## 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.
124 lines
4.1 KiB
C#
124 lines
4.1 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items
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{
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[SerializationGenerator(0, false)]
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public partial class ElvenGlasses : BaseArmor
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{
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[Constructible]
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public ElvenGlasses() : base(0x2FB8) => _weaponAttributes = new AosWeaponAttributes(this);
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public override double DefaultWeight => 2.0;
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public override int LabelNumber => 1032216; // elven glasses
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public override int BasePhysicalResistance => 2;
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public override int BaseFireResistance => 4;
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public override int BaseColdResistance => 4;
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public override int BasePoisonResistance => 3;
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public override int BaseEnergyResistance => 2;
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public override int InitMinHits => 36;
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public override int InitMaxHits => 48;
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public override int AosStrReq => 45;
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public override int OldStrReq => 40;
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public override int ArmorBase => 30;
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public override ArmorMaterialType MaterialType => ArmorMaterialType.Leather;
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public override CraftResource DefaultResource => CraftResource.RegularLeather;
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public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
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[SerializableField(0, setter: "private")]
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[SaveFlag(nameof(ShouldSerializeWeaponAttributes), nameof(WeaponAttributesDefaultValue))]
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[SerializedCommandProperty(AccessLevel.GameMaster, canModify: true)]
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public AosWeaponAttributes _weaponAttributes;
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private bool ShouldSerializeWeaponAttributes() => !_weaponAttributes.IsEmpty;
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private AosWeaponAttributes WeaponAttributesDefaultValue() => new(this);
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public override void AppendChildNameProperties(IPropertyList list)
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{
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base.AppendChildNameProperties(list);
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int prop;
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if ((prop = _weaponAttributes.HitColdArea) != 0)
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{
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list.Add(1060416, prop); // hit cold area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitDispel) != 0)
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{
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list.Add(1060417, prop); // hit dispel ~1_val~%
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}
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if ((prop = _weaponAttributes.HitEnergyArea) != 0)
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{
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list.Add(1060418, prop); // hit energy area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitFireArea) != 0)
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{
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list.Add(1060419, prop); // hit fire area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitFireball) != 0)
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{
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list.Add(1060420, prop); // hit fireball ~1_val~%
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}
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if ((prop = _weaponAttributes.HitHarm) != 0)
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{
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list.Add(1060421, prop); // hit harm ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechHits) != 0)
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{
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list.Add(1060422, prop); // hit life leech ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLightning) != 0)
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{
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list.Add(1060423, prop); // hit lightning ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLowerAttack) != 0)
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{
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list.Add(1060424, prop); // hit lower attack ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLowerDefend) != 0)
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{
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list.Add(1060425, prop); // hit lower defense ~1_val~%
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}
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if ((prop = _weaponAttributes.HitMagicArrow) != 0)
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{
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list.Add(1060426, prop); // hit magic arrow ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechMana) != 0)
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{
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list.Add(1060427, prop); // hit mana leech ~1_val~%
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}
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if ((prop = _weaponAttributes.HitPhysicalArea) != 0)
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{
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list.Add(1060428, prop); // hit physical area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitPoisonArea) != 0)
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{
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list.Add(1060429, prop); // hit poison area ~1_val~%
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}
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if ((prop = _weaponAttributes.HitLeechStam) != 0)
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{
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list.Add(1060430, prop); // hit stamina leech ~1_val~%
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}
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}
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}
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}
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