Merge dictionaries in GpsDot.

This speeds up GpsDot.Tick as it requires only one dictionary lookup per player rather than two.
This commit is contained in:
RoosterDragon
2015-11-26 22:09:35 +00:00
parent 8230be6a14
commit 87d35a75da

View File

@@ -37,14 +37,22 @@ namespace OpenRA.Mods.RA.Effects
readonly GpsDotInfo info;
readonly Animation anim;
readonly Dictionary<Player, bool> showToPlayer = new Dictionary<Player, bool>();
readonly Dictionary<Player, DotState> stateByPlayer = new Dictionary<Player, DotState>();
readonly Lazy<HiddenUnderFog> huf;
readonly Lazy<FrozenUnderFog> fuf;
readonly Lazy<Disguise> disguise;
readonly Lazy<Cloak> cloak;
readonly Cache<Player, FrozenActorLayer> frozen;
Lazy<HiddenUnderFog> huf;
Lazy<FrozenUnderFog> fuf;
Lazy<Disguise> disguise;
Lazy<Cloak> cloak;
Cache<Player, GpsWatcher> watcher;
Cache<Player, FrozenActorLayer> frozen;
class DotState
{
public readonly GpsWatcher Gps;
public bool IsVisible;
public DotState(GpsWatcher gps)
{
Gps = gps;
}
}
public GpsDot(Actor self, GpsDotInfo info)
{
@@ -60,15 +68,14 @@ namespace OpenRA.Mods.RA.Effects
disguise = Exts.Lazy(() => self.TraitOrDefault<Disguise>());
cloak = Exts.Lazy(() => self.TraitOrDefault<Cloak>());
watcher = new Cache<Player, GpsWatcher>(p => p.PlayerActor.Trait<GpsWatcher>());
frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
showToPlayer = self.World.Players.ToDictionary(x => x, x => false);
stateByPlayer = self.World.Players.ToDictionary(p => p, p => new DotState(p.PlayerActor.Trait<GpsWatcher>()));
}
public bool IsDotVisible(Player toPlayer)
{
return showToPlayer[toPlayer];
return stateByPlayer[toPlayer].IsVisible;
}
bool ShouldShowIndicator(Player toPlayer)
@@ -106,14 +113,14 @@ namespace OpenRA.Mods.RA.Effects
foreach (var player in self.World.Players)
{
var gps = watcher[player];
showToPlayer[player] = (gps.Granted || gps.GrantedAllies) && ShouldShowIndicator(player);
var state = stateByPlayer[player];
state.IsVisible = (state.Gps.Granted || state.Gps.GrantedAllies) && ShouldShowIndicator(player);
}
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (self.World.RenderPlayer == null || !showToPlayer[self.World.RenderPlayer] || self.Disposed)
if (self.World.RenderPlayer == null || !IsDotVisible(self.World.RenderPlayer) || self.Disposed)
return SpriteRenderable.None;
var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);