fix: Cleans up LINQ calls. (#965)
- [X] Removes several `ToList()` uses with `PooledRefQueue` - [X] Adds a `PeekRandom` to PooledRefQueue - [X] Updates EV/BS so they dispel each other in a more efficient manner. - [X] Fixes Firebomb so it works like a normal firefield. - [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary. - [X] Removes extra allocation in campfire by using reverse loop. - [X] Removes other LINQ calls that aren't needed.
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daf89686d1
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40 changed files with 585 additions and 447 deletions
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@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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namespace Server.Items
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@ -58,20 +57,26 @@ namespace Server.Items
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switch (value)
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{
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case CampfireStatus.Burning:
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ItemID = 0xDE3;
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Light = LightType.Circle300;
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break;
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{
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ItemID = 0xDE3;
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Light = LightType.Circle300;
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break;
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}
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case CampfireStatus.Extinguishing:
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ItemID = 0xDE9;
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Light = LightType.Circle150;
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break;
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{
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ItemID = 0xDE9;
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Light = LightType.Circle150;
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break;
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}
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default:
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ItemID = 0xDEA;
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Light = LightType.ArchedWindowEast;
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ClearEntries();
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break;
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{
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ItemID = 0xDEA;
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Light = LightType.ArchedWindowEast;
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ClearEntries();
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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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@ -111,8 +116,10 @@ namespace Server.Items
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return;
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}
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foreach (var entry in m_Entries.ToList())
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for (var i = m_Entries.Count - 1; i >= 0; i--)
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{
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var entry = m_Entries[i];
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if (!entry.Valid || entry.Player.NetState == null)
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{
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RemoveEntry(entry);
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@ -149,10 +156,13 @@ namespace Server.Items
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return;
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}
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foreach (var entry in m_Entries.ToList())
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foreach (var entry in m_Entries)
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{
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RemoveEntry(entry);
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m_Table.Remove(entry.Player);
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}
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m_Entries.Clear();
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m_Entries.TrimExcess();
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}
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public override void OnAfterDelete()
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