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:
parent
146abad36e
commit
a4cabe2fa4
23 changed files with 655 additions and 390 deletions
|
|
@ -1,6 +1,5 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using ModernUO.Serialization;
|
||||
using Server.ContextMenus;
|
||||
using Server.Engines.Craft;
|
||||
|
|
@ -173,7 +172,20 @@ public partial class SalvageBag : Bag
|
|||
|
||||
private void SalvageIngots(Mobile from)
|
||||
{
|
||||
if (from.Backpack.FindItemsByType<BaseTool>().All(tool => tool.CraftSystem != DefBlacksmithy.CraftSystem))
|
||||
var hasTool = false;
|
||||
if (from.Backpack != null)
|
||||
{
|
||||
foreach (var tool in from.Backpack.FindItemsByType<BaseTool>())
|
||||
{
|
||||
if (tool.CraftSystem == DefBlacksmithy.CraftSystem)
|
||||
{
|
||||
hasTool = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasTool)
|
||||
{
|
||||
from.SendLocalizedMessage(1079822); // You need a blacksmithing tool in order to salvage ingots.
|
||||
return;
|
||||
|
|
@ -190,11 +202,7 @@ public partial class SalvageBag : Bag
|
|||
var salvaged = 0;
|
||||
var notSalvaged = 0;
|
||||
|
||||
Container sBag = this;
|
||||
|
||||
var smeltables = sBag.FindItemsByType<Item>();
|
||||
|
||||
foreach (var item in smeltables)
|
||||
foreach (var item in FindItemsByType())
|
||||
{
|
||||
if (item?.Deleted != false)
|
||||
{
|
||||
|
|
@ -220,10 +228,8 @@ public partial class SalvageBag : Bag
|
|||
}
|
||||
else
|
||||
{
|
||||
from.SendLocalizedMessage(
|
||||
1079973,
|
||||
$"{salvaged}\t{salvaged + notSalvaged}"
|
||||
); // Salvaged: ~1_COUNT~/~2_NUM~ blacksmithed items
|
||||
// Salvaged: ~1_COUNT~/~2_NUM~ blacksmithed items
|
||||
from.SendLocalizedMessage(1079973, $"{salvaged}\t{salvaged + notSalvaged}");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -245,14 +251,8 @@ public partial class SalvageBag : Bag
|
|||
var salvaged = 0;
|
||||
var notSalvaged = 0;
|
||||
|
||||
Container sBag = this;
|
||||
|
||||
var scissorables = sBag.FindItemsByType<Item>();
|
||||
|
||||
for (var i = scissorables.Count - 1; i >= 0; --i)
|
||||
foreach (var item in EnumerateItemsByType<Item>())
|
||||
{
|
||||
var item = scissorables[i];
|
||||
|
||||
if (item is not IScissorable scissorable)
|
||||
{
|
||||
continue;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue