* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* ACE.Database new code
* it compiles
* InitializePropertyDictionaries
* WOrldDatabaseWithEntityCache cleanup
* ShardDatabaseWithCaching
* ShardDatabase Cleanup
* todo
* cache counts reported in serverstatus
* House InitializePropertyDictionaries
* improve ServerStatus
* BiotaModel change HousePermissions to Dictionary<uint, bool>
* PropertiesAllegiance to dictionary
* BiotaUpdater improvements
* Shard Database Cache Reporting
* More code ported from Step 3
* Remove stub CharacterCache
* Update WorldDatabaseWithEntityCache.cs
* build fixes
* code audit
* Remove non-callback functions from SerializedShardDatabase
* BiotaUpdater progress.. only emote left
* Emotes done... now need to test
* fix
* Burden/Value fix for containers
* fat fingered EncumbranceVal
* add some safety
* Don't cache player biotas for initial PlayerManager load
* fix null spellbook
* Add another null check
This is redundant as the check is also upstream.
This is to prevent an exception in the future if this function is called from another source.
This fixes the namespace for ThreadSafeRandom, from ACE -> ACE.Common.
It also adds better Summary descriptions.
The rest of the file changes are simply adding ACE.Common references.
This is mainly commenting and namespace preparation for adding a non-thread safe random class, in effort to reduce lock contention.
* Flags attribute
* empty statement
* Fix Formatting
* Fix OrderBy -> ThenBy
* use OfType
* Replace with asingle call to Count(...)
* Replace with a single call to FirstOrDefault
* Merge cast with type check
* use String.IsNullOrEmpty
* use collections count property
* use format specifier (results in shorter loc)
* use Any() instead of Count() > 0
* revert ThenBy with comment
* Adding enchantments for items wielded by monsters / NPCs
* Adding support for more motion states (still needs data fixes)
* Adding DR/DRR from base properties for ToD monsters
* Adding centralized damage calculation function
* Adding support for monster armor layering
* updating RL calcs
* additional RL updates
* removing debug logic
* Adding line for monster ranged combat
* porting fix from 1445
* Adjusting Armor Rending to also reduce physical armor
* Moving ACE.Server.Physics.Common.Random to ACE.ThreadSafeRandom
replaced the thread discriminator with a lock
renamed "Random" to "ThreadSafeRandom"
renamed "RollDice" functions to the standard "Next"
* deleted Source/ACE.Server/Physics/Common/Random.cs
replaced conditionally omitted and commented code with new name
* renamed source file