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.
This commit is contained in:
RoosterDragon
2015-12-12 00:40:32 +00:00
parent 7cc8846d72
commit 8ec03ab3b7

View File

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