Also avoid ReadBytes calls that allocate a buffer by either updating the stream position (if not interested in the bytes), by reusing an input buffer (if interested in the bytes), or using a stackalloc buffer to avoid the allocation (for small reads).
This takes a list of map UIDs which may be locally installed or hosted
on the resource center. If any maps aren't found, startup will be
delayed by up to 10 seconds while it attempts to query the resource
center.
Disabling the shroud is sufficient to allow seeing the map. This fixes a game with the "Explored Map" option enabled. Previously using the `/all` command twice to toggle it on and off again would also reset the shroud, causing the map to no longer be explored. Now, using it twice will cause the map to remain explored, as intended when the "Explored Map" option is enabled.
As the `touched` cell layer uses Boolean values, Array.IndexOf is able to use a fast vectorised search. Most values in the array are false, so the search is able to significantly improve the performance of finding the next true value in the array.
The domains in HierarchicalPathFinder can be compared to find disjoint areas. For example islands on a water map will belong to different domains. Use these domains in path searches to allow us to bail out early if a path is impossible, e.g. trying to path between different islands. Keeping the domains updated via the RebuildDomains method adds some cost to the average path search, but that savings from path searches that can bail early pays for this many times over.