ModernUO/Projects/UOContent/Items/Misc/ProjectedItem.cs
Kamron Batman cce035f1c3
fix: Removes unnecessary dictionary removal guards (#2565)
## 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.
2026-08-08 11:50:01 -07:00

183 lines
4 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Collections;
using Server.Network;
namespace Server.Items;
[SerializationGenerator(0)]
public partial class ProjectedItem : Item
{
private static readonly HashSet<ProjectedItem> _active = [];
private static Timer _timer;
[SerializedCommandProperty(AccessLevel.GameMaster)]
[SerializableField(0)]
private int _effectItemId;
[SerializedCommandProperty(AccessLevel.Developer)]
[SerializableField(1)]
private AccessLevel _minimumVisible;
private bool _oldVisible;
[Constructible]
public ProjectedItem(int effectItemId) : base(1)
{
Movable = false;
Visible = false;
_effectItemId = effectItemId;
}
public override bool HandlesOnMovement => true;
public override bool CanSeeStaffOnly(Mobile from) => from.AccessLevel >= _minimumVisible;
public override void ProcessDelta()
{
if (_oldVisible != Visible)
{
Timer.DelayCall(
TimeSpan.Zero,
i =>
{
i.ItemID = i.Visible ? i._effectItemId : 1;
i._oldVisible = i.Visible;
i.Activate();
},
this
);
}
base.ProcessDelta();
}
public override void SendInfoTo(NetState ns, ReadOnlySpan<byte> world = default)
{
base.SendInfoTo(ns, world);
var m = ns.Mobile;
if (m != null && !Visible && m.AccessLevel >= _minimumVisible && !_active.Contains(this))
{
Activate();
}
}
public override void OnLocationChange(Point3D oldLocation)
{
base.OnLocationChange(oldLocation);
Activate();
}
public override void OnMapChange()
{
base.OnMapChange();
Activate();
}
public override void OnDelete()
{
Deactivate();
base.OnDelete();
}
[AfterDeserialization]
private void AfterDeserialization()
{
_oldVisible = Visible;
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
base.OnMovement(m, oldLocation);
if (!Visible && m.AccessLevel >= _minimumVisible && !_active.Contains(this))
{
Activate();
}
}
private void Activate()
{
if (!_active.Add(this))
{
return;
}
if (_timer == null)
{
_timer = Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromSeconds(1.0), OnTick);
}
else if (!_timer.Running)
{
_timer.Interval = TimeSpan.FromSeconds(1.0);
_timer.Start();
}
}
private void Deactivate()
{
if (_active.Remove(this) && _active.Count == 0)
{
_timer?.Stop();
}
}
private static void OnTick()
{
foreach (var item in _active)
{
if (!item.SendEffect())
{
_active.Remove(item);
}
}
if (_active.Count == 0)
{
_timer?.Stop();
}
}
protected virtual bool SendEffect()
{
if (_oldVisible)
{
return false;
}
var found = false;
Span<byte> buffer = new byte[OutgoingEffectPackets.HuedEffectLength].InitializePacket();
OutgoingEffectPackets.CreateHuedEffect(
buffer,
EffectType.FixedXYZ,
Serial,
Serial,
_effectItemId,
Location,
Location,
1,
20,
true,
false,
Hue - 1,
3
);
foreach (var ns in GetClientsInRange(GetMaxUpdateRange()))
{
found = true;
var from = ns.Mobile;
if (ns.CannotSendPackets() || from == null || from.AccessLevel < _minimumVisible)
{
continue;
}
from.ProcessDelta();
ns.Send(buffer);
}
return found;
}
}