Change indexes into tile arrays to be stored as bytes to save memory.

The index value needs only be big enough to handle all defined terrain types. This is a low number so we can save memory by defining it as a byte. This particularly saves memory for the CustomTerrain field in the Map class, which defines a cell layer for the map using tile indexes, so we can reduce the size of that layer 4x as a result.
This commit is contained in:
RoosterDragon
2014-10-03 20:55:00 +01:00
parent 268c63f7df
commit 59b3cd154d
9 changed files with 39 additions and 36 deletions

View File

@@ -115,7 +115,7 @@ namespace OpenRA.Graphics
var mapX = x + b.Left;
var mapY = y + b.Top;
var custom = map.CustomTerrain[mapX, mapY];
if (custom == -1)
if (custom == byte.MaxValue)
continue;
colors[y * stride + x] = world.TileSet[custom].Color.ToArgb();
}

View File

@@ -121,7 +121,7 @@ namespace OpenRA
[FieldLoader.Ignore] public Lazy<CellLayer<TerrainTile>> MapTiles;
[FieldLoader.Ignore] public Lazy<CellLayer<ResourceTile>> MapResources;
[FieldLoader.Ignore] public CellLayer<int> CustomTerrain;
[FieldLoader.Ignore] public CellLayer<byte> CustomTerrain;
[FieldLoader.Ignore] Lazy<TileSet> cachedTileSet;
[FieldLoader.Ignore] Lazy<Ruleset> rules;
@@ -280,9 +280,9 @@ namespace OpenRA
var br = Map.MapToCell(TileShape, new CPos(Bounds.Right - 1, Bounds.Bottom - 1));
Cells = new CellRegion(TileShape, tl, br);
CustomTerrain = new CellLayer<int>(this);
CustomTerrain = new CellLayer<byte>(this);
foreach (var cell in Cells)
CustomTerrain[cell] = -1;
CustomTerrain[cell] = byte.MaxValue;
}
public Ruleset PreloadRules()
@@ -672,10 +672,10 @@ namespace OpenRA
}
}
public int GetTerrainIndex(CPos cell)
public byte GetTerrainIndex(CPos cell)
{
var custom = CustomTerrain[cell];
return custom != -1 ? custom : cachedTileSet.Value.GetTerrainIndex(MapTiles.Value[cell]);
return custom != byte.MaxValue ? custom : cachedTileSet.Value.GetTerrainIndex(MapTiles.Value[cell]);
}
public TerrainTypeInfo GetTerrainInfo(CPos cell)

View File

@@ -39,9 +39,9 @@ namespace OpenRA
public readonly bool PickAny;
public readonly string Category;
int[] tiles;
byte[] tiles;
public TileTemplate(ushort id, string image, int2 size, int[] tiles)
public TileTemplate(ushort id, string image, int2 size, byte[] tiles)
{
this.Id = id;
this.Image = image;
@@ -56,16 +56,16 @@ namespace OpenRA
tiles = LoadTiles(tileSet, my);
}
int[] LoadTiles(TileSet tileSet, MiniYaml y)
byte[] LoadTiles(TileSet tileSet, MiniYaml y)
{
var nodes = y.ToDictionary()["Tiles"].Nodes;
if (!PickAny)
{
var tiles = new int[Size.X * Size.Y];
var tiles = new byte[Size.X * Size.Y];
for (var i = 0; i < tiles.Length; i++)
tiles[i] = -1;
tiles[i] = byte.MaxValue;
foreach (var node in nodes)
{
@@ -80,7 +80,7 @@ namespace OpenRA
}
else
{
var tiles = new int[nodes.Count];
var tiles = new byte[nodes.Count];
var i = 0;
foreach (var node in nodes)
@@ -98,7 +98,7 @@ namespace OpenRA
static readonly string[] Fields = { "Id", "Image", "Frames", "Size", "PickAny" };
public int this[int index]
public byte this[int index]
{
get { return tiles[index]; }
}
@@ -145,8 +145,8 @@ namespace OpenRA
public readonly string[] EditorTemplateOrder;
public readonly TerrainTypeInfo[] TerrainInfo;
readonly Dictionary<string, int> terrainIndexByType = new Dictionary<string, int>();
readonly int defaultWalkableTerrainIndex;
readonly Dictionary<string, byte> terrainIndexByType = new Dictionary<string, byte>();
readonly byte defaultWalkableTerrainIndex;
static readonly string[] Fields = { "Name", "Id", "SheetSize", "Palette", "Extensions" };
@@ -162,7 +162,9 @@ namespace OpenRA
.Select(y => new TerrainTypeInfo(y))
.OrderBy(tt => tt.Type)
.ToArray();
for (var i = 0; i < TerrainInfo.Length; i++)
if (TerrainInfo.Length >= byte.MaxValue)
throw new InvalidDataException("Too many terrain types.");
for (byte i = 0; i < TerrainInfo.Length; i++)
{
var tt = TerrainInfo[i].Type;
@@ -186,8 +188,9 @@ namespace OpenRA
this.Palette = palette;
this.Extensions = extensions;
this.TerrainInfo = terrainInfo;
for (var i = 0; i < terrainInfo.Length; i++)
if (TerrainInfo.Length >= byte.MaxValue)
throw new InvalidDataException("Too many terrain types.");
for (byte i = 0; i < terrainInfo.Length; i++)
{
var tt = terrainInfo[i].Type;
@@ -199,7 +202,7 @@ namespace OpenRA
defaultWalkableTerrainIndex = GetTerrainIndex("Clear");
}
public TerrainTypeInfo this[int index]
public TerrainTypeInfo this[byte index]
{
get { return TerrainInfo[index]; }
}
@@ -209,28 +212,28 @@ namespace OpenRA
get { return TerrainInfo.Length; }
}
public bool TryGetTerrainIndex(string type, out int index)
public bool TryGetTerrainIndex(string type, out byte index)
{
return terrainIndexByType.TryGetValue(type, out index);
}
public int GetTerrainIndex(string type)
public byte GetTerrainIndex(string type)
{
int index;
byte index;
if (terrainIndexByType.TryGetValue(type, out index))
return index;
throw new InvalidDataException("Tileset '{0}' lacks terrain type '{1}'".F(Id, type));
}
public int GetTerrainIndex(TerrainTile r)
public byte GetTerrainIndex(TerrainTile r)
{
var tpl = Templates[r.Type];
if (tpl.Contains(r.Index))
{
var ti = tpl[r.Index];
if (ti != -1)
if (ti != byte.MaxValue)
return ti;
}
@@ -263,7 +266,7 @@ namespace OpenRA
public TerrainTypeInfo GetTerrainInfo(TerrainTile r)
{
return TerrainInfo[GetTerrainIndex(r)];
return this[GetTerrainIndex(r)];
}
}
}

View File

@@ -158,7 +158,7 @@ namespace OpenRA.Mods.RA.AI
bool enabled;
int ticks;
HashSet<int> resourceTypeIndices;
HashSet<byte> resourceTypeIndices;
RushFuzzy rushFuzzy = new RushFuzzy();
@@ -208,7 +208,7 @@ namespace OpenRA.Mods.RA.AI
random = new MersenneTwister((int)p.PlayerActor.ActorID);
resourceTypeIndices = new HashSet<int>(
resourceTypeIndices = new HashSet<byte>(
Map.Rules.Actors["world"].Traits
.WithInterface<ResourceTypeInfo>()
.Select(t => world.TileSet.GetTerrainIndex(t.TerrainType)));

View File

@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
}
int GetTerrainType(CPos cell)
byte GetTerrainType(CPos cell)
{
var dx = cell - self.Location;
var index = dx.X + self.World.TileSet.Templates[template].Size.X * dx.Y;

View File

@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA.Buildings
continue;
// Don't place under other buildings or custom terrain
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != byte.MaxValue)
continue;
var index = Game.CosmeticRandom.Next(template.TilesCount);
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Buildings
continue;
// Don't place under other buildings or custom terrain
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != byte.MaxValue)
continue;
layer.AddTile(c, new TerrainTile(template.Id, (byte)i));

View File

@@ -82,7 +82,7 @@ namespace OpenRA.Mods.RA.Move
foreach (var kvp in TerrainSpeeds)
{
int index;
byte index;
if (tileSet.TryGetTerrainIndex(kvp.Key, out index))
info[index] = kvp.Value;
}
@@ -125,7 +125,7 @@ namespace OpenRA.Mods.RA.Move
return int.MaxValue;
var index = world.Map.GetTerrainIndex(cell);
if (index == -1)
if (index == byte.MaxValue)
return int.MaxValue;
return TilesetTerrainInfo[world.TileSet][index].Cost;
@@ -526,7 +526,7 @@ namespace OpenRA.Mods.RA.Move
public int MovementSpeedForCell(Actor self, CPos cell)
{
var index = self.World.Map.GetTerrainIndex(cell);
if (index == -1)
if (index == byte.MaxValue)
return 0;
// TODO: Convert to integers

View File

@@ -203,7 +203,7 @@ namespace OpenRA.Mods.RA
if (--c.Density < 0)
{
content[cell] = EmptyCell;
world.Map.CustomTerrain[cell] = -1;
world.Map.CustomTerrain[cell] = byte.MaxValue;
}
else
content[cell] = c;
@@ -222,7 +222,7 @@ namespace OpenRA.Mods.RA
// Clear cell
content[cell] = EmptyCell;
world.Map.CustomTerrain[cell] = -1;
world.Map.CustomTerrain[cell] = byte.MaxValue;
if (!dirty.Contains(cell))
dirty.Add(cell);

View File

@@ -385,7 +385,7 @@ namespace OpenRA.TilesetBuilder
ushort cur = 0;
foreach (var tp in surface1.Templates)
{
var tiles = new int[tp.Width * tp.Height];
var tiles = new byte[tp.Width * tp.Height];
foreach (var t in tp.Cells)
{
var ttype = TerrainType[surface1.TerrainTypes[t.Key.X, t.Key.Y]].Type;