Content ID caching in Lua (#12444)

* Cache content IDs in Lua

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
Jude Melton-Houghton 2022-09-18 11:46:48 -04:00 committed by GitHub
parent 006d974c58
commit 310b12b5ed
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 166 additions and 2 deletions

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@ -13,9 +13,12 @@ end
-- Import a bunch of individual files from builtin/game/
local gamepath = core.get_builtin_path() .. "game" .. DIR_DELIM
local commonpath = core.get_builtin_path() .. "common" .. DIR_DELIM
local builtin_shared = {}
dofile(gamepath .. "constants.lua")
dofile(gamepath .. "item_s.lua")
assert(loadfile(commonpath .. "item_s.lua"))(builtin_shared)
dofile(gamepath .. "misc_s.lua")
dofile(gamepath .. "features.lua")
dofile(gamepath .. "voxelarea.lua")
@ -57,3 +60,5 @@ setmetatable(core.registered_items, alias_metatable)
setmetatable(core.registered_nodes, alias_metatable)
setmetatable(core.registered_craftitems, alias_metatable)
setmetatable(core.registered_tools, alias_metatable)
builtin_shared.cache_content_ids()

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@ -4,6 +4,8 @@
-- Server or writable access to IGameDef on the engine side.
-- (The '_s' stands for standalone.)
local builtin_shared = ...
--
-- Item definition helpers
--
@ -177,3 +179,47 @@ function core.strip_param2_color(param2, paramtype2)
-- paramtype2 == "color" requires no modification.
return param2
end
-- Content ID caching
local old_get_content_id = core.get_content_id
local old_get_name_from_content_id = core.get_name_from_content_id
local name2content = setmetatable({}, {
__index = function(self, name)
return old_get_content_id(name)
end,
})
local content2name = setmetatable({}, {
__index = function(self, id)
return old_get_name_from_content_id(id)
end,
})
function core.get_content_id(name)
return name2content[name]
end
function core.get_name_from_content_id(id)
return content2name[id]
end
-- Cache content IDs after they have stopped changing.
function builtin_shared.cache_content_ids()
for name in pairs(core.registered_nodes) do
local id = old_get_content_id(name)
name2content[name] = id
content2name[id] = name
end
-- unknown is not in the registered node list.
local unknown_name = old_get_name_from_content_id(core.CONTENT_UNKNOWN)
name2content[unknown_name] = core.CONTENT_UNKNOWN
content2name[core.CONTENT_UNKNOWN] = unknown_name
for name in pairs(core.registered_aliases) do
if core.registered_nodes[name] then
name2content[name] = old_get_content_id(name)
end
end
end

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@ -8,7 +8,7 @@ local gamepath = scriptpath .. "game".. DIR_DELIM
local builtin_shared = {}
dofile(gamepath .. "constants.lua")
dofile(gamepath .. "item_s.lua")
assert(loadfile(commonpath .. "item_s.lua"))(builtin_shared)
assert(loadfile(gamepath .. "item.lua"))(builtin_shared)
dofile(gamepath .. "register.lua")
@ -37,4 +37,6 @@ dofile(gamepath .. "statbars.lua")
dofile(gamepath .. "knockback.lua")
dofile(gamepath .. "async.lua")
core.after(0, builtin_shared.cache_content_ids)
profiler = nil

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@ -43,6 +43,79 @@ minetest.register_chatcommand("test_bulk_set_node", {
end,
})
-- Safeguard against too much optimization. This way the results cannot be optimized
-- away, but they can be garbage collected (due to __mode = "k").
_G._bench_content_ids_data = setmetatable({}, {__mode = "k"})
local function bench_name2content()
local t = {}
_G._bench_content_ids_data[t] = true
local get_content_id = minetest.get_content_id
local start = minetest.get_us_time()
for i = 1, 200 do
for name in pairs(minetest.registered_nodes) do
t[#t + 1] = get_content_id(name)
end
end
local finish = minetest.get_us_time()
return (finish - start) / 1000
end
local function bench_content2name()
local t = {}
_G._bench_content_ids_data[t] = true
-- Try to estimate the highest content ID that's used
-- (not accurate but good enough for this test)
local n = 0
for _ in pairs(minetest.registered_nodes) do
n = n + 1
end
local get_name_from_content_id = minetest.get_name_from_content_id
local start = minetest.get_us_time()
for i = 1, 200 do
for j = 0, n do
t[#t + 1] = get_name_from_content_id(j)
end
end
local finish = minetest.get_us_time()
return (finish - start) / 1000
end
minetest.register_chatcommand("bench_name2content", {
params = "",
description = "Benchmark: Conversion from node names to content IDs",
func = function(name, param)
minetest.chat_send_player(name, "Benchmarking minetest.get_content_id. Warming up ...")
bench_name2content()
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
local time = bench_name2content()
return true, ("Time: %.2f ms"):format(time)
end,
})
minetest.register_chatcommand("bench_content2name", {
params = "",
description = "Benchmark: Conversion from content IDs to node names",
func = function(name, param)
minetest.chat_send_player(name, "Benchmarking minetest.get_name_from_content_id. Warming up ...")
bench_content2name()
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
local time = bench_content2name()
return true, ("Time: %.2f ms"):format(time)
end,
})
minetest.register_chatcommand("bench_bulk_set_node", {
params = "",
description = "Benchmark: Bulk-set 99×99×99 stone nodes",

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@ -0,0 +1,37 @@
core.register_alias("unittests:test_content_ids_alias1", "air")
core.register_alias("unittests:test_content_ids_alias2", "~")
local function test_content_ids()
assert(core.get_content_id("air") == core.CONTENT_AIR)
assert(core.get_content_id("unittests:test_content_ids_alias1") == core.CONTENT_AIR)
assert(core.get_content_id("unknown") == core.CONTENT_UNKNOWN)
assert(core.get_content_id("ignore") == core.CONTENT_IGNORE)
assert(core.get_name_from_content_id(core.CONTENT_AIR) == "air")
assert(core.get_name_from_content_id(core.CONTENT_UNKNOWN) == "unknown")
assert(core.get_name_from_content_id(core.CONTENT_IGNORE) == "ignore")
assert(pcall(core.get_content_id, "~") == false)
assert(pcall(core.get_content_id, "unittests:test_content_ids_alias2") == false)
assert(pcall(core.get_content_id) == false)
assert(core.get_name_from_content_id(0xFFFF) == "unknown")
assert(pcall(core.get_name_from_content_id) == false)
end
-- Run while mod is loading.
test_content_ids()
-- Run after mods have loaded.
unittests.register("test_content_ids", test_content_ids)
-- Run in async environment.
local function test_content_ids_async(cb)
local function func(test_func)
local ok, err = pcall(test_func)
if not ok then
return err
end
end
core.handle_async(func, cb, test_content_ids)
end
unittests.register("test_content_ids_async", test_content_ids_async, {async=true})

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@ -178,6 +178,7 @@ dofile(modpath .. "/crafting.lua")
dofile(modpath .. "/itemdescription.lua")
dofile(modpath .. "/async_env.lua")
dofile(modpath .. "/entity.lua")
dofile(modpath .. "/content_ids.lua")
--------------