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.
- FrozenActorsInRegion now filters for valid and (optionally) visible FAs
- Add new FrozenActorsInCircle to mirror World.FindActorsInCircle.
The first change means that SupportPowerDecision now correctly ignores
FrozenActors that the AI has not discovered.
- Rename Bits<T> to BitSet<T>.
- Implement set based helpers for BitSet<T>.
- When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage.
- Fix FieldLoader to trim input values when generating a BitSet<T>.
- Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
This reverts commit 2eb090f153.
This fixes flicker for the actor->frozen transition, but then introduces the same flicker for the frozen->actor transition instead.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.
An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
This avoids the allocations caused by LINQ when using traits.FirstOrDefault(Exts.IsTraitEnabled). This is important in FrozenActorLayer.RefreshState which is called very often. We apply the new helper method to all areas using the old pattern. An overload that takes an array allows arrays to be enumerated without causing allocations.
Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds.
This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible.
RA cruisers were a prime example, but to a lesser extent several other actors were affected as well.
This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).