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:
Kamron Batman 2022-06-02 10:09:53 -07:00 • committed by GitHub
parent fe31470f05
commit ecbee17690
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
227 changed files with 1426 additions and 1008 deletions

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@ -2716,8 +2716,6 @@ namespace Server.Items
from.Animate(action, 7, 1, true, false, 0);
}
private string GetNameString() => Name ?? $"#{LabelNumber}";
public int GetElementalDamageHue()
{
GetDamageTypes(null, out _, out var fire, out var cold, out var pois, out var nrgy, out _, out _);
@ -2752,7 +2750,7 @@ namespace Server.Items
return hue;
}
public override void AddNameProperty(ObjectPropertyList list)
public override void AddNameProperty(IPropertyList list)
{
var oreType = m_Resource switch
{
@ -2776,17 +2774,19 @@ namespace Server.Items
_ => 0
};
var name = Name;
if (oreType != 0)
{
list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
list.Add(1053099, name != null ? $"#{oreType}\t{name}" : $"#{oreType}\t#{LabelNumber}"); // ~1_oretype~ ~2_armortype~
}
else if (Name == null)
else if (name == null)
{
list.Add(LabelNumber);
}
else
{
list.Add(Name);
list.Add(name);
}
/*
@ -2815,7 +2815,7 @@ namespace Server.Items
public virtual int GetLuckBonus() => CraftResources.GetInfo(m_Resource)?.AttributeInfo?.WeaponLuck ?? 0;
public override void GetProperties(ObjectPropertyList list)
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
@ -2848,12 +2848,12 @@ namespace Server.Items
if (ArtifactRarity > 0)
{
list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~
list.Add(1061078, $"{ArtifactRarity}"); // artifact rarity ~1_val~
}
if (this is IUsesRemaining usesRemaining && usesRemaining.ShowUsesRemaining)
{
list.Add(1060584, usesRemaining.UsesRemaining.ToString()); // uses remaining: ~1_val~
list.Add(1060584, $"{usesRemaining.UsesRemaining}"); // uses remaining: ~1_val~
}
if (m_Poison != null && m_PoisonCharges > 0)
@ -2897,107 +2897,107 @@ namespace Server.Items
if ((prop = GetDamageBonus() + Attributes.WeaponDamage) != 0)
{
list.Add(1060401, prop.ToString()); // damage increase ~1_val~%
list.Add(1060401, $"{prop}"); // damage increase ~1_val~%
}
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%
list.Add(1060408, $"{prop}"); // defense chance increase ~1_val~%
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%
list.Add(1060411, $"{prop}"); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~
list.Add(1060412, $"{prop}"); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, prop.ToString()); // faster casting ~1_val~
list.Add(1060413, $"{prop}"); // faster casting ~1_val~
}
if ((prop = GetHitChanceBonus() + Attributes.AttackChance) != 0)
{
list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%
list.Add(1060415, $"{prop}"); // hit chance increase ~1_val~%
}
if ((prop = WeaponAttributes.HitColdArea) != 0)
{
list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%
list.Add(1060416, $"{prop}"); // hit cold area ~1_val~%
}
if ((prop = WeaponAttributes.HitDispel) != 0)
{
list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%
list.Add(1060417, $"{prop}"); // hit dispel ~1_val~%
}
if ((prop = WeaponAttributes.HitEnergyArea) != 0)
{
list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%
list.Add(1060418, $"{prop}"); // hit energy area ~1_val~%
}
if ((prop = WeaponAttributes.HitFireArea) != 0)
{
list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%
list.Add(1060419, $"{prop}"); // hit fire area ~1_val~%
}
if ((prop = WeaponAttributes.HitFireball) != 0)
{
list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%
list.Add(1060420, $"{prop}"); // hit fireball ~1_val~%
}
if ((prop = WeaponAttributes.HitHarm) != 0)
{
list.Add(1060421, prop.ToString()); // hit harm ~1_val~%
list.Add(1060421, $"{prop}"); // hit harm ~1_val~%
}
if ((prop = WeaponAttributes.HitLeechHits) != 0)
{
list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%
list.Add(1060422, $"{prop}"); // hit life leech ~1_val~%
}
if ((prop = WeaponAttributes.HitLightning) != 0)
{
list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%
list.Add(1060423, $"{prop}"); // hit lightning ~1_val~%
}
if ((prop = WeaponAttributes.HitLowerAttack) != 0)
{
list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%
list.Add(1060424, $"{prop}"); // hit lower attack ~1_val~%
}
if ((prop = WeaponAttributes.HitLowerDefend) != 0)
{
list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%
list.Add(1060425, $"{prop}"); // hit lower defense ~1_val~%
}
if ((prop = WeaponAttributes.HitMagicArrow) != 0)
{
list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%
list.Add(1060426, $"{prop}"); // hit magic arrow ~1_val~%
}
if ((prop = WeaponAttributes.HitLeechMana) != 0)
{
list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%
list.Add(1060427, $"{prop}"); // hit mana leech ~1_val~%
}
if ((prop = WeaponAttributes.HitPhysicalArea) != 0)
{
list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%
list.Add(1060428, $"{prop}"); // hit physical area ~1_val~%
}
if ((prop = WeaponAttributes.HitPoisonArea) != 0)
{
list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%
list.Add(1060429, $"{prop}"); // hit poison area ~1_val~%
}
if ((prop = WeaponAttributes.HitLeechStam) != 0)
{
list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%
list.Add(1060430, $"{prop}"); // hit stamina leech ~1_val~%
}
if (ImmolatingWeaponSpell.IsImmolating(this))
@ -3007,42 +3007,42 @@ namespace Server.Items
if (Core.ML && (ranged?.Velocity ?? 0) != 0)
{
list.Add(1072793, prop.ToString()); // Velocity ~1_val~%
list.Add(1072793, $"{prop}"); // Velocity ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~
list.Add(1060409, $"{prop}"); // dexterity bonus ~1_val~
}
if ((prop = Attributes.BonusHits) != 0)
{
list.Add(1060431, prop.ToString()); // hit point increase ~1_val~
list.Add(1060431, $"{prop}"); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~
list.Add(1060432, $"{prop}"); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%
list.Add(1060433, $"{prop}"); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%
list.Add(1060434, $"{prop}"); // lower reagent cost ~1_val~%
}
if ((prop = GetLowerStatReq()) != 0)
{
list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%
list.Add(1060435, $"{prop}"); // lower requirements ~1_val~%
}
if ((prop = GetLuckBonus() + Attributes.Luck) != 0)
{
list.Add(1060436, prop.ToString()); // luck ~1_val~
list.Add(1060436, $"{prop}"); // luck ~1_val~
}
if ((prop = WeaponAttributes.MageWeapon) != 0)
@ -3052,12 +3052,12 @@ namespace Server.Items
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, prop.ToString()); // mana increase ~1_val~
list.Add(1060439, $"{prop}"); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~
list.Add(1060440, $"{prop}"); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
@ -3067,22 +3067,22 @@ namespace Server.Items
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%
list.Add(1060442, $"{prop}"); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~
list.Add(1060443, $"{prop}"); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~
list.Add(1060444, $"{prop}"); // hit point regeneration ~1_val~
}
if ((prop = WeaponAttributes.SelfRepair) != 0)
{
list.Add(1060450, prop.ToString()); // self repair ~1_val~
list.Add(1060450, $"{prop}"); // self repair ~1_val~
}
if (Attributes.SpellChanneling != 0)
@ -3092,27 +3092,27 @@ namespace Server.Items
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%
list.Add(1060483, $"{prop}"); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, prop.ToString()); // stamina increase ~1_val~
list.Add(1060484, $"{prop}"); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, prop.ToString()); // strength bonus ~1_val~
list.Add(1060485, $"{prop}"); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%
list.Add(1060486, $"{prop}"); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, prop.ToString()); // Increased Karma Loss ~1val~%
list.Add(1075210, $"{prop}"); // Increased Karma Loss ~1val~%
}
GetDamageTypes(
@ -3128,40 +3128,40 @@ namespace Server.Items
if (phys != 0)
{
list.Add(1060403, phys.ToString()); // physical damage ~1_val~%
list.Add(1060403, $"{phys}"); // physical damage ~1_val~%
}
if (fire != 0)
{
list.Add(1060405, fire.ToString()); // fire damage ~1_val~%
list.Add(1060405, $"{fire}"); // fire damage ~1_val~%
}
if (cold != 0)
{
list.Add(1060404, cold.ToString()); // cold damage ~1_val~%
list.Add(1060404, $"{cold}"); // cold damage ~1_val~%
}
if (pois != 0)
{
list.Add(1060406, pois.ToString()); // poison damage ~1_val~%
list.Add(1060406, $"{pois}"); // poison damage ~1_val~%
}
if (nrgy != 0)
{
list.Add(1060407, nrgy.ToString()); // energy damage ~1_val
list.Add(1060407, $"{nrgy}"); // energy damage ~1_val
}
if (Core.ML && chaos != 0)
{
list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%
list.Add(1072846, $"{chaos}"); // chaos damage ~1_val~%
}
if (Core.ML && direct != 0)
{
list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%
list.Add(1079978, $"{direct}"); // Direct Damage: ~1_PERCENT~%
}
list.Add(1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString()); // weapon damage ~1_val~ - ~2_val~
list.Add(1061168, $"{MinDamage}\t{MaxDamage}"); // weapon damage ~1_val~ - ~2_val~
if (Core.ML)
{
@ -3169,19 +3169,19 @@ namespace Server.Items
}
else
{
list.Add(1061167, Speed.ToString());
list.Add(1061167, $"{Speed}");
}
if (MaxRange > 1)
{
list.Add(1061169, MaxRange.ToString()); // range ~1_val~
list.Add(1061169, $"{MaxRange}"); // range ~1_val~
}
var strReq = AOS.Scale(StrRequirement, 100 - GetLowerStatReq());
if (strReq > 0)
{
list.Add(1061170, strReq.ToString()); // strength requirement ~1_val~
list.Add(1061170, $"{strReq}"); // strength requirement ~1_val~
}
if (Layer == Layer.TwoHanded)
@ -3222,7 +3222,7 @@ namespace Server.Items
if (m_Hits >= 0 && m_MaxHits > 0)
{
list.Add(1060639, "{0}\t{1}", m_Hits, m_MaxHits); // durability ~1_val~ / ~2_val~
list.Add(1060639, $"{m_Hits}\t{m_MaxHits}"); // durability ~1_val~ / ~2_val~
}
}