some perf improvements
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@@ -97,7 +97,7 @@ namespace OpenRa.Graphics
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return;
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var bitmap = new Bitmap(oreLayer);
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var bitmapData = bitmap.LockBits(new Rectangle( 0,0,bitmap.Width, bitmap.Height ),
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var bitmapData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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unsafe
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@@ -105,26 +105,23 @@ namespace OpenRa.Graphics
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var colors = terrainTypeColors[world.Map.Theater.ToLowerInvariant()];
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int* c = (int*)bitmapData.Scan0;
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for (var y = 0; y < 128; y++)
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for (var x = 0; x < 128; x++)
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foreach (var a in world.Queries.WithTrait<Unit>())
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*(c + (a.Actor.Location.Y * bitmapData.Stride >> 2) + a.Actor.Location.X) =
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playerColors[(int)a.Actor.Owner.Palette].ToArgb();
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for (var y = world.Map.YOffset; y < world.Map.YOffset + world.Map.Height; y++)
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for (var x = world.Map.XOffset; x < world.Map.XOffset + world.Map.Width; x++)
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{
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if (!world.LocalPlayer.Shroud.DisplayOnRadar(x, y))
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{
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*(c + (y * bitmapData.Stride >> 2) + x) = shroudColor.ToArgb();
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continue;
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}
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var b = world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(new int2(x, y));
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if (b != null)
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*(c + (y * bitmapData.Stride >> 2) + x) =
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(b.Owner != null ? playerColors[(int)b.Owner.Palette] : colors[4]).ToArgb();
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}
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foreach (var a in world.Queries.WithTrait<Unit>())
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*(c + (a.Actor.Location.Y * bitmapData.Stride >> 2) + a.Actor.Location.X) =
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playerColors[(int)a.Actor.Owner.Palette].ToArgb();
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unchecked
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{
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for (var y = 0; y < 128; y++)
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for (var x = 0; x < 128; x++)
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if (!world.LocalPlayer.Shroud.DisplayOnRadar(x, y))
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*(c + (y * bitmapData.Stride >> 2) + x) = shroudColor.ToArgb();
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}
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}
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bitmap.UnlockBits(bitmapData);
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@@ -21,7 +21,8 @@ namespace OpenRa
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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float gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField = new int[128, 128];
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bool[,] gapActive = new bool[128, 128];
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@@ -33,37 +34,25 @@ namespace OpenRa
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public void Tick( World world )
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{
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if (gapTicks > 0) { --gapTicks; return; }
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// Clear active flags
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gapActive = new bool[128, 128];
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foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
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{
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foreach (var t in a.Trait.GetShroudedTiles())
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gapActive[t.X, t.Y] = true;
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}
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for (int j = 1; j < 127; j++)
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for (int i = 1; i < 127; i++)
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{
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if (gapField[i, j] > 0 && !gapActive[i, j])
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{
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// Convert gap to shroud
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if (gapField[i, j] >= gapOpaqueTicks && explored[i, j])
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explored[i, j] = false;
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// Clear gap
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gapField[i, j] = 0;
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dirty = true;
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}
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// Increase gap tick; rerender if necessary
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if (gapActive[i, j] && 0 == gapField[i, j]++)
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dirty = true;
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gapActive[t.X, t.Y] = true;
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explored[t.X, t.Y] = false;
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dirty = true;
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}
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gapTicks = gapOpaqueTicks;
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}
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public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
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public bool IsExplored(int x, int y)
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{
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if (gapField[ x, y ] >= Rules.General.GapRegenInterval * 25 * 60)
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if (gapField[ x, y ] > 0)
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return false;
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if (hasGPS)
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