fix: Optimizes FindItemsByType by removing allocations. (#1515)

### Summary
Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes.

### Method Signatures

```cs
// Use with foreach without moving/deleting items
FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use with foreach when moving/deleting items
QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiple times or queuing
PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiples times or manipulating elements without traversing
PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
```

* `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved.

* `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items.
  * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood.

* `QueueItemsByType<T>`  and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily.

### Bug Fixes
- [X] Fishing had an error in the random check that may have caused slight bias.
This commit is contained in:
Kamron Batman 2023-09-28 19:36:45 -07:00 • committed by GitHub
parent 146abad36e
commit a4cabe2fa4
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GPG key ID: 4AEE18F83AFDEB23
23 changed files with 655 additions and 390 deletions

View file

@ -385,7 +385,14 @@ namespace Server.Factions
// Ordinarily, through normal faction removal, this will never find any sigils.
// Only with a leave delay less than the ReturnPeriod or a Faction Kick/Ban, will this ever do anything
mob.Backpack?.FindItemsByType<Sigil>().ForEach(sigil => sigil.ReturnHome());
if (mob.Backpack != null)
{
foreach (var sigil in mob.Backpack.EnumerateItemsByType<Sigil>())
{
sigil.ReturnHome();
}
}
if (pl.RankIndex != -1)
{
@ -1039,35 +1046,36 @@ namespace Server.Factions
var killerState = PlayerState.Find(killer);
var killerPack = killer?.Backpack;
victim.Backpack?.FindItemsByType<Sigil>()
.ForEach(
sigil =>
{
if (killerState == null || killerPack == null)
{
sigil.ReturnHome();
return;
}
if (killer?.GetDistanceToSqrt(victim) > 64)
{
sigil.ReturnHome();
killer.SendLocalizedMessage(1042230); // The sigil has gone back to its home location.
}
else if (Sigil.ExistsOn(killer))
{
sigil.ReturnHome();
// The sigil has gone back to its home location because you already have a sigil.
killer?.SendLocalizedMessage(1010258);
}
else if (!killerPack.TryDropItem(killer, sigil, false))
{
sigil.ReturnHome();
// The sigil has gone home because your backpack is full.
killer?.SendLocalizedMessage(1010259);
}
if (victim.Backpack != null)
{
foreach (var sigil in victim.Backpack.EnumerateItemsByType<Sigil>())
{
if (killerState == null || killerPack == null)
{
sigil.ReturnHome();
continue;
}
);
if (killer?.GetDistanceToSqrt(victim) > 64)
{
sigil.ReturnHome();
killer.SendLocalizedMessage(1042230); // The sigil has gone back to its home location.
}
else if (Sigil.ExistsOn(killer))
{
sigil.ReturnHome();
// The sigil has gone back to its home location because you already have a sigil.
killer?.SendLocalizedMessage(1010258);
}
else if (!killerPack.TryDropItem(killer, sigil, false))
{
sigil.ReturnHome();
// The sigil has gone home because your backpack is full.
killer?.SendLocalizedMessage(1010259);
}
}
}
if (killerState == null)
{
@ -1227,7 +1235,13 @@ namespace Server.Factions
private static void EventSink_Logout(Mobile m)
{
m.Backpack?.FindItemsByType<Sigil>().ForEach(sigil => sigil.ReturnHome());
if (m.Backpack != null)
{
foreach (var sigil in m.Backpack.EnumerateItemsByType<Sigil>())
{
sigil.ReturnHome();
}
}
}
private static void EventSink_Login(Mobile m) => CheckLeaveTimer(m);

View file

@ -1,5 +1,4 @@
using System;
using ModernUO.Serialization;
using Server.Factions.AI;
using Server.Items;
using Server.Mobiles;