### Summary Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes. ### Method Signatures ```cs // Use with foreach without moving/deleting items FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) // Use with foreach when moving/deleting items QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) // Use when iterating multiple times or queuing PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) // Use when iterating multiples times or manipulating elements without traversing PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null) ``` * `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved. * `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items. * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood. * `QueueItemsByType<T>` and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily. ### Bug Fixes - [X] Fishing had an error in the random check that may have caused slight bias.
88 lines
2.6 KiB
C#
88 lines
2.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Server.Items;
|
|
using Server.Targeting;
|
|
|
|
namespace Server.Commands.Generic
|
|
{
|
|
public class ContainedCommandImplementor : BaseCommandImplementor
|
|
{
|
|
public ContainedCommandImplementor()
|
|
{
|
|
Accessors = new[] { "Contained" };
|
|
SupportRequirement = CommandSupport.Contained;
|
|
AccessLevel = AccessLevel.GameMaster;
|
|
Usage = "Contained <command> [condition]";
|
|
Description =
|
|
"Invokes the command on all child items in a targeted container. Optional condition arguments can further restrict the set of objects.";
|
|
}
|
|
|
|
public override void Process(Mobile from, BaseCommand command, string[] args)
|
|
{
|
|
if (command.ValidateArgs(this, new CommandEventArgs(from, command.Commands[0], GenerateArgString(args), args)))
|
|
{
|
|
from.BeginTarget(
|
|
-1,
|
|
command.ObjectTypes == ObjectTypes.All,
|
|
TargetFlags.None,
|
|
(m, targeted, a) => OnTarget(m, targeted, command, a),
|
|
args
|
|
);
|
|
}
|
|
}
|
|
|
|
public void OnTarget(Mobile from, object targeted, BaseCommand command, string[] args)
|
|
{
|
|
if (!BaseCommand.IsAccessible(from, targeted))
|
|
{
|
|
from.SendLocalizedMessage(500447); // That is not accessible.
|
|
return;
|
|
}
|
|
|
|
if (command.ObjectTypes == ObjectTypes.Mobiles)
|
|
{
|
|
return; // sanity check
|
|
}
|
|
|
|
if (targeted is not Container cont)
|
|
{
|
|
from.SendMessage("That is not a container.");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
var ext = Extensions.Parse(from, ref args);
|
|
|
|
if (!CheckObjectTypes(from, command, ext, out var items, out var _))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!items)
|
|
{
|
|
from.SendMessage("This command only works on items.");
|
|
return;
|
|
}
|
|
|
|
var list = new List<object>();
|
|
|
|
foreach (var item in cont.FindItemsByType())
|
|
{
|
|
if (ext.IsValid(item))
|
|
{
|
|
list.Add(item);
|
|
}
|
|
}
|
|
|
|
ext.Filter(list);
|
|
|
|
RunCommand(from, list, command, args);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
from.SendMessage(e.Message);
|
|
}
|
|
}
|
|
}
|
|
}
|