fix: Refactors getting static tiles to use enumerators (#1611)
### Summary
* Refactors getting static/multi tiles to not use allocations.
* `TileList` is now only used during bootstrapping and uses rented buffers to eliminate extra allocations.
* Replaces `StaticTile[] GetStaticTiles` with:
```cs
Map.StaticTileEnumerable GetStaticTiles(int x, int y);
Map.StaticTileEnumerable GetStaticAndMultiTiles(int x, int y);
Map.StaticTileEnumerable GetMultiTiles(int x, int y);
```
* Removes `Synchronized` and `lock` from TileMatrix. It is no longer considered a multi-thread safe system.
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23 changed files with 359 additions and 512 deletions
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@ -1462,10 +1462,9 @@ namespace Server.Multis
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}
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var landTile = map.Tiles.GetLandTile(tx, ty);
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var tiles = map.Tiles.GetStaticTiles(tx, ty, true);
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var hasWater = landTile.Z == p.Z &&
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(landTile.ID >= 168 && landTile.ID <= 171 || landTile.ID >= 310 && landTile.ID <= 311);
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landTile.ID is >= 168 and <= 171 or >= 310 and <= 311;
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// int z = p.Z;
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@ -1476,9 +1475,8 @@ namespace Server.Multis
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// if (!landTile.Ignored && top > landZ && landTop > z)
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// return false;
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for (var i = 0; i < tiles.Length; ++i)
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(tx, ty))
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{
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var tile = tiles[i];
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var isWater = tile.ID >= 0x1796 && tile.ID <= 0x17B2;
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if (tile.Z == p.Z && isWater)
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