Merge pull request #5679 from RoosterDragon/main-loop-alloc

Reduce memory allocation in the main loop
This commit is contained in:
Paul Chote
2014-06-26 23:10:56 +12:00
6 changed files with 33 additions and 38 deletions

View File

@@ -85,7 +85,8 @@ namespace OpenRA.Graphics
public int2 Measure(string text) public int2 Measure(string text)
{ {
return new int2((int)text.Split('\n').Max(s => s.Sum(a => glyphs[Pair.New(a, Color.White)].Advance)), text.Split('\n').Count()*size); var lines = text.Split('\n');
return new int2((int)Math.Ceiling(lines.Max(s => s.Sum(a => glyphs[Pair.New(a, Color.White)].Advance))), lines.Length * size);
} }
Cache<Pair<char,Color>, GlyphInfo> glyphs; Cache<Pair<char,Color>, GlyphInfo> glyphs;

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@@ -189,21 +189,22 @@ namespace OpenRA.Traits
var j1 = (top / info.BinSize).Clamp(0, rows - 1); var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1); var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
var actorsInBox = new List<Actor>(); var actorsChecked = new HashSet<Actor>();
for (var j = j1; j <= j2; j++) for (var j = j1; j <= j2; j++)
{ {
for (var i = i1; i <= i2; i++) for (var i = i1; i <= i2; i++)
{ {
foreach (var actor in actors[j * cols + i]) foreach (var actor in actors[j * cols + i])
{ {
var c = actor.CenterPosition; if (actor.IsInWorld && actorsChecked.Add(actor))
if (actor.IsInWorld && left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom) {
actorsInBox.Add(actor); var c = actor.CenterPosition;
if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
yield return actor;
}
} }
} }
} }
return actorsInBox.Distinct();
} }
} }
} }

View File

@@ -153,14 +153,15 @@ namespace OpenRA.Traits
var top = (r.Top / info.BinSize).Clamp(0, rows - 1); var top = (r.Top / info.BinSize).Clamp(0, rows - 1);
var bottom = (r.Bottom / info.BinSize).Clamp(0, rows - 1); var bottom = (r.Bottom / info.BinSize).Clamp(0, rows - 1);
var actorsInBox = new List<Actor>(); var actorsChecked = new HashSet<Actor>();
for (var j = top; j <= bottom; j++) for (var j = top; j <= bottom; j++)
for (var i = left; i <= right; i++) for (var i = left; i <= right; i++)
actorsInBox.AddRange(actors[j * cols + i] foreach (var kvp in actors[j * cols + i])
.Where(kv => kv.Key.IsInWorld && kv.Value.IntersectsWith(r)) {
.Select(kv => kv.Key)); var actor = kvp.Key;
if (actor.IsInWorld && kvp.Value.IntersectsWith(r) && actorsChecked.Add(actor))
return actorsInBox.Distinct(); yield return actor;
}
} }
public IEnumerable<FrozenActor> FrozenActorsInBox(Player p, int2 a, int2 b) public IEnumerable<FrozenActor> FrozenActorsInBox(Player p, int2 a, int2 b)

View File

@@ -111,18 +111,13 @@ namespace OpenRA.Mods.RA
public void TickRender(WorldRenderer wr, Actor self) public void TickRender(WorldRenderer wr, Actor self)
{ {
if (self.Destroyed || !initialized || !visible.Any(v => v.Value)) if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
return; return;
IRenderable[] renderables = null; var renderables = self.Render(wr).ToArray();
foreach (var player in self.World.Players) foreach (var player in self.World.Players)
if (visible[player]) if (visible[player])
{
// Lazily generate a copy of the underlying data.
if (renderables == null)
renderables = self.Render(wr).ToArray();
frozen[player].Renderables = renderables; frozen[player].Renderables = renderables;
}
} }
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r) public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)

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@@ -45,10 +45,13 @@ namespace OpenRA.Mods.RA
public override void Tick(Actor self) public override void Tick(Actor self)
{ {
isActive = self.World.ActorsWithTrait<Production>() isActive = false;
.Any(x => x.Actor.Owner == self.Owner foreach (var x in self.World.ActorsWithTrait<Production>())
&& x.Trait.Info.Produces.Contains(Info.Type)); if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
{
isActive = true;
break;
}
base.Tick(self); base.Tick(self);
} }

View File

@@ -110,32 +110,26 @@ namespace OpenRA.Mods.RA
IEnumerable<Actor> UnitsInRange() IEnumerable<Actor> UnitsInRange()
{ {
return Self.World.FindActorsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range)) return Self.World.FindActorsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
.Where(a => a.IsInWorld && a != Self && !a.Destroyed) .Where(a => a.IsInWorld && a != Self && !a.Destroyed && !a.Owner.NonCombatant);
.Where(a => !a.Owner.NonCombatant);
} }
bool IsClear(Actor self, Player currentOwner, Player originalOwner) bool IsClear(Actor self, Player currentOwner, Player originalOwner)
{ {
return UnitsInRange().Where(a => a.Owner != originalOwner) return UnitsInRange()
.Where(a => a.Owner != currentOwner) .All(a => a.Owner == originalOwner || a.Owner == currentOwner ||
.Where(a => CanBeCapturedBy(a)) WorldUtils.AreMutualAllies(a.Owner, currentOwner) || !CanBeCapturedBy(a));
.All(a => WorldUtils.AreMutualAllies(a.Owner, currentOwner));
} }
// TODO exclude other NeutralActor that arent permanent // TODO exclude other NeutralActor that arent permanent
bool IsStillInRange(Actor self) bool IsStillInRange(Actor self)
{ {
return UnitsInRange() return UnitsInRange().Any(a => a.Owner == self.Owner && CanBeCapturedBy(a));
.Where(a => a.Owner == self.Owner)
.Where(a => CanBeCapturedBy(a))
.Any();
} }
IEnumerable<Actor> CaptorsInRange(Actor self) IEnumerable<Actor> CaptorsInRange(Actor self)
{ {
return UnitsInRange() return UnitsInRange()
.Where(a => a.Owner != OriginalOwner) .Where(a => a.Owner != OriginalOwner && CanBeCapturedBy(a));
.Where(a => CanBeCapturedBy(a));
} }
// TODO exclude other NeutralActor that arent permanent // TODO exclude other NeutralActor that arent permanent
@@ -146,8 +140,8 @@ namespace OpenRA.Mods.RA
int CountPlayersNear(Actor self, Player ignoreMe) int CountPlayersNear(Actor self, Player ignoreMe)
{ {
return CaptorsInRange(self).Select(a => a.Owner) return CaptorsInRange(self).Select(a => a.Owner).Where(p => p != ignoreMe)
.Distinct().Count(p => p != ignoreMe); .Distinct().Count();
} }
} }
} }