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

@@ -218,7 +218,7 @@ namespace OpenRA.Mods.RA.AI
if (!buildableThings.Any())
return null;
var unit = buildableThings.ElementAtOrDefault(Random.Next(buildableThings.Count()));
var unit = buildableThings.Random(Random);
return HasAdequateAirUnits(unit) ? unit : null;
}
@@ -231,11 +231,11 @@ namespace OpenRA.Mods.RA.AI
var myUnits = Player.World
.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == Player)
.Select(a => a.Actor.Info.Name).ToArray();
.Select(a => a.Actor.Info.Name).ToList();
foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Length)
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Count)
if (HasAdequateAirUnits(Map.Rules.Actors[unit.Key]))
return Map.Rules.Actors[unit.Key];
@@ -463,12 +463,9 @@ namespace OpenRA.Mods.RA.AI
{
var enemyUnits = World.FindActorsInCircle(pos, radius)
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>());
if (enemyUnits.Count > 0)
return enemyUnits.ClosestTo(pos);
return null;
return enemyUnits.ClosestTo(pos);
}
List<Actor> FindEnemyConstructionYards()
@@ -645,7 +642,7 @@ namespace OpenRA.Mods.RA.AI
{
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(BaseCenter), WRange.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == Player && !unit.HasTrait<Building>()
&& unit.HasTrait<AttackBase>()).ToList();
&& unit.HasTrait<AttackBase>());
foreach (var a in ownUnits)
protectSq.Units.Add(a);

View File

@@ -84,7 +84,7 @@ namespace OpenRA.Mods.RA.AI
if (leader == null)
return;
var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(owner.Units.Count) / 3)
.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToList();
.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToHashSet();
if (ownUnits.Count < owner.Units.Count)
{
owner.World.IssueOrder(new Order("Stop", leader, false));
@@ -94,11 +94,12 @@ namespace OpenRA.Mods.RA.AI
else
{
var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
.Where(a1 => !a1.Destroyed && !a1.IsDead).ToList();
var enemynearby = enemies.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList();
if (enemynearby.Any())
.Where(a1 => !a1.Destroyed && !a1.IsDead);
var enemynearby = enemies.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
var target = enemynearby.ClosestTo(leader.CenterPosition);
if (target != null)
{
owner.TargetActor = enemynearby.ClosestTo(leader.CenterPosition);
owner.TargetActor = target;
owner.FuzzyStateMachine.ChangeState(owner, new GroundUnitsAttackState(), true);
return;
}

View File

@@ -34,8 +34,8 @@ namespace OpenRA.Mods.RA.AI
{
var location = squad.Bot.BaseCenter;
var buildings = squad.World.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == squad.Bot.Player).Select(a => a.Actor).ToArray();
if (buildings.Length > 0)
.Where(a => a.Actor.Owner == squad.Bot.Player).Select(a => a.Actor).ToList();
if (buildings.Count > 0)
location = buildings.Random(squad.Random).Location;
return location;
}

View File

@@ -95,9 +95,9 @@ namespace OpenRA.Mods.RA.Traits
paxFacing.Add(passenger, passenger.Trait<IFacing>());
paxPos.Add(passenger, passenger.Trait<IPositionable>());
paxRender.Add(passenger, passenger.Trait<RenderSprites>());
armaments = armaments.Append(passenger.TraitsImplementing<Armament>()
.Where(a => info.Armaments.Contains(a.Info.Name))
.ToArray()).ToList();
armaments.AddRange(
passenger.TraitsImplementing<Armament>()
.Where(a => info.Armaments.Contains(a.Info.Name)));
}
public void PassengerExited(Actor self, Actor passenger)
@@ -189,7 +189,7 @@ namespace OpenRA.Mods.RA.Traits
base.Tick(self);
// Take a copy so that Tick() can remove animations
foreach (var m in muzzles.ToList())
foreach (var m in muzzles.ToArray())
m.Animation.Tick();
}
}

View File

@@ -137,11 +137,8 @@ namespace OpenRA.Mods.RA.Traits
return occupancy * 12;
}));
// Reverse the found-path to find the refinery location instead of our location:
path.Reverse();
if (path.Count != 0)
return refs[path[0]].Actor;
return refs[path.Last()].Actor;
return null;
}

View File

@@ -57,11 +57,11 @@ namespace OpenRA.Mods.RA.Traits
{
var range = ((ChronoshiftPowerInfo)Info).Range;
var tiles = Self.World.Map.FindTilesInCircle(xy, range);
var units = new List<Actor>();
var units = new HashSet<Actor>();
foreach (var t in tiles)
units.AddRange(Self.World.ActorMap.GetUnitsAt(t));
units.UnionWith(Self.World.ActorMap.GetUnitsAt(t));
return units.Distinct().Where(a => a.HasTrait<Chronoshiftable>() &&
return units.Where(a => a.HasTrait<Chronoshiftable>() &&
!a.TraitsImplementing<IPreventsTeleport>().Any(condition => condition.PreventsTeleport(a)));
}

View File

@@ -79,7 +79,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
var extractFiles = Game.ModData.Manifest.ContentInstaller.ExtractFilesFromCD;
var installCounter = 0;
var installTotal = copyFiles.Count() + extractFiles.Count();
var installTotal = copyFiles.Length + extractFiles.Length;
var onProgress = (Action<string>)(s => Game.RunAfterTick(() =>
{
progressBar.Percentage = installCounter * 100 / installTotal;

View File

@@ -188,19 +188,19 @@ namespace OpenRA.Mods.RA.Widgets
{
var bases = world.ActorsWithTrait<BaseBuilding>()
.Where(a => a.Actor.Owner == world.LocalPlayer)
.ToArray();
.Select(b => b.Actor)
.ToList();
if (!bases.Any())
return true;
var next = bases
.Select(b => b.Actor)
.SkipWhile(b => !world.Selection.Actors.Contains(b))
.Skip(1)
.FirstOrDefault();
if (next == null)
next = bases.Select(b => b.Actor).First();
next = bases.First();
world.Selection.Combine(world, new Actor[] { next }, false, true);
@@ -212,19 +212,19 @@ namespace OpenRA.Mods.RA.Widgets
var facilities = world.ActorsWithTrait<Production>()
.Where(a => a.Actor.Owner == world.LocalPlayer && !a.Actor.HasTrait<BaseBuilding>())
.OrderBy(f => f.Actor.Info.Traits.Get<ProductionInfo>().Produces.First())
.ToArray();
.Select(b => b.Actor)
.ToList();
if (!facilities.Any())
return true;
var next = facilities
.Select(b => b.Actor)
.SkipWhile(b => !world.Selection.Actors.Contains(b))
.Skip(1)
.FirstOrDefault();
if (next == null)
next = facilities.Select(b => b.Actor).First();
next = facilities.First();
world.Selection.Combine(world, new Actor[] { next }, false, true);