ModernUO/Projects/UOContent/Engines/Spawners/Spawner.cs
Kamron Batman 73f9688083
feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586)
## 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.
2026-08-22 17:54:02 -07:00

70 lines
1.9 KiB
C#

using System;
using ModernUO.Serialization;
namespace Server.Engines.Spawners;
[SerializationGenerator(1)]
public partial class Spawner : BaseSpawner
{
/// <summary>
/// When true, enables proactive spiral scanning to find valid spawn positions.
/// Only relevant when SpawnPositionMode is Automatic or Enabled.
/// </summary>
private bool ShouldSerializeUseSpiralScan() => _useSpiralScan;
[SerializableField(0)]
[SaveFlag(nameof(ShouldSerializeUseSpiralScan))]
[SerializedCommandProperty(AccessLevel.Developer)]
private bool _useSpiralScan;
private bool ShouldSerializeSpawnBounds() => _spawnBounds != default;
[SerializableProperty(1)]
[SaveFlag(nameof(ShouldSerializeSpawnBounds))]
[CommandProperty(AccessLevel.Developer)]
public override Rectangle3D SpawnBounds
{
get => _spawnBounds;
set
{
_spawnBounds = value;
InvalidateProperties();
this.MarkDirty();
}
}
[Constructible(AccessLevel.Developer)]
public Spawner()
{
}
[Constructible(AccessLevel.Developer)]
public Spawner(string spawnedName) : base(spawnedName)
{
}
[Constructible(AccessLevel.Developer)]
public Spawner(
int amount,
TimeSpan minDelay,
TimeSpan maxDelay,
int team = 0,
Rectangle3D spawnBounds = default,
params ReadOnlySpan<string> spawnedNames
) : base(amount, minDelay, maxDelay, team, spawnBounds, spawnedNames)
{
}
public override Region Region => Region.Find(Location, Map);
protected override bool SupportsSpiralScan => _useSpiralScan;
protected override Rectangle3D GetBoundsForSpawnAttempt() => SpawnBounds;
protected override ReadOnlySpan<Rectangle3D> GetAllSpawnBounds() => new(ref _spawnBounds);
private void MigrateFrom(V0Content content)
{
// V0 had no fields in Spawner, new v1 field _useSpiralScan defaults to false
}
}