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.
This commit is contained in:
Kamron Batman 2023-11-26 09:39:46 -08:00 • committed by GitHub
parent 3b1637b2da
commit f21c9687b2
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GPG key ID: 4AEE18F83AFDEB23
23 changed files with 359 additions and 512 deletions

View file

@ -125,7 +125,7 @@ namespace Server.Multis
SetInitialState();
}
return m_Current.Components;
return m_Current!.Components;
}
}

View file

@ -137,8 +137,6 @@ namespace Server.Multis
var landTile = map.Tiles.GetLandTile(tileX, tileY);
var landID = landTile.ID & TileData.MaxLandValue;
var oldTiles = map.Tiles.GetStaticTiles(tileX, tileY, true);
items.Clear();
foreach (var item in map.GetItemsAt(tileX, tileY))
@ -202,13 +200,12 @@ namespace Server.Multis
hasSurface = true;
}
for (var j = 0; j < oldTiles.Length; ++j)
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(tileX, tileY))
{
var oldTile = oldTiles[j];
var id = TileData.ItemTable[oldTile.ID & TileData.MaxItemValue];
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if ((id.Impassable || id.Surface && !id.Background) &&
addTileTop > oldTile.Z && oldTile.Z + id.CalcHeight > addTileZ)
addTileTop > tile.Z && tile.Z + id.CalcHeight > addTileZ)
{
return HousePlacementResult.BadStatic; // Broke rule #2
}
@ -341,11 +338,8 @@ namespace Server.Multis
}
}
var tiles = map.Tiles.GetStaticTiles(borderPoint.X, borderPoint.Y, true);
for (var j = 0; j < tiles.Length; ++j)
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(borderPoint.X, borderPoint.Y))
{
var tile = tiles[j];
var id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (id.Impassable || id.Surface && !id.Background && tile.Z + id.CalcHeight > center.Z + 2)