Reduce rendertree allocs (#1806)

This commit is contained in:
metalgearsloth
2021-06-06 14:50:31 +02:00
committed by GitHub
parent 25c1c6ef91
commit 81272b0bc8
@@ -27,6 +27,8 @@ namespace Robust.Client.GameObjects
private readonly List<SpriteComponent> _spriteQueue = new();
private readonly List<PointLightComponent> _lightQueue = new();
private HashSet<EntityUid> _checkedChildren = new();
internal DynamicTree<SpriteComponent> GetSpriteTreeForMap(MapId map, GridId grid)
{
return _gridTrees[map][grid].SpriteTree;
@@ -54,12 +56,10 @@ namespace Robust.Client.GameObjects
SubscribeLocalEvent<MoveEvent>(AnythingMoved);
SubscribeLocalEvent<SpriteComponent, EntMapIdChangedMessage>(SpriteMapChanged);
SubscribeLocalEvent<SpriteComponent, MoveEvent>(SpriteMoved);
SubscribeLocalEvent<SpriteComponent, EntParentChangedMessage>(SpriteParentChanged);
SubscribeLocalEvent<SpriteComponent, ComponentRemove>(RemoveSprite);
SubscribeLocalEvent<PointLightComponent, EntMapIdChangedMessage>(LightMapChanged);
SubscribeLocalEvent<PointLightComponent, MoveEvent>(LightMoved);
SubscribeLocalEvent<PointLightComponent, EntParentChangedMessage>(LightParentChanged);
SubscribeLocalEvent<PointLightComponent, PointLightRadiusChangedEvent>(PointLightRadiusChanged);
SubscribeLocalEvent<PointLightComponent, RenderTreeRemoveLightEvent>(RemoveLight);
@@ -72,13 +72,20 @@ namespace Robust.Client.GameObjects
private void AnythingMovedSubHandler(ITransformComponent sender)
{
// To avoid doing redundant updates (and we don't need to update a grid's children ever)
if (!_checkedChildren.Add(sender.Owner.Uid) ||
sender.Owner.HasComponent<MapGridComponent>() ||
sender.Owner.HasComponent<MapComponent>()) return;
// This recursive search is needed, as MoveEvent is defined to not care about indirect events like children.
// WHATEVER YOU DO, DON'T REPLACE THIS WITH SPAMMING EVENTS UNLESS YOU HAVE A GUARANTEE IT WON'T LAG THE GC.
// (Struct-based events ok though)
if (sender.Owner.TryGetComponent(out SpriteComponent? sprite))
QueueSpriteUpdate(sprite);
if (sender.Owner.TryGetComponent(out PointLightComponent? light))
QueueLightUpdate(light);
foreach (ITransformComponent child in sender.Children)
{
AnythingMovedSubHandler(child);
@@ -96,11 +103,6 @@ namespace Robust.Client.GameObjects
QueueSpriteUpdate(component);
}
private void SpriteMoved(EntityUid uid, SpriteComponent component, MoveEvent args)
{
QueueSpriteUpdate(component);
}
private void SpriteParentChanged(EntityUid uid, SpriteComponent component, EntParentChangedMessage args)
{
QueueSpriteUpdate(component);
@@ -131,22 +133,6 @@ namespace Robust.Client.GameObjects
component.TreeUpdateQueued = true;
_spriteQueue.Add(component);
foreach (var child in component.Owner.Transform.Children)
{
QueueSpriteUpdate(child.Owner);
}
}
private void QueueSpriteUpdate(IEntity entity)
{
if (!entity.TryGetComponent(out SpriteComponent? spriteComponent)) return;
QueueSpriteUpdate(spriteComponent);
foreach (var child in entity.Transform.Children)
{
QueueSpriteUpdate(child.Owner);
}
}
#endregion
@@ -156,11 +142,6 @@ namespace Robust.Client.GameObjects
QueueLightUpdate(component);
}
private void LightMoved(EntityUid uid, PointLightComponent component, MoveEvent args)
{
QueueLightUpdate(component);
}
private void LightParentChanged(EntityUid uid, PointLightComponent component, EntParentChangedMessage args)
{
QueueLightUpdate(component);
@@ -196,22 +177,6 @@ namespace Robust.Client.GameObjects
component.TreeUpdateQueued = true;
_lightQueue.Add(component);
foreach (var child in component.Owner.Transform.Children)
{
QueueLightUpdate(child.Owner);
}
}
private void QueueLightUpdate(IEntity entity)
{
if (!entity.TryGetComponent(out PointLightComponent? lightComponent)) return;
QueueLightUpdate(lightComponent);
foreach (var child in entity.Transform.Children)
{
QueueLightUpdate(child.Owner);
}
}
#endregion
@@ -286,6 +251,8 @@ namespace Robust.Client.GameObjects
public override void FrameUpdate(float frameTime)
{
_checkedChildren.Clear();
foreach (var sprite in _spriteQueue)
{
sprite.TreeUpdateQueued = false;