Refactor ThingsById system to use non static data#626
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The static data causes problems when two saves are played in one process. In the first game, many maps are used, so some things have a high mapIndex. In the next game, fewer maps are used and one map is abandoned. When the static data is not cleared correctly, and when map gets abandoned, thingsById.RemoveAll(kv => kv.Value.Map == map); calls a map getter that uses Find.Maps and tries to access it with the thing mapIndex from the old save, which leads to an out-of-bounds error.
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Label: 1.6, 1.5, Fix
The error in this PR probably didn’t occur often before, but with gravship it will happen more frequently since maps are generated and abandoned often. I also encountered this in #581, but couldn’t reproduce it at the time.
Issue:
The static data causes problems when two saves are played in one process.
public static Dictionary<int, Thing> thingsById = new();In the first game, many maps are used, therefore some static cached things have a high mapIndex.
In the next game, fewer maps are used and one map is abandoned.
The static data from save before is not cleared correctly, and when map gets abandoned:
calls a map getter that uses Find.Maps and tries to access it with the thing high mapIndex from the old save, which leads to an out-of-bounds error.
Fix
The PR removes the static data and introduces a non static ThingById class where the instance is part of the multiplayer game instance. This ensures we get a clean data structure with every new load. It also prevents direct access to the data structure by introducing wrapper methods for improved maintainability.