemOffset, MaxItemSerial)
|
|
{
|
|
}
|
|
|
|
public override void PostDeserialize()
|
|
{
|
|
base.PostDeserialize();
|
|
|
|
foreach (var item in EntitiesBySerial.Values)
|
|
{
|
|
if (item.Parent == null)
|
|
{
|
|
item.UpdateTotals();
|
|
}
|
|
|
|
item.ClearProperties();
|
|
item.UpdateDecayRegistration();
|
|
}
|
|
}
|
|
}
|
|
|
|
private class MobilePersistence : GenericEntityPersistence<Mobile>
|
|
{
|
|
public MobilePersistence() : base("Mobiles", 1, 1, MaxMobileSerial)
|
|
{
|
|
}
|
|
|
|
public override void PostDeserialize()
|
|
{
|
|
base.PostDeserialize();
|
|
|
|
foreach (var m in EntitiesBySerial.Values)
|
|
{
|
|
m.UpdateRegion(); // Is this really needed?
|
|
m.UpdateTotals();
|
|
|
|
m.ClearProperties();
|
|
}
|
|
}
|
|
}
|
|
}
|