Optimization: FindHull spatial hashing, itemcomponent sounds in a dictionary, got rid of Item.Updated, rendering fixes, disposing shadow vertex buffers

This commit is contained in:
Regalis11
2015-12-21 11:01:35 +02:00
parent a62c6d6711
commit 2ff8643c02
16 changed files with 354 additions and 136 deletions
@@ -61,7 +61,7 @@ namespace Barotrauma.Items.Components
public List<Skill> requiredSkills;
private List<ItemSound> sounds;
private Dictionary<ActionType,List<ItemSound>> sounds;
private GUIFrame guiFrame;
@@ -175,7 +175,7 @@ namespace Barotrauma.Items.Components
requiredSkills = new List<Skill>();
sounds = new List<ItemSound>();
sounds = new Dictionary<ActionType, List<ItemSound>>();
statusEffects = new List<StatusEffect>();
@@ -283,7 +283,15 @@ namespace Barotrauma.Items.Components
ItemSound itemSound = new ItemSound(sound, type, range, loop);
itemSound.VolumeProperty = ToolBox.GetAttributeString(subElement, "volume", "");
itemSound.VolumeMultiplier = ToolBox.GetAttributeFloat(subElement, "volumemultiplier", 1.0f);
sounds.Add(itemSound);
List<ItemSound> soundList = null;
if (!sounds.TryGetValue(itemSound.Type, out soundList))
{
soundList = new List<ItemSound>();
sounds.Add(itemSound.Type, soundList);
}
soundList.Add(itemSound);
break;
default:
ItemComponent ic = ItemComponent.Load(subElement, item, item.ConfigFile, false);
@@ -306,9 +314,9 @@ namespace Barotrauma.Items.Components
loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
return;
}
List<ItemSound> matchingSounds = sounds.FindAll(x => x.Type == type);
if (matchingSounds.Count == 0) return;
List<ItemSound> matchingSounds = null;
if (!sounds.TryGetValue(type, out matchingSounds)) return;
ItemSound itemSound = null;
if (!Sounds.SoundManager.IsPlaying(loopingSoundIndex))
@@ -12,6 +12,10 @@ namespace Barotrauma.Items.Components
static float fullPower;
static float fullLoad;
//private bool updated;
private int updateTimer;
const float FireProbability = 0.15f;
//affects how fast changes in power/load are carried over the grid
@@ -40,9 +44,14 @@ namespace Barotrauma.Items.Components
fullLoad = 0.0f;
connectedList.Clear();
if (updated) return;
if (updateTimer > 0)
{
updateTimer--;
return;
}
CheckJunctions(deltaTime);
updateTimer = 0;
foreach (Powered p in connectedList)
{
@@ -54,51 +63,43 @@ namespace Barotrauma.Items.Components
pt.Item.SendSignal("", "power", fullPower / Math.Max(fullLoad, 1.0f));
//damage the item if voltage is too high
if (-pt.currPowerConsumption > Math.Max(pt.powerLoad * 2.0f, 200.0f))
if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * 2.0f, 200.0f)) continue;
float prevCondition = pt.item.Condition;
pt.item.Condition -= deltaTime * 10.0f;
if (pt.item.Condition <= 0.0f && prevCondition > 0.0f)
{
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
float prevCondition = pt.item.Condition;
pt.item.Condition -= deltaTime * 10.0f;
if (pt.item.Condition<=0.0f && prevCondition > 0.0f)
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
}
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
}
if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
{
new FireSource(pt.item.WorldPosition);
}
if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
{
new FireSource(pt.item.WorldPosition);
}
}
}
}
public override bool Pick(Character picker)
{
if (picker == null) return false;
//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
return true;
return picker != null;
}
//a recursive function that goes through all the junctions and adds up
//all the generated/consumed power of the constructions connected to the grid
private void CheckJunctions(float deltaTime)
{
updated = true;
updateTimer = 1;
connectedList.Add(this);
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
@@ -119,11 +120,12 @@ namespace Barotrauma.Items.Components
//if (it.Updated) continue;
Powered powered = it.GetComponent<Powered>();
if (powered == null || powered.Updated) continue;
if (powered == null) continue;
PowerTransfer powerTransfer = powered as PowerTransfer;
if (powerTransfer != null)
{
if (powerTransfer.updateTimer>0) continue;
powerTransfer.CheckJunctions(deltaTime);
}
else
@@ -143,9 +145,8 @@ namespace Barotrauma.Items.Components
}
}
}
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int x = GuiFrame.Rect.X;