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))