fix: Optimizes OPL using string interpolation (#1041)
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
This commit is contained in:
parent
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commit
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227 changed files with 1426 additions and 1008 deletions
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@ -353,11 +353,11 @@ namespace Server.Engines.Spawners
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from.SendGump(new SpawnerGump(this));
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}
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public virtual void GetSpawnerProperties(ObjectPropertyList list)
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public virtual void GetSpawnerProperties(IPropertyList list)
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{
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}
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public override void GetProperties(ObjectPropertyList list)
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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@ -365,18 +365,19 @@ namespace Server.Engines.Spawners
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{
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list.Add(1060742); // active
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list.Add(1060656, m_Count.ToString()); // amount to make: ~1_val~
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list.Add(1061169, m_HomeRange.ToString()); // range ~1_val~
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list.Add(1050039, "walking range:\t{0}", m_WalkingRange); // ~1_NUMBER~ ~2_ITEMNAME~
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list.Add(1053099, "group:\t{0}", m_Group); // ~1_oretype~: ~2_armortype~
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list.Add(1060847, "team:\t{0}", m_Team); // ~1_val~ ~2_val~
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list.Add(1063483, "delay:\t{0} to {1}", m_MinDelay, m_MaxDelay); // ~1_MATERIAL~: ~2_ITEMNAME~
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list.Add(1060656, $"{m_Count}"); // amount to make: ~1_val~
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list.Add(1061169, $"{m_HomeRange}"); // range ~1_val~
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list.Add(1050039, $"walking range:\t{m_WalkingRange}"); // ~1_NUMBER~ ~2_ITEMNAME~
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list.Add(1053099, $"group:\t{m_Group}"); // ~1_oretype~: ~2_armortype~
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list.Add(1060847, $"team:\t{m_Team}"); // ~1_val~ ~2_val~
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list.Add(1063483, $"delay:\t{m_MinDelay} to {m_MaxDelay}"); // ~1_MATERIAL~: ~2_ITEMNAME~
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GetSpawnerProperties(list);
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for (var i = 0; i < 6 && i < Entries.Count; ++i)
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{
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list.Add(1060658 + i, "\t{0}\t{1}", Entries[i].SpawnedName, CountSpawns(Entries[i]));
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var entry = Entries[i];
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list.Add(1060658 + i, $"\t{entry.SpawnedName}\t{CountSpawns(entry)}");
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}
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}
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else
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@ -794,7 +795,7 @@ namespace Server.Engines.Spawners
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}
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else
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{
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m_Timer?.Stop();
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m_Timer.Stop();
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m_Timer.Delay = delay;
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}
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