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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed.
Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary
when there's no tick. Might be some room to tweak, like doing these updates only when preserves change.
Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms).
When the map is filled up with preserve, about 35ms and 9ms. With a handful of
cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/src/GameComponentCollection.cs
102 lines | 2.5 KiB | text/x-csharp | CSharpLexer
102 lines | 2.5 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
using System.Collections.ObjectModel; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework | ||||
{ | ||||
public sealed class GameComponentCollection : Collection<IGameComponent> | ||||
{ | ||||
#region Events | ||||
/// <summary> | ||||
/// Event that is triggered when a <see cref="GameComponent"/> is added | ||||
/// to this <see cref="GameComponentCollection"/>. | ||||
/// </summary> | ||||
public event EventHandler<GameComponentCollectionEventArgs> ComponentAdded; | ||||
/// <summary> | ||||
/// Event that is triggered when a <see cref="GameComponent"/> is removed | ||||
/// from this <see cref="GameComponentCollection"/>. | ||||
/// </summary> | ||||
public event EventHandler<GameComponentCollectionEventArgs> ComponentRemoved; | ||||
#endregion | ||||
#region Protected Methods | ||||
/// <summary> | ||||
/// Removes every <see cref="GameComponent"/> from this <see cref="GameComponentCollection"/>. | ||||
/// Triggers <see cref="OnComponentRemoved"/> once for each <see cref="GameComponent"/> removed. | ||||
/// </summary> | ||||
protected override void ClearItems() | ||||
{ | ||||
for (int i = 0; i < base.Count; i += 1) | ||||
{ | ||||
this.OnComponentRemoved(new GameComponentCollectionEventArgs(base[i])); | ||||
} | ||||
base.ClearItems(); | ||||
} | ||||
protected override void InsertItem(int index, IGameComponent item) | ||||
{ | ||||
if (base.IndexOf(item) != -1) | ||||
{ | ||||
throw new ArgumentException("Cannot Add Same Component Multiple Times"); | ||||
} | ||||
base.InsertItem(index, item); | ||||
if (item != null) | ||||
{ | ||||
this.OnComponentAdded(new GameComponentCollectionEventArgs(item)); | ||||
} | ||||
} | ||||
protected override void RemoveItem(int index) | ||||
{ | ||||
IGameComponent gameComponent = base[index]; | ||||
base.RemoveItem(index); | ||||
if (gameComponent != null) | ||||
{ | ||||
this.OnComponentRemoved( | ||||
new GameComponentCollectionEventArgs(gameComponent) | ||||
); | ||||
} | ||||
} | ||||
protected override void SetItem(int index, IGameComponent item) | ||||
{ | ||||
throw new NotSupportedException(); | ||||
} | ||||
#endregion | ||||
#region Private Methods | ||||
private void OnComponentAdded(GameComponentCollectionEventArgs eventArgs) | ||||
{ | ||||
if (this.ComponentAdded != null) | ||||
{ | ||||
this.ComponentAdded(this, eventArgs); | ||||
} | ||||
} | ||||
private void OnComponentRemoved(GameComponentCollectionEventArgs eventArgs) | ||||
{ | ||||
if (this.ComponentRemoved != null) | ||||
{ | ||||
this.ComponentRemoved(this, eventArgs); | ||||
} | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||