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

@@ -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)