Background: I have a game that i've been primarily testing on a (lowish spec) laptop. It runs fine. When testing on the xbox there is one method that appears to be seriously effecting performance/fps when it gets called. On the PC you wouldn't notice any slowdown/skipped frames.
I've profiled on the xbox and on average i get a GC about 1-2 times a second, taking 20-40ms when the game is running.
I've noticed no change in GC rate or duration when my slow method is running.
Next i tried profiling on the PC to identify what in the method was taking the most time. Turns out it was doing List<T>.Contains()
, so i created my own class that had a List<T>
and a HashSet<T>
internally, so i could use the HashSet<T>
internally for Contains()
.
I've reached the point now, where i can't really think of what else to tune without changing the algorithm, and i think the algorithm is as simple as it's going to get.
I know i can't profile to get method times / percentages on the xbox, so i'm at a bit of a loss as to what to try next.
I've included the code below which is used to simulate flowing water in a tile-based system. It runs once per water tile, trying to move it downwards possibly through other water tiles (generally speaking).
Question: I want to know if i'm doing anything obviously wrong (i.e. would impact xbox performance badly) here. Is calling Func
s slow? Am i getting boxing anywhere with my Point
objects? etc.
Appologies for the vast amount of code! The tiles themselves come from an object pool to minimise GC. The InternalThink()
method is what's causing all the issues.
public abstract class TileFlowing : TileMovable
{
private FastList<Point> TeleportSwapLocations = new FastList<Point>();
private FastList<Point> PossibleMoveLocations = new FastList<Point>();
private FastQueue<Point> PositionsToCheck = new FastQueue<Point>();
private FastList<Point> PositionsChecked = new FastList<Point>();
private static Comparison<Point> _PossibleMoveComparer;
public bool Static = false;
protected abstract Func<Point, int> PossibleMoveLocationOrdering { get; }
protected abstract Func<Point, Point, bool, bool> MoveSidewaysFunc { get; }
protected abstract int MaxUnitsWithin { get; }
protected abstract int Weight { get; }
public int UnitsWithin;
public int AvailableToFlowThrough = 0;
protected virtual bool RecurseTilesUp { get { return true; } }
protected virtual bool RecurseTilesDown { get { return true; } }
protected virtual bool RecurseTilesLeft { get { return true; } }
protected virtual bool RecurseTilesRight { get { return true; } }
public TileFlowing()
: base()
{
}
public override void LoadContent(Components.TileGridManagement.GameGrid Owner)
{
base.LoadContent(Owner);
_PossibleMoveComparer = (Point P1, Point P2) =>
{
int Result = PossibleMoveLocationOrdering(P1) -
PossibleMoveLocationOrdering(P2);
if (Result == 0)
Result = (IsSameType(P1) ? (_Owner[P1] as TileFlowing).UnitsWithin : 0) -
(IsSameType(P2) ? (_Owner[P2] as TileFlowing).UnitsWithin : 0);
return Result;
};
}
public override void ResetProperties()
{
base.ResetProperties();
Static = false;
UnitsWithin = MaxUnitsWithin;
AvailableToFlowThrough = 0;
}
public override void CopyProperties(Tile SourceTile)
{
base.CopyProperties(SourceTile);
Static = (SourceTile as TileFlowing).Static;
UnitsWithin = (SourceTile as TileFlowing).UnitsWithin;
AvailableToFlowThrough = (SourceTile as TileFlowing).AvailableToFlowThrough;
}
public override void Think()
{
base.Think();
InternalThink(false, false);
}
public override void FactoryThink()
{
base.FactoryThink();
InternalThink(true, false);
}
public void FlowThink(bool CalledFromFactoryThink)
{
InternalThink(CalledFromFactoryThink, true);
}
private bool IsSameType(Point Position)
{
return IsSameType(Position.X, Position.Y);
}
private bool IsSameType(int X, int Y)
{
return _Owner[X, Y] != null && _Owner[X, Y].GetType() == GetType();
}
private bool IsDifferentFlowingTile(Point Position)
{
return IsDifferentFlowingTile(Position.X, Position.Y);
}
private bool IsDifferentFlowingTile(int X, int Y)
{
return !IsSameType(X, Y) && _Owner[X, Y] is TileFlowing;
}
protected void CheckPosition(Point PositionToCheck, Point TilePosition, bool CalledFromFactoryThink, bool CalledFromFlowThink,
ref FastList<Point> PossibleMoveLocations, ref FastList<Point> TeleportSwapLocations, ref FastQueue<Point> PositionsToCheck,
Func<Point, Point, bool, bool> ClearCheckFunc)
{
if (IsSameType(PositionToCheck))
{
if (!PositionsToCheck.Contains(PositionToCheck))
PositionsToCheck.Enqueue(PositionToCheck);
}
else if (_Owner[PositionToCheck] is TileFlowing && (ClearCheckFunc == null || ClearCheckFunc(PositionToCheck, TilePosition, CalledFromFactoryThink)))
{
// If we weigh more than the other tile, or we're called from the factory think (are under pressure)
if ((_Owner[PositionToCheck] as TileFlowing).Weight < Weight || CalledFromFactoryThink)
{
if (!(_Owner[PositionToCheck] as TileFlowing).Static || !CalledFromFlowThink)
PossibleMoveLocations.Add(PositionToCheck);
}
}
else if (_Owner.IsClear(PositionToCheck) && (ClearCheckFunc == null || ClearCheckFunc(PositionToCheck, TilePosition, CalledFromFactoryThink)))
{
PossibleMoveLocations.Add(PositionToCheck);
}
}
private int PossibleMoveLocationsComparer(Point P1, Point P2)
{
return (PossibleMoveLocationOrdering(P1) - PossibleMoveLocationOrdering(P2)) * 1000 +
((IsSameType(P1) ? (_Owner[P1] as TileFlowing).UnitsWithin : 0) - (IsSameType(P2) ? (_Owner[P2] as TileFlowing).UnitsWithin : 0)) * 100;
}
protected void InternalThink(bool CalledFromFactoryThink, bool CalledFromFlowThink)
{
AvailableToFlowThrough = 0;
TeleportSwapLocations.Clear();
PossibleMoveLocations.Clear();
PositionsToCheck.Clear();
PositionsChecked.Clear();
PositionsToCheck.Enqueue(Position);
while (PositionsToCheck.Count != 0)
{
Point PositionToCheck = PositionsToCheck.Dequeue();
if (!PositionsChecked.Contains(PositionToCheck) &&
((_Owner[PositionToCheck] as TileFlowing).AvailableToFlowThrough < MaxUnitsWithin || CalledFromFactoryThink))
{
if (((_Owner[PositionToCheck] as TileFlowing).Static && !CalledFromFactoryThink))
continue;
if (PositionToCheck != Position)
{
(_Owner[PositionToCheck] as TileFlowing).AvailableToFlowThrough++;
}
PositionsChecked.Add(PositionToCheck);
if ((_Owner[PositionToCheck] as TileFlowing).UnitsWithin < MaxUnitsWithin && PositionToCheck != Position)
{
PossibleMoveLocations.Add(PositionToCheck);
if (CalledFromFactoryThink && (_Owner[PositionToCheck] as TileFlowing).UnitsWithin + UnitsWithin <= MaxUnitsWithin)
continue;
}
// Check below
Point PosBelow = new Point(PositionToCheck.X + TileDirection.Down.X, PositionToCheck.Y + TileDirection.Down.Y);
CheckPosition(PosBelow, Position, CalledFromFactoryThink, CalledFromFlowThink, ref PossibleMoveLocations, ref TeleportSwapLocations, ref PositionsToCheck, null);
// Check one horizontal direction
Point RandHDir = Randomiser.GetHDirection();
Point RandHPos = new Point(RandHDir.X + PositionToCheck.X, RandHDir.Y + PositionToCheck.Y);
CheckPosition(RandHPos, Position, CalledFromFactoryThink, CalledFromFlowThink, ref PossibleMoveLocations, ref TeleportSwapLocations, ref PositionsToCheck, MoveSidewaysFunc);
// Check the other horizontal direction
Point OtherHDir = new Point(-RandHDir.X, RandHDir.Y);
Point OtherHPos = new Point(OtherHDir.X + PositionToCheck.X, OtherHDir.Y + PositionToCheck.Y);
CheckPosition(OtherHPos, Position, CalledFromFactoryThink, CalledFromFlowThink, ref PossibleMoveLocations, ref TeleportSwapLocations, ref PositionsToCheck, MoveSidewaysFunc);
// Check above if appropriate
Point AbovePos = new Point(PositionToCheck.X + TileDirection.Up.X, PositionToCheck.Y + TileDirection.Up.Y);
if (TileDirection.Below(AbovePos, Position) || CalledFromFactoryThink)
{
CheckPosition(AbovePos, Position, CalledFromFactoryThink, CalledFromFlowThink, ref PossibleMoveLocations, ref TeleportSwapLocations, ref PositionsToCheck, null);
}
}
}
PossibleMoveLocations.Sort(_PossibleMoveComparer);
bool Moved = false;
if (PossibleMoveLocations.Count != 0)
{
if (CalledFromFactoryThink)
{
while (UnitsWithin != 0 && PossibleMoveLocations.Count != 0)
{
int OldUnitsWithin = UnitsWithin;
Moved = IterateTeleport(CalledFromFactoryThink, ref PossibleMoveLocations, (P) => !IsDifferentFlowingTile(P), Moved);
if (UnitsWithin == OldUnitsWithin)
{
Moved = IterateTeleport(CalledFromFactoryThink, ref PossibleMoveLocations, (P) => IsDifferentFlowingTile(P), Moved);
}
PossibleMoveLocations.RemoveAll(P => IsSameType(P) && (_Owner[P] as TileFlowing).UnitsWithin == MaxUnitsWithin);
}
}
else
{
Moved = Moved || Teleport(PossibleMoveLocations[0]);
}
// If we did move and not because we were forced to then mark all mercury tiles above and left or right as not static.
if (!CalledFromFactoryThink)
{
_Owner.RecurseTiles(Position,
(P) => RecurseTilesUp && IsSameType(P.X + TileDirection.Up.X, P.Y + TileDirection.Up.Y),
(P) => RecurseTilesDown && IsSameType(P.X + TileDirection.Down.X, P.Y + TileDirection.Down.Y),
(P) => RecurseTilesLeft && IsSameType(P.X + TileDirection.Left.X, P.Y + TileDirection.Left.Y),
(P) => RecurseTilesRight && IsSameType(P.X + TileDirection.Right.X, P.Y + TileDirection.Right.Y),
(P) =>
{
if (IsSameType(P))
(_Owner[P] as TileFlowing).Static = false;
});
}
}
else
{
// Mark this tile as static if we didn't move, no water moved through this tile and we have all the units we can take.
Static = (AvailableToFlowThrough == 0) && (UnitsWithin == MaxUnitsWithin); // TODO: 9 Fix flowing tiles becoming static and getting stuck
}
if (!Moved)
{
// If we haven't moved
if (TeleportSwapLocations.Count != 0)
{
Moved = TeleportSwap(TeleportSwapLocations[0]);
}
if(!Moved)
{
// If we didn't move, undo checked tiles
foreach (var CheckedPosition in PositionsChecked)
{
(_Owner[CheckedPosition] as TileFlowing).AvailableToFlowThrough--;
}
}
}
}
private bool IterateTeleport(bool CalledFromFactoryThink, ref FastList<Point> SortedPossibleMoveLocations, Func<Point, bool> PossibleMoveLocationsFilter, bool Moved)
{
foreach (var PossibleMoveLocation in SortedPossibleMoveLocations)
{
if (PossibleMoveLocationsFilter(PossibleMoveLocation))
{
if (IsDifferentFlowingTile(PossibleMoveLocation))
{
bool OldStatic = Static;
Static = true;
(_Owner[PossibleMoveLocation] as TileFlowing).FlowThink(CalledFromFactoryThink);
Static = OldStatic;
}
bool TeleportResult = Teleport(PossibleMoveLocation);
Moved = Moved || TeleportResult;
if (TeleportResult)
break;
}
}
return Moved;
}
protected bool TeleportSwap(Point NewPosition)
{
TileFlowing OurNewTile = (TileFlowing)Tile.GetNewTileFromStore(this);
OurNewTile.CopyProperties(this);
OurNewTile.Position = NewPosition;
TileFlowing ReplacedTile = (TileFlowing)Tile.GetNewTileFromStore(_Owner[NewPosition]);
ReplacedTile.CopyProperties(_Owner[NewPosition]);
ReplacedTile.Position = Position;
_Owner.ClearTile(NewPosition);
_Owner.AddTileToGrid(OurNewTile);
_Owner.ClearTile(Position);
_Owner.AddTileToGrid(ReplacedTile);
UnitsWithin = 0;
return true;
}
protected bool Teleport(Point NewPosition)
{
if (IsDifferentFlowingTile(NewPosition))
{
return TeleportSwap(NewPosition);
}
else
{
TileFlowing NewTile;
bool RemovedAllUnits = false;
int NewPositionUnits = IsSameType(NewPosition) ? (_Owner[NewPosition] as TileFlowing).UnitsWithin : 0;
int UnitsToRemove = Math.Min(UnitsWithin,
Math.Max(1,
Math.Min(Math.Abs(UnitsWithin - NewPositionUnits) / 2,
MaxUnitsWithin - NewPositionUnits)));
UnitsWithin -= UnitsToRemove;
if (IsSameType(NewPosition))
{
(_Owner[NewPosition] as TileFlowing).UnitsWithin += UnitsToRemove;
}
else
{
NewTile = (TileFlowing)Tile.GetNewTileFromStore(this);
NewTile.Position = NewPosition;
NewTile.UnitsWithin = UnitsToRemove;
_Owner.AddTileToGrid(NewTile);
}
if (UnitsWithin == 0)
{
_Owner.ClearTile(Position);
RemovedAllUnits = true;
}
return RemovedAllUnits;
}
}
}