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.
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23 changed files with 655 additions and 390 deletions
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@ -1,5 +1,4 @@
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using System;
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using System.Linq;
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using Server.Gumps;
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namespace Server.Engines.MLQuests.Objectives
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@ -110,8 +109,16 @@ namespace Server.Engines.MLQuests.Objectives
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return 0;
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}
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var items = pack.FindItemsByType(Objective.AcceptedType, false); // Note: subclasses are included
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return items.Where(item => item.QuestItem && Objective.CheckItem(item)).Sum(item => item.Amount);
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var total = 0;
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foreach (var item in pack.FindItemsByType(false))
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{
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if (ClaimTypePredicate(item) && item.QuestItem && Objective.CheckItem(item))
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{
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total += item.Amount;
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}
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}
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return total;
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}
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public override bool AllowsQuestItem(Item item, Type type) => Objective.CheckType(type) && Objective.CheckItem(item);
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@ -128,19 +135,20 @@ namespace Server.Engines.MLQuests.Objectives
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return;
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}
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var checkType = Objective.AcceptedType;
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var items = pack.FindItemsByType(checkType, false);
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foreach (var item in items)
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foreach (var item in pack.FindItemsByType(false))
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{
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if (item.QuestItem && !MLQuestSystem.CanMarkQuestItem(pm, item, checkType)
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) // does another quest still need this item? (OSI just unmarks everything)
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// does another quest still need this item? (OSI just unmarks everything)
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if (ClaimTypePredicate(item) &&
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item.QuestItem && !MLQuestSystem.CanMarkQuestItem(pm, item, Objective.AcceptedType))
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{
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item.QuestItem = false;
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}
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}
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}
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// Note: subclasses are included
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private bool ClaimTypePredicate(Item item) => Objective.AcceptedType.IsInstanceOfType(item);
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// Should only be called after IsComplete() is checked to be true
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public override void OnClaimReward()
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{
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@ -153,10 +161,9 @@ namespace Server.Engines.MLQuests.Objectives
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// TODO: OSI also counts the item in the cursor?
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var items = pack.FindItemsByType(Objective.AcceptedType, false);
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var left = Objective.DesiredAmount;
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foreach (var item in items)
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foreach (var item in pack.EnumerateItemsByType<Item>(false, ClaimTypePredicate))
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{
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if (item.QuestItem && Objective.CheckItem(item))
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{
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