### Summary - [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption. - [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue. - [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization. - [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts to GenericEntityPersistence. - [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
130 lines
4.6 KiB
C#
130 lines
4.6 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: AdhocPersistence.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.IO;
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using System.IO.MemoryMappedFiles;
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using System.Threading.Tasks;
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namespace Server;
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public static class AdhocPersistence
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{
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/**
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* Serializes to memory synchronously. Optional buffer can be provided.
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* Note: The buffer may not be the same after returning from the function if more data is written
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* than the initial buffer can handle.
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*/
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public static BufferWriter Serialize(Action<IGenericWriter> serializer, ConcurrentQueue<Type> types)
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{
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var saveBuffer = new BufferWriter(true, types);
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serializer(saveBuffer);
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return saveBuffer;
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}
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/**
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* Writes a buffer to disk. This function should be called asynchronously.
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* Writes the filePath for the binary data, and an accompanying SerializedTypes.db file of all possible types.
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*/
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public static void WriteSnapshot(FileInfo file, Span<byte> buffer)
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{
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var dirPath = file.DirectoryName;
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PathUtility.EnsureDirectory(dirPath);
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using var fs = new FileStream(file.FullName, FileMode.Create, FileAccess.Write);
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fs.Write(buffer);
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}
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/**
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* Serializes to a memory buffer synchronously, then flushes to the path asynchronously.
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* See WriteSnapshot for more info about how to snapshot.
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*/
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public static void SerializeAndSnapshot(string filePath, Action<IGenericWriter> serializer, ConcurrentQueue<Type> types = null)
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{
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types ??= new ConcurrentQueue<Type>();
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var saveBuffer = Serialize(serializer, types);
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Task.Run(
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() =>
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{
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var fullPath = PathUtility.GetFullPath(filePath, Core.BaseDirectory);
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var file = new FileInfo(fullPath);
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WriteSnapshot(file, saveBuffer.Buffer.AsSpan(0, (int)saveBuffer.Position));
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// TODO: Create a PooledHashSet if performance becomes an issue.
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var typesSet = new HashSet<Type>();
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// Dedupe the queue.
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foreach (var type in types)
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{
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typesSet.Add(type);
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}
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Persistence.WriteSerializedTypesSnapshot(file.DirectoryName, typesSet);
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});
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}
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public static void Deserialize(string filePath, Action<IGenericReader> deserializer)
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{
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var fullPath = PathUtility.GetFullPath(filePath, Core.BaseDirectory);
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var file = new FileInfo(fullPath);
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if (!file.Exists)
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{
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return;
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}
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var fileLength = file.Length;
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if (fileLength == 0)
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{
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return;
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}
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string error;
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try
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{
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using var mmf = MemoryMappedFile.CreateFromFile(fullPath, FileMode.Open);
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using var stream = mmf.CreateViewStream();
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using var br = new BinaryFileReader(stream);
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deserializer(br);
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error = br.Position != fileLength
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? $"Serialized {fileLength} bytes, but {br.Position} bytes deserialized"
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: null;
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}
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catch (Exception e)
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{
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error = e.ToString();
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}
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if (error != null)
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{
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Console.WriteLine($"***** Bad deserialize of {file.FullName} *****");
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Console.WriteLine(error);
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Console.WriteLine("Skip this file and continue? (y/n)");
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var pressedKey = Console.ReadKey(true).Key;
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if (pressedKey != ConsoleKey.Y)
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{
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throw new Exception("Deserialization failed.");
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}
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}
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}
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}
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