## 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.
120 lines
2.8 KiB
C#
120 lines
2.8 KiB
C#
using System;
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using Server.Engines.Craft;
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namespace Server.Items
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{
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public class FukiyaDarts : Item, ICraftable, INinjaAmmo
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{
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private Poison m_Poison;
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private int m_PoisonCharges;
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private int m_UsesRemaining;
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[Constructible]
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public FukiyaDarts(int amount = 1) : base(0x2806)
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{
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Weight = 1.0;
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m_UsesRemaining = amount;
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}
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public FukiyaDarts(Serial serial) : base(serial)
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{
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}
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public int OnCraft(
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int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool,
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CraftItem craftItem, int resHue
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)
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{
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if (quality == 2)
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{
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UsesRemaining *= 2;
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}
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return quality;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int UsesRemaining
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{
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get => m_UsesRemaining;
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set
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{
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m_UsesRemaining = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Poison Poison
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{
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get => m_Poison;
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set
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{
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m_Poison = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int PoisonCharges
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{
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get => m_PoisonCharges;
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set
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{
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m_PoisonCharges = value;
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InvalidateProperties();
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}
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}
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bool IUsesRemaining.ShowUsesRemaining
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{
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get => true;
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set { }
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}
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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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list.Add(1060584, $"{m_UsesRemaining}"); // uses remaining: ~1_val~
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if (m_Poison != null && m_PoisonCharges > 0)
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{
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list.Add(1062412 + m_Poison.Level, m_PoisonCharges.ToString());
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}
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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_UsesRemaining);
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writer.Write(m_Poison);
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writer.Write(m_PoisonCharges);
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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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switch (version)
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{
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case 0:
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{
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m_UsesRemaining = reader.ReadInt();
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m_Poison = reader.ReadPoison();
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m_PoisonCharges = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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