ModernUO/Projects/UOContent/Engines/Factions/Core/FactionSystem.cs

118 lines
2.7 KiB
C#

using System;
namespace Server.Factions;
public static class FactionSystem
{
public static bool Enabled { get; private set; }
public static void Configure()
{
Enabled = ServerConfiguration.GetSetting("factions.enabled", false);
if (Enabled)
{
GenericPersistence.Register("Factions", Serialize, Deserialize);
}
}
// This does not do the actual work of removing faction stuff, only turns off the persistence.
public static void Disable()
{
if (!Enabled)
{
return;
}
Persistence.Unregister("Factions");
Enabled = false;
ServerConfiguration.SetSetting("factions.enabled", false);
}
// This does not do the actual work of creating faction stuff, only turns on the persistence.
public static void Enable()
{
if (Enabled)
{
return;
}
GenericPersistence.Register("Factions", Serialize, Deserialize);
Enabled = true;
ServerConfiguration.SetSetting("factions.enabled", true);
}
private static void Serialize(IGenericWriter writer)
{
writer.WriteEncodedInt(0); // version
var factions = Faction.Factions;
for (var i = 0; i < factions.Count; i++)
{
factions[i].State.Serialize(writer);
}
var towns = Town.Towns;
for (var i = 0; i < towns.Count; i++)
{
towns[i].State.Serialize(writer);
}
}
private static void Deserialize(IGenericReader reader)
{
var version = reader.ReadEncodedInt();
var count = Faction.Factions.Count;
for (var i = 0; i < count; i++)
{
new FactionState(reader);
}
count = Town.Towns.Count;
for (var i = 0; i < count; i++)
{
new TownState(reader);
}
}
}
[ManualDirtyChecking]
[TypeAlias("Server.Factions.FactionPersistance")]
[Obsolete("Deprecated in favor of the static system. Only used for legacy deserialization")]
public class FactionPersistence : Item
{
public FactionPersistence()
{
Delete();
}
public FactionPersistence(Serial serial) : base(serial)
{
}
public override void Serialize(IGenericWriter writer)
{
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
int type;
while ((type = reader.ReadEncodedInt()) != 0)
{
if (type == 1)
{
new FactionState(reader);
}
else if (type == 2)
{
new TownState(reader);
}
}
}
}