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Author SHA1 Message Date
Kamron Batman
89a86d81b4
feat: scope container child removal, skip-serialize and linearly delete container children (#2676)
## Summary

Removing an item from a container now reaches only the clients that were sent the item. This PR also adds container-scoped skip serialization, makes container deletion linear, and closes a lift-rejection resync gap. It is the groundwork for the NPC vendor buyback fix (#2677), and it is safe to merge by itself.

### Container child removal reaches only the clients that were sent the item

Adds and updates for an item inside a private container have always gone only to the root mobile, the secure-trade partner, and the container's `Openers` (`ProcessDelta`, the same as RunUO). Removes, though, were broadcast to every client in range. That too is inherited from RunUO; #326 only converted the packets. Two costs:
- **Bandwidth.** One packet per nearby client for every reagent, bandage or arrow stack that runs out, and every container-to-container move.
- **Disclosure.** It sent the serial and timing of items moved in someone else's pack to every nearby client.

Now:
- **`Item.SendRemovePacket`:** a private container child's remove goes only to the root mobile, both secure-trade parties (found by walking up to the trade container, as `ProcessDelta` does), and the container's `Openers`. Each recipient is deduplicated and must be on the same map and in range.
- **`Container.IsChildPublic(Item child)`** (default `IsPublicContainer`) marks children that were sent to every client in range. Their removal still broadcasts. Overrides can only widen: a public container's children always broadcast.
- **`Corpse`** marks its worn gear public on human corpses. `SendInfoTo` shows that gear to everyone who sees the corpse, so bystanders still see looted gear disappear. Loot stays private, and corpses are not made public.
- **`IsPublicContainer` is unchanged** and remains the escape hatch.
- **Unchanged:** items equipped on mobiles, children of non-container items (spellbooks, bulletin boards), and ground items.
- **`Item.Map` no longer sends removes for contained items.** A contained item only changes map along with its parent or root, and that ancestor's own remove already clears the subtree for everyone who knew it. The owner keeps their nested bags across a facet change, as before, and bystanders no longer get a remove per nested item.

**For forks:** a custom container that sends its contents to clients other than the root, trade parties and openers must override `IsChildPublic` or `IsPublicContainer`. Otherwise those clients keep the item until they reopen the container, it leaves their range, or they log out.

- **`Item.MoveToWorld` no longer sends a second remove for an item that had a parent.** It used to detach through the parent's `RemoveItem` (correctly scoped), then broadcast another remove from the old location. Every lift goes through `Internalize()`, so every lift from a pack or container broadcast the item's serial. Ground items are unchanged.
- **Property-only updates** (`ItemDelta.Properties` without `Update`) of a private child now send the object property list revision only to the same recipients, not every client in range. Gump tooltips that reference such an item without the client holding it no longer get the revision nudge; their cached tooltip refreshes when re-requested.

### Lift rejection resyncs only items the requester was sent

A rejected lift re-sent the item's full data to the requester without checking that their client had ever been sent it. `Item.IsSentTo(Mobile)` now applies the same rule as the adds, including `CanSee`:
- **Private container children:** the root mobile, the trade parties, or the openers.
- **Everything else:** visible and in update range.

`Mobile.Lift` still always sends the lift-reject packet, but resyncs the item only when `IsSentTo` holds.

### Container content packets stay within the protocol limit

`SendContainerContent` stack-allocated `items.Count × 20` bytes, which overflowed the stack for a container with hundreds of thousands of items. The `0x3C` length and count fields are 16-bit anyway. It now caps entries so the packet fits (3448 entries, or 3276 with grid lines), and rents a pooled buffer above a small size. Output is byte-identical for normal containers.

### Container-scoped skip serialization

**`Container.SkipsChildSerialization`** (default `false`). When a container returns true:
- its direct children are left out of world saves (the base `Item.SkipSerialization` checks the parent);
- it writes no child list, so a skipped child's serial can never resolve to an unrelated item at load;
- an item that loads naming such a container as its parent is deleted by the existing missing-parent path.

**Known limitation:** `SkipSerialization` is read while the save files are written, after the world unfreezes. An item that enters an opted-in container in that window can be left out of that save. The next save is correct. Moving the decision into the freeze is a follow-up.

### Linear container deletion

`Item.Delete` removes children back to front, but `RemoveItem` searched from the front with `List.Remove`, so deleting a container of *n* items was O(n²). `RemoveItem` now checks the last entry first.
- 100,000 children took 8.0s before and 162ms after.
- Other removals cost the same as before.

**Save format unchanged for every existing type** (the schema generator produces no diff).

## Test plan

- [x] `ContainerChildRemovalTests`:
  - a private child's removal isn't broadcast;
  - openers, the root owner's client and a trade party (who never opened the pouch) still receive it;
  - public containers and per-child `IsChildPublic` overrides still broadcast;
  - an override can't narrow a public container;
  - no duplicate packets when root and opener overlap;
  - deleting the owner sends no remove per child;
  - a facet change sends no remove for nested children to the owner or bystanders;
  - lifting from a backpack or moving a contained item to the ground sends no remove to bystanders;
  - equipped items and ground items keep their broadcast.
- [x] `PrivateChildPropertiesTests`: a property-only update of a private child reaches the owner and openers, not bystanders; public-container children and ground items still broadcast.
- [x] `CorpseChildPublicTests`: human corpse worn gear is public and loot isn't, bones and non-human bodies aren't; end to end, worn gear leaving the corpse reaches a bystander and deleted loot doesn't.
- [x] `LiftRejectResyncTests`:
  - a bystander and an out-of-range requester get no resync;
  - the owner, an opener and a trade party do;
  - an invisible item isn't resynced to a non-staff owner, but is to staff;
  - equipment on a hidden mobile and an invisible ground item aren't resynced.
- [x] `ContainerPacketTests`: large containers are capped at the protocol limit (with and without grid lines) and the pooled-buffer path is byte-identical.
- [x] `ContainerChildSkipTests`, `ContainerBulkRemovalTests`.
- [x] Server.Tests (944) and UOContent.Tests (1203) green on current `main`; schema generator clean.
- [x] Manual in-game pass with three clients:
  - consumption;
  - snooping;
  - co-opened containers;
  - bank;
  - trade with and without opening the pouch;
  - facet change with nested bags;
  - pack animals;
  - player vendors;
  - human corpse looting by drag and by script;
  - every lift-rejection reason.

  Verified with a ClassicUO build instrumented to count:
  - removes for unknown serials;
  - adds dropped for an unknown parent;
  - items learned inside containers the client never opened;
  - lift resyncs of items the client never had.
2026-10-09 22:21:50 -07:00
Kamron Batman
a2c232f4a8
fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608)
## Why

Delta world saves (only changed entities re-serialized during the freeze) need two things from content: `Serialize` must be pure, and an unchanged entity must produce identical bytes on every save. An audit of the tree found the places that break this today. This PR fixes them and adds a diagnostic that measures byte stability in a running world over real time. No wire format changes, no version bumps.

## What

- **Guild**: `Serialize` ran the daily guildmaster recalculation (dictionary-order tie breaks, random picks, mutates another entity), war expiry, and the alliance leadership check on every save. That work now runs from `GuildMaintenanceTimer` (the former `WarTimer`, now started for both guild systems; the war and alliance checks are no-ops without the new guild system).
- **BaseHouse**: the `DecayLevel` getter wrote `LastRefreshed` and advanced the dynamic decay stage on every read, so any undecayable house changed its persisted bytes whenever a sign, gump, or `[Props` looked at it. It is now a pure read; `UpdateDecay()` on the decay tick advances the stage and refreshes a house that leaves the undecayable state.
- **Locked-down container contents decay through `DecayScheduler`** instead of a sweep inside `BaseHouse.Serialize`. `Item.CanDecay` now accepts a parent container whose new `Container.ContentsDecay` is true (locked down and not secure) when the content item is not itself locked down or secured; the `IsLockedDown`/`IsSecure` setters re-evaluate a container and its direct contents; `OnDecay` resolves the region from the world location. `BaseBoard`, `Aquarium` and `FishBowl` override `ContentsDecay` to false, matching the exclusions of the old sweep. Items already inside such containers are picked up at load, where every item re-evaluates its registration. The per-save O(all locked-down items) walk is gone; the work is now event driven.
- **BraceletOfBinding**: the `Bound` getter nulled its backing field for a deleted target; it now returns null for a missing or deleted target without writing.
- **`[SaveStability [delaySeconds=60] [sampleStride=1]`** (Administrator): hashes the serialized bytes of every entity in every registered entity persistence (`Persistence.EntityPersistences`, new), waits the delay in real time, hashes again, and reports per type how many records changed. Both passes are chunked under a 20 ms per-tick budget. Serializing twice inside one tick cannot see drift derived from `Core.Now`, which is frozen within a tick; the real-time wait is the point. On an idle shard the only legitimate churn is NPC movement and regeneration, so a static type with a high changed fraction is a serialization bug. `[SaveStability cancel` stops a run.

Engine additions: `Container.ContentsDecay` / `UpdateContentsDecayRegistration()`, the `CanDecay`/`OnDecay` change above, and diagnostic-facing `IGenericEntityPersistence.Name`, `EntityCount`, `EnumerateEntities()`, and `Persistence.EntityPersistences`.

## Behaviour notes

- Fealty recalculation now happens on the minute timer for both guild systems instead of at save time.
- A house that becomes decayable is refreshed on its next decay tick rather than at the exact moment of transition (at most one minute later).
- Contents of locked-down containers now decay on their own schedule (same `LastMoved + DecayTime` rule) instead of at the next world save after becoming due.

## Testing

- New tests: `GuildSerializePurityTests`, `HouseDecayPurityTests`, `SaveStabilityTests` (stable entities hash identically after the clock advances; a clock-stamped record is reported by type only after the clock advances; the snapshot covers Items, Mobiles and Guilds).
- `LockedDownContainerDecayTests` (Server.Tests): registration on drop, lock/secure/release transitions, excluded containers, nested containers, and decay on schedule through the scheduler.
- Full suites: Server.Tests 855 passed, UOContent.Tests 765 passed.
2026-09-06 09:39:00 -07:00
Kamron Batman
971d7b6a77
fix: stop items from insta-decaying when decay eligibility is restored without a move (#2583)
## Summary

A GM flipping `Movable` back on for a long-frozen item made it vanish within one scheduler tick. The setter registered the item with a deadline computed from its stale `LastMoved`, so `ProcessActiveQueue` deleted it almost immediately. The pre-#2311 save-time sweep had the same semantics, just hidden behind the save cadence. The same failure existed for `Visible` and `Spawner` transitions.

`LastMoved` is deliberately left meaning actual movement — it feeds vendor inventory expiry and house moving-crate checks — so the fix does not rewrite it for state changes.

## Changes

- **`DecayResetTime`** (CompactInfo-backed): the decay countdown runs from the later of `LastMoved` and this stamp. `RestartDecay()` stamps it only when the item can decay and the stamp extends the current deadline, so hot paths with a fresh `LastMoved` allocate nothing.
- **`Movable`/`Visible`/`Spawner` setters** call `RestartDecay()` instead of registering a stale deadline.
- **Region-refusal retry** in `DecayScheduler` uses `RestartDecay()` instead of rewriting `LastMoved`.
- **Persistence**: the stamp survives save/load as a `WriteDeltaTime` delta under `SaveFlag.DecayReset` (to become `WriteAnchoredTime` once the save-time anchor is ported) (Item serialization v10), so a restart mid-window no longer deletes the item.
- **`LastMoved` setter** drops a superseded stamp so the `CompactInfo` can collapse instead of being held (~40 bytes) forever.
- **Raw `Map` setter** now counts as a move for parentless items: it stamps `LastMoved` and updates decay registration, closing the gap where an item moved out of `Map.Internal` via the setter never decayed.
- **`LiftItemDupe`**: the remainder of a partially lifted *ground* stack was placed via raw `Location`/`Map` assignments and never enrolled for decay (lingering-trash leak since #2311) — now enrolled via the Map setter. Parented remainders get their map from `AddItem` (parent first, then map), so container splits never transit the scheduler.
2026-08-22 12:56:00 -07:00
Kamron Batman
be3a08513f
fix: Fixes PlayerConstructed stacking/BODs (#2579)
### Summary

* Removes player constructed as a requirement for BODs.
* When two items stack and they don't match player constructed flags, the resulting stack loses the flag.
2026-08-14 17:14:38 -07:00
Kamron Batman
9b35b39d0d
fix: stop stack merges and splits from laundering PlayerConstructed (#2576)
## Why

`PlayerConstructed` is per-instance provenance, and #2574 put it on every crafted item — including potions, arrows and other stackables. Stack operations were written when no item carried provenance of any kind, so they treated two piles of the same graphic as interchangeable.

**Merging** keeps the receiving stack's value. Dropping bought potions onto a crafted stack made the whole pile count as crafted; the reverse order erased it. Which one happened was decided by drag direction alone.

**Splitting** rebuilds one half in `Mobile.LiftItemDupe`, which copies a fixed list of fields rather than going through `Dupe`/`CopyProperties`. `PlayerConstructed` was not on that list, so dragging part of a pile off stripped the new half. Worth calling out: `[IgnoreDupe]` does **not** govern this path — it only applies to `Dupe()`. Reasoning "the field isn't `[IgnoreDupe]`, so it copies" is wrong here.

## Changes

- `Item.CanStackWith` compares `PlayerConstructed`, so crafted and non-crafted never merge into one indistinguishable pile.
- `Mobile.LiftItemDupe` copies `PlayerConstructed` onto the remainder, so a split cannot produce halves that disagree about what they are.

Refusing to merge is the whole fix. A stack has nowhere to record provenance, so the only coherent behaviour is to keep the two piles apart rather than pick a winner.

## What this deliberately does not do

Paths that genuinely **virtualize** an item — pouring from a `PotionKeg`, for one — rebuild it without the flag, and the result is simply treated as not crafted. That is accepted rather than worked around; the alternative is threading provenance through every count-based container, which buys little. The keg stores a `Held` int rather than a stack, so nothing there depends on merging and nothing breaks.

`CommodityDeed` is unaffected — it holds the real `Commodity` item rather than a count, so the flag rides along.

## Player-visible effect

Crafted potions and arrows will no longer stack with bought or looted ones. That is the intended invariant, and it is the reason the flag can be trusted at all.

## Tests

7 new tests in `Server.Tests`: both merge directions, the matching-provenance case, split copying, and the split/re-merge round trip.

`Server.Tests` **822 passing**, `UOContent.Tests` **701 passing**, build clean with 0 warnings.
2026-08-13 19:18:06 -07:00
Kamron Batman
f4a771c19d
fix: Items dropped on the ground never decay (#2536)
## Problem

Items dropped on the ground never decay. Corpses do, which makes the breakage look selective — but corpses are unaffected only because `Corpse.BeginDecay` runs its own `InternalTimer` and never touches `DecayScheduler`. Ordinary items are the only things that depend on the scheduler.

## Root cause

`Item.MoveToWorld` called `SetLastMoved()` — which triggers `UpdateDecayRegistration()` — at the *top* of the method, before detaching the item from its parent and before assigning the new map. `CanDecay()` reads `Decays`, `Parent`, **and** `Map`, so registration was evaluated against the item's *pre-move* state.

Because the `Item` constructor sets `m_Map = Map.Internal`, and `Mobile.Lift` calls `item.Internalize()` to put an item on the cursor, registration was consistently one step behind:

| State | Tracked for decay? | |
|---|---|---|
| Item on the ground | **No** | never decays |
| Item held on the cursor | **Yes** | backwards |

Nothing corrected it afterwards: the later `m_Map = map` assigns the field directly, bypassing the `Map` property setter, and that setter does not refresh registration either. With no parent, `RemoveItem` (which *does* re-register) never runs.

World load masked this — `ItemPersistence.PostDeserialize` re-registers every item against its final state, so decay appears to work for items that survive a restart. Only freshly dropped items are affected.

**Fix:** stamp `LastMoved` up front so decay math stays correct, then call `UpdateDecayRegistration()` once the parent, map, and location are final.

## Audit of the rest of the call sites

All 16 `SetLastMoved()` call sites were reviewed. `SetLastMoved()` must keep refreshing registration — `LastMoved` feeds `ScheduledDecayTime` and therefore which bucket an item belongs in — but it may only run once parent/map are final. The vendor, house, lift and drop sites already satisfy that. The rest of this PR fixes the ones that did not, plus what the audit turned up:

- **`Item.Deserialize`** stamped via `SetLastMoved()` before the version data was read, registering against an unread `Map`/`Parent`. Safe only by accident (the `Item(Serial)` ctor leaves flags at 0, so `Decays` is false), and it cost an unregister per item per world load. Now stamps only; `PostDeserialize` does the registration.
- **`Item` constructor** registered then immediately unregistered every item — the `Movable` setter saw `m_Map` still null, so `CanDecay()` was true. Also removes a `Configure`-order landmine: constructing an `Item` before `DecayScheduler.Configure()` would have thrown in `Shared.Start()`.
- **`Container.Destroy`** stamped `LastMoved` immediately before `MoveToWorld`, which now stamps it itself.
- **`Unregister` was documented O(1)** but scanned twelve buckets and did a linear `PriorityQueue.Remove`, on every construction, deserialize and move. Items now record where they are tracked in `Item.DecaySlot` (1 byte), so untracked items — the common case — leave in O(1).
- **A refused decay silently dropped the item.** `ProcessActiveQueue` deleted on `OnDecay() == true` but did nothing when a region refused, leaving the item dequeued, untracked and on the ground forever. It now restarts the decay clock; re-registering as-is would spin, since `ScheduledDecayTime` is already past.

## Two content bugs of the same class

The decay system replaced a polling sweep. Under polling, a `Decays`/`DecayTime` override could read live state every pass. Under a registration model it cannot — the scheduler drops items that stop being eligible, but nothing enrols one that becomes eligible while untracked.

- **`TreasureChestLevel1-4`** overrode `DecayTime` as `Utility.Random(15, 60)` — a fresh roll on every read. `ScheduledDecayTime` is read repeatedly (to bucket, to re-bucket on rotation, to test whether due), so those reads disagreed: the chest re-bucketed every tick and decayed early instead of after its intended interval. Now rolled once per chest. Distribution unchanged — `Utility.Random(from, count)` is RunUO's `from + Next(count)`, so this is 15–74 minutes, as before.
- **`StrongBox`** overrode `Decays` with a live check on `_house`, `_owner.Deleted` and `IsCoOwner`. Nothing notifies the box when any of those change, so it was never enrolled and the override never decayed anything — and it could not have: `HouseRegion.OnDecay` refuses a secured item inside a standing house, and the box is in `Secures`. Decay was never the mechanism here.
  - A strongbox is only ever its owner's. Without a house, or without an owner still co-owning that house, it would be a free container anyone could loot, so `Validate()` destroys it. The old check missed exactly those two cases — it required a non-null owner and treated a null house as valid. A deleted owner deserializes back as null, which `IsCoOwner` rejects. The now meaningless `Decays`/`DecayTime` overrides and an unhelpful `Console.WriteLine` are gone.

`DecayScheduler` now documents both constraints.

## Tests

`DecayRegistrationTests` (Server) covers world placement, lift/drop, container round-trip, cursor-held (must *not* track), `Container.Destroy` spill, `DecaySlot`/structure agreement, refused decay, and a full decay lifecycle driven through the scheduler. `TreasureChestDecayTests` (UOContent) locks `DecayTime`/`ScheduledDecayTime` stability across all four chest levels.

To make the lifecycle testable deterministically, `DecayScheduler` gains `internal` members (visible only via existing `InternalsVisibleTo`): `IsRegistered()`, `ProcessTick(now)` — extracted from `OnTick()` with no behaviour change — and `ResetForTests()`.

Red/green verified. Without the `MoveToWorld` fix, 5 of 6 of the original tests fail, including `ItemOnGround_ActuallyDecaysAfterDecayTime`, which shows a ground item never decays even after a full simulated hour. Without the chest fix, 8 of 8 chest tests fail. Without the refused-decay fix, that test fails.

Server.Tests 737/737 and UOContent.Tests 509/509 pass.
2026-07-16 18:51:04 -07:00
Kamron Batman
c552f65673
perf: Eliminates allocations in Container searching. (#2409)
## Summary

Removes per-call heap allocations from `Container`'s consume / find / group hot paths and from `BaseCreature.OnDeath`'s fame/karma tracking. The headline wins: kill the `List<List<Item>>` + `Item[][]` + `int[]` grouping bridges in `ConsumeTotal*` / `ConsumeTotalGrouped*` / `GetBestGroupAmount*`, and kill the per-call `Predicate<Item>` allocations in `FindItemsByType(Type)` / `FindItemsByType(Type[])`.

### `Container.cs`

- `ConsumeTotal`, `ConsumeTotalGrouped`, `GetBestGroupAmount` now share four streaming helpers (`HasAmount`, `TryFindGroupMeetingAmount`, `BestGroupTotal`, `ConsumeSlice`) backed by `PooledRefList` instead of allocating per-group lists and jagged arrays. Two-phase validate-then-consume pattern preserved — all-or-nothing semantics for spell reagents, vendor pay, and crafting still hold.
- `(Type)` / `(Type[])` / `(Type[][])` overload trios collapsed to single `ReadOnlySpan<Type>` + `ReadOnlySpan<int>` implementations. Implicit `T[] → ReadOnlySpan<T>` conversion means UOContent callers compile unchanged.
- Unused overloads deleted: `ConsumeTotalGrouped(Type)`, `ConsumeTotalGrouped(Type[][])`, `GetBestGroupAmount(Type)`, `GetBestGroupAmount(Type[][])`, plus the never-called `TryDropItems` hook and its private `ItemStackEntry` struct.
- Fixes a `PooledRefList` leak in `GetBestGroupAmount(Type[], …)` (missing `using`).
- `m_ContainerData` / `m_Items` / `m_TotalGold` / `m_TotalItems` / `m_TotalWeight` / `ContainerData.m_Table` / `ContainerData.logger` renamed to the underscored convention. `m_Items` cross-file rename for the Container-side references in `Item.cs`; `Item.CompactInfo.m_Items` deliberately left alone (separate effort).
- `CheckHold` parent walk simplified; trivial dispatch methods (`CheckHold` overloads, `OnItemAdded`, `OnItemRemoved`, `OnStackAttempt`) get `[MethodImpl(AggressiveInlining)]`; `Destroy` and `DisplayTo` cache `Items` outside the loop; dead comments removed.

### `Item.Enumerable.cs`

- `FindItemsByType(Type)` previously allocated a `Predicate<Item>` per call (method-group conversion). `FindItemsByType(Type[])` allocated a closure capturing `types`. Both now construct the enumerator with a `Type` / `ReadOnlySpan<Type>` field directly, no delegate.
- `FindItemsByTypeEnumerator<T>` gains two constructors plus a `Matches(T)` helper that picks the right filter inline. Constructor chaining via a private 2-arg seed constructor incidentally fixes a pre-existing bug where `PooledRefQueue` was always rented at capacity 0 because `_recurse` hadn't been assigned yet.
- `(Type[])` overload of `FindItemsByType` becomes `(ReadOnlySpan<Type>)`.
- `EnumerateItemsByType(Type)` / `EnumerateItemsByType(ReadOnlySpan<Type>)` / `ListItemsByType(Type)` / `ListItemsByType(ReadOnlySpan<Type>)` simplified to delegate to the new alloc-free overloads instead of filtering manually.

### `Utility.cs`

- `InTypeList<T>(this T, Type[])` and `InTypeList(this Type, Type[])` switched to `ReadOnlySpan<Type>`.

### `BaseCreature.cs`

- `OnDeath` per-death `List<Mobile>` / `List<int>` / `List<int>` for fame/karma tracking switched to `PooledRefList`.
2026-04-25 13:40:21 -07:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
c2e44a58f6
fix: Moves container enumerables to Item. (#2238) 2025-07-24 14:26:35 -07:00
Kamron Batman
7dbfc9d161
fix: Fixes flaky tests, formatting, and sequential testing. (#2168) 2025-04-30 16:42:38 -07:00
Voxpire
3109f59d4d
fix: Updates container searches for non-generic types (#1567) 2023-11-23 09:29:45 -08:00
Kamron Batman
a4cabe2fa4
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.
2023-09-28 19:36:45 -07:00