Reduce allocations in the main game loop.

- Cache the shroud projection even for flat maps to avoid allocating single element arrays.
- Avoid LINQ in shroud and map projection queries to avoid enumerator allocations.
- Avoid LINQ in calculation of sync values.
- Cache enumerables in ProductionQueue.
- Cache delegate in HackyAI.
This commit is contained in:
RoosterDragon
2015-08-12 23:45:11 +01:00
parent 1e817fad76
commit d415d3ba4e
7 changed files with 105 additions and 65 deletions

View File

@@ -260,8 +260,6 @@ namespace OpenRA
[FieldLoader.Ignore] public ProjectedCellRegion ProjectedCellBounds;
[FieldLoader.Ignore] public CellRegion AllCells;
readonly Func<PPos, bool> containsTest;
void AssertExists(string filename)
{
using (var s = Container.GetContent(filename))
@@ -275,8 +273,6 @@ namespace OpenRA
/// </summary>
public Map(TileSet tileset, int width, int height)
{
containsTest = Contains;
var size = new Size(width, height);
var tileShape = Game.ModData.Manifest.TileShape;
var tileRef = new TerrainTile(tileset.Templates.First().Key, (byte)0);
@@ -316,8 +312,6 @@ namespace OpenRA
/// <summary>Initializes a map loaded from disk.</summary>
public Map(string path)
{
containsTest = Contains;
Path = path;
Container = GlobalFileSystem.OpenPackage(path, null, int.MaxValue);
@@ -448,34 +442,40 @@ namespace OpenRA
initializedCellProjection = true;
if (MaximumTerrainHeight != 0)
cellProjection = new CellLayer<PPos[]>(this);
inverseCellProjection = new CellLayer<List<MPos>>(this);
// Initialize collections
foreach (var cell in AllCells)
{
cellProjection = new CellLayer<PPos[]>(this);
inverseCellProjection = new CellLayer<List<MPos>>(this);
// Initialize collections
foreach (var cell in AllCells)
{
var uv = cell.ToMPos(TileShape);
cellProjection[uv] = new PPos[0];
inverseCellProjection[uv] = new List<MPos>();
}
// Initialize projections
foreach (var cell in AllCells)
UpdateProjection(cell);
var uv = cell.ToMPos(TileShape);
cellProjection[uv] = new PPos[0];
inverseCellProjection[uv] = new List<MPos>();
}
// Initialize projections
foreach (var cell in AllCells)
UpdateProjection(cell);
}
void UpdateProjection(CPos cell)
{
MPos uv;
if (MaximumTerrainHeight == 0)
{
uv = cell.ToMPos(TileShape);
cellProjection[cell] = new[] { (PPos)uv };
var inverse = inverseCellProjection[uv];
inverse.Clear();
inverse.Add(uv);
return;
}
if (!initializedCellProjection)
InitializeCellProjection();
var uv = cell.ToMPos(TileShape);
uv = cell.ToMPos(TileShape);
// Remove old reverse projection
foreach (var puv in cellProjection[uv])
@@ -630,7 +630,8 @@ namespace OpenRA
}
}
tiles.CellEntryChanged += UpdateProjection;
if (MaximumTerrainHeight > 0)
tiles.CellEntryChanged += UpdateProjection;
return tiles;
}
@@ -650,7 +651,8 @@ namespace OpenRA
}
}
tiles.CellEntryChanged += UpdateProjection;
if (MaximumTerrainHeight > 0)
tiles.CellEntryChanged += UpdateProjection;
return tiles;
}
@@ -755,7 +757,15 @@ namespace OpenRA
// The first check ensures that the cell is within the valid map region, avoiding
// potential crashes in deeper code. All CellLayers have the same geometry, and
// CustomTerrain is convenient (cellProjection may be null and others are Lazy).
return CustomTerrain.Contains(uv) && ProjectedCellsCovering(uv).All(containsTest);
return CustomTerrain.Contains(uv) && ContainsAllProjectedCellsCovering(uv);
}
bool ContainsAllProjectedCellsCovering(MPos uv)
{
foreach (var puv in ProjectedCellsCovering(uv))
if (!Contains(puv))
return false;
return true;
}
public bool Contains(PPos puv)
@@ -822,10 +832,6 @@ namespace OpenRA
static readonly PPos[] NoProjectedCells = { };
public PPos[] ProjectedCellsCovering(MPos uv)
{
// Shortcut for mods that don't use heightmaps
if (MaximumTerrainHeight == 0)
return new[] { (PPos)uv };
if (!initializedCellProjection)
InitializeCellProjection();
@@ -835,21 +841,17 @@ namespace OpenRA
return cellProjection[uv];
}
public MPos[] Unproject(PPos puv)
public List<MPos> Unproject(PPos puv)
{
var uv = (MPos)puv;
// Shortcut for mods that don't use heightmaps
if (MaximumTerrainHeight == 0)
return new[] { uv };
if (!initializedCellProjection)
InitializeCellProjection();
if (!inverseCellProjection.Contains(uv))
return new MPos[0];
return new List<MPos>();
return inverseCellProjection[uv].ToArray();
return inverseCellProjection[uv];
}
public int FacingBetween(CPos cell, CPos towards, int fallbackfacing)
@@ -966,7 +968,7 @@ namespace OpenRA
return (MPos)Clamp((PPos)uv);
// Already in bounds, so don't need to do anything.
if (ProjectedCellsCovering(uv).Any(containsTest))
if (ContainsAllProjectedCellsCovering(uv))
return uv;
// Clamping map coordinates is trickier than it might first look!
@@ -1028,7 +1030,7 @@ namespace OpenRA
public CPos ChooseRandomCell(MersenneTwister rand)
{
MPos[] cells;
List<MPos> cells;
do
{
var u = rand.Next(Bounds.Left, Bounds.Right);
@@ -1093,7 +1095,7 @@ namespace OpenRA
public CPos ChooseRandomEdgeCell(MersenneTwister rand)
{
MPos[] cells;
List<MPos> cells;
do
{
var isU = rand.Next(2) == 0;

View File

@@ -270,7 +270,11 @@ namespace OpenRA.Traits
if (!map.Contains(uv))
return false;
return map.ProjectedCellsCovering(uv).Any(isExploredTest);
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsExplored(puv))
return true;
return false;
}
public bool IsExplored(PPos puv)
@@ -316,7 +320,11 @@ namespace OpenRA.Traits
if (!visibleCount.Contains(uv))
return false;
return map.ProjectedCellsCovering(uv).Any(isVisibleTest);
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsVisible(puv))
return true;
return false;
}
// In internal shroud coords

View File

@@ -189,6 +189,7 @@ namespace OpenRA.Mods.Common.AI
public Player Player { get; private set; }
readonly Func<Actor, bool> isEnemyUnit;
Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
@@ -229,6 +230,8 @@ namespace OpenRA.Mods.Common.AI
{
Info = info;
World = init.World;
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>();
foreach (var decision in info.PowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
@@ -580,20 +583,12 @@ namespace OpenRA.Mods.Common.AI
internal Actor FindClosestEnemy(WPos pos)
{
var allEnemyUnits = World.Actors
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
unit.HasTrait<ITargetable>());
return allEnemyUnits.ClosestTo(pos);
return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
var enemyUnits = World.FindActorsInCircle(pos, radius)
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy &&
!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>());
return enemyUnits.ClosestTo(pos);
return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
}
List<Actor> FindEnemyConstructionYards()

View File

@@ -40,7 +40,17 @@ namespace OpenRA.Mods.Common.Traits
public class RepairableBuilding : UpgradableTrait<RepairableBuildingInfo>, ITick
{
[Sync]
public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.HashPlayer(player)); } }
public int RepairersHash
{
get
{
var hash = 0;
foreach (var player in Repairers)
hash ^= Sync.HashPlayer(player);
return hash;
}
}
public readonly List<Player> Repairers = new List<Player>();
readonly Health health;
@@ -94,7 +104,9 @@ namespace OpenRA.Mods.Common.Traits
Repairers.RemoveAll(isNotActiveAlly);
// If after the previous operation there's no repairers left, stop
if (!Repairers.Any()) return;
if (Repairers.Count == 0)
return;
var buildingValue = self.GetSellValue();
// The cost is the same regardless of the amount of people repairing

View File

@@ -70,6 +70,7 @@ namespace OpenRA.Mods.Common.Traits
readonly HarvesterInfo info;
readonly Mobile mobile;
Dictionary<ResourceTypeInfo, int> contents = new Dictionary<ResourceTypeInfo, int>();
bool idleSmart = true;
[Sync] public Actor OwnerLinkedProc = null;
[Sync] public Actor LastLinkedProc = null;
@@ -77,8 +78,17 @@ namespace OpenRA.Mods.Common.Traits
[Sync] int currentUnloadTicks;
public CPos? LastHarvestedCell = null;
public CPos? LastOrderLocation = null;
[Sync] public int ContentValue { get { return contents.Sum(c => c.Key.ValuePerUnit * c.Value); } }
bool idleSmart = true;
[Sync]
public int ContentValue
{
get
{
var value = 0;
foreach (var c in contents)
value += c.Key.ValuePerUnit * c.Value;
return value;
}
}
public Harvester(Actor self, HarvesterInfo info)
{

View File

@@ -58,7 +58,16 @@ namespace OpenRA.Mods.Common.Traits
public ReadOnlyList<MissionObjective> Objectives;
[Sync]
public int ObjectivesHash { get { return Objectives.Aggregate(0, (code, objective) => code ^ Sync.Hash(objective.State)); } }
public int ObjectivesHash
{
get
{
var hash = 0;
foreach (var objective in objectives)
hash ^= Sync.Hash(objective.State);
return hash;
}
}
// This property is used as a flag in 'Cooperative' games to mark that the player has completed all his objectives.
// The player's WinState is only updated when his allies have all completed their objective as well.

View File

@@ -68,15 +68,17 @@ namespace OpenRA.Mods.Common.Traits
public readonly ProductionQueueInfo Info;
readonly Actor self;
// A list of things we could possibly build
readonly Dictionary<ActorInfo, ProductionState> produceable = new Dictionary<ActorInfo, ProductionState>();
readonly List<ProductionItem> queue = new List<ProductionItem>();
readonly IEnumerable<ActorInfo> allProduceables;
readonly IEnumerable<ActorInfo> buildableProduceables;
// Will change if the owner changes
PowerManager playerPower;
PlayerResources playerResources;
protected DeveloperMode developerMode;
// A list of things we could possibly build
Dictionary<ActorInfo, ProductionState> produceable;
List<ProductionItem> queue = new List<ProductionItem>();
public Actor Actor { get { return self; } }
[Sync] public int QueueLength { get { return queue.Count; } }
@@ -101,6 +103,8 @@ namespace OpenRA.Mods.Common.Traits
Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
CacheProduceables(playerActor);
allProduceables = produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
buildableProduceables = produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
}
void ClearQueue()
@@ -143,7 +147,7 @@ namespace OpenRA.Mods.Common.Traits
void CacheProduceables(Actor playerActor)
{
produceable = new Dictionary<ActorInfo, ProductionState>();
produceable.Clear();
if (!Enabled)
return;
@@ -200,9 +204,9 @@ namespace OpenRA.Mods.Common.Traits
public virtual IEnumerable<ActorInfo> AllItems()
{
if (self.World.AllowDevCommands && developerMode.AllTech)
return produceable.Select(a => a.Key);
return produceable.Keys;
return produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
return allProduceables;
}
public virtual IEnumerable<ActorInfo> BuildableItems()
@@ -210,9 +214,9 @@ namespace OpenRA.Mods.Common.Traits
if (!Enabled)
return Enumerable.Empty<ActorInfo>();
if (self.World.AllowDevCommands && developerMode.AllTech)
return produceable.Select(a => a.Key);
return produceable.Keys;
return produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
return buildableProduceables;
}
public bool CanBuild(ActorInfo actor)