### Features
* Fully abstracts serialization by using compile-time attributes.
* Supports serializing the following:
- Primitives (integers, strings, etc)
- IP Addresses
- BigDecimal
- DateTime, Delta DateTimes
- TimeSpan
- Server.Race
- Server.Map
- Point2D, Point3D, Rect2D, Rect3D
- Existing/New `ISerializable` references
- Lists/Sets of serializable types
- Type with a `Serialize` method and constructor that takes an `IGenericReader`
* Supports forward-only migration
* Supports existing RunUO deserialization for older versions by changing to the following signature:
- `public void OldDeserialize(IGenericReader reader, int version)`
- Must remove deserializing the version since this is already done
* Supports serializing from private fields or custom made properties.
* Types do not require inheriting Item/Mobile. Code gen will fully create `ISerializable` information.
- This is not recommended yet, since it requires wiring to `Persistence` which will cause lots of unresolved symbol errors until code gen is built.
### Example
```cs
using System.Collections.Generic;
namespace Server.Items
{
[Serializable(1)]
public partial class TestItem1 : Item
{
[SerializableField(1)]
[SerializableFieldAttr("[CommandProperty(AccessLevel.Administrator)]")]
private List<Item> _someProperty;
private void Deserialize(IGenericReader reader, int version)
{
}
}
}
```
Generates this:
```cs
namespace Server.Items
{
public partial class TestItem1
{
#pragma warning disable 0414
private const int _version = 1;
#pragma warning restore 0414
[CommandProperty(AccessLevel.Administrator)]
public System.Collections.Generic.List<Server.Item> SomeProperty
{
get => _someProperty;
set
{
if (value != _someProperty)
{
((ISerializable)this).MarkDirty();
_someProperty = value;
}
}
}
public TestItem1(Serial serial) : base(serial)
{
}
public override void Serialize(IGenericWriter writer)
{
var savePosition = ((Server.ISerializable)this).SavePosition;
if (savePosition > -1)
{
writer.Seek(savePosition, System.IO.SeekOrigin.Begin);
return;
}
writer.WriteEncodedInt(_version);
writer.Write(_someProperty);
}
public override void Deserialize(IGenericReader reader)
{
var version = reader.ReadEncodedInt();
if (version < 1)
{
OldDeserialize(reader, version);
((Server.ISerializable)this).MarkDirty();
return;
}
SomeProperty = reader.ReadEntityList<Server.Item>();
}
}
}
```
And this:
```json
{
"version": 1,
"type": "TestItem1",
"properties": [
{
"name": "SomeProperty",
"type": "System.Collections.Generic.List\u003CServer.Item\u003E",
"rule": "ListMigrationRule",
"ruleArguments": [
"Server.Item",
"SerializableInterfaceMigrationRule"
]
}
]
}
```
117 lines
3.4 KiB
C#
117 lines
3.4 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2020 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: IEntity.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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namespace Server
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{
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public interface IEntity : IPoint3D, ISerializable
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{
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Point3D Location { get; }
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Map Map { get; }
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void MoveToWorld(Point3D location, Map map);
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void ProcessDelta();
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bool InRange(Point2D p, int range);
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bool InRange(Point3D p, int range);
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bool InRange(IPoint2D p, int range);
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void RemoveItem(Item item);
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}
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public class Entity : IEntity
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{
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public Entity(Serial serial, Point3D loc, Map map)
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{
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Serial = serial;
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Location = loc;
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Map = map;
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Deleted = false;
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}
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public void SetTypeRef(Type type)
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{
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}
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long ISerializable.SavePosition { get; set; }
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BufferWriter ISerializable.SaveBuffer { get; set; }
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public int TypeRef { get; } = -1;
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public Serial Serial { get; }
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public Point3D Location { get; private set; }
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public int X => Location.X;
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public int Y => Location.Y;
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public int Z => Location.Z;
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public Map Map { get; private set; }
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public void MoveToWorld(Point3D newLocation, Map map)
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{
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Location = newLocation;
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Map = map;
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}
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public bool Deleted { get; }
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public void Delete()
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{
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}
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public void ProcessDelta()
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{
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}
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public void RemoveItem(Item item)
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{
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}
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public bool InRange(Point2D p, int range) =>
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p.m_X >= Location.m_X - range
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&& p.m_X <= Location.m_X + range
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&& p.m_Y >= Location.m_Y - range
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&& p.m_Y <= Location.m_Y + range;
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public bool InRange(Point3D p, int range) =>
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p.m_X >= Location.m_X - range
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&& p.m_X <= Location.m_X + range
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&& p.m_Y >= Location.m_Y - range
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&& p.m_Y <= Location.m_Y + range;
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public bool InRange(IPoint2D p, int range) =>
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p.X >= Location.m_X - range
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&& p.X <= Location.m_X + range
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&& p.Y >= Location.m_Y - range
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&& p.Y <= Location.m_Y + range;
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public void Deserialize(IGenericReader reader)
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{
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// Should not actually be saved
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Timer.DelayCall(Delete);
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}
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public void Serialize(IGenericWriter writer)
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{
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}
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}
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}
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