fix: Fixes container enumeration not recycling pooled arrays (#2341)
### Summary Updates all calls to container.EnumerateItems() to properly dispose of the underlying PooledRefQueue so that we are properly recycling pooled arrays.
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15 changed files with 388 additions and 365 deletions
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@ -1599,15 +1599,19 @@ public sealed class BRGame : EventGame
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var hadBomb = false;
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foreach (var bomb in corpse.EnumerateItemsByType<BRBomb>(false))
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using (var queue = corpse.EnumerateItemsByType<BRBomb>(false))
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{
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hadBomb = true;
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bomb.DropTo(mob, killer);
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foreach (var bomb in queue)
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{
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hadBomb = true;
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bomb.DropTo(mob, killer);
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}
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}
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if (mob.Backpack != null)
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{
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foreach (var bomb in mob.Backpack.EnumerateItemsByType<BRBomb>(false))
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using var queue = mob.Backpack.EnumerateItemsByType<BRBomb>(false);
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foreach (var bomb in queue)
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{
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hadBomb = true;
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bomb.DropTo(mob, killer);
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@ -947,15 +947,19 @@ public sealed class CTFGame : EventGame
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var hadFlag = false;
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foreach (var flag in corpse.EnumerateItemsByType<CTFFlag>(false))
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using (var queue = corpse.EnumerateItemsByType<CTFFlag>(false))
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{
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hadFlag = true;
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flag.DropTo(mob, killer);
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foreach (var flag in queue)
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{
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hadFlag = true;
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flag.DropTo(mob, killer);
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}
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}
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if (mob.Backpack != null)
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{
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foreach (var flag in mob.Backpack.EnumerateItemsByType<CTFFlag>(false))
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using var queue = mob.Backpack.EnumerateItemsByType<CTFFlag>(false);
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foreach (var flag in queue)
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{
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hadFlag = true;
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flag.DropTo(mob, killer);
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