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.
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@@ -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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