## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
104 lines
2.6 KiB
C#
104 lines
2.6 KiB
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class MorphItem : Item
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{
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _inactiveItemId;
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[SerializableField(2)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _activeItemId;
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[Constructible]
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public MorphItem(int inactiveItemID, int activeItemID, int range) : this(inactiveItemID, activeItemID, range, range)
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{
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}
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[Constructible]
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public MorphItem(int inactiveItemID, int activeItemID, int inRange, int outRange) : base(inactiveItemID)
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{
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Movable = false;
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_inactiveItemId = inactiveItemID;
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_activeItemId = activeItemID;
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_insideRange = inRange;
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_outsideRange = outRange;
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}
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[SerializableField(0, allowFieldChange: nameof(AllowOutsideRangeChange))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _outsideRange;
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private bool AllowOutsideRangeChange(ref int value)
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{
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value = Math.Clamp(value, 0, 18);
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return true;
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}
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[SerializableField(3, allowFieldChange: nameof(AllowInsideRangeChange))]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _insideRange;
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private bool AllowInsideRangeChange(ref int value)
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{
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value = Math.Clamp(value, 0, 18);
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return true;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int CurrentRange => ItemID == _inactiveItemId ? _insideRange : _outsideRange;
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public override bool HandlesOnMovement => true;
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public override void OnMovement(Mobile m, Point3D oldLocation)
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{
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if (Utility.InRange(m.Location, Location, CurrentRange) || Utility.InRange(oldLocation, Location, CurrentRange))
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{
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Refresh();
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}
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}
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public override void OnMapChange()
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{
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if (!Deleted)
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{
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Refresh();
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}
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}
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public override void OnLocationChange(Point3D oldLoc)
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{
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if (!Deleted)
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{
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Refresh();
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}
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}
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public void Refresh()
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{
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var found = false;
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foreach (var mob in GetMobilesInRange(CurrentRange))
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{
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if (!mob.Hidden || mob.AccessLevel <= AccessLevel.Player)
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{
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found = true;
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break;
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}
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}
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ItemID = found ? _activeItemId : _inactiveItemId;
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Visible = ItemID != 0x1;
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}
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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Refresh();
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}
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}
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