Tackle the last of the low hanging fruit for memory allocations in the main game loop.
- Avoid calling string.Split twice in SprintFont.Measure. - Change ActorsInBox method of ActorMap and ScreenMap to avoid allocating and intermediate list. As a bonus this allows the sequence to be lazily consumed. Also avoid LINQ in these methods. - In FrozenUnderFog.TickRender, the method exits early if no players are visible so the attempt at lazy generation was not needed. - Unwrap a LINQ Any call in ClassicProductionQueue.Tick. - Merge some successive Where calls in ProximityCapturable into single predicates.
This commit is contained in:
@@ -85,7 +85,8 @@ namespace OpenRA.Graphics
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public int2 Measure(string text)
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{
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return new int2((int)text.Split('\n').Max(s => s.Sum(a => glyphs[Pair.New(a, Color.White)].Advance)), text.Split('\n').Count()*size);
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var lines = text.Split('\n');
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return new int2((int)Math.Ceiling(lines.Max(s => s.Sum(a => glyphs[Pair.New(a, Color.White)].Advance))), lines.Length * size);
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}
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Cache<Pair<char,Color>, GlyphInfo> glyphs;
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@@ -189,21 +189,22 @@ namespace OpenRA.Traits
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var j1 = (top / info.BinSize).Clamp(0, rows - 1);
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var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
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var actorsInBox = new List<Actor>();
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var actorsChecked = new HashSet<Actor>();
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for (var j = j1; j <= j2; j++)
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{
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for (var i = i1; i <= i2; i++)
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{
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foreach (var actor in actors[j * cols + i])
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{
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var c = actor.CenterPosition;
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if (actor.IsInWorld && left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
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actorsInBox.Add(actor);
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if (actor.IsInWorld && actorsChecked.Add(actor))
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{
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var c = actor.CenterPosition;
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if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
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yield return actor;
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}
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}
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}
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}
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return actorsInBox.Distinct();
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}
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}
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}
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@@ -153,14 +153,15 @@ namespace OpenRA.Traits
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var top = (r.Top / info.BinSize).Clamp(0, rows - 1);
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var bottom = (r.Bottom / info.BinSize).Clamp(0, rows - 1);
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var actorsInBox = new List<Actor>();
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var actorsChecked = new HashSet<Actor>();
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for (var j = top; j <= bottom; j++)
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for (var i = left; i <= right; i++)
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actorsInBox.AddRange(actors[j * cols + i]
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.Where(kv => kv.Key.IsInWorld && kv.Value.IntersectsWith(r))
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.Select(kv => kv.Key));
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return actorsInBox.Distinct();
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foreach (var kvp in actors[j * cols + i])
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{
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var actor = kvp.Key;
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if (actor.IsInWorld && kvp.Value.IntersectsWith(r) && actorsChecked.Add(actor))
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yield return actor;
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}
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}
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public IEnumerable<FrozenActor> FrozenActorsInBox(Player p, int2 a, int2 b)
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@@ -111,18 +111,13 @@ namespace OpenRA.Mods.RA
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public void TickRender(WorldRenderer wr, Actor self)
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{
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if (self.Destroyed || !initialized || !visible.Any(v => v.Value))
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if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
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return;
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IRenderable[] renderables = null;
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var renderables = self.Render(wr).ToArray();
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foreach (var player in self.World.Players)
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if (visible[player])
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{
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// Lazily generate a copy of the underlying data.
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if (renderables == null)
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renderables = self.Render(wr).ToArray();
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frozen[player].Renderables = renderables;
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}
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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@@ -45,10 +45,13 @@ namespace OpenRA.Mods.RA
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public override void Tick(Actor self)
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{
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isActive = self.World.ActorsWithTrait<Production>()
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.Any(x => x.Actor.Owner == self.Owner
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&& x.Trait.Info.Produces.Contains(Info.Type));
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isActive = false;
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foreach (var x in self.World.ActorsWithTrait<Production>())
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if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
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{
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isActive = true;
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break;
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}
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base.Tick(self);
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}
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@@ -110,32 +110,26 @@ namespace OpenRA.Mods.RA
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IEnumerable<Actor> UnitsInRange()
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{
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return Self.World.FindActorsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
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.Where(a => a.IsInWorld && a != Self && !a.Destroyed)
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.Where(a => !a.Owner.NonCombatant);
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.Where(a => a.IsInWorld && a != Self && !a.Destroyed && !a.Owner.NonCombatant);
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}
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bool IsClear(Actor self, Player currentOwner, Player originalOwner)
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{
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return UnitsInRange().Where(a => a.Owner != originalOwner)
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.Where(a => a.Owner != currentOwner)
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.Where(a => CanBeCapturedBy(a))
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.All(a => WorldUtils.AreMutualAllies(a.Owner, currentOwner));
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return UnitsInRange()
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.All(a => a.Owner == originalOwner || a.Owner == currentOwner ||
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WorldUtils.AreMutualAllies(a.Owner, currentOwner) || !CanBeCapturedBy(a));
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}
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// TODO exclude other NeutralActor that arent permanent
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bool IsStillInRange(Actor self)
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{
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return UnitsInRange()
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.Where(a => a.Owner == self.Owner)
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.Where(a => CanBeCapturedBy(a))
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.Any();
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return UnitsInRange().Any(a => a.Owner == self.Owner && CanBeCapturedBy(a));
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}
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IEnumerable<Actor> CaptorsInRange(Actor self)
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{
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return UnitsInRange()
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.Where(a => a.Owner != OriginalOwner)
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.Where(a => CanBeCapturedBy(a));
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.Where(a => a.Owner != OriginalOwner && CanBeCapturedBy(a));
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}
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// TODO exclude other NeutralActor that arent permanent
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@@ -146,8 +140,8 @@ namespace OpenRA.Mods.RA
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int CountPlayersNear(Actor self, Player ignoreMe)
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{
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return CaptorsInRange(self).Select(a => a.Owner)
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.Distinct().Count(p => p != ignoreMe);
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return CaptorsInRange(self).Select(a => a.Owner).Where(p => p != ignoreMe)
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.Distinct().Count();
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}
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}
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}
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