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https://github.com/kwsch/PKHeX
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c301ce88ab
Random isn't thread safe; users of PKHeX.Core.dll might run multithreaded operations (see PKSM + ALM), so we need to have a thread-specific RNG available. Thread Local get; to improve performance, save the random object locally whenever it is used more than once in the method. https://docs.microsoft.com/en-us/dotnet/api/system.threading.threadlocal-1?redirectedfrom=MSDN&view=netframework-4.8 https://stackoverflow.com/questions/18333885/threadstatic-v-s-threadlocalt-is-generic-better-than-attribute/18337158#18337158
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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public interface IVersion
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{
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GameVersion Version { get; set; }
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}
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public static partial class Extensions
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{
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public static bool CanBeReceivedBy(this IVersion ver, GameVersion game) => ver.Version.Contains(game);
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public static GameVersion GetCompatibleVersion(this IVersion ver, GameVersion prefer)
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{
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if (ver.CanBeReceivedBy(prefer) || ver.Version <= GameVersion.Unknown)
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return prefer;
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return ver.GetSingleVersion();
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}
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internal static void SetVersion(this IEnumerable<IVersion> arr, GameVersion game)
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{
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foreach (var z in arr)
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{
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if (z.Version <= 0)
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z.Version = game;
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}
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}
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internal static void SetVersion(this IEnumerable<EncounterArea> arr, GameVersion game)
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{
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foreach (var area in arr)
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area.Slots.SetVersion(game);
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}
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private static GameVersion GetSingleVersion(this IVersion ver)
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{
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const int max = (int) GameVersion.RB;
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if ((int)ver.Version < max)
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return ver.Version;
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var rnd = Util.Rand;
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while (true) // this isn't optimal, but is low maintenance
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{
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var game = (GameVersion)rnd.Next(1, max);
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if (ver.CanBeReceivedBy(game))
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return game;
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}
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}
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}
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}
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