Improve (rendering-) performance in DEV mode

This commit is contained in:
tobspr 2020-09-18 19:51:15 +02:00
parent 0238de1260
commit bba29b8a8b
5 changed files with 542 additions and 532 deletions

View File

@ -4,6 +4,7 @@ import { GameRoot } from "./root";
import { Entity } from "./entity";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { createLogger } from "../core/logging";
import { globalConfig } from "../core/config";
const logger = createLogger("entity_manager");
@ -61,7 +62,9 @@ export class EntityManager extends BasicSerializableObject {
* @param {number=} uid Optional predefined uid
*/
registerEntity(entity, uid = null) {
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
}
assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
if (G_IS_DEV && uid !== null) {
@ -92,18 +95,6 @@ export class EntityManager extends BasicSerializableObject {
this.root.signals.entityAdded.dispatch(entity);
}
/**
* Sorts all entitiy lists after a resync
*/
sortEntityLists() {
this.entities.sort((a, b) => a.uid - b.uid);
this.destroyList.sort((a, b) => a.uid - b.uid);
for (const key in this.componentToEntity) {
this.componentToEntity[key].sort((a, b) => a.uid - b.uid);
}
}
/**
* Generates a new uid
* @returns {number}

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@ -6,6 +6,7 @@ import { Entity } from "./entity";
import { GameRoot } from "./root";
import { GameSystem } from "./game_system";
import { arrayDelete, arrayDeleteValue } from "../core/utils";
import { globalConfig } from "../core/config";
export class GameSystemWithFilter extends GameSystem {
/**
@ -44,7 +45,11 @@ export class GameSystemWithFilter extends GameSystem {
}
}
// This is slow!
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
}
this.internalRegisterEntity(entity);
}

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@ -9,14 +9,30 @@ import { MapChunkView } from "../map_chunk_view";
export class ItemAcceptorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemAcceptorComponent]);
// Well ... it's better to be verbose I guess?
this.accumulatedTicksWhileInMapOverview = 0;
}
update() {
// This system doesn't render anything while in map overview,
// so simply accumulate ticks
if (this.root.camera.getIsMapOverlayActive()) {
++this.accumulatedTicksWhileInMapOverview;
return;
}
// Compute how much ticks we missed
const numTicks = 1 + this.accumulatedTicksWhileInMapOverview;
const progress =
this.root.dynamicTickrate.deltaSeconds *
2 *
this.root.hubGoals.getBeltBaseSpeed() *
globalConfig.itemSpacingOnBelts; // * 2 because its only a half tile
globalConfig.itemSpacingOnBelts * // * 2 because its only a half tile
numTicks;
// Reset accumulated ticks
this.accumulatedTicksWhileInMapOverview = 0;
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];

View File

@ -149,8 +149,6 @@ export class WiredPinsSystem extends GameSystemWithFilter {
}
}
update() {}
/**
* Draws a given entity
* @param {DrawParameters} parameters

View File

@ -41,7 +41,7 @@ export class SavegameSerializer {
beltPaths: root.systemMgr.systems.belt.serializePaths(),
};
if (!G_IS_RELEASE) {
if (G_IS_DEV) {
if (sanityChecks) {
// Sanity check
const sanity = this.verifyLogicalErrors(data);
@ -64,7 +64,7 @@ export class SavegameSerializer {
return ExplainedResult.bad("Savegame has no entities");
}
const seenUids = [];
const seenUids = new Set();
// Check for duplicate UIDS
for (let i = 0; i < savegame.entities.length; ++i) {
@ -75,10 +75,10 @@ export class SavegameSerializer {
if (!Number.isInteger(uid)) {
return ExplainedResult.bad("Entity has invalid uid: " + uid);
}
if (seenUids.indexOf(uid) >= 0) {
if (seenUids.has(uid)) {
return ExplainedResult.bad("Duplicate uid " + uid);
}
seenUids.push(uid);
seenUids.add(uid);
// Verify components
if (!entity.components) {