Spatially partition frozen actor layer.
Track changes in the shroud in a spatial partition in frozen actor layer. This allows us to run the expensive visibility updates only on frozen actors with a footprint in affected partitions, rather than on all frozen actors every time.
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@@ -13,13 +13,17 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Traits
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{
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[Desc("Required for FrozenUnderFog to work. Attach this to the player actor.")]
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public class FrozenActorLayerInfo : ITraitInfo
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public class FrozenActorLayerInfo : Requires<ShroudInfo>, ITraitInfo
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{
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public object Create(ActorInitializer init) { return new FrozenActorLayer(init.Self); }
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[Desc("Size of partition bins (cells)")]
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public readonly int BinSize = 10;
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public object Create(ActorInitializer init) { return new FrozenActorLayer(init.Self, this); }
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}
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public class FrozenActor
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@@ -74,13 +78,11 @@ namespace OpenRA.Traits
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public void Tick()
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{
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UpdateVisibility();
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if (flashTicks > 0)
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flashTicks--;
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}
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void UpdateVisibility()
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public void UpdateVisibility()
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{
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var wasVisible = Visible;
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Shrouded = true;
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@@ -146,54 +148,127 @@ namespace OpenRA.Traits
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[Sync] public int VisibilityHash;
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[Sync] public int FrozenHash;
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readonly int binSize;
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readonly World world;
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readonly Player owner;
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readonly Dictionary<uint, FrozenActor> frozen;
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readonly Dictionary<uint, FrozenActor> frozenActorsById;
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readonly SpatiallyPartitioned<uint> partitionedFrozenActorIds;
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readonly bool[] dirtyBins;
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readonly HashSet<uint> dirtyFrozenActorIds = new HashSet<uint>();
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public FrozenActorLayer(Actor self)
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public FrozenActorLayer(Actor self, FrozenActorLayerInfo info)
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{
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binSize = info.BinSize;
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world = self.World;
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owner = self.Owner;
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frozen = new Dictionary<uint, FrozenActor>();
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frozenActorsById = new Dictionary<uint, FrozenActor>();
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// PERF: Partition the map into a series of coarse-grained bins and track changes in the shroud against
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// bin - marking that bin dirty if it changes. This is fairly cheap to track and allows us to perform the
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// expensive visibility update for frozen actors in these regions.
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partitionedFrozenActorIds = new SpatiallyPartitioned<uint>(
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world.Map.MapSize.X, world.Map.MapSize.Y, binSize);
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var maxX = world.Map.MapSize.X / binSize + 1;
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var maxY = world.Map.MapSize.Y / binSize + 1;
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dirtyBins = new bool[maxX * maxY];
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self.Trait<Shroud>().CellsChanged += cells =>
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{
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foreach (var cell in cells)
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{
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var x = cell.U / binSize;
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var y = cell.V / binSize;
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dirtyBins[y * maxX + x] = true;
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}
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};
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}
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public void Add(FrozenActor fa)
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{
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frozen.Add(fa.ID, fa);
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frozenActorsById.Add(fa.ID, fa);
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world.ScreenMap.Add(owner, fa);
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partitionedFrozenActorIds.Add(fa.ID, FootprintBounds(fa));
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}
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Rectangle FootprintBounds(FrozenActor fa)
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{
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var p1 = fa.Footprint[0];
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var minU = p1.U;
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var maxU = p1.U;
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var minV = p1.V;
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var maxV = p1.V;
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foreach (var p in fa.Footprint)
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{
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if (minU > p.U)
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minU = p.U;
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else if (maxU < p.U)
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maxU = p.U;
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if (minV > p.V)
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minV = p.V;
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else if (maxV < p.V)
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maxV = p.V;
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}
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return Rectangle.FromLTRB(minU, minV, maxU, maxV);
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}
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public void Tick(Actor self)
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{
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var remove = new List<uint>();
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UpdateDirtyFrozenActorsFromDirtyBins();
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var idsToRemove = new List<uint>();
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VisibilityHash = 0;
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FrozenHash = 0;
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// TODO: Track shroud updates using Shroud.CellsChanged
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// and then only tick FrozenActors that might have changed
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foreach (var kvp in frozen)
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foreach (var kvp in frozenActorsById)
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{
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var hash = (int)kvp.Key;
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var id = kvp.Key;
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var hash = (int)id;
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FrozenHash += hash;
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var frozenActor = kvp.Value;
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frozenActor.Tick();
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if (dirtyFrozenActorIds.Contains(id))
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frozenActor.UpdateVisibility();
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if (frozenActor.ShouldBeRemoved(owner))
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remove.Add(kvp.Key);
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idsToRemove.Add(id);
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else if (frozenActor.Visible)
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VisibilityHash += hash;
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else if (frozenActor.Actor == null)
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remove.Add(kvp.Key);
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idsToRemove.Add(id);
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}
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foreach (var actorID in remove)
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dirtyFrozenActorIds.Clear();
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foreach (var id in idsToRemove)
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{
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world.ScreenMap.Remove(owner, frozen[actorID]);
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frozen.Remove(actorID);
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partitionedFrozenActorIds.Remove(id);
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world.ScreenMap.Remove(owner, frozenActorsById[id]);
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frozenActorsById.Remove(id);
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}
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}
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void UpdateDirtyFrozenActorsFromDirtyBins()
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{
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// Check which bins on the map were dirtied due to changes in the shroud and gather the frozen actors whose
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// footprint overlap with these bins.
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var maxX = world.Map.MapSize.X / binSize + 1;
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var maxY = world.Map.MapSize.Y / binSize + 1;
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for (var y = 0; y < maxY; y++)
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{
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for (var x = 0; x < maxX; x++)
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{
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if (!dirtyBins[y * maxX + x])
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continue;
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var box = new Rectangle(x * binSize, y * binSize, binSize, binSize);
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dirtyFrozenActorIds.UnionWith(partitionedFrozenActorIds.InBox(box));
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}
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}
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Array.Clear(dirtyBins, 0, dirtyBins.Length);
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}
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public virtual IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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return world.ScreenMap.FrozenActorsInBox(owner, wr.Viewport.TopLeft, wr.Viewport.BottomRight)
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@@ -203,11 +278,11 @@ namespace OpenRA.Traits
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public FrozenActor FromID(uint id)
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{
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FrozenActor ret;
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if (!frozen.TryGetValue(id, out ret))
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FrozenActor fa;
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if (!frozenActorsById.TryGetValue(id, out fa))
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return null;
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return ret;
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return fa;
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}
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}
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}
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