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:
RoosterDragon
2014-06-21 01:31:19 +01:00
parent a5d765e100
commit 8a60880cf1
6 changed files with 33 additions and 38 deletions

View File

@@ -85,7 +85,8 @@ namespace OpenRA.Graphics
public int2 Measure(string text)
{
return new int2((int)text.Split('\n').Max(s => s.Sum(a => glyphs[Pair.New(a, Color.White)].Advance)), text.Split('\n').Count()*size);
var lines = text.Split('\n');
return new int2((int)Math.Ceiling(lines.Max(s => s.Sum(a => glyphs[Pair.New(a, Color.White)].Advance))), lines.Length * size);
}
Cache<Pair<char,Color>, GlyphInfo> glyphs;

View File

@@ -189,21 +189,22 @@ namespace OpenRA.Traits
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
var actorsInBox = new List<Actor>();
var actorsChecked = new HashSet<Actor>();
for (var j = j1; j <= j2; j++)
{
for (var i = i1; i <= i2; i++)
{
foreach (var actor in actors[j * cols + i])
{
var c = actor.CenterPosition;
if (actor.IsInWorld && left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
actorsInBox.Add(actor);
if (actor.IsInWorld && actorsChecked.Add(actor))
{
var c = actor.CenterPosition;
if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
yield return actor;
}
}
}
}
return actorsInBox.Distinct();
}
}
}

View File

@@ -153,14 +153,15 @@ namespace OpenRA.Traits
var top = (r.Top / info.BinSize).Clamp(0, rows - 1);
var bottom = (r.Bottom / info.BinSize).Clamp(0, rows - 1);
var actorsInBox = new List<Actor>();
var actorsChecked = new HashSet<Actor>();
for (var j = top; j <= bottom; j++)
for (var i = left; i <= right; i++)
actorsInBox.AddRange(actors[j * cols + i]
.Where(kv => kv.Key.IsInWorld && kv.Value.IntersectsWith(r))
.Select(kv => kv.Key));
return actorsInBox.Distinct();
foreach (var kvp in actors[j * cols + i])
{
var actor = kvp.Key;
if (actor.IsInWorld && kvp.Value.IntersectsWith(r) && actorsChecked.Add(actor))
yield return actor;
}
}
public IEnumerable<FrozenActor> FrozenActorsInBox(Player p, int2 a, int2 b)