## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
138 lines
3.5 KiB
C#
138 lines
3.5 KiB
C#
namespace Server.Items
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{
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public abstract class BaseWaterContainer : Container, IHasQuantity
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{
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private int m_Quantity;
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public BaseWaterContainer(int item_Id, bool filled)
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: base(item_Id) =>
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m_Quantity = filled ? MaxQuantity : 0;
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public BaseWaterContainer(Serial serial)
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: base(serial)
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{
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}
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public abstract int voidItem_ID { get; }
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public abstract int fullItem_ID { get; }
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public abstract int MaxQuantity { get; }
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public override int DefaultGumpID => 0x3e;
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[CommandProperty(AccessLevel.GameMaster)]
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public virtual bool IsEmpty => m_Quantity <= 0;
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[CommandProperty(AccessLevel.GameMaster)]
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public virtual bool IsFull => m_Quantity >= MaxQuantity;
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[CommandProperty(AccessLevel.GameMaster)]
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public virtual int Quantity
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{
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get => m_Quantity;
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set
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{
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if (value != m_Quantity)
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{
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m_Quantity = value < 1 ? 0 :
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value > MaxQuantity ? MaxQuantity : value;
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Movable = !IsLockedDown ? IsEmpty : false;
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ItemID = IsEmpty ? voidItem_ID : fullItem_ID;
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if (!IsEmpty)
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{
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var rootParent = RootParent;
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if (rootParent?.Map != null && rootParent.Map != Map.Internal)
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{
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MoveToWorld(rootParent.Location, rootParent.Map);
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}
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}
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InvalidateProperties();
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}
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}
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (IsEmpty)
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{
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base.OnDoubleClick(from);
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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if (IsEmpty)
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{
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base.OnSingleClick(from);
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}
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else
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{
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if (Name == null)
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{
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LabelTo(from, LabelNumber);
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}
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else
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{
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LabelTo(from, Name);
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}
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}
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}
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public override void OnAosSingleClick(Mobile from)
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{
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if (IsEmpty)
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{
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base.OnAosSingleClick(from);
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}
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else
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{
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if (Name == null)
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{
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LabelTo(from, LabelNumber);
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}
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else
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{
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LabelTo(from, Name);
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}
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}
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}
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public override void GetProperties(IPropertyList list)
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{
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if (IsEmpty)
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{
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base.GetProperties(list);
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}
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}
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public override bool OnDragDropInto(Mobile from, Item item, Point3D p)
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{
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if (!IsEmpty)
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{
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return false;
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}
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return base.OnDragDropInto(from, item, p);
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_Quantity);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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m_Quantity = reader.ReadInt();
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}
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}
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}
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