## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
95 lines
2.4 KiB
C#
95 lines
2.4 KiB
C#
namespace Server.Items
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{
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[Flippable(0x236E, 0x2371)]
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public class LightOfTheWinterSolstice : Item
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{
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private static readonly string[] m_StaffNames =
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{
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"Aenima",
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"Alkiser",
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"ASayre",
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"David",
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"Krrios",
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"Mark",
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"Merlin",
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"Merlix", // LordMerlix
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"Phantom",
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"Phenos",
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"psz",
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"Ryan",
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"Quantos",
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"Outkast", // TheOutkastDev
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"V", // Admin_V
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"Zippy"
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};
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[Constructible]
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public LightOfTheWinterSolstice(string dipper = null) : base(0x236E)
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{
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Dipper = dipper ?? m_StaffNames.RandomElement();
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Weight = 1.0;
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LootType = LootType.Blessed;
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Light = LightType.Circle300;
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Hue = Utility.RandomDyedHue();
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}
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public LightOfTheWinterSolstice(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public string Dipper { get; set; }
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public override void OnSingleClick(Mobile from)
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{
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base.OnSingleClick(from);
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LabelTo(from, 1070881, Dipper); // Hand Dipped by ~1_name~
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LabelTo(from, 1070880); // Winter 2004
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1070881, Dipper); // Hand Dipped by ~1_name~
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list.Add(1070880); // Winter 2004
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(1); // version
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writer.Write(Dipper);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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switch (version)
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{
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case 1:
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{
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Dipper = reader.ReadString();
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break;
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}
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case 0:
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{
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Dipper = m_StaffNames.RandomElement();
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break;
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}
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}
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if (Dipper != null)
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{
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Dipper = string.Intern(Dipper);
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}
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}
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}
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}
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