fix: Cleans up Point checks and removes statics (#966)

- [X] Removes static freezing/unfreezing. Use other tools for this.
- [X] Cleans up IPoint3D allocations
- [X] Removes IPoint3D constructors since the compiler may not optimize the constructor path and allow allocations.


Note: Instead of `new Point3D(m)`, do something like `new Point3D(m.Location)`. Sorry for the inconvenience. In the long run this will prevent abuse of hot paths that will cause performance issues.
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Kamron Batman 2022-03-20 23:15:59 -07:00 committed by GitHub
parent 23532db603
commit 0925a2d435
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18 changed files with 184 additions and 958 deletions

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@ -4,6 +4,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
using Server.Items;
using Server.Logging;
using Server.Network;
@ -809,17 +810,22 @@ namespace Server
return surface;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Bound(int x, int y, out int newX, out int newY)
{
newX = Math.Clamp(x, 0, Width - 1);
newY = Math.Clamp(y, 0, Height - 1);
}
public Point2D Bound(Point3D p)
{
Bound(p.m_X, p.m_Y, out var x, out var y);
return new Point2D(x, y);
}
public Point2D Bound(Point2D p)
{
var x = Math.Clamp(p.m_X, 0, Width - 1);
var y = Math.Clamp(p.m_Y, 0, Height - 1);
Bound(p.m_X, p.m_Y, out var x, out var y);
return new Point2D(x, y);
}
@ -1086,7 +1092,7 @@ namespace Server
}
else if (o is IPoint3D d)
{
p = new Point3D(d);
p = new Point3D(d.X, d.Y, d.Z);
}
else
{