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

@@ -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;