Merge pull request #10208 from RoosterDragon/perf-comments

Added some performance comments
This commit is contained in:
atlimit8
2015-12-13 20:46:07 -06:00
28 changed files with 91 additions and 36 deletions

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@@ -97,6 +97,9 @@ namespace OpenRA
} }
} }
// PERF: Cache all these traits as soon as the actor is created. This is a fairly cheap one-off cost per
// actor that allows us to provide some fast implementations of commonly used methods that are relied on by
// performance-sensitive parts of the core game engine, such as pathfinding, visibility and rendering.
Bounds = DetermineBounds(); Bounds = DetermineBounds();
VisualBounds = DetermineVisualBounds(); VisualBounds = DetermineVisualBounds();
EffectiveOwner = TraitOrDefault<IEffectiveOwner>(); EffectiveOwner = TraitOrDefault<IEffectiveOwner>();
@@ -149,6 +152,7 @@ namespace OpenRA
public IEnumerable<IRenderable> Render(WorldRenderer wr) public IEnumerable<IRenderable> Render(WorldRenderer wr)
{ {
// PERF: Avoid LINQ.
var renderables = Renderables(wr); var renderables = Renderables(wr);
foreach (var modifier in renderModifiers) foreach (var modifier in renderModifiers)
renderables = modifier.ModifyRender(this, wr, renderables); renderables = modifier.ModifyRender(this, wr, renderables);
@@ -157,6 +161,13 @@ namespace OpenRA
IEnumerable<IRenderable> Renderables(WorldRenderer wr) IEnumerable<IRenderable> Renderables(WorldRenderer wr)
{ {
// PERF: Avoid LINQ.
// Implementations of Render are permitted to return both an eagerly materialized collection or a lazily
// generated sequence.
// For large amounts of renderables, a lazily generated sequence (e.g. as returned by LINQ, or by using
// `yield`) will avoid the need to allocate a large collection.
// For small amounts of renderables, allocating a small collection can often be faster and require less
// memory than creating the objects needed to represent a sequence.
foreach (var render in renders) foreach (var render in renders)
foreach (var renderable in render.Render(this, wr)) foreach (var renderable in render.Render(this, wr))
yield return renderable; yield return renderable;
@@ -206,6 +217,7 @@ namespace OpenRA
public override string ToString() public override string ToString()
{ {
// PERF: Avoid format strings.
var name = Info.Name + " " + ActorID; var name = Info.Name + " " + ActorID;
if (!IsInWorld) if (!IsInWorld)
name += " (not in world)"; name += " (not in world)";
@@ -305,6 +317,7 @@ namespace OpenRA
public bool IsDisabled() public bool IsDisabled()
{ {
// PERF: Avoid LINQ.
foreach (var disable in disables) foreach (var disable in disables)
if (disable.Disabled) if (disable.Disabled)
return true; return true;
@@ -313,6 +326,7 @@ namespace OpenRA
public bool CanBeViewedByPlayer(Player player) public bool CanBeViewedByPlayer(Player player)
{ {
// PERF: Avoid LINQ.
foreach (var visibilityModifier in visibilityModifiers) foreach (var visibilityModifier in visibilityModifiers)
if (!visibilityModifier.IsVisible(this, player)) if (!visibilityModifier.IsVisible(this, player))
return false; return false;

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@@ -113,6 +113,7 @@ namespace OpenRA
public static bool HasModifier(this Modifiers k, Modifiers mod) public static bool HasModifier(this Modifiers k, Modifiers mod)
{ {
// PERF: Enum.HasFlag is slower and requires allocations.
return (k & mod) == mod; return (k & mod) == mod;
} }

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@@ -40,6 +40,7 @@ namespace OpenRA.Graphics
glyphs = new Cache<Pair<char, Color>, GlyphInfo>(CreateGlyph, Pair<char, Color>.EqualityComparer); glyphs = new Cache<Pair<char, Color>, GlyphInfo>(CreateGlyph, Pair<char, Color>.EqualityComparer);
// PERF: Cache these delegates for Measure calls.
Func<char, float> characterWidth = character => glyphs[Pair.New(character, Color.White)].Advance; Func<char, float> characterWidth = character => glyphs[Pair.New(character, Color.White)].Advance;
lineWidth = line => line.Sum(characterWidth); lineWidth = line => line.Sum(characterWidth);

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@@ -22,6 +22,7 @@ namespace OpenRA.Graphics
{ {
public static bool Includes(this ScrollDirection d, ScrollDirection s) public static bool Includes(this ScrollDirection d, ScrollDirection s)
{ {
// PERF: Enum.HasFlag is slower and requires allocations.
return (d & s) == s; return (d & s) == s;
} }

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@@ -1023,7 +1023,7 @@ namespace OpenRA
var uv = cell.ToMPos(this); var uv = cell.ToMPos(this);
var terrainIndex = cachedTerrainIndexes[uv]; var terrainIndex = cachedTerrainIndexes[uv];
// Cache terrain indexes per cell on demand. // PERF: Cache terrain indexes per cell on demand.
if (terrainIndex == InvalidCachedTerrainIndex) if (terrainIndex == InvalidCachedTerrainIndex)
{ {
var custom = CustomTerrain[uv]; var custom = CustomTerrain[uv];

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@@ -196,13 +196,20 @@ namespace OpenRA.Network
static Func<ISync, object> SerializableCopyOfMember(MemberExpression getMember, Type memberType, string name) static Func<ISync, object> SerializableCopyOfMember(MemberExpression getMember, Type memberType, string name)
{ {
// We need to serialize a copy of the current value so if the sync report is generated, the values can
// be dumped as strings.
if (memberType.IsValueType) if (memberType.IsValueType)
{ {
// We can get a copy just by accessing the member since it is a value type. // PERF: For value types we can avoid the overhead of calling ToString immediately. We can instead
// just box a copy of the current value into an object. This is faster than calling ToString. We
// can call ToString later when we generate the report. Most of the time, the sync report is never
// generated so we successfully avoid the overhead to calling ToString.
var boxedCopy = Expression.Convert(getMember, typeof(object)); var boxedCopy = Expression.Convert(getMember, typeof(object));
return Expression.Lambda<Func<ISync, object>>(boxedCopy, name, new[] { syncParam }).Compile(); return Expression.Lambda<Func<ISync, object>>(boxedCopy, name, new[] { syncParam }).Compile();
} }
// For reference types, we have to call ToString right away to get a snapshot of the value. We cannot
// delay, as calling ToString later may produce different results.
return MemberToString(getMember, memberType, name); return MemberToString(getMember, memberType, name);
} }

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@@ -113,6 +113,7 @@ namespace OpenRA
public void SetViewportParams(int2 scroll, float zoom) public void SetViewportParams(int2 scroll, float zoom)
{ {
// PERF: Calling SetViewportParams on each renderer is slow. Only call it when things change.
var resolutionChanged = lastResolution != Resolution; var resolutionChanged = lastResolution != Resolution;
if (resolutionChanged) if (resolutionChanged)
{ {

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@@ -34,21 +34,19 @@ namespace OpenRA
} }
} }
/// <summary>
/// Provides efficient ways to query a set of actors by their traits.
/// </summary>
class TraitDictionary class TraitDictionary
{ {
// construct this delegate once. static readonly Func<Type, ITraitContainer> CreateTraitContainer = t =>
static Func<Type, ITraitContainer> doCreateTraitContainer = CreateTraitContainer; (ITraitContainer)typeof(TraitContainer<>).MakeGenericType(t).GetConstructor(Type.EmptyTypes).Invoke(null);
static ITraitContainer CreateTraitContainer(Type t)
{
return (ITraitContainer)typeof(TraitContainer<>).MakeGenericType(t)
.GetConstructor(Type.EmptyTypes).Invoke(null);
}
Dictionary<Type, ITraitContainer> traits = new Dictionary<Type, ITraitContainer>(); readonly Dictionary<Type, ITraitContainer> traits = new Dictionary<Type, ITraitContainer>();
ITraitContainer InnerGet(Type t) ITraitContainer InnerGet(Type t)
{ {
return traits.GetOrAdd(t, doCreateTraitContainer); return traits.GetOrAdd(t, CreateTraitContainer);
} }
TraitContainer<T> InnerGet<T>() TraitContainer<T> InnerGet<T>()
@@ -166,6 +164,7 @@ namespace OpenRA
public IEnumerable<T> GetMultiple(uint actor) public IEnumerable<T> GetMultiple(uint actor)
{ {
// PERF: Custom enumerator for efficiency - using `yield` is slower.
++Queries; ++Queries;
return new MultipleEnumerable(this, actor); return new MultipleEnumerable(this, actor);
} }
@@ -202,6 +201,7 @@ namespace OpenRA
public IEnumerable<TraitPair<T>> All() public IEnumerable<TraitPair<T>> All()
{ {
// PERF: Custom enumerator for efficiency - using `yield` is slower.
++Queries; ++Queries;
return new AllEnumerable(this); return new AllEnumerable(this);
} }

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@@ -84,10 +84,9 @@ namespace OpenRA.Traits
{ {
var wasVisible = Visible; var wasVisible = Visible;
Shrouded = true; Shrouded = true;
// We are doing the following LINQ manually for performance since this is a hot path.
// Visible = !Footprint.Any(shroud.IsVisible);
Visible = true; Visible = true;
// PERF: Avoid LINQ.
foreach (var puv in Footprint) foreach (var puv in Footprint)
{ {
if (shroud.IsVisible(puv)) if (shroud.IsVisible(puv))
@@ -128,7 +127,7 @@ namespace OpenRA.Traits
public bool ShouldBeRemoved(Player owner) public bool ShouldBeRemoved(Player owner)
{ {
// We use a loop here for performance reasons // PERF: Avoid LINQ.
foreach (var rfa in removeFrozenActors) foreach (var rfa in removeFrozenActors)
if (rfa.RemoveActor(actor, owner)) if (rfa.RemoveActor(actor, owner))
return true; return true;

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@@ -50,6 +50,7 @@ namespace OpenRA.Traits
{ {
public static bool HasStance(this Stance s, Stance stance) public static bool HasStance(this Stance s, Stance stance)
{ {
// PERF: Enum.HasFlag is slower and requires allocations.
return (s & stance) == stance; return (s & stance) == stance;
} }
} }
@@ -92,7 +93,11 @@ namespace OpenRA.Traits
public static class TargetModifiersExts public static class TargetModifiersExts
{ {
public static bool HasModifier(this TargetModifiers self, TargetModifiers m) { return (self & m) == m; } public static bool HasModifier(this TargetModifiers self, TargetModifiers m)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (self & m) == m;
}
} }
public interface IOrderTargeter public interface IOrderTargeter

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@@ -74,10 +74,15 @@ namespace OpenRA.Traits
public static Activity RunActivity(Actor self, Activity act) public static Activity RunActivity(Actor self, Activity act)
{ {
// PERF: If there are no activities we can bail straight away and save ourselves a call to
// Stopwatch.GetTimestamp.
if (act == null) if (act == null)
return act; return act;
// Note - manual iteration here for performance due to high call volume. // PERF: This is a hot path and must run with minimal added overhead.
// Calling Stopwatch.GetTimestamp is a bit expensive, so we enumerate manually to allow us to call it only
// once per iteration in the normal case.
// See also: DoTimed
var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks; var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks;
var start = Stopwatch.GetTimestamp(); var start = Stopwatch.GetTimestamp();
while (act != null) while (act != null)

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@@ -183,7 +183,7 @@ namespace OpenRA.Traits
for (var col = 0; col < cols; col++) for (var col = 0; col < cols; col++)
bins[row * cols + col] = new Bin(); bins[row * cols + col] = new Bin();
// Cache this delegate so it does not have to be allocated repeatedly. // PERF: Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains; actorShouldBeRemoved = removeActorPosition.Contains;
} }
@@ -219,6 +219,7 @@ namespace OpenRA.Traits
public IEnumerable<Actor> GetActorsAt(CPos a) public IEnumerable<Actor> GetActorsAt(CPos a)
{ {
// PERF: Custom enumerator for efficiency - using `yield` is slower.
var uv = a.ToMPos(map); var uv = a.ToMPos(map);
if (!influence.Contains(uv)) if (!influence.Contains(uv))
return Enumerable.Empty<Actor>(); return Enumerable.Empty<Actor>();
@@ -534,6 +535,7 @@ namespace OpenRA.Traits
public IEnumerable<Actor> ActorsInBox(WPos a, WPos b) public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
{ {
// PERF: Inline BinsInBox here to avoid allocations as this method is called often.
var left = Math.Min(a.X, b.X); var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y); var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X); var right = Math.Max(a.X, b.X);
@@ -559,10 +561,5 @@ namespace OpenRA.Traits
} }
} }
} }
public IEnumerable<Actor> ActorsInWorld()
{
return bins.SelectMany(bin => bin.Actors.Where(actor => actor.IsInWorld));
}
} }
} }

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@@ -261,6 +261,7 @@ namespace OpenRA.Widgets
public virtual Rectangle GetEventBounds() public virtual Rectangle GetEventBounds()
{ {
// PERF: Avoid LINQ.
var bounds = EventBounds; var bounds = EventBounds;
foreach (var child in Children) foreach (var child in Children)
if (child.IsVisible()) if (child.IsVisible())

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@@ -79,7 +79,12 @@ namespace OpenRA.Widgets
return new[] { (int)ss[0].Size.Y, (int)ss[1].Size.Y, (int)ss[2].Size.X, (int)ss[3].Size.X }; return new[] { (int)ss[0].Size.Y, (int)ss[1].Size.Y, (int)ss[2].Size.X, (int)ss[3].Size.X };
} }
static bool HasFlags(this PanelSides a, PanelSides b) { return (a & b) == b; } static bool HasFlags(this PanelSides a, PanelSides b)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (a & b) == b;
}
public static Rectangle InflateBy(this Rectangle rect, int l, int t, int r, int b) public static Rectangle InflateBy(this Rectangle rect, int l, int t, int r, int b)
{ {
return Rectangle.FromLTRB(rect.Left - l, rect.Top - t, return Rectangle.FromLTRB(rect.Left - l, rect.Top - t,

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@@ -304,7 +304,7 @@ namespace OpenRA.Widgets
static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, Player player) static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, Player player)
{ {
return SelectActorsByOwnerAndSelectionClass(world.ActorMap.ActorsInWorld(), player, selectionClasses); return SelectActorsByOwnerAndSelectionClass(world.Actors.Where(a => a.IsInWorld), player, selectionClasses);
} }
static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, Player owner, IEnumerable<string> selectionClasses) static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, Player owner, IEnumerable<string> selectionClasses)

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@@ -43,7 +43,10 @@ namespace OpenRA
public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text) public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text)
{ {
// Note - manual enumeration here for performance due to high call volume. // PERF: This is a hot path and must run with minimal added overhead.
// Calling Stopwatch.GetTimestamp is a bit expensive, so we enumerate manually to allow us to call it only
// once per iteration in the normal case.
// See also: RunActivity
var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks; var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks;
using (var enumerator = e.GetEnumerator()) using (var enumerator = e.GetEnumerator())
{ {

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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Effects
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr) public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{ {
yield return trail; return new IRenderable[] { trail };
} }
} }
} }

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@@ -19,6 +19,8 @@ namespace OpenRA.Mods.Common.Pathfinder
{ {
public sealed class PathSearch : BasePathSearch public sealed class PathSearch : BasePathSearch
{ {
// PERF: Maintain a pool of layers used for paths searches for each world. These searches are performed often
// so we wish to avoid the high cost of initializing a new search space every time by reusing the old ones.
static readonly ConditionalWeakTable<World, CellInfoLayerPool> LayerPoolTable = new ConditionalWeakTable<World, CellInfoLayerPool>(); static readonly ConditionalWeakTable<World, CellInfoLayerPool> LayerPoolTable = new ConditionalWeakTable<World, CellInfoLayerPool>();
static readonly ConditionalWeakTable<World, CellInfoLayerPool>.CreateValueCallback CreateLayerPool = world => new CellInfoLayerPool(world.Map); static readonly ConditionalWeakTable<World, CellInfoLayerPool>.CreateValueCallback CreateLayerPool = world => new CellInfoLayerPool(world.Map);

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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Scripting
if (!Context.World.Map.Rules.Actors.TryGetValue(type, out ai)) if (!Context.World.Map.Rules.Actors.TryGetValue(type, out ai))
throw new LuaException("Unknown actor type '{0}'".F(type)); throw new LuaException("Unknown actor type '{0}'".F(type));
result.AddRange(Player.World.ActorMap.ActorsInWorld() result.AddRange(Player.World.Actors
.Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld && actor.Info.Name == ai.Name)); .Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld && actor.Info.Name == ai.Name));
return result.ToArray(); return result.ToArray();

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@@ -20,6 +20,7 @@ namespace OpenRA.Mods.Common
{ {
public static bool AnyExplored(this Shroud shroud, OccupiedCells cells) public static bool AnyExplored(this Shroud shroud, OccupiedCells cells)
{ {
// PERF: Avoid LINQ.
foreach (var cell in cells) foreach (var cell in cells)
if (shroud.IsExplored(cell.First)) if (shroud.IsExplored(cell.First))
return true; return true;
@@ -29,6 +30,7 @@ namespace OpenRA.Mods.Common
public static bool AnyVisible(this Shroud shroud, OccupiedCells cells) public static bool AnyVisible(this Shroud shroud, OccupiedCells cells)
{ {
// PERF: Avoid LINQ.
foreach (var cell in cells) foreach (var cell in cells)
if (shroud.IsVisible(cell.First)) if (shroud.IsVisible(cell.First))
return true; return true;

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@@ -33,6 +33,7 @@ namespace OpenRA.Mods.Common.Traits
{ {
public static bool HasCellCondition(this CellConditions c, CellConditions cellCondition) public static bool HasCellCondition(this CellConditions c, CellConditions cellCondition)
{ {
// PERF: Enum.HasFlag is slower and requires allocations.
return (c & cellCondition) == cellCondition; return (c & cellCondition) == cellCondition;
} }
} }
@@ -132,6 +133,8 @@ namespace OpenRA.Mods.Common.Traits
internal readonly TerrainInfo[] TerrainInfos; internal readonly TerrainInfo[] TerrainInfos;
internal WorldMovementInfo(World world, MobileInfo info) internal WorldMovementInfo(World world, MobileInfo info)
{ {
// PERF: This struct allows us to cache the terrain info for the tileset used by the world.
// This allows us to speed up some performance-sensitive pathfinding calculations.
World = world; World = world;
TerrainInfos = info.TilesetTerrainInfo[world.TileSet]; TerrainInfos = info.TilesetTerrainInfo[world.TileSet];
} }
@@ -217,6 +220,7 @@ namespace OpenRA.Mods.Common.Traits
if (SharesCell && world.ActorMap.HasFreeSubCell(cell)) if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
return true; return true;
// PERF: Avoid LINQ.
foreach (var otherActor in world.ActorMap.GetActorsAt(cell)) foreach (var otherActor in world.ActorMap.GetActorsAt(cell))
if (IsBlockedBy(self, otherActor, ignoreActor, check)) if (IsBlockedBy(self, otherActor, ignoreActor, check))
return false; return false;
@@ -242,6 +246,7 @@ namespace OpenRA.Mods.Common.Traits
return true; return true;
// If the other actor in our way cannot be crushed, we are blocked. // If the other actor in our way cannot be crushed, we are blocked.
// PERF: Avoid LINQ.
var crushables = otherActor.TraitsImplementing<ICrushable>(); var crushables = otherActor.TraitsImplementing<ICrushable>();
var lacksCrushability = true; var lacksCrushability = true;
foreach (var crushable in crushables) foreach (var crushable in crushables)

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@@ -115,6 +115,7 @@ namespace OpenRA.Mods.Common.Traits
} }
else else
{ {
// PERF: Minimize lookup cost by combining all state into one, and using an array rather than a dictionary.
var state = stateByPlayerIndex[i]; var state = stateByPlayerIndex[i];
frozenActor = state.FrozenActor; frozenActor = state.FrozenActor;
isVisible = !frozenActor.Visible; isVisible = !frozenActor.Visible;

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@@ -48,6 +48,7 @@ namespace OpenRA.Mods.Common.Traits
public override void Tick(Actor self) public override void Tick(Actor self)
{ {
// PERF: Avoid LINQ.
isActive = false; isActive = false;
foreach (var x in self.World.ActorsWithTrait<Production>()) foreach (var x in self.World.ActorsWithTrait<Production>())
{ {

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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits
var spaceBuffer = (int)(10 / wr.Viewport.Zoom); var spaceBuffer = (int)(10 / wr.Viewport.Zoom);
var effectPos = wr.ProjectedPosition(new int2(pos.X, bounds.Y - spaceBuffer)); var effectPos = wr.ProjectedPosition(new int2(pos.X, bounds.Y - spaceBuffer));
yield return new TextRenderable(font, effectPos, 0, color, name); return new IRenderable[] { new TextRenderable(font, effectPos, 0, color, name) };
} }
} }
} }

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@@ -103,10 +103,10 @@ namespace OpenRA.Mods.Common.Traits
initializePalettes = false; initializePalettes = false;
} }
yield return new VoxelRenderable( return new IRenderable[] { new VoxelRenderable(
components, self.CenterPosition, 0, camera, info.Scale, components, self.CenterPosition, 0, camera, info.Scale,
lightSource, info.LightAmbientColor, info.LightDiffuseColor, lightSource, info.LightAmbientColor, info.LightDiffuseColor,
colorPalette, normalsPalette, shadowPalette); colorPalette, normalsPalette, shadowPalette) };
} }
public string Image { get { return info.Image ?? self.Info.Name; } } public string Image { get { return info.Image ?? self.Info.Name; } }

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@@ -134,20 +134,20 @@ namespace OpenRA.Mods.Common.Traits
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr) public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{ {
if (info.ShadowImage == null) if (info.ShadowImage == null)
yield break; return Enumerable.Empty<IRenderable>();
if (IsTraitDisabled) if (IsTraitDisabled)
yield break; return Enumerable.Empty<IRenderable>();
if (self.IsDead || !self.IsInWorld) if (self.IsDead || !self.IsInWorld)
yield break; return Enumerable.Empty<IRenderable>();
if (self.World.FogObscures(self)) if (self.World.FogObscures(self))
yield break; return Enumerable.Empty<IRenderable>();
shadow.Tick(); shadow.Tick();
var pos = self.CenterPosition - new WVec(0, 0, self.CenterPosition.Z); var pos = self.CenterPosition - new WVec(0, 0, self.CenterPosition.Z);
yield return new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, wr.Palette(info.ShadowPalette), 1, true); return new IRenderable[] { new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, wr.Palette(info.ShadowPalette), 1, true) };
} }
} }
} }

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@@ -226,6 +226,8 @@ namespace OpenRA.Mods.Common.Traits
void DirtyCells(IEnumerable<PPos> cells) void DirtyCells(IEnumerable<PPos> cells)
{ {
// PERF: Many cells in the shroud change every tick. We only track the changes here and defer the real work
// we need to do until we render. This allows us to avoid wasted work.
cellsDirty.UnionWith(cells); cellsDirty.UnionWith(cells);
} }

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@@ -208,6 +208,8 @@ namespace OpenRA.Mods.Common.Widgets
void MarkShroudDirty(IEnumerable<PPos> projectedCellsChanged) void MarkShroudDirty(IEnumerable<PPos> projectedCellsChanged)
{ {
// PERF: Many cells in the shroud change every tick. We only track the changes here and defer the real work
// we need to do until we render. This allows us to avoid wasted work.
dirtyShroudCells.UnionWith(projectedCellsChanged); dirtyShroudCells.UnionWith(projectedCellsChanged);
} }