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