Commit Graph

6277 Commits

Author SHA1 Message Date
Vapre
78253ce284 Activity, fixes.
Do not call SkipDoneActivities method recursively via the
NextActivity property. Rather use the nextActivity member.
Avoiding additional function calls and a recursively
growing stack.

Do not call ChildActivity and NextActivity properties
twice in a row. Once to test for null and after to access
it's value. It will cause the complete list of activities
to be traversed twice looking for non done activities.

Replace Queue method with a version that does not the
NextActivity property causing an extra call to
SkipDoneActivities. Avoid calling Queue recursively.

Similar replace QueueChild with a version that does
not call additional methods.

Note that ActivitiesImplementing returns only non
done activities. The method name does not suggest this.

Please consider making NextActivity a method to cleary indicate it
involves the logic of skipping Done activities. To let
the called know it is 'expensive'.

Please consider renaming the protected property ChildActivity to
FirstChildActivityNotDone to avoid it being used as childActivity.

Please consider maintaining a pointer to the first
non done activity. This avoids the need the each time find it.
2020-12-24 23:02:07 +00:00
Matthias Mailänder
80503fbf36 Bump SharpZipLib. 2020-12-24 13:48:21 +00:00
Matthias Mailänder
13a7de4b6b Allow a system chat label override. 2020-12-24 10:01:54 +00:00
Paul Chote
1a177bc2de Remove unused variables from Map.SavePreview. 2020-12-19 13:07:01 +01:00
Paul Chote
e0b3e631fe Remove obsolete null checks. 2020-12-19 13:07:01 +01:00
Paul Chote
2518a353af Add lint test for invalid map tiles. 2020-12-19 13:07:01 +01:00
Paul Chote
c02846e2cb Replace invalid tiles on map load. 2020-12-19 13:07:01 +01:00
abcdefg30
aeaffc0a8e Properly restrict the spectator view in mission maps 2020-12-12 14:59:49 +01:00
Paul Chote
53933a4d8f Fix restart black screen race condition. 2020-12-11 22:57:57 +01:00
Paul Chote
6606d7dd93 Add DisplayFaction details to the replay metadata. 2020-12-11 18:05:44 +01:00
Paul Chote
a8d3d5c79a Fix Neutral crushing checks. 2020-12-08 20:17:11 +01:00
abcdefg30
31c9b4fc80 Revert renderable buffer sorting improvements 2020-12-05 17:03:03 +00:00
teinarss
2c9a36b9a3 Update float3 to readonly and use in modifier for parameters. 2020-12-02 20:37:50 +01:00
teinarss
e6db2c98d0 Make WRot readonly and use in parameter modifier 2020-12-01 22:54:39 +00:00
Matthias Mailänder
2aba054fe8 Move it to the right folder. 2020-11-29 18:27:59 +01:00
Paul Chote
07a10069db Introduce new OpenRA.exe entrypoint and change OpenRA.Game to a library. 2020-11-27 20:32:02 +01:00
Paul Chote
20fe59e844 Output compiled binaries to ./bin. 2020-11-24 17:53:48 +01:00
Paul Chote
6ad5b9ebc4 Allow the game root directory to be moved away from the binaries. 2020-11-24 17:53:48 +01:00
Paul Chote
dd0b08d54a Replace ^ and . in platform paths with ^SupportDir and ^EngineDir. 2020-11-24 17:53:48 +01:00
Paul Chote
1cc1f93fb0 Rename Platform.GameDir to Platform.EngineDir. 2020-11-24 17:53:48 +01:00
Paul Chote
72f1f06ebc Remove Platform.UnresolvePath. 2020-11-22 16:42:46 +01:00
Paul Chote
151cea96e9 Remove Platform.IsPathRelativeToSupportDirectory. 2020-11-22 16:42:46 +01:00
Paul Chote
888915b53b Use Platform.GameDir explicitly in hardcoded paths. 2020-11-22 16:42:46 +01:00
Paul Chote
de7a84e8ed Don't use Platform.ResolvePath when constructing hardcoded paths. 2020-11-22 16:42:46 +01:00
abcdefg30
e7e50cc101 Remove WorldUtils.AreMutualAllies 2020-11-15 16:37:51 +01:00
abcdefg30
6de1b7b915 Always mark defeated/victorious players as spectating 2020-11-15 09:45:16 +01:00
abcdefg30
bf14a4ce80 Remove an unused variable from LoadComplete 2020-11-15 09:38:02 +01:00
abcdefg30
77e85e7c58 Change DisabledSpawnPoints from List to HashSet 2020-11-15 09:38:02 +01:00
Vapre
17996dfdfc Shroud, access ProjectedCellLayer by array index. Shroud.touchedCount to avoid Tick updates.
Shroud, access ProjectedCellLayer by array index over PPos index.

Performance improvement. Avoid the multiple PPos to array index
conversions in the same method call by calculating the cell
layer index once.

Background:

`Shroud.Tick` and `ProjectedCellLayer.Index(PPos puv)` shows up
in profile reports as one of the most expensive methods
(9% of CPU time).

In `Shroud.Tick` calls `ProjectedCellLayer.Index(PPos puv)` multiple
times for the same or different cell layers of the same dimension.

Improvement:

Benchmark results show an 0.5ms mean improvement in tick
time and 0.3 improvement in render time -
on a replay map of 1.12 min of play at max speed.

Render time:
       render222052(bleed)  render221934(this commit)
count   8144.000000   8144.000000
mean      11.410075     11.470100
std        5.004876      4.731463
min        3.450700      3.638400
25%        7.409100      7.015900
50%       12.410600     12.435900
75%       13.998100     14.242900
max      149.036200    149.656500

Tick time:
       tick_time222043(bleed)  tick_time221923(this commit)
count      2366.000000      2366.000000
mean          4.762923         4.275833
std           3.240976         3.206362
min           0.263900         1.653600
25%           4.145375         3.668600
50%           4.779350         4.240050
75%           5.232575         4.611775
max          85.751800        87.387100

Shroud.touchedCount to avoid Tick updates if no cells touched.

Avoids iterating over all map cells of the `touched` cell layer.

Tick time improvement of 40%+ - during at least the first two
minutes of gameplay.

During the first minutes of a game - out of every 1000 ticks
only 10-100 result in the Shroud - of any player - to be touched.

For certains player types (Neutral, Creep) less Shroud updates
are expected throughout a complete game.

Throughout a complete game human/AI players can also have no
Shroud touches during certain Ticks.
2020-11-14 18:33:49 +00:00
tovl
84eb3c54ef Expose targetline colors to yaml.
All targetlines can now be set to a custom color in yaml or set to be invisible.
All automated behaviours including scripted activities now have no visible target lines.
2020-11-14 12:04:19 +00:00
abcdefg30
ea3c7a3c34 Remove the Stances dictionary 2020-11-14 11:04:41 +00:00
abcdefg30
10f645bf77 Replace usage of the Stances dict by a method call 2020-11-14 11:04:41 +00:00
abcdefg30
eda9966d27 Rename Stance to PlayerRelationship 2020-11-14 11:04:41 +00:00
Trevor Nichols
d66e0bb22e Right click lobby spawns to disable or remove players. 2020-11-07 19:33:28 +01:00
teinarss
13581c030d Use in parameter for Target 2020-11-06 22:02:24 +01:00
teinarss
13a8b6bda2 Make Target readonly 2020-11-06 22:02:24 +01:00
RoosterDragon
4daa5193b6 Use tie breaks for sort order in WorldRenderer.GenerateRenderables 2020-11-01 19:00:20 +00:00
Paul Chote
6b6b1e56e6 Resolve random players and spawn points in server replays. 2020-10-31 14:31:44 +01:00
Paul Chote
9ddc9073c2 Revert "Determine stance for spectators based on shroud selection"
This reverts commit e459fde031e3cec120065883eea62a663a097123.
2020-10-30 08:36:23 +01:00
Vapre
38f1f1e5c2 Replace TraitContainer.AllEnumerator with ApplyToAll.
As proposed in the past in #13577.

Replace TraitContainer.All() that uses the custom AllEnumerator with
TraitContainer.ApplyToAllX() that takes an action as argument.

The AllEnumerator.Current function show up in profiling reports since it is
used each tick multiple times for multiple traits. The function is 'heavy'
because it creates TraitPair<T>'s temporary objects for each actor
trait combination.

In the past about 20k ITick trait pairs were present during an average
multi player game.

Using an Apply function that takes an action avoid the need to create
these temporary objects.

To be able to still use 'DoTimed' somewhat efficiently the measurement
was moved to inside the trait container method.

Results in a 25% performance improvement in accessing all traits of
a certain type.

Apply function could be used for other TraitContainer functions as well
for further improvements.

Test result for calling on a dummy trait on 20k actors a 1000 times:
  1315 ms traitcontainer.AllEnumerator (current)
   989 ms traitcontainer.Apply (this commit)
2020-10-29 21:21:12 +00:00
Andrew Odintsov
bd0738c5c4 Determine stance for spectators based on shroud selection 2020-10-26 23:39:42 +00:00
abcdefg30
3674583053 Throw an exception at load when a map has more than 64 players 2020-10-24 10:09:22 +02:00
RoosterDragon
54c4a05062 Classes derived from Stream override ReadByte.
The Stream.ReadByte method is implemented by allocating a 1 byte buffer and calling into Read(byte[], int, int). Override ReadByte in derived classes to avoid needing to allocate this small temp buffer.

Also, fix some bugs in the stream implementations. Remove Write capability from MergedStream that didn't make sense. Add guards into SegmentStream to ensure reads and writes belonged to the segment - otherwise a reader or writer could access regions of the base stream that were outside the intended segment.
2020-10-20 22:53:32 +02:00
RoosterDragon
6eaf51d450 CursorManager avoids use of BitConverter.
Avoid allocating a small temp array via BitConverter.GetBytes, and instead use bitwise ops to isolate the components of the color.
2020-10-20 22:53:32 +02:00
RoosterDragon
4f34d3edb3 Improvements in MiniYaml allocation
- Clone method will use the node count to create the correct capacity.
- ResolveInherits will use the node count as the suggested initial capacity.
- FromStream will now stream lines, rather than reading the whole file into memory and then splitting into lines.
2020-10-20 22:53:32 +02:00
RoosterDragon
0efdbc762d Avoid ReadBytes calls in some StreamExts methods.
Read individual bytes to avoid allocating small temp arrays.
2020-10-20 22:53:32 +02:00
Paul Chote
90b26681eb Remove trait queries from Actor ctor. 2020-10-18 18:00:17 +02:00
Matthias Mailänder
214aa64ce3 Fix Analyzer warning: V3128 field is used before initialized 2020-10-18 14:53:35 +01:00
RoosterDragon
e11c8436bd Misc changes to reduce allocation:
- Avoid creating new strings in SpriteRenderer.Flush.
- ProductionQueue.CancelUnbuildableItems can exit early if the queue is empty. It can also use a set of names for quicker lookups.
- OpenGL.CheckGLError avoids a Enum.HasFlag call.
2020-10-17 23:48:48 +02:00
RoosterDragon
c23efea402 Comments to justify GC.Collect calls, compact LOH during load. 2020-10-17 23:48:48 +02:00