Cache sync hash functions per actor for faster sync calculations.

Caching the result of the function lookup allows the actor to calculate all the sync hashes for its syncable traits faster as it does not need to repeat the lookup each time.
This commit is contained in:
RoosterDragon
2016-01-30 00:36:20 +00:00
parent eb3be990a6
commit dc37574494
4 changed files with 46 additions and 26 deletions

View File

@@ -63,31 +63,29 @@ namespace OpenRA.Network
report.SyncedRandom = orderManager.World.SharedRandom.Last;
report.TotalCount = orderManager.World.SharedRandom.TotalCount;
report.Traits.Clear();
foreach (var a in orderManager.World.ActorsWithTrait<ISync>())
{
var sync = Sync.CalculateSyncHash(a.Trait);
if (sync != 0)
report.Traits.Add(new TraitReport()
{
ActorID = a.Actor.ActorID,
Type = a.Actor.Info.Name,
Owner = (a.Actor.Owner == null) ? "null" : a.Actor.Owner.PlayerName,
Trait = a.Trait.GetType().Name,
Hash = sync,
NamesValues = DumpSyncTrait(a.Trait)
});
}
foreach (var actor in orderManager.World.ActorsHavingTrait<ISync>())
foreach (var syncHash in actor.SyncHashes)
if (syncHash.Hash != 0)
report.Traits.Add(new TraitReport()
{
ActorID = actor.ActorID,
Type = actor.Info.Name,
Owner = (actor.Owner == null) ? "null" : actor.Owner.PlayerName,
Trait = syncHash.Trait.GetType().Name,
Hash = syncHash.Hash,
NamesValues = DumpSyncTrait(syncHash.Trait)
});
foreach (var e in orderManager.World.Effects)
{
var sync = e as ISync;
if (sync != null)
{
var hash = Sync.CalculateSyncHash(sync);
var hash = Sync.Hash(sync);
if (hash != 0)
report.Effects.Add(new EffectReport()
{
Name = sync.ToString().Split('.').Last(),
Name = sync.GetType().Name,
Hash = hash,
NamesValues = DumpSyncTrait(sync)
});