feat: Adds Next/Prev for future link list support (#1546)

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Kamron Batman 2023-10-14 19:43:10 -07:00 committed by GitHub
parent fbd194339a
commit c2d6578955
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6 changed files with 493 additions and 5 deletions

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@ -0,0 +1,444 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2023 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: BaseMulti.SectorMultiLinkList.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Runtime.CompilerServices;
namespace Server.Items;
// Adds support for the specific value link list on sectors for multis, separate from items
public partial class BaseMulti : BaseMulti.ISectorMultiLinkListNode<BaseMulti>
{
public interface ISectorMultiLinkListNode<T> where T : class
{
public T SectorMultiNext { get; set; }
public T SectorMultiPrevious { get; set; }
public bool OnSectorMultiLinkList { get; set; }
}
public struct SectorMultiLinkList<T> where T : class, ISectorMultiLinkListNode<T>
{
public int Count { get; internal set; }
public T First { get; internal set; }
public T Last { get; internal set; }
public void Remove(T node)
{
if (node == null)
{
return;
}
if (!node.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to remove a node that is not on the list.");
}
if (node.SectorMultiPrevious == null)
{
// If previous is null, then it is the first element.
if (First != node)
{
throw new ArgumentException("Attempted to remove a node that is not on the list.");
}
if (First == Last)
{
Last = null;
First = null;
}
else
{
First = node.SectorMultiNext;
}
if (node.SectorMultiNext != null)
{
node.SectorMultiNext.SectorMultiPrevious = null;
}
}
else
{
node.SectorMultiPrevious.SectorMultiNext = node.SectorMultiNext;
// If next is null, then it is the last element.
if (node.SectorMultiNext == null)
{
Last = node.SectorMultiPrevious;
}
else
{
node.SectorMultiNext.SectorMultiPrevious = node.SectorMultiPrevious;
}
}
node.SectorMultiNext = null;
node.SectorMultiPrevious = null;
node.OnSectorMultiLinkList = false;
Count--;
}
// Remove all entries before this node, not including this node.
public void RemoveAllBefore(T e)
{
if (e == null)
{
return;
}
if (!e.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to remove nodes before a node that is not on the list.");
}
if (e.SectorMultiPrevious == null)
{
return;
}
var current = e.SectorMultiPrevious;
e.SectorMultiPrevious = null;
while (current != null)
{
var previous = current.SectorMultiPrevious;
current.OnSectorMultiLinkList = false;
current.SectorMultiNext = null;
current.SectorMultiPrevious = null;
Count--;
current = previous;
}
First = e;
}
// Remove all entries after this node, not including this node.
public void RemoveAllAfter(T e)
{
if (e == null)
{
return;
}
if (!e.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to remove nodes after a node that is not on the list.");
}
if (e.SectorMultiNext == null)
{
return;
}
var current = e.SectorMultiNext;
e.SectorMultiNext = null;
while (current != null)
{
var next = current.SectorMultiNext;
current.OnSectorMultiLinkList = false;
current.SectorMultiNext = null;
current.SectorMultiPrevious = null;
Count--;
current = next;
}
Last = e;
}
public void AddLast(T e)
{
if (e == null)
{
return;
}
if (e.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to add a node that is already on a list.");
}
if (Last != null)
{
AddAfter(Last, e);
}
else
{
First = e;
Last = e;
Count++;
}
e.OnSectorMultiLinkList = true;
}
public void AddFirst(T e)
{
if (e == null)
{
return;
}
if (e.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to add a node that is already on a list.");
}
if (First != null)
{
AddBefore(First, e);
}
else
{
First = e;
Last = e;
Count++;
}
e.OnSectorMultiLinkList = true;
}
public void AddBefore(T existing, T node)
{
if (node == null)
{
return;
}
ArgumentNullException.ThrowIfNull(existing);
if (!existing.OnSectorMultiLinkList)
{
throw new ArgumentException($"Argument '{nameof(existing)}' must be a node on a list.");
}
if (node.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to add a node that is already on a list.");
}
node.SectorMultiNext = existing;
node.SectorMultiPrevious = existing.SectorMultiPrevious;
if (existing.SectorMultiPrevious != null)
{
existing.SectorMultiPrevious.SectorMultiNext = node;
}
else
{
First = node;
}
existing.SectorMultiPrevious = node;
node.OnSectorMultiLinkList = true;
Count++;
}
public void AddAfter(T existing, T node)
{
if (node == null)
{
return;
}
ArgumentNullException.ThrowIfNull(existing);
if (!existing.OnSectorMultiLinkList)
{
throw new ArgumentException($"Argument '{nameof(existing)}' must be a node on a list.");
}
if (node.OnSectorMultiLinkList)
{
throw new ArgumentException("Attempted to add a node that is already on a list.");
}
node.SectorMultiPrevious = existing;
node.SectorMultiNext = existing.SectorMultiNext;
if (existing.SectorMultiNext != null)
{
existing.SectorMultiNext.SectorMultiPrevious = node;
}
else
{
Last = node;
}
existing.SectorMultiNext = node;
node.OnSectorMultiLinkList = true;
Count++;
}
public void RemoveAll()
{
var current = First;
while (current != null)
{
var next = current.SectorMultiNext;
current.OnSectorMultiLinkList = false;
current.SectorMultiNext = null;
current.SectorMultiPrevious = null;
current = next;
}
First = null;
Last = null;
Count = 0;
}
public void AddLast(ref SectorMultiLinkList<T> otherList, T start, T end)
{
// Should we check if start and end actually exist on the other list?
if (otherList.Count == 0 || otherList.Count == 1 && (start != end || otherList.First != start))
{
throw new ArgumentException("Attempted to add nodes that are not on the specified linklist.");
}
if (start.SectorMultiPrevious != null)
{
start.SectorMultiPrevious.SectorMultiNext = end.SectorMultiNext;
}
else
{
// Start is first
otherList.First = end.SectorMultiNext;
}
if (end.SectorMultiNext != null)
{
end.SectorMultiNext.SectorMultiPrevious = start.SectorMultiPrevious;
}
else
{
otherList.Last = start.SectorMultiPrevious;
}
var count = 1;
var current = start;
// Assume start and end are in the right order, or bad things happen (crash).
while (current != end)
{
count++;
current = current.SectorMultiNext;
}
otherList.Count -= count;
if (Last != null)
{
Last.SectorMultiNext = start;
start.SectorMultiPrevious = Last;
}
else
{
First = start;
}
Last = end;
Count += count;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public SectorMultiListEnumerator GetEnumerator() => new(First);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public DescendingSectorMultiListEnumerator ByDescending() => new(Last);
public ref struct SectorMultiListEnumerator
{
private T _head;
private T _current;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public SectorMultiListEnumerator(T head)
{
_head = head;
_current = null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool MoveNext()
{
if (_current == null)
{
_current = _head;
_head = null;
}
else
{
_current = _current.SectorMultiNext;
}
return _current != null;
}
public T Current
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => _current;
}
}
public ref struct DescendingSectorMultiListEnumerator
{
private T _tail;
private T _current;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public DescendingSectorMultiListEnumerator(T head)
{
_tail = head;
_current = null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool MoveNext()
{
if (_current == null)
{
_current = _tail;
_tail = null;
}
else
{
_current = _current.SectorMultiPrevious;
}
return _current != null;
}
public T Current
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => _current;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public DescendingSectorMultiListEnumerator GetEnumerator() => this;
}
}
// Sectors, specifically for multis
public BaseMulti SectorMultiNext { get; set; }
public BaseMulti SectorMultiPrevious { get; set; }
public bool OnSectorMultiLinkList { get; set; }
}

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@ -1,9 +1,24 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2023 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: BaseMulti.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Runtime.CompilerServices;
namespace Server.Items;
public abstract class BaseMulti : Item
public abstract partial class BaseMulti : Item
{
public BaseMulti(int itemID) : base(itemID) => Movable = false;

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Collections;
using Server.ContextMenus;
using Server.Items;
using Server.Logging;
@ -175,7 +176,7 @@ public enum ExpandFlag
Spawner = 0x100
}
public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEntity
public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEntity, IValueLinkListNode<Item>
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(Item));
@ -253,6 +254,11 @@ public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEnt
}
}
// Sectors
public Item Next { get; set; }
public Item Previous { get; set; }
public bool OnLinkList { get; set; }
/// <summary>
/// The <see cref="Mobile" /> who is currently <see cref="Mobile.Holding">holding</see> this item.
/// </summary>

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Accounting;
using Server.Collections;
using Server.ContextMenus;
using Server.Guilds;
using Server.Gumps;
@ -180,7 +181,7 @@ public delegate int AOSStatusHandler(Mobile from, int index);
/// <summary>
/// Base class representing players, npcs, and creatures.
/// </summary>
public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPropertyListEntity
public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPropertyListEntity, IValueLinkListNode<Mobile>
{
// Allow four warmode changes in 0.5 seconds, any more will be delay for two seconds
private const int WarmodeCatchCount = 4;
@ -362,6 +363,11 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
DamageEntries = new List<DamageEntry>();
}
// Sectors
public Mobile Next { get; set; }
public Mobile Previous { get; set; }
public bool OnLinkList { get; set; }
public static bool DragEffects { get; set; } = true;
[CommandProperty(AccessLevel.GameMaster)]

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@ -23,6 +23,7 @@ using System.Network;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Server.Accounting;
using Server.Collections;
using Server.Diagnostics;
using Server.Gumps;
using Server.HuePickers;
@ -37,7 +38,7 @@ public delegate void NetStateCreatedCallback(NetState ns);
public delegate void DecodePacket(Span<byte> buffer, ref int length);
public delegate int EncodePacket(ReadOnlySpan<byte> inputBuffer, Span<byte> outputBuffer);
public partial class NetState : IComparable<NetState>
public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetState>
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(NetState));
@ -155,6 +156,11 @@ public partial class NetState : IComparable<NetState>
CreatedCallback?.Invoke(this);
}
// Sectors
public NetState Next { get; set; }
public NetState Previous { get; set; }
public bool OnLinkList { get; set; }
// Only use this for debugging. This will make your server very slow!
public bool PacketLogging
{

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Text.Json.Serialization;
using Server.Collections;
using Server.Json;
using Server.Logging;
using Server.Network;
@ -117,7 +118,7 @@ public enum MusicName
NoMusic = 0x1FFF
}
public class Region : IComparable<Region>
public class Region : IComparable<Region>, IValueLinkListNode<Region>
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(Region));
@ -175,6 +176,16 @@ public class Region : IComparable<Region>
}
}
// Sectors
[JsonIgnore]
public Region Next { get; set; }
[JsonIgnore]
public Region Previous { get; set; }
[JsonIgnore]
public bool OnLinkList { get; set; }
// Used during deserialization only
public Expansion MinExpansion { get; set; } = Expansion.None;