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

@@ -111,18 +111,13 @@ namespace OpenRA.Mods.RA
public void TickRender(WorldRenderer wr, Actor self)
{
if (self.Destroyed || !initialized || !visible.Any(v => v.Value))
if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
return;
IRenderable[] renderables = null;
var renderables = self.Render(wr).ToArray();
foreach (var player in self.World.Players)
if (visible[player])
{
// Lazily generate a copy of the underlying data.
if (renderables == null)
renderables = self.Render(wr).ToArray();
frozen[player].Renderables = renderables;
}
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)