Merge pull request #10126 from RoosterDragon/fuf-perf

Speed up FrozenUnderFog.Tick
This commit is contained in:
abcdefg30
2015-12-07 15:03:59 +01:00
4 changed files with 52 additions and 27 deletions

View File

@@ -8,6 +8,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Network;
using OpenRA.Traits;
@@ -22,16 +23,19 @@ namespace OpenRA.Mods.Common.Traits
public void CreatePlayers(World w)
{
var players = new MapPlayers(w.Map.PlayerDefinitions).Players;
var worldPlayers = new List<Player>();
// Create the unplayable map players -- neutral, shellmap, scripted, etc.
foreach (var kv in players.Where(p => !p.Value.Playable))
{
var player = new Player(w, null, kv.Value);
w.AddPlayer(player);
worldPlayers.Add(player);
if (kv.Value.OwnsWorld)
w.WorldActor.Owner = player;
}
Player localPlayer = null;
// Create the regular playable players.
foreach (var kv in w.LobbyInfo.Slots)
{
@@ -40,22 +44,24 @@ namespace OpenRA.Mods.Common.Traits
continue;
var player = new Player(w, client, players[kv.Value.PlayerReference]);
w.AddPlayer(player);
worldPlayers.Add(player);
if (client.Index == Game.LocalClientId)
w.SetLocalPlayer(player.InternalName);
localPlayer = player;
}
// Create a player that is allied with everyone for shared observer shroud.
w.AddPlayer(new Player(w, null, new PlayerReference
worldPlayers.Add(new Player(w, null, new PlayerReference
{
Name = "Everyone",
NonCombatant = true,
Spectating = true,
Faction = "Random",
Allies = w.Players.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
Allies = worldPlayers.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
}));
w.SetPlayers(worldPlayers, localPlayer);
foreach (var p in w.Players)
foreach (var q in w.Players)
if (!p.Stances.ContainsKey(q))

View File

@@ -164,10 +164,7 @@ namespace OpenRA.Mods.Common.Traits
var index = int.Parse(name.Substring(5));
if (index >= newCount)
{
Players.Players.Remove(name);
worldRenderer.World.Players.RemoveAll(pp => pp.InternalName == name);
}
}
for (var index = 0; index < newCount; index++)