cache world.LocalPlayer instead of fetching it repeatedly within loops
This commit is contained in:
@@ -135,10 +135,12 @@ namespace OpenRA.Graphics
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unsafe
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unsafe
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{
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{
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int* c = (int*)bitmapData.Scan0;
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int* c = (int*)bitmapData.Scan0;
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var player = world.LocalPlayer;
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foreach (var t in world.Queries.WithTraitMultiple<IRadarSignature>())
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foreach (var t in world.Queries.WithTraitMultiple<IRadarSignature>())
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{
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{
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if (!t.Actor.IsVisible(world.LocalPlayer))
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if (!t.Actor.IsVisible(player))
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continue;
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continue;
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var color = t.Trait.RadarSignatureColor(t.Actor);
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var color = t.Trait.RadarSignatureColor(t.Actor);
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@@ -162,7 +164,9 @@ namespace OpenRA.Graphics
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var shroud = Color.Black.ToArgb();
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var shroud = Color.Black.ToArgb();
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var fog = Color.FromArgb(128, Color.Black).ToArgb();
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var fog = Color.FromArgb(128, Color.Black).ToArgb();
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var playerShroud = world.LocalPlayer.Shroud;
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unsafe
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unsafe
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{
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{
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int* c = (int*)bitmapData.Scan0;
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int* c = (int*)bitmapData.Scan0;
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@@ -172,9 +176,9 @@ namespace OpenRA.Graphics
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{
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{
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var mapX = x + map.TopLeft.X;
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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var mapY = y + map.TopLeft.Y;
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if (!world.LocalPlayer.Shroud.IsExplored(mapX, mapY))
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if (!playerShroud.IsExplored(mapX, mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
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*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
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else if (!world.LocalPlayer.Shroud.IsVisible(mapX,mapY))
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else if (!playerShroud.IsVisible(mapX,mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = fog;
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*(c + (y * bitmapData.Stride >> 2) + x) = fog;
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}
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}
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}
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}
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@@ -38,11 +38,14 @@ namespace OpenRA.Traits
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foreach( var rt in world.WorldActor.TraitsImplementing<ResourceType>() )
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foreach( var rt in world.WorldActor.TraitsImplementing<ResourceType>() )
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rt.info.PaletteIndex = wr.GetPaletteIndex(rt.info.Palette);
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rt.info.PaletteIndex = wr.GetPaletteIndex(rt.info.Palette);
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ShroudRenderer shroud = null;
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if( world.LocalPlayer != null )
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shroud = world.LocalPlayer.Shroud;
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for (int x = minx; x < maxx; x++)
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for (int x = minx; x < maxx; x++)
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for (int y = miny; y < maxy; y++)
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for (int y = miny; y < maxy; y++)
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{
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{
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if (world.LocalPlayer != null &&
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if (shroud != null && !shroud.IsExplored(new int2(x, y)))
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!world.LocalPlayer.Shroud.IsExplored(new int2(x, y)))
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continue;
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continue;
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var c = content[x, y];
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var c = content[x, y];
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@@ -73,17 +73,15 @@ namespace OpenRA.Mods.RA
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Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
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Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
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trailStart.G, trailStart.B);
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trailStart.G, trailStart.B);
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// LocalPlayer is null on shellmap
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ShroudRenderer shroud = null;
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if (self.World.LocalPlayer != null)
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shroud = self.World.LocalPlayer.Shroud;
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for (int i = positions.Count - 1; i >= 1; --i)
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for (int i = positions.Count - 1; i >= 1; --i)
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{
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{
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var conPos = positions[i];
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var conPos = positions[i];
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var nextPos = positions[i - 1];
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var nextPos = positions[i - 1];
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ShroudRenderer shroud = null;
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// LocalPlayer is null on shellmap
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if (self.World.LocalPlayer != null)
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{
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shroud = self.World.LocalPlayer.Shroud;
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}
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if (shroud == null ||
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if (shroud == null ||
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shroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
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shroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
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@@ -50,9 +50,7 @@ namespace OpenRA.Mods.RA.Widgets
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if (types.Count() == 0)
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if (types.Count() == 0)
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return;
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return;
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Widget.RootWidget.GetWidget<BuildPaletteWidget>("INGAME_BUILD_PALETTE")
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Widget.RootWidget.GetWidget<BuildPaletteWidget>("INGAME_BUILD_PALETTE")
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.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>().FirstOrDefault(t => types.Contains(t.Info.Type)));
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.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>().FirstOrDefault(t => types.Contains(t.Info.Type)));
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}
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}
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}
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}
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@@ -77,11 +77,12 @@ namespace OpenRA.Mods.RA
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{
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{
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var cliprect = Game.viewport.ShroudBounds( world );
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var cliprect = Game.viewport.ShroudBounds( world );
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cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
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cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
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var localPlayer = world.LocalPlayer;
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foreach (var kv in tiles)
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foreach (var kv in tiles)
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{
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{
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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continue;
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continue;
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key))
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if (localPlayer != null && !localPlayer.Shroud.IsExplored(kv.Key))
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continue;
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continue;
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smudgeSprites[kv.Value.type- 1][kv.Value.image].DrawAt( wr,
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smudgeSprites[kv.Value.type- 1][kv.Value.image].DrawAt( wr,
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