Removed recursion from GeneratePool
Reduced use of locks
This commit is contained in:
@@ -47,70 +47,67 @@ public class BotEquipmentModPoolService(
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/// Create a dictionary of mods for each item passed in
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/// </summary>
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/// <param name="inputItems"> Items to find related mods and store in modPool </param>
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/// <param name="poolType"> Mod pool to choose from e.g. "weapon" for weaponModPool </param>
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/// <param name="poolKey"> Mod pool to choose from e.g. "weapon" for weaponModPool </param>
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protected ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>> GeneratePool(
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IEnumerable<TemplateItem>? inputItems,
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string poolType
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string poolKey
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)
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{
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// Null guard bad input
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if (inputItems is null || !inputItems.Any())
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{
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logger.Error(localisationService.GetText("bot-unable_to_generate_item_pool_no_items", poolType));
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logger.Error(localisationService.GetText("bot-unable_to_generate_item_pool_no_items", poolKey));
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return [];
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}
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// Create pool we want to return
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var pool = new ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>>();
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foreach (var dbItem in inputItems)
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// Create queue to hold items we need to process/check for mods to add into the pool
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// Add items passed in to method initially, add sub-mods later
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var itemsToProcess = new Queue<TemplateItem>(inputItems);
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// Keep track of processed items to reduce unnecessary work
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var processedItems = new HashSet<MongoId>();
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while (itemsToProcess.TryDequeue(out var currentItem))
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{
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if (dbItem.Properties is null)
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{
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logger.Error(
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localisationService.GetText("bot-item_missing_props_property", new { itemTpl = dbItem.Id, name = dbItem.Name })
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);
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continue;
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}
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// No slots for mods
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if (dbItem.Properties.Slots is null || !dbItem.Properties.Slots.Any())
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// Null guard / we've already processed this item
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if (currentItem is null || !processedItems.Add(currentItem.Id))
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{
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continue;
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}
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// Add base item (weapon/armor) to pool if it doesn't exist
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var itemPool = pool.GetOrAdd(dbItem.Id, new ConcurrentDictionary<string, HashSet<MongoId>>());
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// Look for slots on item that hold mods
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foreach (var slot in dbItem.Properties.Slots)
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// No slots = skip
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if (currentItem.Properties?.Slots is null || !currentItem.Properties.Slots.Any())
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{
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// Get whitelist of mods that fit into mod slot
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var itemsThatFit = slot?.Properties?.Filters?.FirstOrDefault()?.Filter ?? [];
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if (!itemsThatFit.Any())
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continue;
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}
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// Get top-level pool, create if it doesn't exist
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var itemPool = pool.GetOrAdd(currentItem.Id, new ConcurrentDictionary<string, HashSet<MongoId>>());
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foreach (var slot in currentItem.Properties.Slots)
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{
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var compatibleMods = slot?.Properties?.Filters?.FirstOrDefault()?.Filter;
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if (compatibleMods is null || !compatibleMods.Any())
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{
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// No mod items in whitelist, skip
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continue;
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}
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// Ensure Mod slot key + blank dict exist in pool
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var modItemPool = GetSetModItemPool(itemPool, slot.Name);
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foreach (var itemToAddTpl in itemsThatFit)
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// Get or add set for this specific mod slot (e.g., "mod_scope").
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var modItemPool = itemPool.GetOrAdd(slot.Name, []);
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foreach (var modTpl in compatibleMods)
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{
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// Does tpl exist inside mods' slots' hashset
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if (!SetContainsTpl(modItemPool, itemToAddTpl))
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// Keyed by mod slot
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{
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AddTplToSet(modItemPool, itemToAddTpl);
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}
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modItemPool.Add(modTpl);
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var subItemDetails = itemHelper.GetItem(itemToAddTpl).Value;
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var hasSubItemsToAdd = subItemDetails.Properties?.Slots is not null && subItemDetails.Properties.Slots.Any();
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// Item has Slots + pool doesn't have value
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if (hasSubItemsToAdd && !pool.ContainsKey(subItemDetails.Id))
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// Also heck if mod ALSO has its own sub slots to process
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var modItemDetails = itemHelper.GetItem(modTpl).Value;
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if (modItemDetails?.Properties?.Slots?.Any() == true)
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{
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// Recursive call
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GeneratePool([subItemDetails], poolType);
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// Has slots we need to check, add to processing queue
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itemsToProcess.Enqueue(modItemDetails);
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}
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}
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}
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@@ -119,30 +116,6 @@ public class BotEquipmentModPoolService(
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return pool;
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}
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private HashSet<MongoId> GetSetModItemPool(ConcurrentDictionary<string, HashSet<MongoId>> dictionary, string slotName)
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{
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lock (_lockObject)
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{
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return dictionary.GetOrAdd(slotName, []);
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}
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}
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private bool SetContainsTpl(HashSet<MongoId> itemSet, MongoId tpl)
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{
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lock (_lockObject)
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{
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return itemSet.Contains(tpl);
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}
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}
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private bool AddTplToSet(HashSet<MongoId> itemSet, MongoId itemToAddTpl)
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{
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lock (_lockObject)
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{
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return itemSet.Add(itemToAddTpl);
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}
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}
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/// <summary>
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/// Empty the mod pool
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/// </summary>
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