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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23 changed files with 359 additions and 512 deletions

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@ -83,10 +83,6 @@ public static class IncomingTargetingPackets
}
else
{
var tiles = map.Tiles.GetStaticTiles(x, y, !t.DisallowMultis);
var valid = false;
if (state.HighSeas)
{
var id = TileData.ItemTable[graphic & TileData.MaxItemValue];
@ -97,14 +93,19 @@ public static class IncomingTargetingPackets
}
int hue = 0;
var valid = false;
for (var i = 0; !valid && i < tiles.Length; ++i)
var eable = t.DisallowMultis
? map.Tiles.GetStaticTiles(x, y)
: map.Tiles.GetStaticAndMultiTiles(x, y);
foreach (var tile in eable)
{
var tile = tiles[i];
if (tile.Z == z && tile.ID == graphic)
{
valid = true;
hue = tile.Hue;
break;
}
}