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

@@ -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);