When a render method has nothing to render, eagerly return.

By eagerly returning an empty enumerable in these cases, this avoids allocating an enumerable for the whole render method if nothing will be drawn.
This commit is contained in:
RoosterDragon
2020-10-11 11:57:22 +01:00
committed by abcdefg30
parent 87389d3051
commit 8d3cec5bea
3 changed files with 34 additions and 17 deletions

View File

@@ -55,13 +55,18 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
{
if (debugVis == null || !debugVis.CombatGeometry || self.World.FogObscures(self))
yield break;
return Enumerable.Empty<IRenderable>();
return RenderAnnotations(self, wr);
}
IEnumerable<IRenderable> RenderAnnotations(Actor self, WorldRenderer wr)
{
var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList();
if (blockers.Count > 0)
{
var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length));
yield return new LineAnnotationRenderable(self.CenterPosition, self.CenterPosition + height, 1, Color.Orange);
yield return new LineAnnotationRenderable(self.CenterPosition, self.CenterPosition + height, 1, Color.Orange);
}
var activeShapes = shapes.Where(Exts.IsTraitEnabled);

View File

@@ -90,8 +90,13 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<WPos> ITargetablePositions.TargetablePositions(Actor self)
{
if (IsTraitDisabled)
yield break;
return Enumerable.Empty<WPos>();
return TargetablePositions(self);
}
IEnumerable<WPos> TargetablePositions(Actor self)
{
if (Info.UseTargetableCellsOffsets && targetableCells != null)
foreach (var c in targetableCells.TargetableCells())
yield return self.World.Map.CenterOfCell(c.Cell);

View File

@@ -63,17 +63,27 @@ namespace OpenRA.Mods.Common.Traits
ShowTargetLines(self);
}
IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
bool ShouldRender(Actor self)
{
if (!self.Owner.IsAlliedWith(self.World.LocalPlayer) || Game.Settings.Game.TargetLines == TargetLinesType.Disabled)
yield break;
return false;
// Players want to see the lines when in waypoint mode.
var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift) || self.World.OrderGenerator is ForceModifiersOrderGenerator;
if (Game.RunTime > lifetime && !force)
yield break;
return force || Game.RunTime <= lifetime;
}
IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
{
if (!ShouldRender(self))
return Enumerable.Empty<IRenderable>();
return RenderAboveShroud(self, wr);
}
IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr)
{
var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
var a = self.CurrentActivity;
for (; a != null; a = a.NextActivity)
@@ -87,13 +97,7 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
{
if (!self.Owner.IsAlliedWith(self.World.LocalPlayer) || Game.Settings.Game.TargetLines == TargetLinesType.Disabled)
return Enumerable.Empty<IRenderable>();
// Players want to see the lines when in waypoint mode.
var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift) || self.World.OrderGenerator is ForceModifiersOrderGenerator;
if (Game.RunTime > lifetime && !force)
if (!ShouldRender(self))
return Enumerable.Empty<IRenderable>();
renderableCache.Clear();
@@ -108,8 +112,8 @@ namespace OpenRA.Mods.Common.Traits
{
if (n.Target.Type != TargetType.Invalid && n.Tile == null)
{
var lineWidth = renderableCache.Any() ? info.QueuedLineWidth : info.LineWidth;
var markerWidth = renderableCache.Any() ? info.QueuedMarkerWidth : info.MarkerWidth;
var lineWidth = renderableCache.Count > 0 ? info.QueuedLineWidth : info.LineWidth;
var markerWidth = renderableCache.Count > 0 ? info.QueuedMarkerWidth : info.MarkerWidth;
var pos = n.Target.CenterPosition;
renderableCache.Add(new TargetLineRenderable(new[] { prev, pos }, n.Color, lineWidth, markerWidth));
@@ -118,9 +122,12 @@ namespace OpenRA.Mods.Common.Traits
}
}
if (renderableCache.Count == 0)
return Enumerable.Empty<IRenderable>();
// Reverse draw order so target markers are drawn on top of the next line
renderableCache.Reverse();
return renderableCache;
return renderableCache.ToArray();
}
bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable { get { return false; } }