## 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.
156 lines
4.4 KiB
C#
156 lines
4.4 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items
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{
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[SerializationGenerator(2, false)]
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[Flippable(0x1bdd, 0x1be0)]
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public partial class Log : Item, ICommodity, IAxe
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{
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[InvalidateProperties]
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[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
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[SerializableField(0)]
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private CraftResource _resource;
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[Constructible]
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public Log(int amount = 1) : this(CraftResource.RegularWood, amount)
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{
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}
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[Constructible]
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public Log(CraftResource resource) : this(resource, 1)
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{
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}
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[Constructible]
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public Log(CraftResource resource, int amount) : base(0x1BDD)
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{
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Stackable = true;
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Weight = 2.0;
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Amount = amount;
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_resource = resource;
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Hue = CraftResources.GetHue(resource);
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}
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public virtual bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 0, new Board());
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int ICommodity.DescriptionNumber => CraftResources.IsStandard(_resource)
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? LabelNumber
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: 1075062 + ((int)_resource - (int)CraftResource.RegularWood);
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bool ICommodity.IsDeedable => true;
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (!CraftResources.IsStandard(_resource))
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{
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var num = CraftResources.GetLocalizationNumber(_resource);
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if (num > 0)
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{
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list.Add(num);
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}
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else
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{
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list.Add(CraftResources.GetName(_resource));
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}
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}
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_resource = version switch
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{
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1 => (CraftResource)reader.ReadInt(),
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_ => CraftResource.RegularWood
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};
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}
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public virtual bool TryCreateBoards(Mobile from, double skill, Item item)
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{
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if (Deleted || !from.CanSee(this))
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{
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return false;
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}
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if (from.Skills.Carpentry.Value < skill &&
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from.Skills.Lumberjacking.Value < skill)
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{
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item.Delete();
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from.SendLocalizedMessage(1072652); // You cannot work this strange and unusual wood.
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return false;
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}
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ScissorHelper(from, item, 1, false);
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return true;
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}
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}
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[SerializationGenerator(0, false)]
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public partial class HeartwoodLog : Log
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{
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[Constructible]
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public HeartwoodLog(int amount = 1) : base(CraftResource.Heartwood, amount)
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{
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}
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public override bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 100, new HeartwoodBoard());
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}
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[SerializationGenerator(0, false)]
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public partial class BloodwoodLog : Log
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{
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[Constructible]
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public BloodwoodLog(int amount = 1) : base(CraftResource.Bloodwood, amount)
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{
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}
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public override bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 100, new BloodwoodBoard());
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}
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[SerializationGenerator(0, false)]
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public partial class FrostwoodLog : Log
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{
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[Constructible]
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public FrostwoodLog(int amount = 1) : base(CraftResource.Frostwood, amount)
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{
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}
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public override bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 100, new FrostwoodBoard());
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}
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[SerializationGenerator(0, false)]
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public partial class OakLog : Log
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{
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[Constructible]
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public OakLog(int amount = 1) : base(CraftResource.OakWood, amount)
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{
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}
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public override bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 65, new OakBoard());
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}
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[SerializationGenerator(0, false)]
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public partial class AshLog : Log
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{
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[Constructible]
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public AshLog(int amount = 1) : base(CraftResource.AshWood, amount)
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{
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}
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public override bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 80, new AshBoard());
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}
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[SerializationGenerator(0, false)]
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public partial class YewLog : Log
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{
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[Constructible]
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public YewLog(int amount = 1) : base(CraftResource.YewWood, amount)
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{
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}
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public override bool Axe(Mobile from, BaseAxe axe) => TryCreateBoards(from, 95, new YewBoard());
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}
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}
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