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])
{
if (actor.IsInWorld && actorsChecked.Add(actor))
{
var c = actor.CenterPosition;
if (actor.IsInWorld && left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
actorsInBox.Add(actor);
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)

View File

@@ -111,19 +111,14 @@ 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)
{

View File

@@ -45,10 +45,13 @@ namespace OpenRA.Mods.RA
public override void Tick(Actor self)
{
isActive = self.World.ActorsWithTrait<Production>()
.Any(x => x.Actor.Owner == self.Owner
&& x.Trait.Info.Produces.Contains(Info.Type));
isActive = false;
foreach (var x in self.World.ActorsWithTrait<Production>())
if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
{
isActive = true;
break;
}
base.Tick(self);
}

View File

@@ -110,32 +110,26 @@ namespace OpenRA.Mods.RA
IEnumerable<Actor> UnitsInRange()
{
return Self.World.FindActorsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
.Where(a => a.IsInWorld && a != Self && !a.Destroyed)
.Where(a => !a.Owner.NonCombatant);
.Where(a => a.IsInWorld && a != Self && !a.Destroyed && !a.Owner.NonCombatant);
}
bool IsClear(Actor self, Player currentOwner, Player originalOwner)
{
return UnitsInRange().Where(a => a.Owner != originalOwner)
.Where(a => a.Owner != currentOwner)
.Where(a => CanBeCapturedBy(a))
.All(a => WorldUtils.AreMutualAllies(a.Owner, currentOwner));
return UnitsInRange()
.All(a => a.Owner == originalOwner || a.Owner == currentOwner ||
WorldUtils.AreMutualAllies(a.Owner, currentOwner) || !CanBeCapturedBy(a));
}
// TODO exclude other NeutralActor that arent permanent
bool IsStillInRange(Actor self)
{
return UnitsInRange()
.Where(a => a.Owner == self.Owner)
.Where(a => CanBeCapturedBy(a))
.Any();
return UnitsInRange().Any(a => a.Owner == self.Owner && CanBeCapturedBy(a));
}
IEnumerable<Actor> CaptorsInRange(Actor self)
{
return UnitsInRange()
.Where(a => a.Owner != OriginalOwner)
.Where(a => CanBeCapturedBy(a));
.Where(a => a.Owner != OriginalOwner && CanBeCapturedBy(a));
}
// TODO exclude other NeutralActor that arent permanent
@@ -146,8 +140,8 @@ namespace OpenRA.Mods.RA
int CountPlayersNear(Actor self, Player ignoreMe)
{
return CaptorsInRange(self).Select(a => a.Owner)
.Distinct().Count(p => p != ignoreMe);
return CaptorsInRange(self).Select(a => a.Owner).Where(p => p != ignoreMe)
.Distinct().Count();
}
}
}