Kein f62dfa8f73
Fix evil allocations, marshaling overhead
StrToPtr() had at least 4 extra allocations of byte[] and char[] arrays that will make Unity's GC and frametime stability sad, taking into account you can updated 5 times per 20 seconds, which is few frames apart.
Also, there was 0 reason to have that marshaling invoke overhead where it zeroes byte by byte in a loop. There is no point, we already overwrite whole memory via .Copy() and we only allocate as much as needed, no extra. No security concerns here.
2021-04-13 03:31:55 +03:00
..
2018-03-26 10:56:05 -07:00
2017-12-04 15:16:59 -08:00
2017-08-02 11:03:20 -07:00