Merge pull request #10272 from RoosterDragon/player-dict

Speed up dictionaries keyed on Player
This commit is contained in:
atlimit8
2015-12-29 19:27:11 -06:00
5 changed files with 75 additions and 30 deletions

View File

@@ -153,6 +153,7 @@
<Compile Include="Orders\UnitOrderGenerator.cs" />
<Compile Include="Player.cs" />
<Compile Include="Primitives\MergedStream.cs" />
<Compile Include="Primitives\PlayerDictionary.cs" />
<Compile Include="Primitives\SegmentStream.cs" />
<Compile Include="Primitives\SpatiallyPartitioned.cs" />
<Compile Include="Primitives\ConcurrentCache.cs" />

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@@ -0,0 +1,49 @@
using System;
using System.Collections.Generic;
namespace OpenRA.Primitives
{
/// <summary>
/// Provides a mapping of players to values, as well as fast lookup by player index.
/// </summary>
public struct PlayerDictionary<T> : IReadOnlyList<T>, IReadOnlyDictionary<Player, T> where T : class
{
readonly T[] valueByPlayerIndex;
readonly Dictionary<Player, T> valueByPlayer;
public PlayerDictionary(World world, Func<Player, T> valueFactory)
{
var players = world.Players;
if (players.Length == 0)
throw new InvalidOperationException("The players in the world have not yet been set.");
// The world players never change, so we can safely maintain an array of values.
// We need to enforce T is a class, so if it changes that change is available in both collections.
valueByPlayerIndex = new T[players.Length];
valueByPlayer = new Dictionary<Player, T>(players.Length);
for (var i = 0; i < players.Length; i++)
{
var player = players[i];
var state = valueFactory(player);
valueByPlayerIndex[i] = state;
valueByPlayer[player] = state;
}
}
/// <summary>Gets the value for the specified player. This is slower than specifying a player index.</summary>
public T this[Player player] { get { return valueByPlayer[player]; } }
/// <summary>Gets the value for the specified player index.</summary>
public T this[int playerIndex] { get { return valueByPlayerIndex[playerIndex]; } }
public int Count { get { return valueByPlayerIndex.Length; } }
public IEnumerator<T> GetEnumerator() { return ((IEnumerable<T>)valueByPlayerIndex).GetEnumerator(); }
ICollection<Player> IReadOnlyDictionary<Player, T>.Keys { get { return valueByPlayer.Keys; } }
ICollection<T> IReadOnlyDictionary<Player, T>.Values { get { return valueByPlayer.Values; } }
bool IReadOnlyDictionary<Player, T>.ContainsKey(Player key) { return valueByPlayer.ContainsKey(key); }
bool IReadOnlyDictionary<Player, T>.TryGetValue(Player key, out T value) { return valueByPlayer.TryGetValue(key, out value); }
IEnumerator<KeyValuePair<Player, T>> IEnumerable<KeyValuePair<Player, T>>.GetEnumerator() { return valueByPlayer.GetEnumerator(); }
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return GetEnumerator(); }
}
}

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@@ -42,6 +42,8 @@ namespace OpenRA
public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
{
if (Players.Length > 0)
throw new InvalidOperationException("Players are fixed once they have been set.");
Players = players.ToArray();
SetLocalPlayer(localPlayer);
}

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -35,9 +36,7 @@ namespace OpenRA.Mods.Common.Traits
readonly bool startsRevealed;
readonly PPos[] footprint;
readonly Dictionary<Player, FrozenState> stateByPlayer = new Dictionary<Player, FrozenState>();
FrozenState[] stateByPlayerIndex;
PlayerDictionary<FrozenState> frozenStates;
ITooltip tooltip;
Health health;
bool initialized;
@@ -71,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
if (!byPlayer.Shroud.FogEnabled)
return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
return initialized && stateByPlayer[byPlayer].IsVisible;
return initialized && frozenStates[byPlayer].IsVisible;
}
public bool IsVisible(Actor self, Player byPlayer)
@@ -89,41 +88,36 @@ namespace OpenRA.Mods.Common.Traits
return;
VisibilityHash = 0;
var players = self.World.Players;
if (!initialized)
{
// The world players never change, so we can safely index this collection.
stateByPlayerIndex = new FrozenState[players.Length];
frozenStates = new PlayerDictionary<FrozenState>(self.World, player =>
{
var frozenActor = new FrozenActor(self, footprint, player.Shroud, startsRevealed);
player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
return new FrozenState(frozenActor) { IsVisible = startsRevealed };
});
tooltip = self.TraitsImplementing<ITooltip>().FirstOrDefault();
health = self.TraitOrDefault<Health>();
}
for (var i = 0; i < players.Length; i++)
for (var playerIndex = 0; playerIndex < frozenStates.Count; playerIndex++)
{
FrozenActor frozenActor;
var state = frozenStates[playerIndex];
var frozenActor = state.FrozenActor;
bool isVisible;
if (!initialized)
{
var player = players[i];
frozenActor = new FrozenActor(self, footprint, player.Shroud, startsRevealed);
isVisible = startsRevealed;
var state = new FrozenState(frozenActor) { IsVisible = isVisible };
stateByPlayer.Add(player, state);
stateByPlayerIndex[i] = state;
player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
isVisible = state.IsVisible;
}
else
{
// PERF: Minimize lookup cost by combining all state into one, and using an array rather than a dictionary.
var state = stateByPlayerIndex[i];
frozenActor = state.FrozenActor;
isVisible = !frozenActor.Visible;
state.IsVisible = isVisible;
}
if (isVisible)
VisibilityHash |= 1 << (i % 32);
VisibilityHash |= 1 << (playerIndex % 32);
else
continue;
@@ -151,9 +145,9 @@ namespace OpenRA.Mods.Common.Traits
return;
IRenderable[] renderables = null;
foreach (var player in self.World.Players)
for (var playerIndex = 0; playerIndex < frozenStates.Count; playerIndex++)
{
var frozen = stateByPlayer[player].FrozenActor;
var frozen = frozenStates[playerIndex].FrozenActor;
if (!frozen.NeedRenderables)
continue;

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Effects
readonly GpsDotInfo info;
readonly Animation anim;
readonly Dictionary<Player, DotState> stateByPlayer = new Dictionary<Player, DotState>();
readonly PlayerDictionary<DotState> dotStates;
readonly Lazy<HiddenUnderFog> huf;
readonly Lazy<FrozenUnderFog> fuf;
readonly Lazy<Disguise> disguise;
@@ -70,13 +70,12 @@ namespace OpenRA.Mods.RA.Effects
cloak = Exts.Lazy(() => self.TraitOrDefault<Cloak>());
frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
stateByPlayer = self.World.Players.ToDictionary(p => p, p => new DotState(p.PlayerActor.Trait<GpsWatcher>()));
dotStates = new PlayerDictionary<DotState>(self.World, player => new DotState(player.PlayerActor.Trait<GpsWatcher>()));
}
public bool IsDotVisible(Player toPlayer)
{
return stateByPlayer[toPlayer].IsTargetable;
return dotStates[toPlayer].IsTargetable;
}
bool IsTargetableBy(Player toPlayer, out bool shouldRenderIndicator)
@@ -122,11 +121,11 @@ namespace OpenRA.Mods.RA.Effects
if (!self.IsInWorld || self.IsDead)
return;
foreach (var player in self.World.Players)
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = stateByPlayer[player];
var state = dotStates[playerIndex];
var shouldRender = false;
var targetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(player, out shouldRender);
var targetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(world.Players[playerIndex], out shouldRender);
state.IsTargetable = targetable;
state.ShouldRender = targetable && shouldRender;
}
@@ -134,7 +133,7 @@ namespace OpenRA.Mods.RA.Effects
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (self.World.RenderPlayer == null || !stateByPlayer[self.World.RenderPlayer].ShouldRender || self.Disposed)
if (self.World.RenderPlayer == null || !dotStates[self.World.RenderPlayer].ShouldRender || self.Disposed)
return SpriteRenderable.None;
var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);