Replace (and remove) custom Set<T> with HashSet<T>
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@@ -289,7 +289,6 @@
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<Compile Include="Primitives\ObservableDictionary.cs" />
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<Compile Include="Primitives\ObservableDictionary.cs" />
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<Compile Include="Primitives\Pair.cs" />
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<Compile Include="Primitives\Pair.cs" />
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<Compile Include="Primitives\PriorityQueue.cs" />
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<Compile Include="Primitives\PriorityQueue.cs" />
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<Compile Include="Primitives\Set.cs" />
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<Compile Include="Support\Log.cs" />
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<Compile Include="Support\Log.cs" />
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<Compile Include="Support\PerfTimer.cs" />
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<Compile Include="Support\PerfTimer.cs" />
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<Compile Include="Exts.cs" />
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<Compile Include="Exts.cs" />
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@@ -1,56 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace OpenRA.Primitives
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{
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public class Set<T> : IEnumerable<T>
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{
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Dictionary<T, bool> data = new Dictionary<T, bool>();
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public void Add( T obj )
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{
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data.Add( obj, false );
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if( OnAdd != null )
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OnAdd( obj );
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}
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public void Remove( T obj )
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{
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data.Remove( obj );
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if( OnRemove != null )
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OnRemove( obj );
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}
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public event Action<T> OnAdd;
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public event Action<T> OnRemove;
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public IEnumerator<T> GetEnumerator()
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{
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return data.Keys.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public bool Contains( T obj ) { return data.ContainsKey(obj); }
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public Set( params T[] ts )
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{
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foreach( var t in ts )
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Add(t);
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}
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}
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}
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@@ -27,7 +27,7 @@ namespace OpenRA
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public class World
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public class World
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{
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{
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internal TraitDictionary traitDict = new TraitDictionary();
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internal TraitDictionary traitDict = new TraitDictionary();
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Set<Actor> actors = new Set<Actor>();
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HashSet<Actor> actors = new HashSet<Actor>();
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List<IEffect> effects = new List<IEffect>();
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List<IEffect> effects = new List<IEffect>();
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Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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