Perf fixes for low unit-counts. Added sanity checks - not enabled by default.

This commit is contained in:
Bob
2009-10-28 19:43:04 +13:00
parent 9f237f2530
commit cc1be5b31c
4 changed files with 45 additions and 25 deletions

View File

@@ -54,7 +54,7 @@ namespace OpenRa.Game
for( int i = 0 ; i < path.Count ; i++ )
{
var sl = path[ i ] + offset;
if( Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
if( i == 0 || Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
{
queue.Add( new PathDistance( estimator( sl - offset ), sl ) );
cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );

View File

@@ -22,6 +22,7 @@ namespace OpenRa.Game.Traits
{
this.self = self;
fromCell = toCell;
Game.UnitInfluence.Update( this );
}
public void QueueActivity( CurrentActivity nextActivity )
@@ -205,7 +206,7 @@ namespace OpenRa.Game.Traits
var nextCell = path[ path.Count - 1 ];
if( !CanEnterCell( nextCell, self ) )
{
if( ( mobile.toCell - destination.Value ).LengthSquared < 4 )
if( ( mobile.toCell - destination.Value ).LengthSquared <= 8 )
{
path.Clear();
return null;

View File

@@ -18,19 +18,38 @@ namespace OpenRa.Game
public void Tick()
{
SanityCheck();
var units = Game.world.Actors
.Select( a => a.traits.GetOrDefault<Traits.Mobile>() ).Where( m => m != null );
foreach (var u in units)
Update(u);
SanityCheck();
}
[System.Diagnostics.Conditional( "SANITY_CHECKS" )]
void SanityCheck()
{
for( int y = 0 ; y < 128 ; y++ )
for( int x = 0 ; x < 128 ; x++ )
if( influence[ x, y ] != null && !influence[ x, y ].traits.Get<Mobile>().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( var a in Game.world.Actors )
{
if( !a.traits.Contains<Mobile>() )
continue;
foreach( var cell in a.traits.Get<Mobile>().OccupiedCells() )
if( influence[ cell.X, cell.Y ] != a )
throw new InvalidOperationException( "UIM: Sanity check failed B" );
}
}
public Actor GetUnitAt( int2 a )
{
var actor = influence[ a.X, a.Y ];
if( actor != null && !actor.traits.Get<Mobile>().OccupiedCells().Contains( a ) )
throw new InvalidOperationException( "UIM: Unit is not in influenced square" );
return actor;
return influence[ a.X, a.Y ];
}
public void Add(Mobile a)