ModernUO/Projects/UOContent/Mobiles/Vendors/VendorItem.cs
Kamron Batman b042edcf0b
refactor: fold hand-written serializable property setters into field hooks (#2587)
## Summary

Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.

```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
    get => _charges;
    set
    {
        _charges = Math.Clamp(value, 0, MaxCharges);
        InvalidateProperties();
        this.MarkDirty();
    }
}

// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;

private bool AllowChargesChange(ref int value)
{
    value = Math.Clamp(value, 0, MaxCharges);
    return true;
}
```

## How sites were selected

A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:

- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).

Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).

## Verification

- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**

## Behavioral notes (all strict improvements, called out for review)

- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
2026-08-22 18:20:39 -07:00

68 lines
1.5 KiB
C#

using System;
using System.Globalization;
using ModernUO.Serialization;
namespace Server.Mobiles;
[SerializationGenerator(0, false)]
public partial class VendorItem
{
[SerializableField(0)]
private Item _item;
[SerializableField(1)]
private int _price;
[SerializableField(3)]
private DateTime _created;
public VendorItem()
{
}
public VendorItem(Item item, int price, string description, DateTime created)
{
_item = item;
_price = price;
_description = description ?? "";
_created = created;
Valid = true;
}
public string FormattedPrice =>
Core.ML ? Price.ToString("N0", CultureInfo.GetCultureInfo("en-US")) : Price.ToString();
[SerializableField(2, fieldChanged: nameof(OnDescriptionChanged), allowFieldChange: nameof(AllowDescriptionChange))]
private string _description;
private bool AllowDescriptionChange(ref string value)
{
value = value ?? "";
return true;
}
private void OnDescriptionChanged(string oldValue, string newValue)
{
if (Valid)
{
Item.InvalidateProperties();
}
}
public bool IsForSale => Price >= 0;
public bool IsForFree => Price == 0;
public bool Valid { get; private set; }
public void Invalidate() => Valid = false;
[AfterDeserialization]
private void AfterDeserialization()
{
if (_price > 100000000)
{
_price = 100000000;
}
Valid = true;
}
}