Merge pull request #9262 from RoosterDragon/frozen-unify-dict
Speed up FrozenUnderFog.Tick
This commit is contained in:
@@ -41,13 +41,14 @@ namespace OpenRA.Traits
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public DamageState DamageState;
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public DamageState DamageState;
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public bool Visible = true;
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public bool Visible = true;
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public bool NeedRenderables;
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public bool NeedRenderables { get; private set; }
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public bool IsRendering { get; private set; }
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public bool IsRendering { get; private set; }
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public FrozenActor(Actor self, PPos[] footprint, Shroud shroud)
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public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
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{
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{
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actor = self;
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actor = self;
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this.shroud = shroud;
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this.shroud = shroud;
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NeedRenderables = startsRevealed;
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removeFrozenActors = self.TraitsImplementing<IRemoveFrozenActor>().ToArray();
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removeFrozenActors = self.TraitsImplementing<IRemoveFrozenActor>().ToArray();
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// Consider all cells inside the map area (ignoring the current map bounds)
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// Consider all cells inside the map area (ignoring the current map bounds)
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@@ -38,11 +38,20 @@ namespace OpenRA.Mods.Common.Traits
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readonly Lazy<ITooltip> tooltip;
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readonly Lazy<ITooltip> tooltip;
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readonly Lazy<Health> health;
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readonly Lazy<Health> health;
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readonly Dictionary<Player, bool> visible;
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readonly Dictionary<Player, FrozenState> stateByPlayer = new Dictionary<Player, FrozenState>();
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readonly Dictionary<Player, FrozenActor> frozen;
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bool initialized;
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bool initialized;
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class FrozenState
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{
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public readonly FrozenActor FrozenActor;
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public bool IsVisible;
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public FrozenState(FrozenActor frozenActor)
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{
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FrozenActor = frozenActor;
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}
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}
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public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
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public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
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{
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{
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this.info = info;
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this.info = info;
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@@ -55,9 +64,6 @@ namespace OpenRA.Mods.Common.Traits
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footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
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footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
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tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<ITooltip>().FirstOrDefault());
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tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<ITooltip>().FirstOrDefault());
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health = Exts.Lazy(() => init.Self.TraitOrDefault<Health>());
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health = Exts.Lazy(() => init.Self.TraitOrDefault<Health>());
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frozen = new Dictionary<Player, FrozenActor>();
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visible = init.World.Players.ToDictionary(p => p, p => false);
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}
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}
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bool IsVisibleInner(Actor self, Player byPlayer)
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bool IsVisibleInner(Actor self, Player byPlayer)
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@@ -67,7 +73,7 @@ namespace OpenRA.Mods.Common.Traits
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return self.OccupiesSpace.OccupiedCells()
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsExplored(o.First));
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.Any(o => byPlayer.Shroud.IsExplored(o.First));
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return visible[byPlayer];
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return initialized && stateByPlayer[byPlayer].IsVisible;
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}
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}
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public bool IsVisible(Actor self, Player byPlayer)
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public bool IsVisible(Actor self, Player byPlayer)
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@@ -87,19 +93,21 @@ namespace OpenRA.Mods.Common.Traits
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VisibilityHash = 0;
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VisibilityHash = 0;
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foreach (var player in self.World.Players)
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foreach (var player in self.World.Players)
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{
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{
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bool isVisible;
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FrozenActor frozenActor;
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FrozenActor frozenActor;
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bool isVisible;
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if (!initialized)
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if (!initialized)
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{
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{
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frozen[player] = frozenActor = new FrozenActor(self, footprint, player.Shroud);
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frozenActor = new FrozenActor(self, footprint, player.Shroud, startsRevealed);
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frozen[player].NeedRenderables = frozenActor.NeedRenderables = startsRevealed;
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isVisible = startsRevealed;
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stateByPlayer.Add(player, new FrozenState(frozenActor) { IsVisible = isVisible });
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player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
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player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
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isVisible = visible[player] |= startsRevealed;
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}
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}
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else
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else
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{
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{
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frozenActor = frozen[player];
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var state = stateByPlayer[player];
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isVisible = visible[player] = !frozenActor.Visible;
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frozenActor = state.FrozenActor;
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isVisible = !frozenActor.Visible;
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state.IsVisible = isVisible;
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}
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}
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if (isVisible)
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if (isVisible)
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@@ -127,7 +135,10 @@ namespace OpenRA.Mods.Common.Traits
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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{
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return IsVisible(self, self.World.RenderPlayer) || (initialized && frozen[self.World.RenderPlayer].IsRendering) ? r : SpriteRenderable.None;
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return
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IsVisible(self, self.World.RenderPlayer) ||
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(initialized && stateByPlayer[self.World.RenderPlayer].FrozenActor.IsRendering) ?
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r : SpriteRenderable.None;
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}
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}
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}
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}
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}
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}
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