## Summary
Server-side movement throttle that prevents speed hacking while accurately identifying cheaters with detection of lagging connections.
**Key features:**
- Credit buffer (200ms) absorbs timing jitter from legitimate players
- Movement queue handles larger bursts, draining at proper game-tick intervals
- RTT measurement distinguishes network lag from speed hacks
- Queue depth detection catches ACK-throttled speed hacks (going straight)
## How It Works
**Throttle** (prevention): Movements arriving too early either consume credit or get queued. The queue drains at
correct intervals, so speed hackers can't move faster regardless of what they send.
**Detection** (identification): Combines multiple signals to identify cheaters:
| Signal | What it catches |
|--------|-----------------|
| Queue depth ≥4 sustained | ACK-throttled speed hacks (client limits unacked moves to 5) |
| Movement rate >1.05x | Direction-change speed hacks where timing is visible |
| Stable RTT + high queue | Eliminates false positives from laggy players |
**RTT-Aware Logic:**
- Probes only sent to players actively moving (event-driven, not global loop)
- Stable low-latency + problems = suspicious
- Unstable/high-latency + problems = probably just lag, throttle handles it
## Configuration
```json
{
"movementThrottle.maxCredit": 200,
"movementThrottle.softQueueLimit": 6,
"movementThrottle.hardQueueLimit": 10,
"movementThrottle.debugLogging": false
}
```
545 lines
18 KiB
C#
545 lines
18 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: World.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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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using Server.Guilds;
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using Server.Logging;
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using Server.Network;
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namespace Server;
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public enum WorldState
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{
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Initial,
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Loading,
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Running,
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PendingSave,
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Saving,
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WritingSave
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}
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public static class World
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(World));
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private static readonly ItemPersistence _itemPersistence = new();
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private static readonly MobilePersistence _mobilePersistence = new();
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private static readonly GenericEntityPersistence<BaseGuild> _guildPersistence = new("Guilds", 3, 1, 0x7FFFFFFF);
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private static int _threadId;
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internal static SerializationThreadWorker[] _threadWorkers;
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private static readonly ManualResetEvent _diskWriteHandle = new(true);
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private static string _tempSavePath; // Path to the temporary folder for the save
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public const bool DirtyTrackingEnabled = false;
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public const uint ItemOffset = 0x40000000;
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public const uint MaxItemSerial = 0x7EEEEEEE;
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public const uint MaxMobileSerial = ItemOffset - 1;
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public const uint ResetVirtualSerial = MaxItemSerial;
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public const uint MaxVirtualSerial = 0x7FFFFFFF;
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private static uint _nextVirtualSerial = ResetVirtualSerial;
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public static Serial NewMobile => _mobilePersistence.NewEntity;
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public static Serial NewItem => _itemPersistence.NewEntity;
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public static Serial NewGuild => _guildPersistence.NewEntity;
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// Virtual things don't persist across saves
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public static Serial NewVirtual
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{
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get
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{
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#if THREADGUARD
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if (Thread.CurrentThread != Core.Thread)
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{
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logger.Error(
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"Attempted to get a new virtual serial from the wrong thread!\n{StackTrace}",
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new StackTrace()
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);
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}
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#endif
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var value = _nextVirtualSerial > MaxVirtualSerial ? ResetVirtualSerial : _nextVirtualSerial;
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_nextVirtualSerial = value + 1;
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return (Serial)value;
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}
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}
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public static Dictionary<Serial, Item> Items => _itemPersistence.EntitiesBySerial;
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public static Dictionary<Serial, Mobile> Mobiles => _mobilePersistence.EntitiesBySerial;
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public static Dictionary<Serial, BaseGuild> Guilds => _guildPersistence.EntitiesBySerial;
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public static bool UseMultiThreadedSaves { get; private set; }
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public static string SavePath { get; private set; }
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public static WorldState WorldState { get; private set; }
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public static bool Saving => WorldState == WorldState.Saving;
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public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
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public static bool Loading => WorldState == WorldState.Loading;
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public static void Configure()
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{
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var tempSavePath = ServerConfiguration.GetSetting("world.tempSavePath", "temp");
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_tempSavePath = PathUtility.GetFullPath(tempSavePath);
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var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
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SavePath = PathUtility.GetFullPath(savePath);
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UseMultiThreadedSaves = ServerConfiguration.GetOrUpdateSetting("world.useMultithreadedSaves", true);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void WaitForWriteCompletion() => _diskWriteHandle.WaitOne();
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public static void Broadcast(int hue, bool ascii, string text)
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{
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var length = OutgoingMessagePackets.GetMaxMessageLength(text);
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var buffer = stackalloc byte[length].InitializePacket();
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foreach (var ns in NetState.Instances)
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{
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if (ns.Mobile == null)
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{
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continue;
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}
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length = OutgoingMessagePackets.CreateMessage(
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buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
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);
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if (length != buffer.Length)
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{
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buffer = buffer[..length]; // Adjust to the actual size
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}
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ns.Send(buffer);
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}
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NetState.FlushAll();
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}
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public static void BroadcastStaff(string text) => BroadcastStaff(0x35, false, text);
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public static void BroadcastStaff(int hue, bool ascii, string text)
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{
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var length = OutgoingMessagePackets.GetMaxMessageLength(text);
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var buffer = stackalloc byte[length].InitializePacket();
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foreach (var ns in NetState.Instances)
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{
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if (ns.Mobile == null || ns.Mobile.AccessLevel < AccessLevel.GameMaster)
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{
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continue;
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}
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length = OutgoingMessagePackets.CreateMessage(
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buffer, Serial.MinusOne, -1, MessageType.Regular, hue, 3, ascii, "ENU", "System", text
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);
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if (length != buffer.Length)
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{
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buffer = buffer[..length]; // Adjust to the actual size
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}
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ns.Send(buffer);
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}
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NetState.FlushAll();
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}
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public static void Load()
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{
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if (WorldState != WorldState.Initial)
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{
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return;
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}
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WorldState = WorldState.Loading;
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logger.Information("Loading world");
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var watch = Stopwatch.StartNew();
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Persistence.Load(SavePath);
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EventSink.InvokeWorldLoad();
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// Set the world to running before we process our queues
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WorldState = WorldState.Running;
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Persistence.PostDeserializeAll(); // Process safety queues
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watch.Stop();
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logger.Information("Loading world {Status} ({ItemCount} items, {MobileCount} mobiles) ({Duration:F2} seconds)",
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"done",
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Items.Count,
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Mobiles.Count,
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watch.Elapsed.TotalSeconds
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);
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// Create the serialization threads.
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var threadCount = UseMultiThreadedSaves ? Math.Max(Environment.ProcessorCount - 1, 1) : 1;
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_threadWorkers = new SerializationThreadWorker[threadCount];
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for (var i = 0; i < _threadWorkers.Length; i++)
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{
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_threadWorkers[i] = new SerializationThreadWorker(i);
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}
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}
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/**
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* Duplicates can be weeded out asynchronously while flushing
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* If performance becomes a problem, we need to build a dual mode concurrent array.
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*
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****************************************************** Proposal ******************************************************
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* The structure is initialized with a large capacity to avoid unnecessary resizing.
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* Write Mode:
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* - Multiple threads can add a single, or a range of elements concurrently.
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* - Elements can be Peeked, but there are no guarantees.
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* - To resize the internal array, replaced it with the next size up from an array pool.
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* - The structure cannot be cleared in this mode.
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*
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* Read Mode:
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* - The array can be read from multiple threads using a ref struct enumerator.
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* - Elements cannot be added or reassigned.
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* - Cleared by replacing the internal array with another one from the pool.
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* - Note: Upon clearing, the existing array is not sent back to the pool until there are zero enumerators.
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*
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* Enumeration:
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* - Multiple threads can enumerate while in read mode. The enumerator will Interlocked.Increment a read counter.
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* - Upon dispose of the enumerator, the read counter will be lowered with an Interlocked.Decrement
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* - When the read counter reaches 0, if there is a cleared array, the array is sent back to the pool zeroed.
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*
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* Notes:
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* - Elements can never be removed.
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*
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* How is this different from ConcurrentQueue?
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* The functionality is very similar, except the constraints allow the implementation to be done without locks.
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* Since this implementation uses pooled arrays, allocations will approach zero over time.
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**********************************************************************************************************************
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*/
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public static ConcurrentQueue<Type> SerializedTypes { get; } = new();
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public static void Save()
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{
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if (WorldState != WorldState.Running)
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{
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return;
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}
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WaitForWriteCompletion(); // Blocks Save until current disk flush is done.
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_diskWriteHandle.Reset();
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WorldState = WorldState.PendingSave;
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ThreadPool.QueueUserWorkItem(Preserialize);
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}
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private static void Preserialize(object state)
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{
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try
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{
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// Allocate the heaps for the GC
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foreach (var worker in _threadWorkers)
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{
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worker.AllocateHeap();
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}
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WakeSerializationThreads();
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// Execute this synchronously so we don't have a race condition
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Core.LoopContext.Post(() => Core.RequestSnapshot(PathUtility.EnsureRandomPath(_tempSavePath)));
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}
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catch (Exception ex)
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{
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logger.Error(ex, "Preparing to save world {Status}", "failed");
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Persistence.TraceException(ex);
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BroadcastStaff(0x35, true, "Preparing for a world save failed! Check the logs!");
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}
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}
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internal static void Snapshot(string snapshotPath)
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{
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if (WorldState != WorldState.PendingSave)
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{
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return;
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}
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NetState.FlushAll();
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WorldState = WorldState.Saving;
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Broadcast(0x35, true, "The world is saving, please wait.");
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logger.Information("Saving world");
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var watch = Stopwatch.StartNew();
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Exception exception = null;
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try
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{
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if (string.IsNullOrEmpty(snapshotPath))
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{
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throw new ArgumentException("Snapshot path cannot be null or empty", nameof(snapshotPath));
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}
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Persistence.SerializeAll();
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PauseSerializationThreads();
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EventSink.InvokeWorldSave();
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}
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catch (Exception ex)
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{
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exception = ex;
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}
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WorldState = WorldState.WritingSave;
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ThreadPool.QueueUserWorkItem(WriteFiles, snapshotPath);
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watch.Stop();
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if (exception == null)
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{
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var duration = watch.Elapsed.TotalSeconds;
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logger.Information("Saving world {Status} ({Duration:F2} seconds)", "done", duration);
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Broadcast(0x35, true, $"World save completed in {duration:F2} seconds.");
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}
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else
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{
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logger.Error(exception, "Saving world {Status}", "failed");
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Persistence.TraceException(exception);
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BroadcastStaff(0x35, true, "World save failed! Check the logs!");
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}
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}
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private static readonly HashSet<Type> _typesSet = [];
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private static void WriteFiles(object state)
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{
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var snapshotPath = (string)state;
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try
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{
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var watch = Stopwatch.StartNew();
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logger.Information("Writing world save snapshot");
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// Dedupe the types
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while (SerializedTypes.TryDequeue(out var type))
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{
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_typesSet.Add(type);
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}
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Persistence.WriteSnapshotAll(snapshotPath, _typesSet);
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_typesSet.Clear();
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try
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{
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EventSink.InvokeWorldSavePostSnapshot(SavePath, snapshotPath);
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PathUtility.MoveDirectoryContents(snapshotPath, SavePath);
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Directory.SetLastWriteTimeUtc(SavePath, Core.Now);
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}
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catch (Exception ex)
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{
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Persistence.TraceException(ex);
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}
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watch.Stop();
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logger.Information("Writing world save snapshot {Status} ({Duration:F2} seconds)", "done", watch.Elapsed.TotalSeconds);
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}
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catch (Exception ex)
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{
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logger.Error(ex, "Writing world save snapshot failed");
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Persistence.TraceException(ex);
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BroadcastStaff(0x35, true, "Writing world save snapshot failed! Check the logs!");
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}
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// Clear types
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SerializedTypes.Clear();
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_diskWriteHandle.Set();
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Core.LoopContext.Post(FinishWorldSave);
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}
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private static void FinishWorldSave()
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{
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WorldState = WorldState.Running;
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Persistence.PostWorldSaveAll(); // Process decay and safety queues
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MovementThrottle.ResetAllMovementTiming(); // Prevent post-save movement rejection bursts
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void WakeSerializationThreads()
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{
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for (var i = 0; i < _threadWorkers.Length; i++)
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{
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_threadWorkers[i].Wake();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void PauseSerializationThreads()
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{
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for (var i = 0; i < _threadWorkers.Length; i++)
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{
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_threadWorkers[i].Sleep();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static int GetThreadWorkerCount() => Math.Max(Environment.ProcessorCount - 1, 1);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void ResetRoundRobin() => _threadId = 0;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void PushToCache(IGenericSerializable e)
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{
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_threadWorkers[_threadId++].Push(e);
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if (_threadId == _threadWorkers.Length)
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{
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_threadId = 0;
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}
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}
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public static void ExitSerializationThreads()
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{
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for (var i = 0; i < _threadWorkers.Length; i++)
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{
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_threadWorkers[i]?.Exit();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Item FindItem(Serial serial, bool returnDeleted = false) => _itemPersistence.Find(serial, returnDeleted);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Mobile FindMobile(Serial serial, bool returnDeleted = false) =>
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_mobilePersistence.Find(serial, returnDeleted);
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// Legacy: Only used for retrieving Items and Mobiles.
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public static void AddEntity(IEntity entity)
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{
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if (entity is Item item)
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{
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_itemPersistence.AddEntity(item);
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}
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else if (entity is Mobile mobile)
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{
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_mobilePersistence.AddEntity(mobile);
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}
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else
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{
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logger.Warning("Attempted to call World.AddEntity with '{Entity}'. Must be a mobile or item.", entity.GetType());
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}
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}
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public static void RemoveEntity(IEntity entity)
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{
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if (entity is Item item)
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{
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_itemPersistence.RemoveEntity(item);
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}
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else if (entity is Mobile mobile)
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{
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_mobilePersistence.RemoveEntity(mobile);
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}
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else
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{
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logger.Warning($"Attempted to call World.RemoveEntity with '{entity.GetType()}'. Must be a mobile or item.");
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return;
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}
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#if TRACK_LEAKS
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EntityFinalizationTracker.TrackEntity(entity);
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#endif
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static BaseGuild FindGuild(Serial serial) => _guildPersistence.Find(serial);
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public static void AddGuild(BaseGuild guild) => _guildPersistence.AddEntity(guild);
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public static void RemoveGuild(BaseGuild guild) => _guildPersistence.RemoveEntity(guild);
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// Legacy: Only used for retrieving Items and Mobiles.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static IEntity FindEntity(Serial serial, bool returnDeleted = false) =>
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FindEntity<IEntity>(serial, returnDeleted);
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// Legacy: Only used for retrieving Items and Mobiles.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static T FindEntity<T>(Serial serial, bool returnDeleted = false)
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where T : class, IEntity
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{
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if (serial.IsItem)
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{
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return _itemPersistence.Find(serial, returnDeleted) as T;
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}
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return _mobilePersistence.Find(serial, returnDeleted) as T;
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}
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private class ItemPersistence : GenericEntityPersistence<Item>
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{
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public ItemPersistence() : base("Items", 2, ItemOffset, MaxItemSerial)
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{
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}
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|
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public override void PostDeserialize()
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{
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base.PostDeserialize();
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|
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foreach (var item in EntitiesBySerial.Values)
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{
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if (item.Parent == null)
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{
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item.UpdateTotals();
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}
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item.ClearProperties();
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item.UpdateDecayRegistration();
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}
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}
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}
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private class MobilePersistence : GenericEntityPersistence<Mobile>
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{
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public MobilePersistence() : base("Mobiles", 1, 1, MaxMobileSerial)
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{
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}
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public override void PostDeserialize()
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{
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base.PostDeserialize();
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foreach (var m in EntitiesBySerial.Values)
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{
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m.UpdateRegion(); // Is this really needed?
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m.UpdateTotals();
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m.ClearProperties();
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}
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}
|
|
}
|
|
}
|