ModernUO/Projects/UOContent/Mobiles/AI/BaseAI/AIGroupMovement.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

208 lines
6.2 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: AIGroupMovement.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Collections;
namespace Server.Mobiles;
public abstract partial class BaseAI
{
private static readonly Dictionary<BaseCreature, Point3D> _reservedPositions = new();
private static long _lastGroupUpdateTime;
private static void CleanupReservedPositions()
{
foreach (var (m, p) in _reservedPositions)
{
if (m?.Deleted != false || m.GetDistanceToSqrt(p) < 1)
{
_reservedPositions.Remove(m);
}
}
}
private bool UseGroupMovement(Mobile target) =>
Mobile.Combatant == target
&& !Mobile.Controlled
&& CountNearbyAllies(target) > 0;
public static bool MoveToWithGroup(BaseAI ai, Mobile target, bool run, int range)
{
if (Core.TickCount - _lastGroupUpdateTime > 1000)
{
CleanupReservedPositions();
_lastGroupUpdateTime = Core.TickCount;
}
var mobile = ai.Mobile;
var allies = ai.GetNearbyAllies(target);
var optimalPosition = ai.CalculateOptimalPosition(target, ref allies, range);
try
{
if (optimalPosition == Point3D.Zero)
{
return ai.MoveToWithCollisionAvoidance(target, run, range);
}
_reservedPositions[mobile] = optimalPosition;
var direction = mobile.GetDirectionTo(optimalPosition);
if (Utility.Random(3) == 0)
{
direction = GetAdjustedDirection(direction);
}
return ai.DoMove(direction, true);
}
finally
{
allies.Dispose();
}
}
private int CountNearbyAllies(Mobile target)
{
var allies = 0;
foreach (var m in Mobile.GetMobilesInRange(8))
{
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
&& bc.Team == Mobile.Team)
{
allies++;
}
}
return allies;
}
private PooledRefList<BaseCreature> GetNearbyAllies(Mobile target)
{
var allies = PooledRefList<BaseCreature>.Create();
foreach (var m in Mobile.GetMobilesInRange(8))
{
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
&& bc.Team == Mobile.Team)
{
allies.Add(bc);
}
}
return allies;
}
private Point3D CalculateOptimalPosition(Mobile target, ref PooledRefList<BaseCreature> allies, int range)
{
var targetLoc = target.Location;
var bestPosition = Point3D.Zero;
var bestScore = -1.0;
for (var x = -range; x <= range; x++)
{
for (var y = -range; y <= range; y++)
{
if (Math.Abs(x) + Math.Abs(y) != range)
{
continue;
}
var testLoc = new Point3D(targetLoc.X + x, targetLoc.Y + y, targetLoc.Z);
var distance = Mobile.GetDistanceToSqrt(testLoc);
if (distance < range ||
distance > range + 3 || !CanMoveTo(testLoc))
{
continue;
}
var score = ScorePosition(testLoc, distance, target, ref allies);
if (score > bestScore)
{
bestScore = score;
bestPosition = testLoc;
if (score > 20)
{
break;
}
}
}
}
return bestPosition;
}
private double ScorePosition(Point3D position, double currentDistance, Mobile target, ref PooledRefList<BaseCreature> allies)
{
var score = -(currentDistance * 2);
for (var i = 0; i < allies.Count; i++)
{
var ally = allies[i];
var allyDistance = ally.GetDistanceToSqrt(position);
if (allyDistance < 2)
{
score -= 50;
}
else if (allyDistance < 3)
{
score -= 20;
}
}
foreach (var (m, p) in _reservedPositions)
{
if (m != Mobile && p.GetDistanceToSqrt(position) < 2)
{
score -= 30;
}
}
if (Mobile.Map != null && Mobile.Map.LineOfSight(position, target.Location))
{
score += 10;
}
return score + Utility.RandomDouble() * 5;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool CanMoveTo(Point3D location) =>
Mobile.Map?.CanFit(location.X, location.Y, location.Z, 16, false, false) == true;
private static Direction GetAdjustedDirection(Direction original)
{
var adjustment = Utility.Random(3) - 1;
var newDir = (int)original + adjustment;
if (newDir < 0)
{
return (Direction)(newDir + 8);
}
if (newDir >= 8)
{
return (Direction)(newDir - 8);
}
return (Direction)newDir;
}
}