Our SpriteFrameType names refer to the byte channel order rather than
the bit order, meaning that SpriteFrameType.BGRA corresponds to the
standard Color.ToArgb() etc byte order when the (little-endian) integer
is read as 4 individual bytes.
The previous code did not account for the fact that non-indexed Png
uses big-endian storage for its RGBA colours, and that SheetBuilder
had the color channels incorrectly swapped to match and cancel this out.
New SpriteFrameType enums are introduced to distinguish between BGRA
(little-endian) and RGBA (big-endian) formats, and also for 24bit data
without alpha. The channel swizzling / alpha creation is now handled
when copying into the texture atlas, removing the need for non-png
ISpriteLoader implementations to allocate an additional temporary array
and reorder the channels during load.
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.
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.
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.
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)