Reuse a HashSet for deduplicating footprints in AffectsShroud.
Shroud footprints are recalculated as actors move around the map, and thus this gets called quite often. This allows us to avoid allocating a new set and the CPU hit required to set it up each time.
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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@@ -30,6 +31,8 @@ namespace OpenRA.Mods.Common.Traits
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{
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static readonly PPos[] NoCells = { };
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readonly HashSet<PPos> footprint;
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[Sync] CPos cachedLocation;
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[Sync] bool cachedTraitDisabled;
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@@ -37,7 +40,11 @@ namespace OpenRA.Mods.Common.Traits
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protected abstract void RemoveCellsFromPlayerShroud(Actor self, Player player);
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public AffectsShroud(Actor self, AffectsShroudInfo info)
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: base(info) { }
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: base(info)
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{
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if (Info.Type == VisibilityType.Footprint)
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footprint = new HashSet<PPos>();
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}
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PPos[] ProjectedCells(Actor self)
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{
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@@ -47,9 +54,14 @@ namespace OpenRA.Mods.Common.Traits
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return NoCells;
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if (Info.Type == VisibilityType.Footprint)
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return self.OccupiesSpace.OccupiedCells()
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.SelectMany(kv => Shroud.ProjectedCellsInRange(map, kv.First, range, Info.MaxHeightDelta))
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.Distinct().ToArray();
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{
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// PERF: Reuse collection to avoid allocations.
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footprint.UnionWith(self.OccupiesSpace.OccupiedCells()
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.SelectMany(kv => Shroud.ProjectedCellsInRange(map, kv.First, range, Info.MaxHeightDelta)));
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var cells = footprint.ToArray();
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footprint.Clear();
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return cells;
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}
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var pos = self.CenterPosition;
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if (Info.Type == VisibilityType.GroundPosition)
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