Centralize shroud changes in one pass to improve performance.
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@@ -215,9 +215,7 @@ namespace OpenRA.Traits
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readonly Player owner;
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readonly Dictionary<uint, FrozenActor> frozenActorsById;
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readonly SpatiallyPartitioned<uint> partitionedFrozenActorIds;
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readonly bool[] dirtyBins;
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readonly HashSet<uint> dirtyFrozenActorIds = new HashSet<uint>();
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readonly int rows, cols;
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public FrozenActorLayer(Actor self, FrozenActorLayerInfo info)
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{
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@@ -226,24 +224,10 @@ namespace OpenRA.Traits
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owner = self.Owner;
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frozenActorsById = new Dictionary<uint, FrozenActor>();
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// PERF: Partition the map into a series of coarse-grained bins and track changes in the shroud against
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// bin - marking that bin dirty if it changes. This is fairly cheap to track and allows us to perform the
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// expensive visibility update for frozen actors in these regions.
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partitionedFrozenActorIds = new SpatiallyPartitioned<uint>(
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world.Map.MapSize.X, world.Map.MapSize.Y, binSize);
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cols = world.Map.MapSize.X / binSize + 1;
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rows = world.Map.MapSize.Y / binSize + 1;
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dirtyBins = new bool[cols * rows];
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self.Trait<Shroud>().CellsChanged += cells =>
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{
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foreach (var cell in cells)
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{
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var x = cell.U / binSize;
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var y = cell.V / binSize;
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dirtyBins[y * cols + x] = true;
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}
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};
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self.Trait<Shroud>().OnShroudChanged += uv => dirtyFrozenActorIds.UnionWith(partitionedFrozenActorIds.At(new int2(uv.U, uv.V)));
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}
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public void Add(FrozenActor fa)
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@@ -285,8 +269,6 @@ namespace OpenRA.Traits
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void ITick.Tick(Actor self)
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{
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UpdateDirtyFrozenActorsFromDirtyBins();
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var frozenActorsToRemove = new List<FrozenActor>();
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VisibilityHash = 0;
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FrozenHash = 0;
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@@ -314,25 +296,6 @@ namespace OpenRA.Traits
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Remove(fa);
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}
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void UpdateDirtyFrozenActorsFromDirtyBins()
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{
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// Check which bins on the map were dirtied due to changes in the shroud and gather the frozen actors whose
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// footprint overlap with these bins.
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for (var y = 0; y < rows; y++)
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{
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for (var x = 0; x < cols; x++)
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{
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if (!dirtyBins[y * cols + x])
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continue;
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var box = new Rectangle(x * binSize, y * binSize, binSize, binSize);
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dirtyFrozenActorIds.UnionWith(partitionedFrozenActorIds.InBox(box));
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}
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}
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Array.Clear(dirtyBins, 0, dirtyBins.Length);
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}
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public virtual IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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return world.ScreenMap.RenderableFrozenActorsInBox(owner, wr.Viewport.TopLeft, wr.Viewport.BottomRight)
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