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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@@ -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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