1
0
mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00

assignments in loops can be slower

This commit is contained in:
dgs4349 2020-09-27 12:52:04 -04:00
parent be7d3c2c4f
commit 922a6680e5
14 changed files with 40 additions and 77 deletions

View File

@ -565,9 +565,10 @@ export class BeltPath extends BasicSerializableObject {
beltComp.assignedPath = null;
const entityLength = beltComp.getEffectiveLengthTiles();
assert(this.entityPath.indexOf(entity) >= 0, "Entity not contained for split");
assert(this.entityPath.indexOf(entity) !== 0, "Entity is first");
assert(this.entityPath.indexOf(entity) !== this.entityPath.length - 1, "Entity is last");
const index = this.entityPath.indexOf(entity);
assert(index >= 0, "Entity not contained for split");
assert(index !== 0, "Entity is first");
assert(index !== this.entityPath.length - 1, "Entity is last");
let firstPathEntityCount = 0;
let firstPathLength = 0;

View File

@ -37,7 +37,10 @@ export class GameSystemWithFilter extends GameSystem {
}
tryUpdateEntitiesArray() {
this.allEntitiesArray = [...this.allEntitiesSet.values()];
if (this.allEntitiesArrayIsOutdated) {
this.allEntitiesArray = [...this.allEntitiesSet.values()];
this.allEntitiesArrayIsOutdated = false;
}
}
/**
@ -93,15 +96,16 @@ export class GameSystemWithFilter extends GameSystem {
//this.allEntities.sort((a, b) => a.uid - b.uid);
// Remove all entities which are queued for destroy
this.tryUpdateEntitiesArray();
for (let i = 0; i < this.allEntitiesArray.length; ++i) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
if (entity.queuedForDestroy || entity.destroyed) {
this.allEntitiesSet.delete(this.allEntitiesArray[i]);
fastArrayDelete(this.allEntitiesArray, i);
}
}
// called here in case a delete executed mid frame
this.tryUpdateEntitiesArray();
}
/**

View File

@ -13,11 +13,8 @@ export class BeltReaderSystem extends GameSystemWithFilter {
const minimumTime = now - globalConfig.readerAnalyzeIntervalSeconds;
const minimumTimeForThroughput = now - 1;
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const readerComp = entity.components.BeltReader;
const pinsComp = entity.components.WiredPins;

View File

@ -19,11 +19,8 @@ export class ConstantSignalSystem extends GameSystemWithFilter {
update() {
// Set signals
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const pinsComp = entity.components.WiredPins;
const signalComp = entity.components.ConstantSignal;
pinsComp.slots[0].value = signalComp.signal;

View File

@ -20,11 +20,8 @@ export class FilterSystem extends GameSystemWithFilter {
const requiredProgress = 1 - progress;
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const filterComp = entity.components.Filter;
const ejectorComp = entity.components.ItemEjector;

View File

@ -25,21 +25,15 @@ export class HubSystem extends GameSystemWithFilter {
* @param {DrawParameters} parameters
*/
draw(parameters) {
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
this.drawEntity(parameters, entity);
}
}
update() {
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const pinsComp = entity.components.WiredPins;
pinsComp.slots[0].value = this.root.shapeDefinitionMgr.getShapeItemFromDefinition(
this.root.hubGoals.currentGoal.definition

View File

@ -39,11 +39,8 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
// Reset accumulated ticks
this.accumulatedTicksWhileInMapOverview = 0;
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const aceptorComp = entity.components.ItemAcceptor;
const animations = aceptorComp.itemConsumptionAnimations;

View File

@ -61,11 +61,8 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
*/
recomputeCacheFull() {
logger.log("Full cache recompute in post load hook");
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
this.recomputeSingleEntityCache(entity);
}
}
@ -150,11 +147,8 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
}
// Go over all cache entries
for (
let i = this.allEntitiesArray.length - 1, sourceEntity;
(sourceEntity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const sourceEntity = this.allEntitiesArray[i];
const sourceEjectorComp = sourceEntity.components.ItemEjector;
const slots = sourceEjectorComp.slots;

View File

@ -68,11 +68,8 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
}
update() {
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const processorComp = entity.components.ItemProcessor;
const ejectorComp = entity.components.ItemEjector;

View File

@ -14,11 +14,8 @@ export class LeverSystem extends GameSystemWithFilter {
}
update() {
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const leverComp = entity.components.Lever;
const pinsComp = entity.components.WiredPins;

View File

@ -30,11 +30,8 @@ export class LogicGateSystem extends GameSystemWithFilter {
}
update() {
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const logicComp = entity.components.LogicGate;
const slotComp = entity.components.WiredPins;

View File

@ -36,11 +36,8 @@ export class MinerSystem extends GameSystemWithFilter {
miningSpeed *= 100;
}
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const minerComp = entity.components.Miner;
// Reset everything on recompute

View File

@ -26,11 +26,8 @@ export class StorageSystem extends GameSystemWithFilter {
}
update() {
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const storageComp = entity.components.Storage;
const pinsComp = entity.components.WiredPins;

View File

@ -223,11 +223,8 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
update() {
this.staleAreaWatcher.update();
for (
let i = this.allEntitiesArray.length - 1, entity;
(entity = this.allEntitiesArray[i]) && i >= 0;
--i
) {
for (let i = this.allEntitiesArray.length - 1; i >= 0; --i) {
const entity = this.allEntitiesArray[i];
const undergroundComp = entity.components.UndergroundBelt;
if (undergroundComp.mode === enumUndergroundBeltMode.sender) {
this.handleSender(entity);