Previously, the Refinery placement check would first collect all cells
with resources inside the MaxBaseRadius, then perform a full findPos check
for each cell until one of them would not return null. The problem was
that if all of the cells returned null (for example if there wasn't enough
space between base center and resource, or if all suitable space was
otherwise occupied), it would basically check all tiles with resources
only to fail finding a suitable position and fall back to the normal
findPos check.
Since nearbyResources already performs a shuffle, I simply made the check
use the first cell from the list and use the basic findPos fallback if
that cell is null.
Closes#4717.
This was an idle animation in the original, and this and "platform" cannot be displayed at the same time anyway.
Also increased Tick rate to match idle light.
If a call is made into a graphics resource that has thread-affinity, from a thread other than the one that created the graphics device, an exception will now be thrown to make debugging easier.
The previous implementation:
- Was failing to dispose of pooled layers.
- Was using a finalizer to allow undisposed layers to be reused.
This means all pooled layers are kept alive indefinitely until the map changes. If the finalizer is slow for any reason then the pathfiinder will allocate new layers when the pool runs out. Since these new layers are eventually stuffed back into the pool when the finalizer does run, this can theoretically leak unbounded memory until the pool goes out of scope. In practice it would leak tens of megabytes.
The new implementation ensures layers are disposed and pooled correctly to allow proper memory reuse. It also introduces some safeguards against memory leaks:
- A cap is set on the number of pooled layers. If more concurrent layers are needed than this, then the excess layers will not be pooled but instead be allowed to be garbage collected.
- No finalizer. An implementation that fails to call dispose simply allows the layer to be garbage collected instead.
If Tilesets was empty but ExcludeTilesets was not, it would always return false even though that combination is supposed to mean only the excluded tileset(s) is/are not valid for this effect.