Core: use span<T> to cut down on array copys

This commit is contained in:
hondacrx
2018-12-24 01:02:49 -05:00
parent 581d0fd1ff
commit 40564a73ce
6 changed files with 32 additions and 24 deletions
+2 -1
View File
@@ -203,7 +203,8 @@ namespace Game.Maps
{ {
int extra = !keyFrames[i - 1].Teleport ? 1 : 0; int extra = !keyFrames[i - 1].Teleport ? 1 : 0;
Spline spline = new Spline(); Spline spline = new Spline();
spline.Init_Spline(splinePath.Skip(start).ToArray(), i - start + extra, Spline.EvaluationMode.Catmullrom); Span<Vector3> span = splinePath.ToArray();
spline.Init_Spline(span.Slice(start), i - start + extra, Spline.EvaluationMode.Catmullrom);
spline.initLengths(); spline.initLengths();
for (int j = start; j < i + extra; ++j) for (int j = start; j < i + extra; ++j)
{ {
@@ -634,9 +634,10 @@ namespace Game.Movement
uint ns = 0; uint ns = 0;
while (ns < nsteerPath) while (ns < nsteerPath)
{ {
Span<float> span = steerPath;
// Stop at Off-Mesh link or when point is further than slop away. // Stop at Off-Mesh link or when point is further than slop away.
if ((steerPathFlags[ns].HasAnyFlag((byte)Detour.dtStraightPathFlags.DT_STRAIGHTPATH_OFFMESH_CONNECTION) || if ((steerPathFlags[ns].HasAnyFlag((byte)Detour.dtStraightPathFlags.DT_STRAIGHTPATH_OFFMESH_CONNECTION) ||
!InRangeYZX(steerPath.Skip((int)ns * 3).ToArray(), startPos, minTargetDist, 1000.0f))) !InRangeYZX(span.Slice((int)ns * 3).ToArray(), startPos, minTargetDist, 1000.0f)))
break; break;
ns++; ns++;
} }
@@ -45,9 +45,9 @@ namespace Game.Movement
_msToNext = info.TimeToNext; _msToNext = info.TimeToNext;
} }
uint SendPathSpline(Unit me, List<Vector3> wp) uint SendPathSpline(Unit me, Span<Vector3> wp)
{ {
int numWp = wp.Count; int numWp = wp.Length;
Cypher.Assert(numWp > 1, "Every path must have source & destination"); Cypher.Assert(numWp > 1, "Every path must have source & destination");
MoveSplineInit init = new MoveSplineInit(me); MoveSplineInit init = new MoveSplineInit(me);
if (numWp > 2) if (numWp > 2)
@@ -64,7 +64,7 @@ namespace Game.Movement
Log.outDebug(LogFilter.Movement, "{0}: Sending spline for {1}.", me.GetGUID().ToString(), index); Log.outDebug(LogFilter.Movement, "{0}: Sending spline for {1}.", me.GetGUID().ToString(), index);
SplineChainLink thisLink = _chain[index]; SplineChainLink thisLink = _chain[index];
uint actualDuration = SendPathSpline(me, thisLink.Points); uint actualDuration = SendPathSpline(me, new Span<Vector3>(thisLink.Points.ToArray()));
if (actualDuration != thisLink.ExpectedDuration) if (actualDuration != thisLink.ExpectedDuration)
{ {
Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms. Expected was {3} ms (delta {4} ms). Adjusting.", me.GetGUID().ToString(), index, actualDuration, thisLink.ExpectedDuration, actualDuration - thisLink.ExpectedDuration); Log.outDebug(LogFilter.Movement, "{0}: Sent spline for {1}, duration is {2} ms. Expected was {3} ms (delta {4} ms). Adjusting.", me.GetGUID().ToString(), index, actualDuration, thisLink.ExpectedDuration, actualDuration - thisLink.ExpectedDuration);
@@ -90,9 +90,8 @@ namespace Game.Movement
Log.outError(LogFilter.Movement, "{0}: Attempted to resume spline chain from invalid resume state ({1}, {2}).", me.GetGUID().ToString(), _nextIndex, _nextFirstWP); Log.outError(LogFilter.Movement, "{0}: Attempted to resume spline chain from invalid resume state ({1}, {2}).", me.GetGUID().ToString(), _nextIndex, _nextFirstWP);
_nextFirstWP = (byte)(thisLink.Points.Count - 1); _nextFirstWP = (byte)(thisLink.Points.Count - 1);
} }
List<Vector3> partial = new List<Vector3>(); Span<Vector3> span = thisLink.Points.ToArray();
partial.AddRange(thisLink.Points.Skip(_nextFirstWP - 1).ToArray()); SendPathSpline(me, span.Slice(_nextFirstWP - 1));
SendPathSpline(me, partial);
Log.outDebug(LogFilter.Movement, "{0}: Resumed spline chain generator from resume state.", me.GetGUID().ToString()); Log.outDebug(LogFilter.Movement, "{0}: Resumed spline chain generator from resume state.", me.GetGUID().ToString());
++_nextIndex; ++_nextIndex;
if (_msToNext == 0) if (_msToNext == 0)
+17 -13
View File
@@ -64,12 +64,14 @@ namespace Game.Movement
} }
void EvaluateCatmullRom(int index, float t, out Vector3 result) void EvaluateCatmullRom(int index, float t, out Vector3 result)
{ {
C_Evaluate(points.Skip(index - 1).ToArray(), t, s_catmullRomCoeffs, out result); Span<Vector3> span = points;
C_Evaluate(span.Slice(index - 1), t, s_catmullRomCoeffs, out result);
} }
void EvaluateBezier3(int index, float t, out Vector3 result) void EvaluateBezier3(int index, float t, out Vector3 result)
{ {
index *= (int)3u; index *= (int)3u;
C_Evaluate(points.Skip(index).ToArray(), t, s_Bezier3Coeffs, out result); Span<Vector3> span = points;
C_Evaluate(span.Slice(index), t, s_Bezier3Coeffs, out result);
} }
#endregion #endregion
@@ -85,7 +87,7 @@ namespace Game.Movement
Init_Spline(controls, count, m); Init_Spline(controls, count, m);
} }
public void Init_Spline(Vector3[] controls, int count, EvaluationMode m) public void Init_Spline(Span<Vector3> controls, int count, EvaluationMode m)
{ {
m_mode = m; m_mode = m;
_cyclic = false; _cyclic = false;
@@ -120,7 +122,7 @@ namespace Game.Movement
index_lo = 0; index_lo = 0;
index_hi = cyclic ? count : (count - 1); index_hi = cyclic ? count : (count - 1);
} }
void InitCatmullRom(Vector3[] controls, int count, bool cyclic, int cyclic_point) void InitCatmullRom(Span<Vector3> controls, int count, bool cyclic, int cyclic_point)
{ {
int real_size = count + (cyclic ? (1 + 2) : (1 + 1)); int real_size = count + (cyclic ? (1 + 2) : (1 + 1));
@@ -129,7 +131,7 @@ namespace Game.Movement
int lo_index = 1; int lo_index = 1;
int high_index = lo_index + count - 1; int high_index = lo_index + count - 1;
Array.Copy(controls, 0, points, lo_index, count); Array.Copy(controls.ToArray(), 0, points, lo_index, count);
// first and last two indexes are space for special 'virtual points' // first and last two indexes are space for special 'virtual points'
// these points are required for proper C_Evaluate and C_Evaluate_Derivative methtod work // these points are required for proper C_Evaluate and C_Evaluate_Derivative methtod work
@@ -152,13 +154,13 @@ namespace Game.Movement
index_lo = lo_index; index_lo = lo_index;
index_hi = high_index + (cyclic ? 1 : 0); index_hi = high_index + (cyclic ? 1 : 0);
} }
void InitBezier3(Vector3[] controls, int count, bool cyclic, int cyclic_point) void InitBezier3(Span<Vector3> controls, int count, bool cyclic, int cyclic_point)
{ {
int c = (int)(count / 3u * 3u); int c = (int)(count / 3u * 3u);
int t = (int)(c / 3u); int t = (int)(c / 3u);
Array.Resize(ref points, c); Array.Resize(ref points, c);
Array.Copy(controls, points, c); Array.Copy(controls.ToArray(), points, c);
index_lo = 0; index_lo = 0;
index_hi = t - 1; index_hi = t - 1;
@@ -190,12 +192,14 @@ namespace Game.Movement
} }
void EvaluateDerivativeCatmullRom(int index, float t, out Vector3 result) void EvaluateDerivativeCatmullRom(int index, float t, out Vector3 result)
{ {
C_Evaluate_Derivative(points.Skip(index - 1).ToArray(), t, s_catmullRomCoeffs, out result); Span<Vector3> span = points;
C_Evaluate_Derivative(span.Slice(index - 1), t, s_catmullRomCoeffs, out result);
} }
void EvaluateDerivativeBezier3(int index, float t, out Vector3 result) void EvaluateDerivativeBezier3(int index, float t, out Vector3 result)
{ {
index *= (int)3u; index *= (int)3u;
C_Evaluate_Derivative(points.Skip(index).ToArray(), t, s_Bezier3Coeffs, out result); Span<Vector3> span = points;
C_Evaluate_Derivative(span.Slice(index), t, s_Bezier3Coeffs, out result);
} }
#endregion #endregion
@@ -221,7 +225,7 @@ namespace Game.Movement
float SegLengthCatmullRom(int index) float SegLengthCatmullRom(int index)
{ {
Vector3 nextPos; Vector3 nextPos;
var p = points.Skip(index - 1).ToArray(); Span<Vector3> p = points.AsSpan(index - 1);
Vector3 curPos = nextPos = p[1]; Vector3 curPos = nextPos = p[1];
int i = 1; int i = 1;
@@ -240,7 +244,7 @@ namespace Game.Movement
index *= (int)3u; index *= (int)3u;
Vector3 nextPos; Vector3 nextPos;
var p = points.Skip(index).ToArray(); Span<Vector3> p = points.AsSpan(index);
C_Evaluate(p, 0.0f, s_Bezier3Coeffs, out nextPos); C_Evaluate(p, 0.0f, s_Bezier3Coeffs, out nextPos);
Vector3 curPos = nextPos; Vector3 curPos = nextPos;
@@ -297,7 +301,7 @@ namespace Game.Movement
private static readonly Matrix4 s_Bezier3Coeffs = new Matrix4(-1.0f, 3.0f, -3.0f, 1.0f, 3.0f, -6.0f, 3.0f, 0.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f); private static readonly Matrix4 s_Bezier3Coeffs = new Matrix4(-1.0f, 3.0f, -3.0f, 1.0f, 3.0f, -6.0f, 3.0f, 0.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
void C_Evaluate(Vector3[] vertice, float t, Matrix4 matr, out Vector3 result) void C_Evaluate(Span<Vector3> vertice, float t, Matrix4 matr, out Vector3 result)
{ {
Vector4 tvec = new Vector4(t * t * t, t * t, t, 1.0f); Vector4 tvec = new Vector4(t * t * t, t * t, t, 1.0f);
Vector4 weights = (tvec * matr); Vector4 weights = (tvec * matr);
@@ -305,7 +309,7 @@ namespace Game.Movement
result = vertice[0] * weights[0] + vertice[1] * weights[1] result = vertice[0] * weights[0] + vertice[1] * weights[1]
+ vertice[2] * weights[2] + vertice[3] * weights[3]; + vertice[2] * weights[2] + vertice[3] * weights[3];
} }
void C_Evaluate_Derivative(Vector3[] vertice, float t, Matrix4 matr, out Vector3 result) void C_Evaluate_Derivative(Span<Vector3> vertice, float t, Matrix4 matr, out Vector3 result)
{ {
Vector4 tvec = new Vector4(3.0f * t * t, 2.0f * t, 1.0f, 0.0f); Vector4 tvec = new Vector4(3.0f * t * t, 2.0f * t, 1.0f, 0.0f);
Vector4 weights = (tvec * matr); Vector4 weights = (tvec * matr);
@@ -22,6 +22,7 @@ using Game.Entities;
using Game.Movement; using Game.Movement;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System;
namespace Game.Network.Packets namespace Game.Network.Packets
{ {
@@ -363,7 +364,7 @@ namespace Game.Network.Packets
else else
{ {
int lastIdx = spline.getPointCount() - 3; int lastIdx = spline.getPointCount() - 3;
Vector3[] realPath = spline.getPoints().Skip(1).ToArray(); Span<Vector3> realPath = new Span<Vector3>(spline.getPoints()).Slice(1);
movementSpline.Points.Add(realPath[lastIdx]); movementSpline.Points.Add(realPath[lastIdx]);
@@ -372,7 +373,7 @@ namespace Game.Network.Packets
Vector3 middle = (realPath[0] + realPath[lastIdx]) / 2.0f; Vector3 middle = (realPath[0] + realPath[lastIdx]) / 2.0f;
// first and last points already appended // first and last points already appended
for (uint i = 1; i < lastIdx; ++i) for (int i = 1; i < lastIdx; ++i)
movementSpline.PackedDeltas.Add(middle - realPath[i]); movementSpline.PackedDeltas.Add(middle - realPath[i]);
} }
} }
+3 -1
View File
@@ -17,6 +17,7 @@
using System.Linq; using System.Linq;
using System.Security.Cryptography; using System.Security.Cryptography;
using System;
namespace Game namespace Game
{ {
@@ -25,12 +26,13 @@ namespace Game
public SHA1Randx(byte[] buff) public SHA1Randx(byte[] buff)
{ {
int halfSize = buff.Length / 2; int halfSize = buff.Length / 2;
Span<byte> span = buff;
sh = SHA1.Create(); sh = SHA1.Create();
o1 = sh.ComputeHash(buff, 0, halfSize); o1 = sh.ComputeHash(buff, 0, halfSize);
sh = SHA1.Create(); sh = SHA1.Create();
o2 = sh.ComputeHash(buff.Skip(halfSize).ToArray(), 0, buff.Length - halfSize); o2 = sh.ComputeHash(span.Slice(halfSize).ToArray(), 0, buff.Length - halfSize);
FillUp(); FillUp();
} }