Fixed Mobile.SetPosition
Finally removed old SubCell enum
Folded MobileInfo.CanEnterCell overloads into one
Renamed IPositionable.{IsMovingFrom => IsLeaving}
Changed Crate.IsLeaving to use crate lifetime
Moved the logic from IPositionable.CanEnterCell & integrated sub-cell selection.
Added IPositionable.IsMovingFrom(CPos location, int subCell = -1) - to detect transient actors
Renamed IPositionable.{GetDesiredSubcell => GetAvailableSubcell} - since it checks for available sub-cells
Reduced IPositionable.CanEnterCell to one method that usually uses IPositionable.GetAvailableSubcell
Added actor checking to ActorMap.{HasFreeSubCell, FreeSubCell, AnyUnitsAt} - used by [sub-]cell availability logic
- Implement IDisposable interface correctly, with sealed classes where possible for simplicity.
- Add using statement around undisposed local variables.
Method is now called ToDictionary.
- Cached a few invocations into locals which should prevent some redundant evaluation.
- Added ToDictionary overloads that take projection functions for the keys and elements, since several callsites were doing a subsequent Linq.ToDictionary call to get this.
- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.
Targeted some methods that generated allocated a lot of memory in the main game loop:
- Actor.Render - Changed LINQ calls into equivalent loops. No allocation for delegates.
- Animation.Render - Returned an array rather than a yield expression. The array uses less memory than the complier generated enumerable.
- FrozenActor and FrozenUnderFog - Materialize the footprint into an array: The enumerable is not-trivial to evaluate is and evaluated many times inside the Tick function. The memory needed is minimal. Changed LINQ into equivalent loops to prevent delegate allocation. Should result in overall much faster calls.
- Widget.GetEventBounds - Changed LINQ calls into equivalent loops.
- MobileInfo.CanEnterCell - Changed LINQ calls into equivalent loops. Don't materialize list of blocking actors every time, instead enumerate them and only when they need to be checked.
- FrozenUnderFog.TickRender - Generate the renderables lazily and also remove a no-op Select call.
In Mobile.cs IsMoving now has a public set as opposed to the initial internal.
Added IMoveInfo interface to go with *Info classes that require IMove.
WithRotor now uses IMove.IsMoving instead of (self.CenterPosition.Z > 0) as part of a check.