Perf fixes for low unit-counts. Added sanity checks - not enabled by default.
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@@ -54,7 +54,7 @@ namespace OpenRa.Game
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for( int i = 0 ; i < path.Count ; i++ )
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{
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var sl = path[ i ] + offset;
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if( Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
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if( i == 0 || Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
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{
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queue.Add( new PathDistance( estimator( sl - offset ), sl ) );
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cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
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@@ -21,7 +21,8 @@ namespace OpenRa.Game.Traits
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public Mobile(Actor self)
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{
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this.self = self;
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fromCell = toCell;
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fromCell = toCell;
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Game.UnitInfluence.Update( this );
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}
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public void QueueActivity( CurrentActivity nextActivity )
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@@ -205,7 +206,7 @@ namespace OpenRa.Game.Traits
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var nextCell = path[ path.Count - 1 ];
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if( !CanEnterCell( nextCell, self ) )
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{
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if( ( mobile.toCell - destination.Value ).LengthSquared < 4 )
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if( ( mobile.toCell - destination.Value ).LengthSquared <= 8 )
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{
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path.Clear();
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return null;
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@@ -1,7 +1,7 @@
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using System.Drawing;
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using OpenRa.Game.Graphics;
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using System;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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using System.Linq;
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namespace OpenRa.Game
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@@ -9,8 +9,8 @@ namespace OpenRa.Game
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class UiOverlay
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{
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SpriteRenderer spriteRenderer;
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Sprite buildOk, buildBlocked, unitDebug;
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Sprite buildOk, buildBlocked, unitDebug;
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public static bool ShowUnitDebug = false;
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public UiOverlay(SpriteRenderer spriteRenderer)
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@@ -18,7 +18,7 @@ namespace OpenRa.Game
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this.spriteRenderer = spriteRenderer;
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buildOk = SynthesizeTile(0x80);
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buildBlocked = SynthesizeTile(0xe6);
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buildBlocked = SynthesizeTile(0xe6);
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unitDebug = SynthesizeTile(0x7c);
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}
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@@ -34,22 +34,22 @@ namespace OpenRa.Game
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}
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public void Draw()
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{
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if (ShowUnitDebug)
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for (var j = 0; j < 128; j++)
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for (var i = 0; i < 128; i++)
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if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
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{
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if (ShowUnitDebug)
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for (var j = 0; j < 128; j++)
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for (var i = 0; i < 128; i++)
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if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
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if (!hasOverlay) return;
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
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var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
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var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
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t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
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foreach( var t in Footprint.Tiles( bi, position ) )
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if (!hasOverlay) return;
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
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var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
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var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
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t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
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foreach( var t in Footprint.Tiles( bi, position ) )
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spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel )
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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@@ -18,19 +18,38 @@ namespace OpenRa.Game
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public void Tick()
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{
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SanityCheck();
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var units = Game.world.Actors
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.Select( a => a.traits.GetOrDefault<Traits.Mobile>() ).Where( m => m != null );
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foreach (var u in units)
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Update(u);
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SanityCheck();
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}
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[System.Diagnostics.Conditional( "SANITY_CHECKS" )]
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void SanityCheck()
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{
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for( int y = 0 ; y < 128 ; y++ )
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for( int x = 0 ; x < 128 ; x++ )
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if( influence[ x, y ] != null && !influence[ x, y ].traits.Get<Mobile>().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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foreach( var a in Game.world.Actors )
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{
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if( !a.traits.Contains<Mobile>() )
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continue;
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foreach( var cell in a.traits.Get<Mobile>().OccupiedCells() )
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if( influence[ cell.X, cell.Y ] != a )
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throw new InvalidOperationException( "UIM: Sanity check failed B" );
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}
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}
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public Actor GetUnitAt( int2 a )
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{
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var actor = influence[ a.X, a.Y ];
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if( actor != null && !actor.traits.Get<Mobile>().OccupiedCells().Contains( a ) )
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throw new InvalidOperationException( "UIM: Unit is not in influenced square" );
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return actor;
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return influence[ a.X, a.Y ];
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}
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public void Add(Mobile a)
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