Checked LINQ queries and collections for inefficiencies.

- Made Array.IndexOf available via extension method.
- Made ToHashSet extension method.
- Change collections queried often via Contains into sets.
- Avoid Count() extension if Count or Length property exist.
- Made Count() > 0 checks and variations calls to Any() instead.
- Don't call ToList/ToArray if there is no benefit to materializing the sequence.
- If the sequence does benefit from materialization, follow this general pattern:
  - Collection queried often via Contains use ToHashSet to speed up lookups.
  - Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size.
  - Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
This commit is contained in:
RoosterDragon
2014-05-23 19:52:44 +01:00
committed by RoosterDragon
parent f5f3747338
commit 82bea961ba
44 changed files with 151 additions and 126 deletions

View File

@@ -46,7 +46,7 @@ namespace OpenRA
public class MapPreview
{
static readonly List<CPos> NoSpawns = new List<CPos>();
static readonly CPos[] NoSpawns = new CPos[] { };
MapCache cache;
public readonly string Uid;
@@ -54,7 +54,7 @@ namespace OpenRA
public string Type { get; private set; }
public string Author { get; private set; }
public int PlayerCount { get; private set; }
public List<CPos> SpawnPoints { get; private set; }
public CPos[] SpawnPoints { get; private set; }
public Rectangle Bounds { get; private set; }
public Bitmap CustomPreview { get; private set; }
public Map Map { get; private set; }
@@ -112,7 +112,7 @@ namespace OpenRA
Author = m.Author;
PlayerCount = m.Players.Count(x => x.Value.Playable);
Bounds = m.Bounds;
SpawnPoints = m.GetSpawnPoints().ToList();
SpawnPoints = m.GetSpawnPoints();
CustomPreview = m.CustomPreview;
Status = MapStatus.Available;
Class = classification;
@@ -143,9 +143,9 @@ namespace OpenRA
PlayerCount = r.players;
Bounds = r.bounds;
var spawns = new List<CPos>();
var spawns = new CPos[r.spawnpoints.Length / 2];
for (var j = 0; j < r.spawnpoints.Length; j += 2)
spawns.Add(new CPos(r.spawnpoints[j], r.spawnpoints[j + 1]));
spawns[j / 2] = new CPos(r.spawnpoints[j], r.spawnpoints[j + 1]);
SpawnPoints = spawns;
CustomPreview = new Bitmap(new MemoryStream(Convert.FromBase64String(r.minimap)));