## Summary `AdvancedSearchThreadWorker.Execute` signals `_stopEvent` **before** clearing `_pause` and **before** reading the exit condition. `Sleep()` unblocks the instant that signal fires, so the owning thread can begin the next cycle while the worker is still finishing the previous one — and the worker's two trailing operations then land on the new cycle's state. `SerializationThreadWorker` already orders the same handshake correctly and documents why (`Projects/Server/Serialization/SerializationThreadWorker.cs`): ```csharp // The owning thread may start another pause cycle the moment _stopEvent is set // (Exit does exactly that). Clear _pause and sample the exit condition before // signaling, or the new cycle's pause request is clobbered / its Sleep orphaned. var exiting = Core.Closing || worker._exit; Volatile.Write(ref worker._pause, false); worker._stopEvent.Set(); ``` This applies the same ordering to the search worker. Three lines; no behavior change on the happy path. ## The two failures **Reuse hang.** The next cycle's `Wake`/`Push`/`Sleep` writes `_pause = true`, then the worker's stale `_pause = false` lands on top of it. The inner loop never observes `pauseRequested`, its queue is already empty, and it spins on `Thread.Yield()` forever — so the owning thread's next `Sleep()` waits on a `_stopEvent` that is never set again. A single search wakes each worker exactly once, so this only surfaces once `_threadWorkers` is reused by a later search. **Orphaned `Exit()`.** `Exit()` sets `_exit`, `Wake()`s, then `Sleep()`s — the moment the drain's `Sleep()` returns. Reading `_exit` *after* the signal, the worker can observe that fresh `_exit`, return without ever consuming the `Wake`, and leave `Exit()`'s `Sleep()` waiting on a signal nobody will send. The `_thread.IsAlive` guard doesn't close this: the thread passes the check and returns immediately after. ## Verification Verified with two throwaway timing tests — 25k reuse cycles and 2k drain-then-`Exit` cycles, each under a bounded wait: | ordering | result | |---|---| | previous | `Failed: 2, Passed: 3` — both reproduce, cleanly at the 20s bound | | this PR | 3 consecutive runs, 5/5, ~0.6s | **Those tests are deliberately not included.** Their reproduction threshold is a property of one machine's scheduler — at 2k and 200 cycles the buggy build passed — so as permanent tests they'd cost ~560ms and 2000 thread creations on every suite run for a guarantee that may not hold on a CI runner. The ordering is protected the same way `SerializationThreadWorker`'s is: by the comment at the call site. `UOContent.Tests`: **597/597**.
410 lines
12 KiB
C#
410 lines
12 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Reflection;
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using System.Threading;
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using Server.Items;
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using Server.Logging;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Engines.AdvancedSearch;
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/// <summary>
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/// Filters entities on a background thread while the main loop keeps mutating them — an
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/// intentional, bounded race. Reads of live <see cref="Item"/>/<see cref="Mobile"/> state are
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/// unsynchronized, so a torn <see cref="Point3D"/> read may report stale coordinates, and any
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/// getter that throws mid-read is caught per-entity in <see cref="DoEntitySearch"/> and skipped.
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/// Results are best-effort and may omit a concurrently modified entity, but never fault or corrupt
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/// server state. Eliminating the race would require snapshotting each read field onto the main
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/// thread before handing entities off; that is deferred.
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/// </summary>
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public class AdvancedSearchThreadWorker
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{
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private static readonly ILogger _logger = LogFactory.GetLogger(typeof(AdvancedSearchThreadWorker));
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private static readonly ConcurrentDictionary<Type, PropertyInfo[]> _propCache = new();
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private readonly Thread _thread;
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private readonly AutoResetEvent _startEvent; // Main thread tells the thread to start working
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private readonly AutoResetEvent _stopEvent; // Main thread waits for the worker finish draining
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private bool _pause;
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private bool _exit;
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private readonly ConcurrentQueue<IEntity> _entities;
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private ConcurrentQueue<AdvancedSearchResult> _results;
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private ConcurrentQueue<IEntity> _ignoreQueue;
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private WorldLocation _worldLocation;
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private AdvancedSearchFilter _filter;
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public AdvancedSearchThreadWorker()
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{
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_startEvent = new AutoResetEvent(false);
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_stopEvent = new AutoResetEvent(false);
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_entities = new ConcurrentQueue<IEntity>();
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_thread = new Thread(Execute)
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{
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IsBackground = true
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};
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_thread.Start(this);
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}
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public void Wake(
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WorldLocation worldLocation,
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AdvancedSearchFilter filter,
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ConcurrentQueue<AdvancedSearchResult> results,
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ConcurrentQueue<IEntity> ignoreQueue
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)
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{
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_worldLocation = worldLocation;
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_filter = filter;
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_ignoreQueue = ignoreQueue;
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_results = results;
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_startEvent.Set();
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}
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public void Sleep()
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{
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Volatile.Write(ref _pause, true);
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_stopEvent.WaitOne();
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}
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public void Exit()
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{
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Volatile.Write(ref _exit, true);
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Wake(WorldLocation.Zero, null, null, null);
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// Tolerate a worker that has already terminated (e.g. Core.Closing raced us) so
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// shutdown can't deadlock waiting on a stopEvent that will never be set.
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if (_thread.IsAlive)
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{
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Sleep();
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}
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}
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public void Push(IEntity entity)
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{
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_entities.Enqueue(entity);
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}
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private static void Execute(object obj)
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{
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var worker = (AdvancedSearchThreadWorker)obj;
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var reader = worker._entities;
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while (worker._startEvent.WaitOne())
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{
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while (true)
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{
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var pauseRequested = Volatile.Read(ref worker._pause);
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if (reader.TryDequeue(out var entity))
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{
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var result = worker.DoEntitySearch(entity);
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if (result != null)
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{
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worker._results?.Enqueue(result);
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}
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}
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else if (pauseRequested) // Break when finished
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{
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worker._results = null;
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worker._filter = null;
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break;
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}
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else
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{
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// Transiently empty but not yet paused: yield rather than busy-spin.
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Thread.Yield();
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}
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}
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// The owning thread may start another cycle the moment _stopEvent is set (Exit does exactly
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// that). Clear _pause and sample the exit condition before signaling, or the new cycle's
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// pause request is clobbered / its Sleep orphaned. Matches SerializationThreadWorker.
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var exiting = Core.Closing || Volatile.Read(ref worker._exit);
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Volatile.Write(ref worker._pause, false);
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worker._stopEvent.Set(); // Allow the main thread to continue now that we are finished
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if (exiting)
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{
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return;
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}
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}
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}
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private AdvancedSearchResult DoEntitySearch(IEntity entity)
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{
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if (entity == null || entity.Deleted)
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{
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return null;
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}
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try
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{
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return DoEntitySearchCore(entity);
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}
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catch (Exception ex)
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{
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_logger.Warning(ex, "AdvancedSearch: filter threw for {Entity}; skipping", entity);
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return null;
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}
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}
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private AdvancedSearchResult DoEntitySearchCore(IEntity entity)
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{
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if (_filter == null)
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{
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// Exit() clears the filter; a straggler entity dequeued after teardown bails here.
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return null;
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}
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// Check for valid map
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if (_filter.FilterFelucca && entity.Map != Map.Felucca ||
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_filter.FilterTrammel && entity.Map != Map.Trammel ||
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_filter.FilterIlshenar && entity.Map != Map.Ilshenar ||
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_filter.FilterMalas && entity.Map != Map.Malas ||
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_filter.FilterTokuno && entity.Map != Map.Tokuno ||
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_filter.FilterTerMur && entity.Map != Map.TerMur ||
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_filter.FilterInternalMap && entity.Map != Map.Internal ||
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_filter.FilterNullMap && entity.Map != null)
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{
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return null;
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}
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var location = (entity as Item)?.GetWorldLocation() ?? entity.Location;
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if (_filter.FilterRange &&
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(_filter.Range == null ||
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_filter.Range < 0 ||
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entity.Map != _worldLocation.Map ||
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!Utility.InRange(_worldLocation.Location, location, _filter.Range.Value)))
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{
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return null;
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}
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if (_filter.FilterRegion &&
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(string.IsNullOrWhiteSpace(_filter.RegionName) ||
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!Region.Find(location, entity.Map).IsPartOf(_filter.RegionName)))
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{
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return null;
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}
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// After the cheap filters, so non-qualifying entities skip the house/keyring enumeration.
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if (_filter.HideValidInternalMap)
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{
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HandleValidInternal(entity);
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}
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if (entity is Mobile mobile)
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{
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return DoMobileSearch(mobile);
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}
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if (entity is Item item)
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{
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return DoItemSearch(item);
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}
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return null;
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}
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private static bool IsValidInternal(Item item)
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{
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if (item.Parent != null || item.HeldBy != null)
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{
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return true;
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}
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if (item is Fists
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or MountItem
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or EffectItem
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or MovingCrate
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or BaseDockedBoat
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or BaseBoat
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or Plank
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or TillerMan
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or Hold)
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{
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return true;
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}
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// DisplayCache container
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if (item.GetType().DeclaringType == typeof(GenericBuyInfo))
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{
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return true;
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}
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return false;
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}
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private AdvancedSearchResult DoItemSearch(Item item)
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{
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if (_filter.FilterName && !string.IsNullOrWhiteSpace(_filter.Name) && !(item.Name ?? item.ItemData.Name).InsensitiveContains(_filter.Name))
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{
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return null;
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}
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if (_filter.HideValidInternalMap && item.Map == Map.Internal && !IsValidInternal(item))
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{
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return null;
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}
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if (_filter.FilterPropertyTest &&
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(string.IsNullOrWhiteSpace(_filter.PropertyTest) || !EvaluateRecursive(item, _filter.PropertyTest)))
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{
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return null;
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}
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return new AdvancedSearchResult(item.Name ?? item.ItemData.Name, item.GetType(), item.Location, item.Map, item.RootParent)
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{
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Entity = item,
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};
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}
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private AdvancedSearchResult DoMobileSearch(Mobile mobile)
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{
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if (_filter.FilterName && !string.IsNullOrWhiteSpace(_filter.Name) && !mobile.Name.InsensitiveContains(_filter.Name))
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{
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return null;
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}
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if (_filter.HideValidInternalMap && mobile.Map == Map.Internal && !IsValidInternal(mobile))
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{
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return null;
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}
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if (_filter.FilterPropertyTest &&
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(string.IsNullOrWhiteSpace(_filter.PropertyTest) || !EvaluateRecursive(mobile, _filter.PropertyTest)))
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{
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return null;
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}
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return new AdvancedSearchResult(mobile.Name, mobile.GetType(), mobile.Location, mobile.Map, null)
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{
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Entity = mobile
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};
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}
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private static bool IsValidInternal(Mobile m)
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{
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// Logged out players
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if (m.Account != null)
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{
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return true;
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}
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// Stabled pets
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if (m is BaseCreature creature && creature.IsStabled)
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{
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return true;
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}
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// Internalized vendors
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if (m is PlayerVendor playerVendor && playerVendor.House != null)
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{
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return true;
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}
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// Currently mounted creatures
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if (m is IMount mount && mount.Rider != null)
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{
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return true;
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}
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return false;
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}
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public void HandleValidInternal(IEntity entity)
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{
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if (entity is CommodityDeed deed && deed.Commodity != null && deed.Commodity.Map == Map.Internal)
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{
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_ignoreQueue.Enqueue(entity);
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return;
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}
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// Keys don't have a backreference, so we just ignore them for now
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if (entity is KeyRing keyring && keyring.Keys?.Count > 0)
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{
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foreach (var k in keyring.Keys)
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{
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_ignoreQueue.Enqueue(k);
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}
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return;
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}
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if (entity is BaseHouse house)
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{
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foreach (var relEntity in house.RelocatedEntities)
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{
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if (relEntity.Entity is Item)
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{
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_ignoreQueue.Enqueue(relEntity.Entity);
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}
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}
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foreach (var inventory in house.VendorInventories)
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{
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foreach (var subItem in inventory.Items)
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{
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_ignoreQueue.Enqueue(subItem);
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}
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}
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}
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}
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private static bool EvaluateRecursive(IEntity entity, ReadOnlySpan<char> span) =>
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AdvancedSearchUtilities.EvaluateBoolean(span, entity, static (e, leaf) => EvaluateSingleExpression(e, leaf));
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private static bool EvaluateSingleExpression(IEntity entity, ReadOnlySpan<char> expression)
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{
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expression = expression.Trim();
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if (expression.Length == 0)
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{
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return false;
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}
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var negate = false;
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if (expression[0] == '~')
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{
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negate = true;
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expression = expression[1..];
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}
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var operatorSpan = AdvancedSearchUtilities.FindOperatorIndex(expression, out var operatorIndex);
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if (operatorSpan.Length == 0)
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{
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return false;
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}
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var propertyName = expression[..operatorIndex].Trim();
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var valuePart = expression[(operatorIndex + operatorSpan.Length)..].Trim();
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if (valuePart.Length == 0)
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{
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return false;
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}
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var properties = _propCache.GetOrAdd(entity.GetType(), static t => t.GetProperties());
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PropertyInfo property = null;
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for (var i = 0; i < properties.Length; ++i)
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{
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var p = properties[i];
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if (p.CanRead && p.Name.InsensitiveEquals(propertyName))
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{
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property = p;
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break;
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}
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}
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if (property == null)
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{
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return false;
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}
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var propertyValue = property.GetValue(entity);
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var result = AdvancedSearchUtilities.CompareValues(property.PropertyType, propertyValue, valuePart, operatorSpan);
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return negate ? !result : result;
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}
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}
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