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.
285 lines
6.8 KiB
C#
285 lines
6.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 System.Drawing;
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using System.Linq;
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using Eluant;
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using Eluant.ObjectBinding;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding
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{
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public readonly ActorInfo Info;
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public readonly World World;
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public readonly uint ActorID;
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public Lazy<Rectangle> Bounds;
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Lazy<IOccupySpace> occupySpace;
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Lazy<IFacing> facing;
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Lazy<Health> health;
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Lazy<IEffectiveOwner> effectiveOwner;
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public IOccupySpace OccupiesSpace { get { return occupySpace.Value; } }
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public IEffectiveOwner EffectiveOwner { get { return effectiveOwner.Value; } }
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public CPos Location { get { return occupySpace.Value.TopLeft; } }
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public WPos CenterPosition { get { return occupySpace.Value.CenterPosition; } }
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public WRot Orientation
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{
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get
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{
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// TODO: Support non-zero pitch/roll in IFacing (IOrientation?)
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var facingValue = facing.Value != null ? facing.Value.Facing : 0;
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facingValue));
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}
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}
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[Sync] public Player Owner;
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Activity currentActivity;
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public Group Group;
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public int Generation;
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internal Actor(World world, string name, TypeDictionary initDict)
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{
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var init = new ActorInitializer(this, initDict);
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World = world;
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ActorID = world.NextAID();
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if (initDict.Contains<OwnerInit>())
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Owner = init.Get<OwnerInit, Player>();
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occupySpace = Exts.Lazy(() => TraitOrDefault<IOccupySpace>());
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if (name != null)
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{
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if (!world.Map.Rules.Actors.ContainsKey(name.ToLowerInvariant()))
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throw new NotImplementedException("No rules definition for unit {0}".F(name.ToLowerInvariant()));
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Info = world.Map.Rules.Actors[name.ToLowerInvariant()];
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foreach (var trait in Info.TraitsInConstructOrder())
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AddTrait(trait.Create(init));
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}
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facing = Exts.Lazy(() => TraitOrDefault<IFacing>());
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health = Exts.Lazy(() => TraitOrDefault<Health>());
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effectiveOwner = Exts.Lazy(() => TraitOrDefault<IEffectiveOwner>());
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Bounds = Exts.Lazy(() =>
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{
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var si = Info.Traits.GetOrDefault<SelectableInfo>();
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var size = (si != null && si.Bounds != null) ? new int2(si.Bounds[0], si.Bounds[1]) :
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TraitsImplementing<IAutoSelectionSize>().Select(x => x.SelectionSize(this)).FirstOrDefault();
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var offset = -size / 2;
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if (si != null && si.Bounds != null && si.Bounds.Length > 2)
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offset += new int2(si.Bounds[2], si.Bounds[3]);
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return new Rectangle(offset.X, offset.Y, size.X, size.Y);
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});
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}
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public void Tick()
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{
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var wasIdle = IsIdle;
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currentActivity = Traits.Util.RunActivity(this, currentActivity);
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if (!wasIdle && IsIdle)
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foreach (var n in TraitsImplementing<INotifyBecomingIdle>())
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n.OnBecomingIdle(this);
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}
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public bool IsIdle
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{
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get { return currentActivity == null; }
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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var renderables = Renderables(wr);
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foreach (var modifier in TraitsImplementing<IRenderModifier>())
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renderables = modifier.ModifyRender(this, wr, renderables);
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return renderables;
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}
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IEnumerable<IRenderable> Renderables(WorldRenderer wr)
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{
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foreach (var render in TraitsImplementing<IRender>())
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foreach (var renderable in render.Render(this, wr))
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yield return renderable;
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}
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public bool IsInWorld { get; internal set; }
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public void QueueActivity(bool queued, Activity nextActivity)
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{
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if (!queued)
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CancelActivity();
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QueueActivity(nextActivity);
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}
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public void QueueActivity(Activity nextActivity)
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{
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if (currentActivity == null)
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currentActivity = nextActivity;
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else
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currentActivity.Queue(nextActivity);
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}
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public void CancelActivity()
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{
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if (currentActivity != null)
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currentActivity.Cancel(this);
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}
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public Activity GetCurrentActivity()
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{
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return currentActivity;
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}
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public override int GetHashCode()
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{
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return (int)ActorID;
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}
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public override bool Equals(object obj)
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{
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var o = obj as Actor;
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return o != null && o.ActorID == ActorID;
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}
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public override string ToString()
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{
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return "{0} {1}{2}".F(Info.Name, ActorID, IsInWorld ? "" : " (not in world)");
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}
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public T Trait<T>()
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{
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return World.traitDict.Get<T>(this);
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}
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public T TraitOrDefault<T>()
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{
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return World.traitDict.GetOrDefault<T>(this);
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}
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public IEnumerable<T> TraitsImplementing<T>()
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{
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return World.traitDict.WithInterface<T>(this);
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}
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public bool HasTrait<T>()
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{
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return World.traitDict.Contains<T>(this);
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}
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public void AddTrait(object trait)
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{
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World.traitDict.AddTrait(this, trait);
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}
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public bool Destroyed { get; private set; }
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public void Destroy()
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{
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World.AddFrameEndTask(w =>
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{
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if (Destroyed) return;
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World.Remove(this);
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World.traitDict.RemoveActor(this);
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Destroyed = true;
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});
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}
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// TODO: move elsewhere.
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public void ChangeOwner(Player newOwner)
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{
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World.AddFrameEndTask(w =>
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{
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var oldOwner = Owner;
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// momentarily remove from world so the ownership queries don't get confused
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w.Remove(this);
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Owner = newOwner;
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Generation++;
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w.Add(this);
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foreach (var t in this.TraitsImplementing<INotifyOwnerChanged>())
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t.OnOwnerChanged(this, oldOwner, newOwner);
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});
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}
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public bool IsDead()
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{
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if (Destroyed)
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return true;
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return (health.Value == null) ? false : health.Value.IsDead;
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}
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public bool IsDisguised()
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{
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return effectiveOwner.Value != null && effectiveOwner.Value.Disguised;
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}
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public void Kill(Actor attacker)
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{
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if (health.Value == null)
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return;
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health.Value.InflictDamage(this, attacker, health.Value.MaxHP, null, true);
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}
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#region Scripting interface
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Lazy<ScriptActorInterface> luaInterface;
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public void OnScriptBind(ScriptContext context)
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{
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luaInterface = Exts.Lazy(() => new ScriptActorInterface(context, this));
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}
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public LuaValue this[LuaRuntime runtime, LuaValue keyValue]
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{
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get { return luaInterface.Value[runtime, keyValue]; }
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set { luaInterface.Value[runtime, keyValue] = value; }
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}
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public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right)
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{
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Actor a, b;
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if (!left.TryGetClrValue<Actor>(out a) || !right.TryGetClrValue<Actor>(out b))
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return false;
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return a == b;
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}
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public LuaValue ToString(LuaRuntime runtime)
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{
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return "Actor ({0})".F(this);
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}
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public bool HasScriptProperty(string name)
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{
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return luaInterface.Value.ContainsKey(name);
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}
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#endregion
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}
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}
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