Terraria 1.3.5.3 Source Code
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127
ID/SetFactory.cs
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127
ID/SetFactory.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.ID.SetFactory
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using System;
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using System.Collections.Generic;
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namespace Terraria.ID
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{
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public class SetFactory
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{
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protected int _size;
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private Queue<int[]> _intBufferCache = new Queue<int[]>();
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private Queue<ushort[]> _ushortBufferCache = new Queue<ushort[]>();
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private Queue<bool[]> _boolBufferCache = new Queue<bool[]>();
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private Queue<float[]> _floatBufferCache = new Queue<float[]>();
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private object _queueLock = new object();
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public SetFactory(int size) => this._size = size;
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protected bool[] GetBoolBuffer()
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{
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lock (this._queueLock)
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return this._boolBufferCache.Count == 0 ? new bool[this._size] : this._boolBufferCache.Dequeue();
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}
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protected int[] GetIntBuffer()
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{
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lock (this._queueLock)
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return this._intBufferCache.Count == 0 ? new int[this._size] : this._intBufferCache.Dequeue();
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}
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protected ushort[] GetUshortBuffer()
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{
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lock (this._queueLock)
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return this._ushortBufferCache.Count == 0 ? new ushort[this._size] : this._ushortBufferCache.Dequeue();
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}
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protected float[] GetFloatBuffer()
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{
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lock (this._queueLock)
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return this._floatBufferCache.Count == 0 ? new float[this._size] : this._floatBufferCache.Dequeue();
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}
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public void Recycle<T>(T[] buffer)
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{
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lock (this._queueLock)
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{
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if (typeof (T).Equals(typeof (bool)))
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{
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this._boolBufferCache.Enqueue((bool[]) buffer);
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}
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else
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{
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if (!typeof (T).Equals(typeof (int)))
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return;
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this._intBufferCache.Enqueue((int[]) buffer);
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}
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}
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}
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public bool[] CreateBoolSet(params int[] types) => this.CreateBoolSet(false, types);
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public bool[] CreateBoolSet(bool defaultState, params int[] types)
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{
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bool[] boolBuffer = this.GetBoolBuffer();
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for (int index = 0; index < boolBuffer.Length; ++index)
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boolBuffer[index] = defaultState;
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for (int index = 0; index < types.Length; ++index)
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boolBuffer[types[index]] = !defaultState;
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return boolBuffer;
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}
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public int[] CreateIntSet(int defaultState, params int[] inputs)
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{
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if (inputs.Length % 2 != 0)
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throw new Exception("You have a bad length for inputs on CreateArraySet");
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int[] intBuffer = this.GetIntBuffer();
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for (int index = 0; index < intBuffer.Length; ++index)
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intBuffer[index] = defaultState;
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for (int index = 0; index < inputs.Length; index += 2)
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intBuffer[inputs[index]] = inputs[index + 1];
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return intBuffer;
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}
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public ushort[] CreateUshortSet(ushort defaultState, params ushort[] inputs)
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{
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if (inputs.Length % 2 != 0)
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throw new Exception("You have a bad length for inputs on CreateArraySet");
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ushort[] ushortBuffer = this.GetUshortBuffer();
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for (int index = 0; index < ushortBuffer.Length; ++index)
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ushortBuffer[index] = defaultState;
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for (int index = 0; index < inputs.Length; index += 2)
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ushortBuffer[(int) inputs[index]] = inputs[index + 1];
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return ushortBuffer;
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}
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public float[] CreateFloatSet(float defaultState, params float[] inputs)
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{
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if (inputs.Length % 2 != 0)
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throw new Exception("You have a bad length for inputs on CreateArraySet");
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float[] floatBuffer = this.GetFloatBuffer();
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for (int index = 0; index < floatBuffer.Length; ++index)
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floatBuffer[index] = defaultState;
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for (int index = 0; index < inputs.Length; index += 2)
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floatBuffer[(int) inputs[index]] = inputs[index + 1];
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return floatBuffer;
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}
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public T[] CreateCustomSet<T>(T defaultState, params object[] inputs)
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{
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if (inputs.Length % 2 != 0)
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throw new Exception("You have a bad length for inputs on CreateCustomSet");
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T[] objArray = new T[this._size];
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for (int index = 0; index < objArray.Length; ++index)
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objArray[index] = defaultState;
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if (inputs != null)
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{
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for (int index = 0; index < inputs.Length; index += 2)
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objArray[(int) (short) inputs[index]] = (T) inputs[index + 1];
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}
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return objArray;
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}
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}
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}
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