## 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.
183 lines
4 KiB
C#
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;
|
|
}
|
|
}
|