UnitBuilderBotModule and BaseBuilderBotModule fix on muti-queue performance:

1. Only allow new item being queued when cash above a certain number

2. Only tick one kind of queues at one tick, reduce the pressure on the actived tick

3. 'BaseBuilderBotModule' will check all buildings in producing, avoid queue mutiple same buildings.
This commit is contained in:
dnqbob
2022-07-19 19:22:06 +08:00
committed by Gustas
parent 1b0c93e5ff
commit fb55f2824e
3 changed files with 96 additions and 19 deletions

View File

@@ -132,6 +132,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("When should the AI start building specific buildings.")]
public readonly Dictionary<string, int> BuildingDelays = null;
[Desc("Only queue construction of a new structure when above this requirement.")]
public readonly int ProductionMinCashRequirement = 500;
public override object Create(ActorInitializer init) { return new BaseBuilderBotModule(init.Self, this); }
}
@@ -149,6 +152,9 @@ namespace OpenRA.Mods.Common.Traits
public CPos DefenseCenter { get; private set; }
// Actor, ActorCount.
public Dictionary<string, int> BuildingsBeingProduced = new();
readonly World world;
readonly Player player;
PowerManager playerPower;
@@ -156,13 +162,16 @@ namespace OpenRA.Mods.Common.Traits
IResourceLayer resourceLayer;
IBotPositionsUpdated[] positionsUpdatedModules;
CPos initialBaseCenter;
readonly List<BaseBuilderQueueManager> builders = new();
readonly BaseBuilderQueueManager[] builders;
int currentBuilderIndex = 0;
public BaseBuilderBotModule(Actor self, BaseBuilderBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
builders = new BaseBuilderQueueManager[info.BuildingQueues.Count + info.DefenseQueues.Count];
}
protected override void Created(Actor self)
@@ -171,14 +180,14 @@ namespace OpenRA.Mods.Common.Traits
playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
resourceLayer = self.World.WorldActor.TraitOrDefault<IResourceLayer>();
positionsUpdatedModules = self.Owner.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
}
protected override void TraitEnabled(Actor self)
{
var i = 0;
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilderQueueManager(this, building, player, playerPower, playerResources, resourceLayer));
builders[i++] = new BaseBuilderQueueManager(this, building, player, playerPower, playerResources, resourceLayer);
foreach (var defense in Info.DefenseQueues)
builders.Add(new BaseBuilderQueueManager(this, defense, player, playerPower, playerResources, resourceLayer));
builders[i++] = new BaseBuilderQueueManager(this, defense, player, playerPower, playerResources, resourceLayer);
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
@@ -195,10 +204,49 @@ namespace OpenRA.Mods.Common.Traits
void IBotTick.BotTick(IBot bot)
{
// TODO: this causes pathfinding lag when AI's gets blocked in
SetRallyPointsForNewProductionBuildings(bot);
foreach (var b in builders)
b.Tick(bot);
BuildingsBeingProduced.Clear();
// PERF: We tick only one type of valid queue at a time
// if AI gets enough cash, it can fill all of its queues with enough ticks
var findQueue = false;
for (int i = 0, builderIndex = currentBuilderIndex; i < builders.Length; i++)
{
if (++builderIndex >= builders.Length)
builderIndex = 0;
--builders[builderIndex].WaitTicks;
var queues = AIUtils.FindQueues(player, builders[builderIndex].Category).ToArray();
if (queues.Length != 0)
{
if (!findQueue)
{
currentBuilderIndex = builderIndex;
findQueue = true;
}
// Refresh "BuildingsBeingProduced" only when AI can produce
if (playerResources.GetCashAndResources() >= Info.ProductionMinCashRequirement)
{
foreach (var queue in queues)
{
var producing = queue.AllQueued().FirstOrDefault();
if (producing == null)
continue;
if (BuildingsBeingProduced.TryGetValue(producing.Item, out var number))
BuildingsBeingProduced[producing.Item] = number + 1;
else
BuildingsBeingProduced.Add(producing.Item, 1);
}
}
}
}
builders[currentBuilderIndex].Tick(bot);
}
void IBotRespondToAttack.RespondToAttack(IBot bot, Actor self, AttackInfo e)

View File

@@ -18,7 +18,8 @@ namespace OpenRA.Mods.Common.Traits
{
sealed class BaseBuilderQueueManager
{
readonly string category;
public readonly string Category;
public int WaitTicks;
readonly BaseBuilderBotModule baseBuilder;
readonly World world;
@@ -27,7 +28,6 @@ namespace OpenRA.Mods.Common.Traits
readonly PlayerResources playerResources;
readonly IResourceLayer resourceLayer;
int waitTicks;
Actor[] playerBuildings;
int failCount;
int failRetryTicks;
@@ -36,6 +36,8 @@ namespace OpenRA.Mods.Common.Traits
int cachedBuildings;
int minimumExcessPower;
bool itemQueuedThisTick = false;
WaterCheck waterState = WaterCheck.NotChecked;
public BaseBuilderQueueManager(BaseBuilderBotModule baseBuilder, string category, Player p, PowerManager pm,
@@ -47,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
playerPower = pm;
playerResources = pr;
resourceLayer = rl;
this.category = category;
Category = category;
failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay;
minimumExcessPower = baseBuilder.Info.MinimumExcessPower;
if (baseBuilder.Info.NavalProductionTypes.Count == 0)
@@ -94,23 +96,27 @@ namespace OpenRA.Mods.Common.Traits
}
// Only update once per second or so
if (--waitTicks > 0)
if (WaitTicks > 0)
return;
playerBuildings = world.ActorsHavingTrait<Building>().Where(a => a.Owner == player).ToArray();
var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Length / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
minimumExcessPower = (baseBuilder.Info.MinimumExcessPower + excessPowerBonus).Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower);
// PERF: Queue only one actor at a time per category
itemQueuedThisTick = false;
var active = false;
foreach (var queue in AIUtils.FindQueues(player, category))
foreach (var queue in AIUtils.FindQueues(player, Category))
{
if (TickQueue(bot, queue))
active = true;
}
// Add a random factor so not every AI produces at the same tick early in the game.
// Minimum should not be negative as delays in HackyAI could be zero.
var randomFactor = world.LocalRandom.Next(0, baseBuilder.Info.StructureProductionRandomBonusDelay);
waitTicks = active ? baseBuilder.Info.StructureProductionActiveDelay + randomFactor
WaitTicks = active ? baseBuilder.Info.StructureProductionActiveDelay + randomFactor
: baseBuilder.Info.StructureProductionInactiveDelay + randomFactor;
}
@@ -121,11 +127,16 @@ namespace OpenRA.Mods.Common.Traits
// Waiting to build something
if (currentBuilding == null && failCount < baseBuilder.Info.MaximumFailedPlacementAttempts)
{
// PERF: We shouldn't be queueing new units when we're low on cash
if (playerResources.GetCashAndResources() < baseBuilder.Info.ProductionMinCashRequirement || itemQueuedThisTick)
return false;
var item = ChooseBuildingToBuild(queue);
if (item == null)
return false;
bot.QueueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
itemQueuedThisTick = true;
}
else if (currentBuilding != null && currentBuilding.Done)
{
@@ -335,7 +346,7 @@ namespace OpenRA.Mods.Common.Traits
var buildingVariantInfo = actorInfo.TraitInfoOrDefault<PlaceBuildingVariantsInfo>();
var variants = buildingVariantInfo?.Actors ?? Array.Empty<string>();
var count = playerBuildings.Count(a => a.Info.Name == name || variants.Contains(a.Info.Name));
var count = playerBuildings.Count(a => a.Info.Name == name || variants.Contains(a.Info.Name)) + (baseBuilder.BuildingsBeingProduced.TryGetValue(name, out var num) ? num : 0);
// Do we want to build this structure?
if (count * 100 > frac.Value * playerBuildings.Length)

View File

@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly int IdleBaseUnitsMaximum = 12;
[Desc("Production queues AI uses for producing units.")]
public readonly HashSet<string> UnitQueues = new() { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
public readonly string[] UnitQueues = { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
[Desc("What units to the AI should build.", "What relative share of the total army must be this type of unit.")]
public readonly Dictionary<string, int> UnitsToBuild = null;
@@ -37,6 +37,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("When should the AI start train specific units.")]
public readonly Dictionary<string, int> UnitDelays = null;
[Desc("Only queue construction of a new unit when above this requirement.")]
public readonly int ProductionMinCashRequirement = 500;
public override object Create(ActorInitializer init) { return new UnitBuilderBotModule(init.Self, this); }
}
@@ -51,6 +54,8 @@ namespace OpenRA.Mods.Common.Traits
IBotRequestPauseUnitProduction[] requestPause;
int idleUnitCount;
int currentQueueIndex = 0;
PlayerResources playerResources;
int ticks;
@@ -64,6 +69,7 @@ namespace OpenRA.Mods.Common.Traits
protected override void Created(Actor self)
{
requestPause = self.Owner.PlayerActor.TraitsImplementing<IBotRequestPauseUnitProduction>().ToArray();
playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
}
void IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits(List<Actor> idleUnits)
@@ -73,7 +79,8 @@ namespace OpenRA.Mods.Common.Traits
void IBotTick.BotTick(IBot bot)
{
if (requestPause.Any(rp => rp.PauseUnitProduction))
// PERF: We shouldn't be queueing new units when we're low on cash
if (playerResources.GetCashAndResources() < Info.ProductionMinCashRequirement || requestPause.Any(rp => rp.PauseUnitProduction))
return;
ticks++;
@@ -87,8 +94,19 @@ namespace OpenRA.Mods.Common.Traits
queuedBuildRequests.Remove(buildRequest);
}
foreach (var q in Info.UnitQueues)
BuildUnit(bot, q, idleUnitCount < Info.IdleBaseUnitsMaximum);
for (var i = 0; i < Info.UnitQueues.Length; i++)
{
if (++currentQueueIndex >= Info.UnitQueues.Length)
currentQueueIndex = 0;
if (AIUtils.FindQueues(player, Info.UnitQueues[currentQueueIndex]).Any())
{
// PERF: We tick only one type of valid queue at a time
// if AI gets enough cash, it can fill all of its queues with enough ticks
BuildUnit(bot, Info.UnitQueues[currentQueueIndex], idleUnitCount < Info.IdleBaseUnitsMaximum);
break;
}
}
}
}