Merge pull request #7560 from RoosterDragon/let-it-go
Speed up frozen actor updates & prevent flicker
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@@ -48,7 +48,6 @@ namespace OpenRA.Mods.Common.Traits
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footprint = footprintCells.Select(cell => cell.ToMPos(init.World.Map)).ToArray();
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footprintRegion = CellRegion.BoundingRegion(init.World.Map.TileShape, footprintCells);
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tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<IToolTip>().FirstOrDefault());
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tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<IToolTip>().FirstOrDefault());
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health = Exts.Lazy(() => init.Self.TraitOrDefault<Health>());
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frozen = new Dictionary<Player, FrozenActor>();
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@@ -66,55 +65,43 @@ namespace OpenRA.Mods.Common.Traits
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return;
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VisibilityHash = 0;
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foreach (var p in self.World.Players)
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{
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// We are doing the following LINQ manually to avoid allocating an extra delegate since this is a hot path.
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// var isVisible = footprint.Any(p.Shroud.IsVisibleTest(footprintRegion));
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var isVisibleTest = p.Shroud.IsVisibleTest(footprintRegion);
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var isVisible = false;
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foreach (var uv in footprint)
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if (isVisibleTest(uv))
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{
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isVisible = true;
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break;
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}
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visible[p] = isVisible;
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if (isVisible)
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VisibilityHash += p.ClientIndex;
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}
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if (!initialized)
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{
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foreach (var p in self.World.Players)
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{
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visible[p] |= startsRevealed;
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p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprint, footprintRegion));
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}
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initialized = true;
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}
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foreach (var player in self.World.Players)
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{
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if (!visible[player])
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bool isVisible;
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FrozenActor frozenActor;
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if (!initialized)
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{
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frozen[player] = frozenActor = new FrozenActor(self, footprint, footprintRegion, player.Shroud);
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player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
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isVisible = visible[player] |= startsRevealed;
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}
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else
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{
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frozenActor = frozen[player];
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isVisible = visible[player] = !frozenActor.Visible;
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}
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if (isVisible)
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VisibilityHash += player.ClientIndex;
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else
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continue;
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var actor = frozen[player];
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actor.Owner = self.Owner;
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frozenActor.Owner = self.Owner;
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if (health.Value != null)
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{
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actor.HP = health.Value.HP;
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actor.DamageState = health.Value.DamageState;
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frozenActor.HP = health.Value.HP;
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frozenActor.DamageState = health.Value.DamageState;
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}
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if (tooltip.Value != null)
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{
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actor.TooltipInfo = tooltip.Value.TooltipInfo;
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actor.TooltipOwner = tooltip.Value.Owner;
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frozenActor.TooltipInfo = tooltip.Value.TooltipInfo;
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frozenActor.TooltipOwner = tooltip.Value.Owner;
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}
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}
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initialized = true;
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}
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public void TickRender(WorldRenderer wr, Actor self)
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