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Cache SectorMaps to evaluate multiple goals -> huge performance boost

This commit is contained in:
DjWarmonger
2015-08-31 08:25:33 +02:00
parent a3ce1521e5
commit 1c14dbf7b2
6 changed files with 27 additions and 7 deletions

View File

@@ -465,7 +465,7 @@ const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
}
//TODO: typedef?
unique_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
{
assert(player.is_initialized());
auto team = getPlayerTeam(player.get());
@@ -486,7 +486,7 @@ unique_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisible
else
tileArray[x][y][z] = nullptr;
}
return make_unique<boost::multi_array<TerrainTile*, 3>>(tileArray);
return make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);
}
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )