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.
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committed by
RoosterDragon
parent
f5f3747338
commit
82bea961ba
@@ -57,9 +57,9 @@ namespace OpenRA.Mods.D2k.Traits
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var types = world.Selection.Actors.Where(a => a.IsInWorld && (a.World.LocalPlayer == a.Owner))
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.SelectMany(a => a.TraitsImplementing<Production>())
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.SelectMany(t => t.Info.Produces)
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.ToArray();
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.ToHashSet();
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if (types.Length == 0)
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if (types.Count == 0)
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return;
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palette.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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@@ -215,12 +215,12 @@ namespace OpenRA.Mods.D2k.Widgets
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if (queue != null)
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{
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var buildableItems = queue.BuildableItems().ToArray();
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var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder).ToArray();
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var buildableItems = queue.BuildableItems().ToList();
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var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder).ToList();
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var overlayBits = new List<Pair<Sprite, float2>>();
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var textBits = new List<Pair<float2, string>>();
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numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);
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numActualRows = Math.Max((allBuildables.Count + Columns - 1) / Columns, Rows);
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// Palette Background
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "top"), new float2(origin.X - 9, origin.Y - 9));
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