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

@@ -24,6 +24,13 @@ namespace OpenRA
{
public sealed class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding, IEquatable<Actor>, IDisposable
{
internal struct SyncHash
{
public readonly ISync Trait;
public readonly int Hash;
public SyncHash(ISync trait, int hash) { Trait = trait; Hash = hash; }
}
public readonly ActorInfo Info;
public readonly World World;
@@ -62,6 +69,8 @@ namespace OpenRA
}
}
internal IEnumerable<SyncHash> SyncHashes { get; private set; }
readonly IFacing facing;
readonly IHealth health;
readonly IRenderModifier[] renderModifiers;
@@ -112,6 +121,12 @@ namespace OpenRA
visibilityModifiers = TraitsImplementing<IVisibilityModifier>().ToArray();
defaultVisibility = Trait<IDefaultVisibility>();
Targetables = TraitsImplementing<ITargetable>().ToArray();
SyncHashes =
TraitsImplementing<ISync>()
.Select(sync => Pair.New(sync, Sync.GetHashFunction(sync)))
.ToArray()
.Select(pair => new SyncHash(pair.First, pair.Second(pair.First)));
}
Rectangle DetermineBounds()

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)
foreach (var actor in orderManager.World.ActorsHavingTrait<ISync>())
foreach (var syncHash in actor.SyncHashes)
if (syncHash.Hash != 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)
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)
});

View File

@@ -26,14 +26,20 @@ namespace OpenRA
public static class Sync
{
static Cache<Type, Func<object, int>> hashFuncCache = new Cache<Type, Func<object, int>>(t => GenerateHashFunc(t));
static readonly ConcurrentCache<Type, Func<object, int>> HashFunctions =
new ConcurrentCache<Type, Func<object, int>>(GenerateHashFunc);
public static int CalculateSyncHash(object obj)
internal static Func<object, int> GetHashFunction(ISync sync)
{
return hashFuncCache[obj.GetType()](obj);
return HashFunctions[sync.GetType()];
}
static Dictionary<Type, MethodInfo> hashFunctions = new Dictionary<Type, MethodInfo>()
internal static int Hash(ISync sync)
{
return GetHashFunction(sync)(sync);
}
static readonly Dictionary<Type, MethodInfo> CustomHashFunctions = new Dictionary<Type, MethodInfo>()
{
{ typeof(int2), ((Func<int2, int>)HashInt2).Method },
{ typeof(CPos), ((Func<CPos, int>)HashCPos).Method },
@@ -50,8 +56,8 @@ namespace OpenRA
static void EmitSyncOpcodes(Type type, ILGenerator il)
{
if (hashFunctions.ContainsKey(type))
il.EmitCall(OpCodes.Call, hashFunctions[type], null);
if (CustomHashFunctions.ContainsKey(type))
il.EmitCall(OpCodes.Call, CustomHashFunctions[type], null);
else if (type == typeof(bool))
{
var l = il.DefineLabel();

View File

@@ -341,18 +341,19 @@ namespace OpenRA
// hash all the actors
foreach (var a in Actors)
ret += n++ * (int)(1 + a.ActorID) * Sync.CalculateSyncHash(a);
ret += n++ * (int)(1 + a.ActorID) * Sync.HashActor(a);
// hash all the traits that tick
foreach (var x in ActorsWithTrait<ISync>())
ret += n++ * (int)(1 + x.Actor.ActorID) * Sync.CalculateSyncHash(x.Trait);
foreach (var actor in ActorsHavingTrait<ISync>())
foreach (var syncHash in actor.SyncHashes)
ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash;
// TODO: don't go over all effects
foreach (var e in Effects)
{
var sync = e as ISync;
if (sync != null)
ret += n++ * Sync.CalculateSyncHash(sync);
ret += n++ * Sync.Hash(sync);
}
// Hash the shared rng