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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@@ -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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