### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
222 lines
7.4 KiB
C#
222 lines
7.4 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: Map.Enumerators.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace Server;
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public partial class Map
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{
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private int _iteratingItems;
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private List<(MapAction, Point3D, Item)> _delayedItemActions = new();
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public bool IsIteratingItems
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => _iteratingItems > 0;
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}
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public ItemEnumerable<Item> GetItemsInRange(Point3D p) => GetItemsInRange(p, Core.GlobalMaxUpdateRange);
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public ItemEnumerable<Item> GetItemsInRange(Point3D p, int range) => GetItemsInRange<Item>(p, range);
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public ItemEnumerable<T> GetItemsInRange<T>(Point3D p, int range) where T : Item =>
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GetItemsInBounds<T>(new Rectangle2D(p.m_X - range, p.m_Y - range, range * 2 + 1, range * 2 + 1));
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public ItemEnumerable<Item> GetItemsInBounds(Rectangle2D bounds) => GetItemsInBounds<Item>(bounds);
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public ItemEnumerable<T> GetItemsInBounds<T>(Rectangle2D bounds, bool makeBoundsInclusive = false) where T : Item =>
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new(this, bounds, makeBoundsInclusive);
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private void BeginIteratingItems()
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{
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#if THREADGUARD
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if (Thread.CurrentThread != Core.Thread)
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{
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Utility.PushColor(ConsoleColor.Red);
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Console.WriteLine($"Iterating through items on {this} from an invalid thread!");
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Console.WriteLine(new StackTrace());
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Utility.PopColor();
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return;
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}
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#endif
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_iteratingItems++;
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}
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private void EndIteratingItems()
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{
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#if THREADGUARD
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if (Thread.CurrentThread != Core.Thread)
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{
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Utility.PushColor(ConsoleColor.Red);
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Console.WriteLine($"Iterating through items on {this} from an invalid thread!");
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Console.WriteLine(new StackTrace());
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Utility.PopColor();
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return;
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}
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#endif
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_iteratingItems--;
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// Finished iterating, check for deferred actions
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if (_iteratingItems == 0 && _delayedItemActions.Count > 0)
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{
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foreach (var (a, p, i) in _delayedItemActions)
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{
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switch (a)
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{
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case MapAction.Enter:
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{
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OnEnter(p, i);
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break;
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}
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case MapAction.Leave:
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{
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OnLeave(p, i);
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break;
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}
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case MapAction.Move:
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{
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OnMove(p, i);
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break;
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}
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}
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}
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_delayedItemActions.Clear();
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}
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}
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public ref struct ItemEnumerable<T> where T : Item
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{
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public static ItemEnumerable<T> Empty
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => new(null, Rectangle2D.Empty, false);
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}
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private Map _map;
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private Rectangle2D _bounds;
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private bool _makeBoundsInclusive;
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public ItemEnumerable(Map map, Rectangle2D bounds, bool makeBoundsInclusive)
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{
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_map = map;
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_bounds = bounds;
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_makeBoundsInclusive = makeBoundsInclusive;
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}
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// The enumerator MUST be disposed. Not disposing it will damage the sector irreparably.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ItemEnumerator<T> GetEnumerator() => new(_map, _bounds, _makeBoundsInclusive);
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}
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public ref struct ItemEnumerator<T> where T : Item
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{
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private Map _map;
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private int _sectorStartX;
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private int _sectorEndX;
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private int _sectorEndY;
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private Rectangle2D _bounds;
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private int _currentSectorX;
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private int _currentSectorY;
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private T _current;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ItemEnumerator(Map map, Rectangle2D bounds, bool makeBoundsInclusive)
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{
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_map = map;
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_bounds = bounds;
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if (makeBoundsInclusive)
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{
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++bounds.Width;
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++bounds.Height;
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}
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_bounds = bounds;
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map.CalculateSectors(bounds, out _sectorStartX, out var _sectorStartY, out _sectorEndX, out _sectorEndY);
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// We start the X sector one short because it gets incremented immediately in MoveNext()
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_currentSectorX = _sectorStartX - 1;
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_currentSectorY = _sectorStartY;
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_map.BeginIteratingItems();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool MoveNext()
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{
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var map = _map;
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if (map == null)
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{
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return false;
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}
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Item current = _current;
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ref Rectangle2D bounds = ref _bounds;
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var currentSectorX = _currentSectorX;
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var currentSectorY = _currentSectorY;
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var sectorEndX = _sectorEndX;
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var sectorEndY = _sectorEndY;
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while (true)
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{
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current = current?.Next;
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while (current == null)
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{
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// Move to next sector
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if (currentSectorX < sectorEndX)
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{
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_currentSectorX = ++currentSectorX;
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}
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else if (currentSectorY < sectorEndY)
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{
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_currentSectorX = currentSectorX = _sectorStartX;
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_currentSectorY = ++currentSectorY;
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}
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else
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{
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// Ran out of sectors
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return false;
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}
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current = map.GetRealSector(currentSectorX, currentSectorY).Items.First;
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}
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if (current is T { Deleted: false, Parent: null } o && bounds.Contains(o.Location))
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{
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_current = o;
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return true;
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Dispose() => _map.EndIteratingItems();
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public T Current
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => _current;
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}
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}
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}
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