Implement get_node with a get_node_raw (#14384)

Add /bench_bulk_get_node
Considerably improves the execution speed of core.get_node
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DS 2024-03-03 15:53:23 +01:00 committed by GitHub
parent 879f7e9f03
commit d4d4712361
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4 changed files with 90 additions and 49 deletions

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@ -736,3 +736,22 @@ core.noneitemdef_default = { -- This is used for the hand and unknown items
on_drop = nil,
on_use = nil,
}
--
-- get_node implementation
--
local get_node_raw = core.get_node_raw
core.get_node_raw = nil
function core.get_node(pos)
local content, param1, param2 = get_node_raw(pos.x, pos.y, pos.z)
return {name = core.get_name_from_content_id(content), param1 = param1, param2 = param2}
end
function core.get_node_or_nil(pos)
local content, param1, param2, pos_ok = get_node_raw(pos.x, pos.y, pos.z)
return pos_ok and
{name = core.get_name_from_content_id(content), param1 = param1, param2 = param2}
or nil
end

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@ -71,6 +71,22 @@ minetest.register_chatcommand("bench_content2name", {
end,
})
local function get_positions_cube(ppos)
local pos_list = {}
local i = 1
for x=2,100 do
for y=2,100 do
for z=2,100 do
pos_list[i] = ppos:offset(x, y, z)
i = i + 1
end
end
end
return pos_list
end
minetest.register_chatcommand("bench_bulk_set_node", {
params = "",
description = "Benchmark: Bulk-set 99×99×99 stone nodes",
@ -79,25 +95,15 @@ minetest.register_chatcommand("bench_bulk_set_node", {
if not player then
return false, "No player."
end
local pos_list = {}
local ppos = player:get_pos()
local i = 1
for x=2,100 do
for y=2,100 do
for z=2,100 do
pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
i = i + 1
end
end
end
local pos_list = get_positions_cube(player:get_pos())
minetest.chat_send_player(name, "Benchmarking minetest.bulk_set_node. Warming up ...");
minetest.chat_send_player(name, "Benchmarking minetest.bulk_set_node. Warming up ...")
-- warm up with stone to prevent having different callbacks
-- due to different node topology
minetest.bulk_set_node(pos_list, {name = "mapgen_stone"})
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...");
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
local start_time = minetest.get_us_time()
for i=1,#pos_list do
@ -114,4 +120,37 @@ minetest.register_chatcommand("bench_bulk_set_node", {
end,
})
minetest.register_chatcommand("bench_bulk_get_node", {
params = "",
description = "Benchmark: Bulk-get 99×99×99 nodes",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "No player."
end
local pos_list = get_positions_cube(player:get_pos())
local function bench()
local start_time = minetest.get_us_time()
for i=1,#pos_list do
local n = minetest.get_node(pos_list[i])
-- Make sure the name lookup is never optimized away.
-- Table allocation might still be omitted. But only accessing
-- the name of a node is a common pattern anyways.
if n.name == "benchmarks:nonexistent_node" then
error("should never happen")
end
end
return minetest.get_us_time() - start_time
end
minetest.chat_send_player(name, "Benchmarking minetest.get_node. Warming up ...")
bench()
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
local result_us = bench()
local msg = string.format("Benchmark results: minetest.get_node loop 1: %.2f ms",
result_us / 1000)
return true, msg
end,
})

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@ -328,39 +328,26 @@ int ModApiEnv::l_swap_node(lua_State *L)
return 1;
}
// get_node(pos)
// pos = {x=num, y=num, z=num}
int ModApiEnv::l_get_node(lua_State *L)
// get_node_raw(x, y, z) -> content, param1, param2, pos_ok
int ModApiEnv::l_get_node_raw(lua_State *L)
{
GET_ENV_PTR;
// pos
v3s16 pos = read_v3s16(L, 1);
// Do it
MapNode n = env->getMap().getNode(pos);
// Return node
pushnode(L, n);
return 1;
}
// get_node_or_nil(pos)
// pos = {x=num, y=num, z=num}
int ModApiEnv::l_get_node_or_nil(lua_State *L)
{
GET_ENV_PTR;
// pos
v3s16 pos = read_v3s16(L, 1);
// mirrors implementation of read_v3s16 (with the exact same rounding)
double x = lua_tonumber(L, 1);
double y = lua_tonumber(L, 2);
double z = lua_tonumber(L, 3);
v3s16 pos = doubleToInt(v3d(x, y, z), 1.0);
// Do it
bool pos_ok;
MapNode n = env->getMap().getNode(pos, &pos_ok);
if (pos_ok) {
// Return node
pushnode(L, n);
} else {
lua_pushnil(L);
}
return 1;
// Return node and pos_ok
lua_pushinteger(L, n.getContent());
lua_pushinteger(L, n.getParam1());
lua_pushinteger(L, n.getParam2());
lua_pushboolean(L, pos_ok);
return 4;
}
// get_node_light(pos, timeofday)
@ -1483,8 +1470,7 @@ void ModApiEnv::Initialize(lua_State *L, int top)
API_FCT(swap_node);
API_FCT(add_item);
API_FCT(remove_node);
API_FCT(get_node);
API_FCT(get_node_or_nil);
API_FCT(get_node_raw);
API_FCT(get_node_light);
API_FCT(get_natural_light);
API_FCT(place_node);

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@ -74,13 +74,10 @@ private:
// pos = {x=num, y=num, z=num}
static int l_swap_node(lua_State *L);
// get_node(pos)
// pos = {x=num, y=num, z=num}
static int l_get_node(lua_State *L);
// get_node_or_nil(pos)
// pos = {x=num, y=num, z=num}
static int l_get_node_or_nil(lua_State *L);
// get_node_raw(x, y, z) -> content, param1, param2, pos_ok
// Used to implement get_node and get_node_or_nil in lua.
// This is still faster than doing it from C++ even with optimized pushnode.
static int l_get_node_raw(lua_State *L);
// get_node_light(pos, timeofday)
// pos = {x=num, y=num, z=num}
@ -245,7 +242,7 @@ public:
/*
* Duplicates of certain env APIs that operate not on the global
* map but on a VoxelManipulator. This is for emerge scripting.
* map but on a VoxelManipulator. This is for emerge scripting.
*/
class ModApiEnvVM : public ModApiEnvBase {
private: