### Changes/Fixes:
* Adds timer pooling.
* Allows pool to be configurable in ModernUO.json
* Pool replenishes itself asynchronously if depleted.
* Fixes an issue with barkeeps and town criers
* Fixes an issue with incognito buff icons not being removed
* Fixes an issue with polymorph name mod not being removed
* Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak)
* Eliminates the timer for MiningCart altogether.
* Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid`
* Fixes HonorableExecution and standardizes the code for other Bushido moves.
## Changes to the Timer API:
```cs
public class Timer
{
// Creates a timer that will be returned to the pool once execution stops.
public static void StartTimer(Action callback);
public static void StartTimer(TimeSpan delay, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback);
public static void StartTimer(TimeSpan interval, int count, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback);
// Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool.
// If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers.
public static void StartTimer(Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
// If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall
public static DelayCallTimer DelayCall(Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback);
public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback);
}
public struct TimerExecutionToken
{
public bool Running { get; }
public int Index { get; }
public int RemainingCount { get; }
public DateTime Next { get; }
}
```
## When to use `TimerExecutionToken`?
Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following:
* Access to the next time the timer will tick:`token.Next`
* Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount`
* Stop a timer manually.
* Determine if the timer is running: `timer.Running`
* See notes below about requirements for using tokens!
## Notes about using the TimerExecutionToken:
When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time.
If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback.
If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak)
## Is this thread safe?
No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it.
If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
730 lines
24 KiB
C#
730 lines
24 KiB
C#
/*************************************************************************
|
|
* ModernUO *
|
|
* Copyright 2019-2020 - ModernUO Development Team *
|
|
* Email: hi@modernuo.com *
|
|
* File: World.cs *
|
|
* *
|
|
* This program is free software: you can redistribute it and/or modify *
|
|
* it under the terms of the GNU General Public License as published by *
|
|
* the Free Software Foundation, either version 3 of the License, or *
|
|
* (at your option) any later version. *
|
|
* *
|
|
* You should have received a copy of the GNU General Public License *
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
|
*************************************************************************/
|
|
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Threading;
|
|
using Server.Guilds;
|
|
using Server.Logging;
|
|
using Server.Network;
|
|
|
|
namespace Server
|
|
{
|
|
public enum WorldState
|
|
{
|
|
Initial,
|
|
Loading,
|
|
Running,
|
|
Saving,
|
|
WritingSave
|
|
}
|
|
|
|
public static class World
|
|
{
|
|
private static readonly ILogger logger = LogFactory.GetLogger(typeof(World));
|
|
|
|
private static readonly ManualResetEvent m_DiskWriteHandle = new(true);
|
|
private static readonly Dictionary<Serial, IEntity> _pendingAdd = new();
|
|
private static readonly Dictionary<Serial, IEntity> _pendingDelete = new();
|
|
private static readonly ConcurrentQueue<Item> _decayQueue = new();
|
|
|
|
private static string _tempSavePath; // Path to the temporary folder for the save
|
|
private static string _savePath; // Path to "Saves" folder
|
|
|
|
public const bool DirtyTrackingEnabled = false;
|
|
public const uint ItemOffset = 0x40000000;
|
|
public const uint MaxItemSerial = 0x7FFFFFFF;
|
|
public const uint MaxMobileSerial = ItemOffset - 1;
|
|
private const uint _maxItems = MaxItemSerial - ItemOffset + 1;
|
|
|
|
private static Serial _lastMobile = Serial.Zero;
|
|
private static Serial _lastItem = ItemOffset;
|
|
private static Serial _lastGuild = Serial.Zero;
|
|
|
|
public static Serial NewMobile
|
|
{
|
|
get
|
|
{
|
|
uint last = _lastMobile;
|
|
|
|
for (int i = 0; i < MaxMobileSerial; i++)
|
|
{
|
|
last++;
|
|
|
|
if (last > MaxMobileSerial)
|
|
{
|
|
last = 1;
|
|
}
|
|
|
|
if (FindMobile(last) == null)
|
|
{
|
|
return _lastMobile = last;
|
|
}
|
|
}
|
|
|
|
OutOfMemory("No serials left to allocate for mobiles");
|
|
return Serial.MinusOne;
|
|
}
|
|
}
|
|
|
|
public static Serial NewItem
|
|
{
|
|
get
|
|
{
|
|
uint last = _lastItem;
|
|
|
|
for (int i = 0; i < _maxItems; i++)
|
|
{
|
|
last++;
|
|
|
|
if (last > MaxItemSerial)
|
|
{
|
|
last = ItemOffset;
|
|
}
|
|
|
|
if (FindItem(last) == null)
|
|
{
|
|
return _lastItem = last;
|
|
}
|
|
}
|
|
|
|
OutOfMemory("No serials left to allocate for items");
|
|
return Serial.MinusOne;
|
|
}
|
|
}
|
|
|
|
public static Serial NewGuild
|
|
{
|
|
get
|
|
{
|
|
while (FindGuild(_lastGuild += 1) != null)
|
|
{
|
|
}
|
|
|
|
return _lastGuild;
|
|
}
|
|
}
|
|
|
|
private static void OutOfMemory(string message) => throw new OutOfMemoryException(message);
|
|
|
|
internal static List<Type> ItemTypes { get; } = new();
|
|
internal static List<Type> MobileTypes { get; } = new();
|
|
internal static List<Type> GuildTypes { get; } = new();
|
|
|
|
public static WorldState WorldState { get; private set; }
|
|
public static bool Saving => WorldState == WorldState.Saving;
|
|
public static bool Running => WorldState != WorldState.Loading && WorldState != WorldState.Initial;
|
|
public static bool Loading => WorldState == WorldState.Loading;
|
|
|
|
public static Dictionary<Serial, Mobile> Mobiles { get; private set; }
|
|
public static Dictionary<Serial, Item> Items { get; private set; }
|
|
public static Dictionary<Serial, BaseGuild> Guilds { get; private set; }
|
|
|
|
public static void Configure()
|
|
{
|
|
var tempSavePath = ServerConfiguration.GetOrUpdateSetting("world.tempSavePath", "temp");
|
|
_tempSavePath = Path.Combine(Core.BaseDirectory, tempSavePath);
|
|
var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
|
|
_savePath = Path.Combine(Core.BaseDirectory, savePath);
|
|
|
|
// Mobiles & Items
|
|
Persistence.Register("Mobiles & Items", SaveEntities, WriteEntities, LoadEntities, 1);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static void WaitForWriteCompletion()
|
|
{
|
|
m_DiskWriteHandle.WaitOne();
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static void EnqueueForDecay(Item item)
|
|
{
|
|
if (WorldState != WorldState.Saving)
|
|
{
|
|
logger.Warning($"Attempting to queue {item} for decay but the world is not saving");
|
|
return;
|
|
}
|
|
|
|
_decayQueue.Enqueue(item);
|
|
}
|
|
|
|
public static void Broadcast(int hue, bool ascii, string text)
|
|
{
|
|
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
|
|
|
|
Span<byte> buffer = stackalloc byte[length].InitializePacket();
|
|
|
|
foreach (var ns in TcpServer.Instances)
|
|
{
|
|
if (ns.Mobile == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
length = OutgoingMessagePackets.CreateMessage(
|
|
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
|
|
);
|
|
|
|
if (length != buffer.Length)
|
|
{
|
|
buffer = buffer[..length]; // Adjust to the actual size
|
|
}
|
|
|
|
ns.Send(buffer);
|
|
}
|
|
|
|
NetState.FlushAll();
|
|
}
|
|
|
|
public static void BroadcastStaff(int hue, bool ascii, string text)
|
|
{
|
|
var length = OutgoingMessagePackets.GetMaxMessageLength(text);
|
|
|
|
Span<byte> buffer = stackalloc byte[length].InitializePacket();
|
|
|
|
foreach (var ns in TcpServer.Instances)
|
|
{
|
|
if (ns.Mobile == null || ns.Mobile.AccessLevel < AccessLevel.GameMaster)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
length = OutgoingMessagePackets.CreateMessage(
|
|
buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
|
|
);
|
|
|
|
if (length != buffer.Length)
|
|
{
|
|
buffer = buffer[..length]; // Adjust to the actual size
|
|
}
|
|
|
|
ns.Send(buffer);
|
|
}
|
|
|
|
NetState.FlushAll();
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static void Broadcast(int hue, bool ascii, string format, params object[] args) =>
|
|
Broadcast(hue, ascii, string.Format(format, args));
|
|
|
|
internal static void LoadEntities(string basePath)
|
|
{
|
|
IIndexInfo<Serial> itemIndexInfo = new EntityTypeIndex("Items");
|
|
IIndexInfo<Serial> mobileIndexInfo = new EntityTypeIndex("Mobiles");
|
|
IIndexInfo<Serial> guildIndexInfo = new EntityTypeIndex("Guilds");
|
|
|
|
Mobiles = EntityPersistence.LoadIndex(basePath, mobileIndexInfo, out List<EntityIndex<Mobile>> mobiles);
|
|
Items = EntityPersistence.LoadIndex(basePath, itemIndexInfo, out List<EntityIndex<Item>> items);
|
|
Guilds = EntityPersistence.LoadIndex(basePath, guildIndexInfo, out List<EntityIndex<BaseGuild>> guilds);
|
|
|
|
EntityPersistence.LoadData(basePath, mobileIndexInfo, mobiles);
|
|
EntityPersistence.LoadData(basePath, itemIndexInfo, items);
|
|
EntityPersistence.LoadData(basePath, guildIndexInfo, guilds);
|
|
}
|
|
|
|
public static void Load()
|
|
{
|
|
if (WorldState != WorldState.Initial)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WorldState = WorldState.Loading;
|
|
|
|
logger.Information("Loading world");
|
|
var watch = Stopwatch.StartNew();
|
|
|
|
Persistence.Load(_savePath);
|
|
EventSink.InvokeWorldLoad();
|
|
|
|
ProcessSafetyQueues();
|
|
|
|
foreach (var item in Items.Values)
|
|
{
|
|
if (item.Parent == null)
|
|
{
|
|
item.UpdateTotals();
|
|
}
|
|
|
|
item.ClearProperties();
|
|
}
|
|
|
|
foreach (var m in Mobiles.Values)
|
|
{
|
|
m.UpdateRegion(); // Is this really needed?
|
|
m.UpdateTotals();
|
|
|
|
m.ClearProperties();
|
|
}
|
|
|
|
watch.Stop();
|
|
|
|
logger.Information(string.Format("World loaded ({1} items, {2} mobiles) ({0:F2} seconds)",
|
|
watch.Elapsed.TotalSeconds,
|
|
Items.Count,
|
|
Mobiles.Count
|
|
));
|
|
|
|
WorldState = WorldState.Running;
|
|
}
|
|
|
|
private static void ProcessSafetyQueues()
|
|
{
|
|
foreach (var entity in _pendingAdd.Values)
|
|
{
|
|
AddEntity(entity);
|
|
}
|
|
|
|
foreach (var entity in _pendingDelete.Values)
|
|
{
|
|
if (_pendingAdd.ContainsKey(entity.Serial))
|
|
{
|
|
logger.Warning("Entity {0} was both pending both deletion and addition after save", entity);
|
|
}
|
|
|
|
RemoveEntity(entity);
|
|
}
|
|
}
|
|
|
|
private static void AppendSafetyLog(string action, ISerializable entity)
|
|
{
|
|
var message =
|
|
$"Warning: Attempted to {action} {entity} during world save.{Environment.NewLine}This action could cause inconsistent state.{Environment.NewLine}It is strongly advised that the offending scripts be corrected.";
|
|
|
|
logger.Information(message);
|
|
|
|
try
|
|
{
|
|
using var op = new StreamWriter("world-save-errors.log", true);
|
|
op.WriteLine("{0}\t{1}", DateTime.UtcNow, message);
|
|
op.WriteLine(new StackTrace(2).ToString());
|
|
op.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
private static void FinishWorldSave()
|
|
{
|
|
WorldState = WorldState.Running;
|
|
|
|
ProcessDecay();
|
|
ProcessSafetyQueues();
|
|
}
|
|
|
|
private static void TraceSave(params IEnumerable<KeyValuePair<string, int>>[] entityTypes)
|
|
{
|
|
try
|
|
{
|
|
int count = 0;
|
|
|
|
var timestamp = Utility.GetTimeStamp();
|
|
using var op = new StreamWriter("Logs/Saves/Save-Stats-{0}.log", true);
|
|
|
|
for (var i = 0; i < entityTypes.Length; i++)
|
|
{
|
|
foreach (var (t, c) in entityTypes[i])
|
|
{
|
|
op.WriteLine("{0}: {1}", t, c);
|
|
count++;
|
|
}
|
|
}
|
|
|
|
op.WriteLine("- Total: {0}", count);
|
|
|
|
op.WriteLine();
|
|
op.WriteLine();
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
internal static void WriteEntities(string basePath)
|
|
{
|
|
IIndexInfo<Serial> itemIndexInfo = new EntityTypeIndex("Items");
|
|
IIndexInfo<Serial> mobileIndexInfo = new EntityTypeIndex("Mobiles");
|
|
IIndexInfo<Serial> guildIndexInfo = new EntityTypeIndex("Guilds");
|
|
|
|
EntityPersistence.WriteEntities(mobileIndexInfo, Mobiles, MobileTypes, basePath, out var mobileCounts);
|
|
EntityPersistence.WriteEntities(itemIndexInfo, Items, ItemTypes, basePath, out var itemCounts);
|
|
EntityPersistence.WriteEntities(guildIndexInfo, Guilds, GuildTypes, basePath, out var guildCounts);
|
|
|
|
TraceSave(mobileCounts?.ToList(), itemCounts?.ToList(), guildCounts?.ToList());
|
|
}
|
|
|
|
public static void WriteFiles(object state)
|
|
{
|
|
Exception exception = null;
|
|
|
|
var tempPath = Path.Combine(_tempSavePath, Utility.GetTimeStamp());
|
|
|
|
try
|
|
{
|
|
var watch = Stopwatch.StartNew();
|
|
logger.Information("Writing world save snapshot");
|
|
|
|
Persistence.WriteSnapshot(tempPath);
|
|
|
|
watch.Stop();
|
|
|
|
logger.Information("Writing world save snapshot done ({0:F2} seconds)", watch.Elapsed.TotalSeconds);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
exception = ex;
|
|
}
|
|
|
|
if (exception != null)
|
|
{
|
|
logger.Error(exception, "Writing world save snapshot failed.");
|
|
Persistence.TraceException(exception);
|
|
|
|
BroadcastStaff(0x35, true, "Writing world save snapshot failed.");
|
|
}
|
|
else
|
|
{
|
|
try
|
|
{
|
|
EventSink.InvokeWorldSavePostSnapshot(_savePath, tempPath);
|
|
Directory.Move(tempPath, _savePath);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Persistence.TraceException(ex);
|
|
}
|
|
}
|
|
|
|
m_DiskWriteHandle.Set();
|
|
|
|
Timer.StartTimer(FinishWorldSave);
|
|
}
|
|
|
|
private static void ProcessDecay()
|
|
{
|
|
while (_decayQueue.TryDequeue(out var item))
|
|
{
|
|
if (item.OnDecay())
|
|
{
|
|
// TODO: Add Logging
|
|
item.Delete();
|
|
}
|
|
}
|
|
}
|
|
|
|
private static DateTime _serializationStart;
|
|
|
|
internal static void SaveEntities()
|
|
{
|
|
_serializationStart = DateTime.UtcNow;
|
|
EntityPersistence.SaveEntities(Items.Values, SaveEntity);
|
|
EntityPersistence.SaveEntities(Mobiles.Values, SaveEntity);
|
|
EntityPersistence.SaveEntities(Guilds.Values, SaveEntity);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal static void SaveEntity<T>(T entity) where T : class, ISerializable
|
|
{
|
|
if (entity is Item item && item.CanDecay() && item.LastMoved + item.DecayTime <= _serializationStart)
|
|
{
|
|
EnqueueForDecay(item);
|
|
}
|
|
|
|
entity.Serialize();
|
|
}
|
|
|
|
public static void Save()
|
|
{
|
|
if (WorldState != WorldState.Running)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WaitForWriteCompletion(); // Blocks Save until current disk flush is done.
|
|
|
|
WorldState = WorldState.Saving;
|
|
|
|
m_DiskWriteHandle.Reset();
|
|
|
|
Broadcast(0x35, true, "The world is saving, please wait.");
|
|
|
|
logger.Information("Saving world");
|
|
|
|
var watch = Stopwatch.StartNew();
|
|
|
|
Exception exception = null;
|
|
|
|
try
|
|
{
|
|
Persistence.Serialize();
|
|
EventSink.InvokeWorldSave();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
exception = ex;
|
|
}
|
|
|
|
WorldState = WorldState.WritingSave;
|
|
|
|
watch.Stop();
|
|
|
|
if (exception == null)
|
|
{
|
|
var duration = watch.Elapsed.TotalSeconds;
|
|
logger.Information("World save completed ({0:F2} seconds)", duration);
|
|
|
|
// Only broadcast if it took at least 150ms
|
|
if (duration >= 0.15)
|
|
{
|
|
Broadcast(0x35, true, $"World Save completed in {duration:F2} seconds.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
logger.Error(exception, "World save failed");
|
|
Persistence.TraceException(exception);
|
|
|
|
BroadcastStaff(0x35, true, "World save failed.");
|
|
}
|
|
|
|
ThreadPool.QueueUserWorkItem(WriteFiles);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static IEntity FindEntity(Serial serial, bool returnDeleted = false) => FindEntity<IEntity>(serial);
|
|
|
|
public static T FindEntity<T>(Serial serial, bool returnDeleted = false) where T : class, IEntity
|
|
{
|
|
switch (WorldState)
|
|
{
|
|
default: return default;
|
|
case WorldState.Loading:
|
|
case WorldState.Saving:
|
|
case WorldState.WritingSave:
|
|
{
|
|
if (_pendingDelete.TryGetValue(serial, out var entity))
|
|
{
|
|
return !returnDeleted ? null : entity as T;
|
|
}
|
|
|
|
if (_pendingAdd.TryGetValue(serial, out entity))
|
|
{
|
|
return entity as T;
|
|
}
|
|
|
|
goto case WorldState.Running;
|
|
}
|
|
case WorldState.Running:
|
|
{
|
|
if (serial.IsItem)
|
|
{
|
|
Items.TryGetValue(serial, out var item);
|
|
return item as T;
|
|
}
|
|
|
|
if (serial.IsMobile)
|
|
{
|
|
Mobiles.TryGetValue(serial, out var mob);
|
|
return mob as T;
|
|
}
|
|
|
|
return default;
|
|
}
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Item FindItem(Serial serial, bool returnDeleted = false) => FindEntity<Item>(serial, returnDeleted);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Mobile FindMobile(Serial serial, bool returnDeleted = false) =>
|
|
FindEntity<Mobile>(serial, returnDeleted);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static BaseGuild FindGuild(Serial serial) => Guilds.TryGetValue(serial, out var guild) ? guild : null;
|
|
|
|
public static void AddEntity<T>(T entity) where T : class, IEntity
|
|
{
|
|
switch (WorldState)
|
|
{
|
|
default: // Not Running
|
|
{
|
|
throw new Exception($"Added {entity.GetType().Name} before world load.\n");
|
|
}
|
|
case WorldState.Saving:
|
|
{
|
|
AppendSafetyLog("add", entity);
|
|
goto case WorldState.WritingSave;
|
|
}
|
|
case WorldState.Loading:
|
|
case WorldState.WritingSave:
|
|
{
|
|
if (_pendingDelete.Remove(entity.Serial))
|
|
{
|
|
logger.Warning($"Deleted then added {entity.GetType().Name} during {WorldState.ToString()} state.");
|
|
}
|
|
_pendingAdd[entity.Serial] = entity;
|
|
break;
|
|
}
|
|
case WorldState.Running:
|
|
{
|
|
if (entity.Serial.IsItem)
|
|
{
|
|
Items[entity.Serial] = entity as Item;
|
|
}
|
|
|
|
if (entity.Serial.IsMobile)
|
|
{
|
|
Mobiles[entity.Serial] = entity as Mobile;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static void AddGuild(BaseGuild guild) => Guilds[guild.Serial] = guild;
|
|
|
|
public static void RemoveEntity<T>(T entity) where T : class, IEntity
|
|
{
|
|
switch (WorldState)
|
|
{
|
|
default: // Not Running
|
|
{
|
|
throw new Exception($"Removed {entity.GetType().Name} before world load.\n");
|
|
}
|
|
case WorldState.Saving:
|
|
{
|
|
AppendSafetyLog("delete", entity);
|
|
goto case WorldState.WritingSave;
|
|
}
|
|
case WorldState.Loading:
|
|
case WorldState.WritingSave:
|
|
{
|
|
_pendingAdd.Remove(entity.Serial);
|
|
_pendingDelete[entity.Serial] = entity;
|
|
break;
|
|
}
|
|
case WorldState.Running:
|
|
{
|
|
if (entity.Serial.IsItem)
|
|
{
|
|
Items.Remove(entity.Serial);
|
|
}
|
|
|
|
if (entity.Serial.IsMobile)
|
|
{
|
|
Mobiles.Remove(entity.Serial);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static void RemoveGuild(BaseGuild guild) => Guilds.Remove(guild.Serial);
|
|
|
|
public static T ReadEntity<T>(this IGenericReader reader) where T : class, ISerializable
|
|
{
|
|
Serial serial = reader.ReadUInt();
|
|
var typeT = typeof(T);
|
|
|
|
// Add to this list when creating new serializable types
|
|
if (typeof(BaseGuild).IsAssignableTo(typeT))
|
|
{
|
|
return FindGuild(serial) as T;
|
|
}
|
|
|
|
return FindEntity<IEntity>(serial) as T;
|
|
}
|
|
|
|
public static List<T> ReadEntityList<T>(this IGenericReader reader) where T : class, ISerializable
|
|
{
|
|
var count = reader.ReadInt();
|
|
|
|
var list = new List<T>(count);
|
|
|
|
for (var i = 0; i < count; ++i)
|
|
{
|
|
var entity = reader.ReadEntity<T>();
|
|
if (entity != null)
|
|
{
|
|
list.Add(entity);
|
|
}
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
public static HashSet<T> ReadEntitySet<T>(this IGenericReader reader) where T : class, ISerializable
|
|
{
|
|
var count = reader.ReadInt();
|
|
|
|
var set = new HashSet<T>(count);
|
|
|
|
for (var i = 0; i < count; ++i)
|
|
{
|
|
var entity = reader.ReadEntity<T>();
|
|
if (entity != null)
|
|
{
|
|
set.Add(entity);
|
|
}
|
|
}
|
|
|
|
return set;
|
|
}
|
|
|
|
public static void Write(this IGenericWriter writer, ISerializable value)
|
|
{
|
|
writer.Write(value?.Deleted != false ? Serial.MinusOne : value.Serial);
|
|
}
|
|
|
|
public static void Write<T>(this IGenericWriter writer, ICollection<T> coll) where T : class, ISerializable
|
|
{
|
|
writer.Write(coll.Count);
|
|
foreach (var entry in coll)
|
|
{
|
|
writer.Write(entry);
|
|
}
|
|
}
|
|
|
|
public static void Write<T>(
|
|
this IGenericWriter writer, ICollection<T> coll, Action<IGenericWriter, T> action
|
|
) where T : class, ISerializable
|
|
{
|
|
if (coll == null)
|
|
{
|
|
writer.Write(0);
|
|
return;
|
|
}
|
|
|
|
writer.Write(coll.Count);
|
|
foreach (var entry in coll)
|
|
{
|
|
action(writer, entry);
|
|
}
|
|
}
|
|
}
|
|
}
|