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

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@ -1,5 +1,4 @@
using System;
using System.Linq;
using Server.Gumps;
namespace Server.Engines.MLQuests.Objectives
@ -110,8 +109,16 @@ namespace Server.Engines.MLQuests.Objectives
return 0;
}
var items = pack.FindItemsByType(Objective.AcceptedType, false); // Note: subclasses are included
return items.Where(item => item.QuestItem && Objective.CheckItem(item)).Sum(item => item.Amount);
var total = 0;
foreach (var item in pack.FindItemsByType(false))
{
if (ClaimTypePredicate(item) && item.QuestItem && Objective.CheckItem(item))
{
total += item.Amount;
}
}
return total;
}
public override bool AllowsQuestItem(Item item, Type type) => Objective.CheckType(type) && Objective.CheckItem(item);
@ -128,19 +135,20 @@ namespace Server.Engines.MLQuests.Objectives
return;
}
var checkType = Objective.AcceptedType;
var items = pack.FindItemsByType(checkType, false);
foreach (var item in items)
foreach (var item in pack.FindItemsByType(false))
{
if (item.QuestItem && !MLQuestSystem.CanMarkQuestItem(pm, item, checkType)
) // does another quest still need this item? (OSI just unmarks everything)
// does another quest still need this item? (OSI just unmarks everything)
if (ClaimTypePredicate(item) &&
item.QuestItem && !MLQuestSystem.CanMarkQuestItem(pm, item, Objective.AcceptedType))
{
item.QuestItem = false;
}
}
}
// Note: subclasses are included
private bool ClaimTypePredicate(Item item) => Objective.AcceptedType.IsInstanceOfType(item);
// Should only be called after IsComplete() is checked to be true
public override void OnClaimReward()
{
@ -153,10 +161,9 @@ namespace Server.Engines.MLQuests.Objectives
// TODO: OSI also counts the item in the cursor?
var items = pack.FindItemsByType(Objective.AcceptedType, false);
var left = Objective.DesiredAmount;
foreach (var item in items)
foreach (var item in pack.EnumerateItemsByType<Item>(false, ClaimTypePredicate))
{
if (item.QuestItem && Objective.CheckItem(item))
{