## What
`Dictionary<K,V>.Remove` and `HashSet<T>.Remove` do not bump the collection's version, so removing an entry during a `foreach` does not invalidate the enumerator. A number of loops were still paying for a `PooledRefQueue`/`PooledRefList` to collect keys and drain them in a second pass. This drops those guards.
## Why it's safe
Verified against .NET 10.0.10 rather than taken on trust, since the documented guarantee covers only `Dictionary<TKey,TValue>.Remove` while several of these call sites are `HashSet<T>` or enumerate `.Keys`/`.Values`:
| Case | Result |
|---|---|
| `Dictionary` foreach + `Remove` | safe, all entries visited |
| `Dictionary.Keys` / `.Values` foreach + `Remove` | safe, all entries visited |
| `HashSet` foreach + `Remove` | safe, all entries visited |
| `Dictionary` foreach + `Remove` **then `Add`** | throws `InvalidOperationException` |
Reflection on `_version` confirms the mechanism: neither `Dictionary.Remove` nor `HashSet.Remove` touches it. Because `Remove` never bumps the version, the `Keys` and `Values` enumerators are just as safe as the dictionary's own, even though only `Dictionary.Remove` documents the behaviour. No entries were skipped in any case.
The `HashSet` half is confirmed by [stephentoub on dotnet/dotnet-api-docs#8177](https://github.com/dotnet/dotnet-api-docs/issues/8177#issuecomment-1167251052): *"Both HashSet and Dictionary have been improved to support removal during enumeration. The docs may just benefit from updating."* The gap is in the documentation, not the runtime.
`Remove` followed by `Add` in the same enumeration still throws. That is the line this PR does not cross.
## Guards removed
`VisibilityList`, `ChampionTitleSystem`, `Channel`, `BombingRun`, `Ruleset`, `PuzzleChest`, `RaceChangeGump`, `StepCache`, `PlayerMurderSystem`, `VirtueSystem`, `ProjectedItem`, `StaminaSystem`, `AIGroupMovement`, `PromotedGuard`, `AutoDenylist`, `LoginAllowlist`, `AntiMacroSystem`, `DetectHidden`.
Both collection kinds are covered: `Dictionary` (including loops over `.Keys` and `.Values`) and `HashSet` (`ProjectedItem._active`, `PlayerMurderSystem._contextTerms`, `StaminaSystem._resetHash`). In `StaminaSystem.ResetTimer` the `Count == queue.Count → Clear()` branch goes away with the queue — it only existed to avoid paying for N individual removes.
Where the collection supports it, `Contains` + `Remove` and `TryGetValue` + `Remove` also collapse into a single lookup (`if (list.Remove(x))`, `if (m_Pending.Remove(ns, out var state))`).
`Utility.Tidy<K,V>` keeps its two branches: when `K` is serializable the value is not inspected, otherwise the value is. Only the serializable side may be cast, so `Dictionary<Mobile, int>` and `Dictionary<Mobile, string>` stay valid.
## Deliberately unchanged
**`BaseCreature.LoyaltyTimer.OnTick`** keeps its deferred-delete queue. Removing from `World.Mobiles` while enumerating it is safe, but `Mobile.Delete()` is not a `Remove` — it runs `OnDelete`/`OnAfterDelete`, the `OnParentDeleted` cascade over the creature's pack, `DropHolding()`, and region and guild callbacks. Anything in that surface that constructs a `Mobile` is an `Add` into the dictionary being enumerated, which does invalidate it. `BaseHire.PayTimer.OnTick` has the same shape and is likewise untouched.
**Spatial-query buffers** — `GuardedRegion.CallGuards`, `Thunderstorm`, `Exorcism`, `LeverPuzzleController`, `BaseCreature.TeleportPets` — are a different hazard. They buffer the result of a range query because the drain moves or harms mobiles, which mutates sectors mid-enumeration.
**Re-entrant drains.** The `_users` sets in `Firebomb` and the explosion, conflagration and confusion-blast potions look like this pattern but are not: the loop collects, `Clear()`s, and only then runs `Target.Cancel` on each, which can re-enter. `AnimalTrainer` enumerates `pm.Stabled` and drains through `RemoveStabled`, which nulls the `Stabled` field once it empties — safe for an in-flight enumerator, which holds the set reference rather than the field, but subtle enough not to be worth inlining on a cold path.
## Verification
`dotnet build` clean with 0 warnings; 810 Server and 684 UOContent tests pass.
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
- NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.
Bumps release version
- [X] Changes effect packets
- [X] Updates playing sounds
- [X] Updates Effects class to have more options so there are less direct calls to building the packets
- [X] Changes bonding status packet