Optimize active block modifier stuff (was left horribly unoptimized after making content ids dynamic)

This commit is contained in:
Perttu Ahola 2011-11-26 12:34:52 +02:00
parent 08c9b6037d
commit 1ce749c86a
1 changed files with 33 additions and 13 deletions

View File

@ -945,6 +945,18 @@ void ServerEnvironment::step(float dtime)
{ {
ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /10s", SPT_AVG); ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /10s", SPT_AVG);
//float dtime = 10.0; //float dtime = 10.0;
TimeTaker timer("modify in active blocks");
INodeDefManager *ndef = m_gamedef->ndef();
// Pre-fetch content ids for the luge loop
content_t c_dirt = ndef->getId("dirt");
content_t c_grass = ndef->getId("dirt_with_grass");
content_t c_tree = ndef->getId("tree");
content_t c_jungletree = ndef->getId("jungletree");
content_t c_stone = ndef->getId("stone");
content_t c_mossycobble = ndef->getId("mossycobble");
content_t c_sapling = ndef->getId("sapling");
for(core::map<v3s16, bool>::Iterator for(core::map<v3s16, bool>::Iterator
i = m_active_blocks.m_list.getIterator(); i = m_active_blocks.m_list.getIterator();
@ -1012,9 +1024,9 @@ void ServerEnvironment::step(float dtime)
/* /*
Test something: Test something:
Convert mud under proper lighting to grass Convert dirt under proper lighting to grass
*/ */
if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_MUD")) if(n.getContent() == c_dirt)
{ {
if(myrand()%20 == 0) if(myrand()%20 == 0)
{ {
@ -1024,23 +1036,23 @@ void ServerEnvironment::step(float dtime)
n_top.getLightBlend(getDayNightRatio(), n_top.getLightBlend(getDayNightRatio(),
m_gamedef->ndef()) >= 13) m_gamedef->ndef()) >= 13)
{ {
n.setContent(LEGN(m_gamedef->ndef(), "CONTENT_GRASS")); n.setContent(c_grass);
m_map->addNodeWithEvent(p, n); m_map->addNodeWithEvent(p, n);
} }
} }
} }
/* /*
Convert grass into mud if under something else than air Convert grass into dirt if under something else than air
*/ */
if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_GRASS")) if(n.getContent() == c_grass)
{ {
//if(myrand()%20 == 0) //if(myrand()%20 == 0)
{ {
MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0)); MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0));
if(m_gamedef->ndef()->get(n_top).light_propagates == false || if(!m_gamedef->ndef()->get(n_top).light_propagates ||
m_gamedef->ndef()->get(n_top).isLiquid()) m_gamedef->ndef()->get(n_top).isLiquid())
{ {
n.setContent(LEGN(m_gamedef->ndef(), "CONTENT_MUD")); n.setContent(c_dirt);
m_map->addNodeWithEvent(p, n); m_map->addNodeWithEvent(p, n);
} }
} }
@ -1048,8 +1060,8 @@ void ServerEnvironment::step(float dtime)
/* /*
Rats spawn around regular trees Rats spawn around regular trees
*/ */
if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_TREE") || if(n.getContent() == c_tree ||
n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_JUNGLETREE")) n.getContent() == c_jungletree)
{ {
if(myrand()%200 == 0 && active_object_count_wider == 0) if(myrand()%200 == 0 && active_object_count_wider == 0)
{ {
@ -1057,7 +1069,7 @@ void ServerEnvironment::step(float dtime)
0, myrand_range(-2, 2)); 0, myrand_range(-2, 2));
MapNode n1 = m_map->getNodeNoEx(p1); MapNode n1 = m_map->getNodeNoEx(p1);
MapNode n1b = m_map->getNodeNoEx(p1+v3s16(0,-1,0)); MapNode n1b = m_map->getNodeNoEx(p1+v3s16(0,-1,0));
if(n1b.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_GRASS") && if(n1b.getContent() == c_grass &&
n1.getContent() == CONTENT_AIR) n1.getContent() == CONTENT_AIR)
{ {
v3f pos = intToFloat(p1, BS); v3f pos = intToFloat(p1, BS);
@ -1069,8 +1081,8 @@ void ServerEnvironment::step(float dtime)
/* /*
Fun things spawn in caves and dungeons Fun things spawn in caves and dungeons
*/ */
if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_STONE") || if(n.getContent() == c_stone ||
n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_MOSSYCOBBLE")) n.getContent() == c_mossycobble)
{ {
if(myrand()%200 == 0 && active_object_count_wider == 0) if(myrand()%200 == 0 && active_object_count_wider == 0)
{ {
@ -1114,7 +1126,7 @@ void ServerEnvironment::step(float dtime)
/* /*
Make trees from saplings! Make trees from saplings!
*/ */
if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_SAPLING")) if(n.getContent() == c_sapling)
{ {
if(myrand()%50 == 0) if(myrand()%50 == 0)
{ {
@ -1156,6 +1168,14 @@ void ServerEnvironment::step(float dtime)
} }
} }
} }
u32 time_ms = timer.stop(true);
u32 max_time_ms = 200;
if(time_ms > max_time_ms){
infostream<<"WARNING: active block modifiers took "
<<time_ms<<"ms (longer than "
<<max_time_ms<<"ms)"<<std::endl;
}
} }
/* /*