Improve performance of AIUtils.FindQueues

The AI would often invoke this method inside of loops, searching for a different category of queue each time. This would result in multiple searches against the trait dictionary to locate matching queues. Now we alter the method to create a lookup of all the queues keyed by category. This allows a single trait search to be performed.

UnitBuilderBotModule and BaseBuilderBotModule are updated to fetch this lookup once when required, and pass the results along to avoid calling the method more times than necessary. This improves their performance.
This commit is contained in:
RoosterDragon
2024-07-05 19:42:22 +01:00
committed by Gustas
parent 62d1f002dd
commit c45e78cf1d
4 changed files with 22 additions and 14 deletions

View File

@@ -34,11 +34,12 @@ namespace OpenRA.Mods.Common
.Any(availableCells => availableCells > 0);
}
public static IEnumerable<ProductionQueue> FindQueues(Player player, string category)
public static ILookup<string, ProductionQueue> FindQueuesByCategory(Player player)
{
return player.World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category && a.Trait.Enabled)
.Select(a => a.Trait);
.Where(a => a.Actor.Owner == player && a.Trait.Enabled)
.Select(a => a.Trait)
.ToLookup(pq => pq.Info.Type);
}
public static int CountActorsWithNameAndTrait<T>(string actorName, Player owner)

View File

@@ -220,6 +220,7 @@ namespace OpenRA.Mods.Common.Traits
// PERF: We tick only one type of valid queue at a time
// if AI gets enough cash, it can fill all of its queues with enough ticks
var findQueue = false;
var queuesByCategory = AIUtils.FindQueuesByCategory(player);
for (int i = 0, builderIndex = currentBuilderIndex; i < builders.Length; i++)
{
if (++builderIndex >= builders.Length)
@@ -227,7 +228,7 @@ namespace OpenRA.Mods.Common.Traits
--builders[builderIndex].WaitTicks;
var queues = AIUtils.FindQueues(player, builders[builderIndex].Category).ToArray();
var queues = queuesByCategory[builders[builderIndex].Category].ToArray();
if (queues.Length != 0)
{
if (!findQueue)
@@ -254,7 +255,7 @@ namespace OpenRA.Mods.Common.Traits
}
}
builders[currentBuilderIndex].Tick(bot);
builders[currentBuilderIndex].Tick(bot, queuesByCategory);
}
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)

View File

@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
waterState = WaterCheck.DontCheck;
}
public void Tick(IBot bot)
public void Tick(IBot bot, ILookup<string, ProductionQueue> queuesByCategory)
{
// If failed to place something N consecutive times, wait M ticks until resuming building production
if (failCount >= baseBuilder.Info.MaximumFailedPlacementAttempts && --failRetryTicks <= 0)
@@ -106,7 +106,7 @@ namespace OpenRA.Mods.Common.Traits
// PERF: Queue only one actor at a time per category
itemQueuedThisTick = false;
var active = false;
foreach (var queue in AIUtils.FindQueues(player, Category))
foreach (var queue in queuesByCategory[Category])
{
if (TickQueue(bot, queue))
active = true;

View File

@@ -91,25 +91,31 @@ namespace OpenRA.Mods.Common.Traits
if (ticks % FeedbackTime == 0)
{
ILookup<string, ProductionQueue> queuesByCategory = null;
var buildRequest = queuedBuildRequests.FirstOrDefault();
if (buildRequest != null)
{
BuildUnit(bot, buildRequest);
queuesByCategory ??= AIUtils.FindQueuesByCategory(player);
BuildUnit(bot, buildRequest, queuesByCategory);
queuedBuildRequests.Remove(buildRequest);
}
if (Info.IdleBaseUnitsMaximum <= 0 || Info.IdleBaseUnitsMaximum > idleUnitCount)
{
queuesByCategory ??= AIUtils.FindQueuesByCategory(player);
for (var i = 0; i < Info.UnitQueues.Length; i++)
{
if (++currentQueueIndex >= Info.UnitQueues.Length)
currentQueueIndex = 0;
if (AIUtils.FindQueues(player, Info.UnitQueues[currentQueueIndex]).Any())
var category = Info.UnitQueues[currentQueueIndex];
var queues = queuesByCategory[category].ToArray();
if (queues.Length != 0)
{
// PERF: We tick only one type of valid queue at a time
// if AI gets enough cash, it can fill all of its queues with enough ticks
BuildRandomUnit(bot, Info.UnitQueues[currentQueueIndex]);
BuildRandomUnit(bot, queues);
break;
}
}
@@ -127,13 +133,13 @@ namespace OpenRA.Mods.Common.Traits
return queuedBuildRequests.Count(r => r == requestedActor);
}
void BuildRandomUnit(IBot bot, string category)
void BuildRandomUnit(IBot bot, ProductionQueue[] queues)
{
if (Info.UnitsToBuild.Count == 0)
return;
// Pick a free queue
var queue = AIUtils.FindQueues(player, category).FirstOrDefault(q => !q.AllQueued().Any());
var queue = queues.FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
@@ -146,7 +152,7 @@ namespace OpenRA.Mods.Common.Traits
}
// In cases where we want to build a specific unit but don't know the queue name (because there's more than one possibility)
void BuildUnit(IBot bot, string name)
void BuildUnit(IBot bot, string name, ILookup<string, ProductionQueue> queuesByCategory)
{
var actorInfo = world.Map.Rules.Actors[name];
if (actorInfo == null)
@@ -159,7 +165,7 @@ namespace OpenRA.Mods.Common.Traits
ProductionQueue queue = null;
foreach (var pq in buildableInfo.Queue)
{
queue = AIUtils.FindQueues(player, pq).FirstOrDefault(q => !q.AllQueued().Any());
queue = queuesByCategory[pq].FirstOrDefault(q => !q.AllQueued().Any());
if (queue != null)
break;
}