The previous implementation: - Was failing to dispose of pooled layers. - Was using a finalizer to allow undisposed layers to be reused. This means all pooled layers are kept alive indefinitely until the map changes. If the finalizer is slow for any reason then the pathfiinder will allocate new layers when the pool runs out. Since these new layers are eventually stuffed back into the pool when the finalizer does run, this can theoretically leak unbounded memory until the pool goes out of scope. In practice it would leak tens of megabytes. The new implementation ensures layers are disposed and pooled correctly to allow proper memory reuse. It also introduces some safeguards against memory leaks: - A cap is set on the number of pooled layers. If more concurrent layers are needed than this, then the excess layers will not be pooled but instead be allowed to be garbage collected. - No finalizer. An implementation that fails to call dispose simply allows the layer to be garbage collected instead.
192 lines
5.8 KiB
C#
192 lines
5.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Common.Pathfinder
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{
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/// <summary>
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/// Represents a graph with nodes and edges
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/// </summary>
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/// <typeparam name="T">The type of node used in the graph</typeparam>
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public interface IGraph<T> : IDisposable
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{
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/// <summary>
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/// Gets all the Connections for a given node in the graph
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/// </summary>
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List<GraphConnection> GetConnections(CPos position);
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/// <summary>
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/// Retrieves an object given a node in the graph
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/// </summary>
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T this[CPos pos] { get; set; }
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Func<CPos, bool> CustomBlock { get; set; }
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Func<CPos, int> CustomCost { get; set; }
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int LaneBias { get; set; }
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bool InReverse { get; set; }
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Actor IgnoredActor { get; set; }
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World World { get; }
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Actor Actor { get; }
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}
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public struct GraphConnection
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{
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public static readonly CostComparer ConnectionCostComparer = CostComparer.Instance;
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public sealed class CostComparer : IComparer<GraphConnection>
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{
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public static readonly CostComparer Instance = new CostComparer();
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CostComparer() { }
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public int Compare(GraphConnection x, GraphConnection y)
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{
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return x.Cost.CompareTo(y.Cost);
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}
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}
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public readonly CPos Destination;
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public readonly int Cost;
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public GraphConnection(CPos destination, int cost)
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{
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Destination = destination;
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Cost = cost;
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}
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}
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sealed class PathGraph : IGraph<CellInfo>
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{
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public Actor Actor { get; private set; }
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public World World { get; private set; }
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public Func<CPos, bool> CustomBlock { get; set; }
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public Func<CPos, int> CustomCost { get; set; }
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public int LaneBias { get; set; }
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public bool InReverse { get; set; }
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public Actor IgnoredActor { get; set; }
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readonly CellConditions checkConditions;
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readonly MobileInfo mobileInfo;
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readonly MobileInfo.WorldMovementInfo worldMovementInfo;
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readonly CellInfoLayerPool.PooledCellInfoLayer pooledLayer;
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CellLayer<CellInfo> cellInfo;
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public PathGraph(CellInfoLayerPool layerPool, MobileInfo mobileInfo, Actor actor, World world, bool checkForBlocked)
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{
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pooledLayer = layerPool.Get();
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cellInfo = pooledLayer.Layer;
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World = world;
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this.mobileInfo = mobileInfo;
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worldMovementInfo = mobileInfo.GetWorldMovementInfo(world);
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Actor = actor;
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LaneBias = 1;
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checkConditions = checkForBlocked ? CellConditions.TransientActors : CellConditions.None;
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}
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// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
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// to be reached more cheaply by a path through our parent cell which does not include the current cell.
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// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
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// is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if
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// the cell directly between them and our parent is passable.
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static readonly CVec[][] DirectedNeighbors = {
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) },
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
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CVec.Directions,
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
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};
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public List<GraphConnection> GetConnections(CPos position)
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{
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var previousPos = cellInfo[position].PreviousPos;
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var dx = position.X - previousPos.X;
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var dy = position.Y - previousPos.Y;
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var index = dy * 3 + dx + 4;
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var directions = DirectedNeighbors[index];
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var validNeighbors = new List<GraphConnection>(directions.Length);
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for (var i = 0; i < directions.Length; i++)
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{
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var neighbor = position + directions[i];
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var movementCost = GetCostToNode(neighbor, directions[i]);
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if (movementCost != Constants.InvalidNode)
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validNeighbors.Add(new GraphConnection(neighbor, movementCost));
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}
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return validNeighbors;
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}
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int GetCostToNode(CPos destNode, CVec direction)
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{
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var movementCost = mobileInfo.MovementCostToEnterCell(worldMovementInfo, Actor, destNode, IgnoredActor, checkConditions);
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if (movementCost != int.MaxValue && !(CustomBlock != null && CustomBlock(destNode)))
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return CalculateCellCost(destNode, direction, movementCost);
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return Constants.InvalidNode;
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}
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int CalculateCellCost(CPos neighborCPos, CVec direction, int movementCost)
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{
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var cellCost = movementCost;
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if (direction.X * direction.Y != 0)
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cellCost = (cellCost * 34) / 24;
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if (CustomCost != null)
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{
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var customCost = CustomCost(neighborCPos);
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if (customCost == Constants.InvalidNode)
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return Constants.InvalidNode;
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cellCost += customCost;
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}
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// directional bonuses for smoother flow!
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if (LaneBias != 0)
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{
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var ux = neighborCPos.X + (InReverse ? 1 : 0) & 1;
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var uy = neighborCPos.Y + (InReverse ? 1 : 0) & 1;
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if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0))
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cellCost += LaneBias;
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if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
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cellCost += LaneBias;
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}
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return cellCost;
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}
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public CellInfo this[CPos pos]
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{
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get { return cellInfo[pos]; }
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set { cellInfo[pos] = value; }
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}
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public void Dispose()
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{
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pooledLayer.Dispose();
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cellInfo = null;
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}
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}
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}
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