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

@@ -29,9 +29,9 @@ namespace OpenRA.Mods.Common.Traits
public void WorldLoaded(World world, WorldRenderer wr)
{
domainIndexes = new Dictionary<uint, MovementClassDomainIndex>();
var movementClasses = new HashSet<uint>(
var movementClasses =
world.Map.Rules.Actors.Where(ai => ai.Value.Traits.Contains<MobileInfo>())
.Select(ai => (uint)ai.Value.Traits.Get<MobileInfo>().GetMovementClass(world.TileSet)));
.Select(ai => (uint)ai.Value.Traits.Get<MobileInfo>().GetMovementClass(world.TileSet)).Distinct();
foreach (var mc in movementClasses)
domainIndexes[mc] = new MovementClassDomainIndex(world, mc);
@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Traits
/// Regenerate the domain index for a group of cells
public void UpdateCells(World world, IEnumerable<CPos> cells)
{
var dirty = new HashSet<CPos>(cells);
var dirty = cells.ToHashSet();
foreach (var index in domainIndexes)
index.Value.UpdateCells(world, dirty);
}

View File

@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
public void WorldLoaded(World world, WorldRenderer wr)
{
var spawns = world.Map.GetSpawnPoints().ToList();
var spawns = world.Map.GetSpawnPoints();
var taken = world.LobbyInfo.Clients.Where(c => c.SpawnPoint != 0 && c.Slot != null)
.Select(c => spawns[c.SpawnPoint - 1]).ToList();
var available = spawns.Except(taken).ToList();
@@ -85,4 +85,4 @@ namespace OpenRA.Mods.Common.Traits
return sp;
}
}
}
}

View File

@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
}
// Add map smudges
foreach (var s in w.Map.Smudges.Value.Where(s => smudges.Keys.Contains(s.Type)))
foreach (var s in w.Map.Smudges.Value.Where(s => smudges.ContainsKey(s.Type)))
{
var smudge = new Smudge
{