## Summary Adopts ModernUO.Serialization 4.0.0 across the engine. Three commits, reviewable independently: 1. **Package + tool bump to 4.0.0** (`Server.csproj`, `UOContent.csproj`, `dotnet-tools.json`). 2. **Timers → `[DeserializeTimer]`** — the 8 drifting timers (BaseLight, TreasureMapChest, MarkContainer, FillableContainer, DeathRobe, DecayedCorpse, Corpse, BaseEscortable) now store their next tick as **anchored time**: server downtime no longer consumes the remaining delay, and idle-world saves are byte-stable. This changes their wire format, so each class bumps its serialization version with a `MigrateFrom` that replays the old delta-time read through the migration schema (the new `vN.json` files carry `@AnchoredTimer`; the old ones keep `@TimerDrift`, which the generator reads forever). The 2 wall-clock timers (Aquarium, FountainOfLife) keep their exact format via `wallClock: true` — no bump. Restart methods drop their `TimeSpan.MinValue` sentinel checks: v4 invokes them **only when a timer was actually running at save**. 3. **Linkage → field-side declarations** — 175 conversions across 25 files: `[SerializableFieldSaveFlag(order)]`/`[SerializableFieldDefault(order)]` become `[SaveFlag(nameof(...), nameof(...))]` on the field, and `[SerializableFieldChanged(order)]` becomes the `fieldChanged:` argument of `[SerializableField]`. **Wire-neutral: zero migration schemas changed.** ## Verification - Solution builds with **0 errors, 0 warnings**; all three 4.0.0 packages verified indexed on nuget.org (no local feed needed). - **835 + 708 tests green.** - Generated output inspected: old-version content structs replay `ReadDeltaTime` (e.g. `V3Content.DecayTimerNext = reader.ReadDeltaTime()`), current versions write/read anchored time with the gated restart, and the wall-clock classes emit byte-identical `Write`/`ReadDateTime` framing. - Schema tool run is committed (CI's `git diff --exit-code` schema check passes): exactly the 8 expected new `vN.json` files, nothing else touched. - The conversion was scripted with a class-scoped resolver (order → same-class `[SerializableField(order)]`/`[SerializableProperty(order)]`); it planned 175/175 with zero ambiguities before applying. ## Notes - New `MigrateFrom`s use the content structs' provided `XxxDelay` property, matching the pre-existing idiom in Corpse's and TreasureMapChest's older migrations. - Follow-up candidate (separate PR, wire-neutral, any time): fold the ~150 eligible hand-written `[SerializableProperty]` setters (clamps, post-change side effects) down to `[SerializableField]` with `allowFieldChange`/`fieldChanged` hooks.
70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Engines.Spawners;
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[SerializationGenerator(1)]
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public partial class Spawner : BaseSpawner
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{
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/// <summary>
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/// When true, enables proactive spiral scanning to find valid spawn positions.
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/// Only relevant when SpawnPositionMode is Automatic or Enabled.
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/// </summary>
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private bool ShouldSerializeUseSpiralScan() => _useSpiralScan;
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[SerializableField(0)]
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[SaveFlag(nameof(ShouldSerializeUseSpiralScan))]
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[SerializedCommandProperty(AccessLevel.Developer)]
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private bool _useSpiralScan;
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private bool ShouldSerializeSpawnBounds() => _spawnBounds != default;
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[SerializableProperty(1)]
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[SaveFlag(nameof(ShouldSerializeSpawnBounds))]
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[CommandProperty(AccessLevel.Developer)]
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public override Rectangle3D SpawnBounds
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{
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get => _spawnBounds;
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set
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{
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_spawnBounds = value;
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InvalidateProperties();
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this.MarkDirty();
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}
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}
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[Constructible(AccessLevel.Developer)]
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public Spawner()
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{
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}
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[Constructible(AccessLevel.Developer)]
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public Spawner(string spawnedName) : base(spawnedName)
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{
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}
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[Constructible(AccessLevel.Developer)]
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public Spawner(
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int amount,
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TimeSpan minDelay,
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TimeSpan maxDelay,
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int team = 0,
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Rectangle3D spawnBounds = default,
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params ReadOnlySpan<string> spawnedNames
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) : base(amount, minDelay, maxDelay, team, spawnBounds, spawnedNames)
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{
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}
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public override Region Region => Region.Find(Location, Map);
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protected override bool SupportsSpiralScan => _useSpiralScan;
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protected override Rectangle3D GetBoundsForSpawnAttempt() => SpawnBounds;
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protected override ReadOnlySpan<Rectangle3D> GetAllSpawnBounds() => new(ref _spawnBounds);
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private void MigrateFrom(V0Content content)
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{
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// V0 had no fields in Spawner, new v1 field _useSpiralScan defaults to false
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}
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}
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