Item/statuseffect optimization:

- PowerTransfer components cache power connections instead of rechecking them every frame
- items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient)
- storing item tags & StatusEffect targetNames in HashSets
This commit is contained in:
Regalis
2016-11-08 21:14:29 +02:00
parent 1dc08b3019
commit 1617cd8f7a
4 changed files with 120 additions and 69 deletions

View File

@@ -374,7 +374,7 @@ namespace Barotrauma.Items.Components
return;
}
List<ItemSound> matchingSounds = null;
List<ItemSound> matchingSounds;
if (!sounds.TryGetValue(type, out matchingSounds)) return;
ItemSound itemSound = null;

View File

@@ -22,7 +22,9 @@ namespace Barotrauma.Items.Components
//affects how fast changes in power/load are carried over the grid
static float inertia = 5.0f;
static List<Powered> connectedList = new List<Powered>();
static HashSet<Powered> connectedList = new HashSet<Powered>();
private List<Connection> powerConnections;
private float powerLoad;
@@ -35,24 +37,27 @@ namespace Barotrauma.Items.Components
: base(item, element)
{
IsActive = true;
powerConnections = new List<Connection>();
}
public override void Update(float deltaTime, Camera cam)
{
//reset and recalculate the power generated/consumed
//by the constructions connected to the grid
fullPower = 0.0f;
fullLoad = 0.0f;
connectedList.Clear();
if (updateTimer > 0)
{
//this junction box has already been updated this frame
updateTimer--;
return;
}
//reset and recalculate the power generated/consumed
//by the constructions connected to the grid
fullPower = 0.0f;
fullLoad = 0.0f;
updateTimer = 0;
connectedList.Clear();
CheckJunctions(deltaTime);
updateTimer = 0;
foreach (Powered p in connectedList)
{
@@ -68,8 +73,7 @@ namespace Barotrauma.Items.Components
//(except if running as a client)
if (GameMain.Client != null) continue;
if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f,2.1f), 200.0f)) continue;
float prevCondition = pt.item.Condition;
pt.item.Condition -= deltaTime * 10.0f;
@@ -109,37 +113,31 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
List<Connection> connections = item.Connections;
if (connections == null) return;
foreach (Connection c in connections)
foreach (Connection c in powerConnections)
{
if (!c.IsPower) continue;
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
if (recipient == null || !c.IsPower) continue;
if (recipient == null) continue;
Item it = recipient.Item;
if (it == null) continue;
//if (it.Updated) continue;
Powered powered = it.GetComponent<Powered>();
if (powered == null || !powered.IsActive) continue;
if (connectedList.Contains(powered)) continue;
PowerTransfer powerTransfer = powered as PowerTransfer;
PowerContainer powerContainer = powered as PowerContainer;
if (powerTransfer != null)
{
//if (powerTransfer.updateTimer>0) continue;
powerTransfer.CheckJunctions(deltaTime);
continue;
}
else if (powerContainer != null)
PowerContainer powerContainer = powered as PowerContainer;
if (powerContainer != null)
{
if (recipient.Name == "power_in")
{
@@ -187,6 +185,19 @@ namespace Barotrauma.Items.Components
GuiFrame.Update(1.0f / 60.0f);
}
public override void OnMapLoaded()
{
var connections = item.Connections;
if (connections == null)
{
IsActive = false;
return;
}
powerConnections = connections.FindAll(c => c.IsPower);
if (powerConnections.Count == 0) IsActive = false;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
{
base.ReceiveSignal(stepsTaken, signal, connection, sender, power);