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

@@ -21,7 +21,8 @@ namespace OpenRa.Game.Traits
public Mobile(Actor self)
{
this.self = self;
fromCell = toCell;
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

@@ -1,7 +1,7 @@
using System.Drawing;
using OpenRa.Game.Graphics;
using System;
using OpenRa.Game.GameRules;
using OpenRa.Game.GameRules;
using System.Linq;
namespace OpenRa.Game
@@ -9,8 +9,8 @@ namespace OpenRa.Game
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk, buildBlocked, unitDebug;
Sprite buildOk, buildBlocked, unitDebug;
public static bool ShowUnitDebug = false;
public UiOverlay(SpriteRenderer spriteRenderer)
@@ -18,7 +18,7 @@ namespace OpenRa.Game
this.spriteRenderer = spriteRenderer;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
buildBlocked = SynthesizeTile(0xe6);
unitDebug = SynthesizeTile(0x7c);
}
@@ -34,22 +34,22 @@ namespace OpenRa.Game
}
public void Draw()
{
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
{
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
if (!hasOverlay) return;
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
foreach( var t in Footprint.Tiles( bi, position ) )
if (!hasOverlay) return;
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
foreach( var t in Footprint.Tiles( bi, position ) )
spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel )
? buildOk : buildBlocked, Game.CellSize * t, 0 );

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)