Added comments in performance sensitive code.
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@@ -33,6 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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public static bool HasCellCondition(this CellConditions c, CellConditions cellCondition)
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{
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// PERF: Enum.HasFlag is slower and requires allocations.
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return (c & cellCondition) == cellCondition;
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}
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}
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@@ -132,6 +133,8 @@ namespace OpenRA.Mods.Common.Traits
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internal readonly TerrainInfo[] TerrainInfos;
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internal WorldMovementInfo(World world, MobileInfo info)
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{
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// PERF: This struct allows us to cache the terrain info for the tileset used by the world.
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// This allows us to speed up some performance-sensitive pathfinding calculations.
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World = world;
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TerrainInfos = info.TilesetTerrainInfo[world.TileSet];
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}
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@@ -217,6 +220,7 @@ namespace OpenRA.Mods.Common.Traits
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if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
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return true;
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// PERF: Avoid LINQ.
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foreach (var otherActor in world.ActorMap.GetActorsAt(cell))
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if (IsBlockedBy(self, otherActor, ignoreActor, check))
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return false;
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@@ -242,6 +246,7 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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// If the other actor in our way cannot be crushed, we are blocked.
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// PERF: Avoid LINQ.
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var crushables = otherActor.TraitsImplementing<ICrushable>();
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var lacksCrushability = true;
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foreach (var crushable in crushables)
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@@ -114,6 +114,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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else
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{
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// PERF: Minimize lookup cost by combining all state into one, and using an array rather than a dictionary.
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var state = stateByPlayerIndex[i];
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frozenActor = state.FrozenActor;
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isVisible = !frozenActor.Visible;
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@@ -48,6 +48,7 @@ namespace OpenRA.Mods.Common.Traits
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public override void Tick(Actor self)
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{
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// PERF: Avoid LINQ.
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isActive = false;
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foreach (var x in self.World.ActorsWithTrait<Production>())
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{
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@@ -226,6 +226,8 @@ namespace OpenRA.Mods.Common.Traits
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void DirtyCells(IEnumerable<PPos> cells)
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{
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// PERF: Many cells in the shroud change every tick. We only track the changes here and defer the real work
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// we need to do until we render. This allows us to avoid wasted work.
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cellsDirty.UnionWith(cells);
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}
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