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)
641 lines
17 KiB
C#
641 lines
17 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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 System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Orders;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum WorldType { Regular, Shellmap, Editor }
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public sealed class World : IDisposable
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{
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internal readonly TraitDictionary TraitDict = new TraitDictionary();
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readonly SortedDictionary<uint, Actor> actors = new SortedDictionary<uint, Actor>();
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readonly List<IEffect> effects = new List<IEffect>();
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readonly List<IEffect> unpartitionedEffects = new List<IEffect>();
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readonly List<ISync> syncedEffects = new List<ISync>();
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readonly Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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public int Timestep;
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internal readonly OrderManager OrderManager;
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public Session LobbyInfo { get { return OrderManager.LobbyInfo; } }
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public readonly MersenneTwister SharedRandom;
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public readonly MersenneTwister LocalRandom;
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public readonly IModelCache ModelCache;
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public LongBitSet<PlayerBitMask> AllPlayersMask = default(LongBitSet<PlayerBitMask>);
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public readonly LongBitSet<PlayerBitMask> NoPlayersMask = default(LongBitSet<PlayerBitMask>);
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public Player[] Players = new Player[0];
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public event Action<Player> RenderPlayerChanged;
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public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
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{
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if (Players.Length > 0)
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throw new InvalidOperationException("Players are fixed once they have been set.");
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Players = players.ToArray();
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SetLocalPlayer(localPlayer);
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}
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public Player LocalPlayer { get; private set; }
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public event Action GameOver = () => { };
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public bool IsGameOver { get; private set; }
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public void EndGame()
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{
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if (!IsGameOver)
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{
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IsGameOver = true;
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foreach (var t in WorldActor.TraitsImplementing<IGameOver>())
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t.GameOver(this);
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gameInfo.FinalGameTick = WorldTick;
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GameOver();
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}
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}
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Player renderPlayer;
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public Player RenderPlayer
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{
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get
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{
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return renderPlayer;
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}
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set
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{
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if (LocalPlayer == null || LocalPlayer.UnlockedRenderPlayer)
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{
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renderPlayer = value;
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RenderPlayerChanged?.Invoke(value);
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}
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}
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}
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public bool FogObscures(Actor a) { return RenderPlayer != null && !a.CanBeViewedByPlayer(RenderPlayer); }
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public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
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public bool FogObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(pos); }
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public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
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public bool ShroudObscures(MPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
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public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool IsReplay
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{
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get { return OrderManager.Connection is ReplayConnection; }
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}
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public bool IsLoadingGameSave
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{
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get { return OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame; }
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}
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public int GameSaveLoadingPercentage
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{
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get { return OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame; }
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}
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void SetLocalPlayer(Player localPlayer)
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{
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if (localPlayer == null)
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return;
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if (!Players.Contains(localPlayer))
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throw new ArgumentException("The local player must be one of the players in the world.", "localPlayer");
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if (IsReplay)
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return;
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LocalPlayer = localPlayer;
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// Set the property backing field directly
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renderPlayer = LocalPlayer;
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}
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public readonly Actor WorldActor;
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public readonly Map Map;
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public readonly IActorMap ActorMap;
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public readonly ScreenMap ScreenMap;
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public readonly WorldType Type;
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public readonly IValidateOrder[] OrderValidators;
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readonly GameInformation gameInfo;
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// Hide the OrderManager from mod code
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public void IssueOrder(Order o) { OrderManager.IssueOrder(o); }
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IOrderGenerator orderGenerator;
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public IOrderGenerator OrderGenerator
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{
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get
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{
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return orderGenerator;
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}
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set
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{
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Sync.AssertUnsynced("The current order generator may not be changed from synced code");
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orderGenerator?.Deactivate();
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orderGenerator = value;
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}
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}
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public readonly ISelection Selection;
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public void CancelInputMode() { OrderGenerator = new UnitOrderGenerator(); }
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public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
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{
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if (OrderGenerator is T)
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{
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CancelInputMode();
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return false;
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}
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else
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{
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OrderGenerator = new T();
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return true;
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}
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}
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public bool RulesContainTemporaryBlocker { get; private set; }
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bool wasLoadingGameSave;
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internal World(ModData modData, Map map, OrderManager orderManager, WorldType type)
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{
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Type = type;
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OrderManager = orderManager;
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orderGenerator = new UnitOrderGenerator();
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Map = map;
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Timestep = orderManager.LobbyInfo.GlobalSettings.Timestep;
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SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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LocalRandom = new MersenneTwister();
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ModelCache = modData.ModelSequenceLoader.CacheModels(map, modData, map.Rules.ModelSequences);
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var worldActorType = type == WorldType.Editor ? "EditorWorld" : "World";
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WorldActor = CreateActor(worldActorType, new TypeDictionary());
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ActorMap = WorldActor.Trait<IActorMap>();
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ScreenMap = WorldActor.Trait<ScreenMap>();
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Selection = WorldActor.Trait<ISelection>();
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OrderValidators = WorldActor.TraitsImplementing<IValidateOrder>().ToArray();
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// Reset mask
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LongBitSet<PlayerBitMask>.Reset();
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// Add players
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foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
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cmp.CreatePlayers(this);
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// Set defaults for any unset stances
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foreach (var p in Players)
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{
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if (!p.Spectating)
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AllPlayersMask = AllPlayersMask.Union(p.PlayerMask);
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foreach (var q in Players)
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{
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SetUpPlayerMask(p, q);
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if (!p.Stances.ContainsKey(q))
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p.Stances[q] = Stance.Neutral;
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}
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}
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Game.Sound.SoundVolumeModifier = 1.0f;
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gameInfo = new GameInformation
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{
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Mod = Game.ModData.Manifest.Id,
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Version = Game.ModData.Manifest.Metadata.Version,
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MapUid = Map.Uid,
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MapTitle = Map.Title
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};
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RulesContainTemporaryBlocker = map.Rules.Actors.Any(a => a.Value.HasTraitInfo<ITemporaryBlockerInfo>());
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}
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void SetUpPlayerMask(Player p, Player q)
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{
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if (q.Spectating)
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return;
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var bitSet = q.PlayerMask;
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switch (p.Stances[q])
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{
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case Stance.Enemy:
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case Stance.Neutral:
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p.EnemyPlayersMask = p.EnemyPlayersMask.Union(bitSet);
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break;
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case Stance.Ally:
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p.AlliedPlayersMask = p.AlliedPlayersMask.Union(bitSet);
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break;
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}
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}
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public void AddToMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.AddInfluence(self, ios);
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ActorMap.AddPosition(self, ios);
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ScreenMap.AddOrUpdate(self);
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}
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public void UpdateMaps(Actor self, IOccupySpace ios)
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{
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if (!self.IsInWorld)
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return;
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ScreenMap.AddOrUpdate(self);
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ActorMap.UpdatePosition(self, ios);
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}
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public void RemoveFromMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.RemoveInfluence(self, ios);
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ActorMap.RemovePosition(self, ios);
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ScreenMap.Remove(self);
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}
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public void LoadComplete(WorldRenderer wr)
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{
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if (IsLoadingGameSave)
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{
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wasLoadingGameSave = true;
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Game.Sound.DisableAllSounds = true;
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foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoading>())
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nsr.GameLoading(this);
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}
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// ScreenMap must be initialized before anything else
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using (new PerfTimer("ScreenMap.WorldLoaded"))
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ScreenMap.WorldLoaded(this, wr);
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foreach (var iwl in WorldActor.TraitsImplementing<IWorldLoaded>())
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{
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// These have already been initialized
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if (iwl == ScreenMap)
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continue;
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using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
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iwl.WorldLoaded(this, wr);
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}
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foreach (var p in Players)
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foreach (var iwl in p.PlayerActor.TraitsImplementing<IWorldLoaded>())
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using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
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iwl.WorldLoaded(this, wr);
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var assignSpawnLocations = WorldActor.TraitOrDefault<IAssignSpawnPoints>();
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gameInfo.StartTimeUtc = DateTime.UtcNow;
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foreach (var player in Players)
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gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
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var echo = OrderManager.Connection as EchoConnection;
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var rc = echo != null ? echo.Recorder : null;
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if (rc != null)
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rc.Metadata = new ReplayMetadata(gameInfo);
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}
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public void SetWorldOwner(Player p)
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{
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WorldActor.Owner = p;
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}
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public Actor CreateActor(string name, TypeDictionary initDict)
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{
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return CreateActor(true, name, initDict);
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}
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public Actor CreateActor(bool addToWorld, ActorReference reference)
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{
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return CreateActor(addToWorld, reference.Type, reference.InitDict);
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}
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public Actor CreateActor(bool addToWorld, string name, TypeDictionary initDict)
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{
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var a = new Actor(this, name, initDict);
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a.Initialize(addToWorld);
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return a;
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}
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public void Add(Actor a)
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{
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a.IsInWorld = true;
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actors.Add(a.ActorID, a);
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ActorAdded(a);
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foreach (var t in a.TraitsImplementing<INotifyAddedToWorld>())
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t.AddedToWorld(a);
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}
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public void Remove(Actor a)
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{
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a.IsInWorld = false;
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actors.Remove(a.ActorID);
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ActorRemoved(a);
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foreach (var t in a.TraitsImplementing<INotifyRemovedFromWorld>())
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t.RemovedFromWorld(a);
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}
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public void Add(IEffect e)
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{
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effects.Add(e);
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var sp = e as ISpatiallyPartitionable;
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if (sp == null)
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unpartitionedEffects.Add(e);
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var se = e as ISync;
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if (se != null)
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syncedEffects.Add(se);
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}
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public void Remove(IEffect e)
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{
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effects.Remove(e);
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var sp = e as ISpatiallyPartitionable;
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if (sp == null)
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unpartitionedEffects.Remove(e);
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var se = e as ISync;
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if (se != null)
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syncedEffects.Remove(se);
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}
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public void RemoveAll(Predicate<IEffect> predicate)
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{
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effects.RemoveAll(predicate);
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unpartitionedEffects.RemoveAll(e => predicate((IEffect)e));
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syncedEffects.RemoveAll(e => predicate((IEffect)e));
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}
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public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public bool Paused { get; internal set; }
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public bool PredictedPaused { get; internal set; }
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public bool PauseStateLocked { get; set; }
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public int WorldTick { get; private set; }
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Dictionary<int, MiniYaml> gameSaveTraitData = new Dictionary<int, MiniYaml>();
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internal void AddGameSaveTraitData(int traitIndex, MiniYaml yaml)
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{
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gameSaveTraitData[traitIndex] = yaml;
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}
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public void SetPauseState(bool paused)
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{
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if (PauseStateLocked)
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return;
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IssueOrder(Order.FromTargetString("PauseGame", paused ? "Pause" : "UnPause", false));
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PredictedPaused = paused;
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}
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public void SetLocalPauseState(bool paused)
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{
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Paused = PredictedPaused = paused;
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}
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public void Tick()
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{
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if (wasLoadingGameSave && !IsLoadingGameSave)
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{
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foreach (var kv in gameSaveTraitData)
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{
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var tp = TraitDict.ActorsWithTrait<IGameSaveTraitData>()
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.Skip(kv.Key)
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.FirstOrDefault();
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if (tp.Actor == null)
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break;
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tp.Trait.ResolveTraitData(tp.Actor, kv.Value.Nodes);
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}
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gameSaveTraitData.Clear();
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Game.Sound.DisableAllSounds = false;
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foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoaded>())
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nsr.GameLoaded(this);
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wasLoadingGameSave = false;
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}
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if (!Paused)
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{
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WorldTick++;
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using (new PerfSample("tick_actors"))
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foreach (var a in actors.Values)
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a.Tick();
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ApplyToActorsWithTraitTimed<ITick>((Actor actor, ITick trait) => trait.Tick(actor), "Trait");
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effects.DoTimed(e => e.Tick(this), "Effect");
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}
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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}
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// For things that want to update their render state once per tick, ignoring pause state
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public void TickRender(WorldRenderer wr)
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{
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ApplyToActorsWithTraitTimed<ITickRender>((Actor actor, ITickRender trait) => trait.TickRender(wr, actor), "Render");
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ScreenMap.TickRender();
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}
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public IEnumerable<Actor> Actors { get { return actors.Values; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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public IEnumerable<IEffect> UnpartitionedEffects { get { return unpartitionedEffects; } }
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public IEnumerable<ISync> SyncedEffects { get { return syncedEffects; } }
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public Actor GetActorById(uint actorId)
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{
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if (actors.TryGetValue(actorId, out var a))
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return a;
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return null;
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}
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uint nextAID = 0;
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internal uint NextAID()
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{
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return nextAID++;
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}
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public int SyncHash()
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{
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// using (new PerfSample("synchash"))
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{
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var n = 0;
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var ret = 0;
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// Hash all the actors.
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foreach (var a in Actors)
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ret += n++ * (int)(1 + a.ActorID) * Sync.HashActor(a);
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// Hash fields marked with the ISync interface.
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foreach (var actor in ActorsHavingTrait<ISync>())
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foreach (var syncHash in actor.SyncHashes)
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ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash();
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// Hash game state relevant effects such as projectiles.
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foreach (var sync in SyncedEffects)
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ret += n++ * Sync.Hash(sync);
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// Hash the shared random number generator.
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ret += SharedRandom.Last;
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// Hash player RenderPlayer status
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foreach (var p in Players)
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if (p.UnlockedRenderPlayer)
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ret += Sync.HashPlayer(p);
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return ret;
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}
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}
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public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
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{
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return TraitDict.ActorsWithTrait<T>();
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}
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public void ApplyToActorsWithTraitTimed<T>(Action<Actor, T> action, string text)
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{
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TraitDict.ApplyToActorsWithTraitTimed<T>(action, text);
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>()
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{
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return TraitDict.ActorsHavingTrait<T>();
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>(Func<T, bool> predicate)
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{
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return TraitDict.ActorsHavingTrait(predicate);
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}
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public void OnPlayerWinStateChanged(Player player)
|
|
{
|
|
var pi = gameInfo.GetPlayer(player);
|
|
if (pi != null)
|
|
{
|
|
pi.Outcome = player.WinState;
|
|
pi.OutcomeTimestampUtc = DateTime.UtcNow;
|
|
}
|
|
}
|
|
|
|
public void OnPlayerDisconnected(Player player)
|
|
{
|
|
var pi = gameInfo.GetPlayer(player);
|
|
if (pi == null)
|
|
return;
|
|
|
|
pi.DisconnectFrame = OrderManager.NetFrameNumber;
|
|
}
|
|
|
|
public void RequestGameSave(string filename)
|
|
{
|
|
// Allow traits to save arbitrary data that will be passed back via IGameSaveTraitData.ResolveTraitData
|
|
// at the end of the save restoration
|
|
// TODO: This will need to be generalized to a request / response pair for multiplayer game saves
|
|
var i = 0;
|
|
foreach (var tp in TraitDict.ActorsWithTrait<IGameSaveTraitData>())
|
|
{
|
|
var data = tp.Trait.IssueTraitData(tp.Actor);
|
|
if (data != null)
|
|
{
|
|
var yaml = new List<MiniYamlNode>() { new MiniYamlNode(i.ToString(), new MiniYaml("", data)) };
|
|
IssueOrder(Order.FromTargetString("GameSaveTraitData", yaml.WriteToString(), true));
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
IssueOrder(Order.FromTargetString("CreateGameSave", filename, true));
|
|
}
|
|
|
|
public bool Disposing;
|
|
|
|
public void Dispose()
|
|
{
|
|
Disposing = true;
|
|
|
|
OrderGenerator?.Deactivate();
|
|
|
|
frameEndActions.Clear();
|
|
|
|
Game.Sound.StopAudio();
|
|
Game.Sound.StopVideo();
|
|
if (IsLoadingGameSave)
|
|
Game.Sound.DisableAllSounds = false;
|
|
|
|
ModelCache.Dispose();
|
|
|
|
// Dispose newer actors first, and the world actor last
|
|
foreach (var a in actors.Values.Reverse())
|
|
a.Dispose();
|
|
|
|
// Actor disposals are done in a FrameEndTask
|
|
while (frameEndActions.Count != 0)
|
|
frameEndActions.Dequeue()(this);
|
|
|
|
Game.FinishBenchmark();
|
|
}
|
|
}
|
|
|
|
public struct TraitPair<T> : IEquatable<TraitPair<T>>
|
|
{
|
|
public readonly Actor Actor;
|
|
public readonly T Trait;
|
|
|
|
public TraitPair(Actor actor, T trait) { Actor = actor; Trait = trait; }
|
|
|
|
public static bool operator ==(TraitPair<T> me, TraitPair<T> other) { return me.Actor == other.Actor && Equals(me.Trait, other.Trait); }
|
|
public static bool operator !=(TraitPair<T> me, TraitPair<T> other) { return !(me == other); }
|
|
|
|
public override int GetHashCode() { return Actor.GetHashCode() ^ Trait.GetHashCode(); }
|
|
|
|
public bool Equals(TraitPair<T> other) { return this == other; }
|
|
public override bool Equals(object obj) { return obj is TraitPair<T> && Equals((TraitPair<T>)obj); }
|
|
|
|
public override string ToString() { return Actor.Info.Name + "->" + Trait.GetType().Name; }
|
|
}
|
|
}
|