Since these will live for the lifetime of the process, it is worth freezing them on creation to improve lookup performance. If the dictionaries were iterated, change to an immutable array instead to preserve the order.
If nested calls to RunUnsynced are running, then using a bool would cause the flag to be reset once the inner function completes, but an outer function may still be running and not yet ready for the flag to be reset. To correctly handle nested calls, we track a count and only reset the flag once all functions have completed.
Caching the result of the function lookup allows the actor to calculate all the sync hashes for its syncable traits faster as it does not need to repeat the lookup each time.
- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.