2013-06-23 18:30:21 +02:00
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/*
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Minetest
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Copyright (C) 2013 sapier
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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2017-08-17 22:19:39 +02:00
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#pragma once
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2013-06-23 18:30:21 +02:00
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/******************************************************************************/
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/* Includes */
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/******************************************************************************/
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#include "irrlichttypes.h"
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#include "modalMenu.h"
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#include "guiFormSpecMenu.h"
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2018-03-24 15:45:25 +01:00
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#include "client/sound.h"
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2015-03-05 11:52:57 +01:00
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#include "client/tile.h"
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2016-05-31 17:30:11 +02:00
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#include "util/enriched_string.h"
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2013-06-23 18:30:21 +02:00
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/******************************************************************************/
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/* Typedefs and macros */
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/******************************************************************************/
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/** texture layer ids */
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typedef enum {
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TEX_LAYER_BACKGROUND = 0,
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TEX_LAYER_OVERLAY,
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TEX_LAYER_HEADER,
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TEX_LAYER_FOOTER,
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TEX_LAYER_MAX
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} texture_layer;
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2014-05-17 12:06:36 +02:00
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typedef struct {
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video::ITexture *texture = nullptr;
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2014-05-17 12:06:36 +02:00
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bool tile;
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unsigned int minsize;
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} image_definition;
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2013-06-23 18:30:21 +02:00
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/******************************************************************************/
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/* forward declarations */
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/******************************************************************************/
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class GUIEngine;
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2013-08-11 04:09:45 +02:00
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class MainMenuScripting;
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class Clouds;
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struct MainMenuData;
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/******************************************************************************/
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/* declarations */
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/******************************************************************************/
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/** GUIEngine specific implementation of TextDest used within guiFormSpecMenu */
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class TextDestGuiEngine : public TextDest
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{
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public:
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/**
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* default constructor
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* @param engine the engine data is transmitted for further processing
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*/
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TextDestGuiEngine(GUIEngine* engine) : m_engine(engine) {};
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2013-06-23 18:30:21 +02:00
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/**
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* receive fields transmitted by guiFormSpecMenu
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* @param fields map containing formspec field elements currently active
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*/
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2015-05-19 08:24:14 +02:00
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void gotText(const StringMap &fields);
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2013-06-23 18:30:21 +02:00
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/**
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* receive text/events transmitted by guiFormSpecMenu
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* @param text textual representation of event
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*/
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2017-04-21 10:06:08 +02:00
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void gotText(const std::wstring &text);
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private:
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/** target to transmit data to */
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GUIEngine *m_engine = nullptr;
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};
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/** GUIEngine specific implementation of ISimpleTextureSource */
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class MenuTextureSource : public ISimpleTextureSource
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{
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public:
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/**
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* default constructor
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* @param driver the video driver to load textures from
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*/
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MenuTextureSource(video::IVideoDriver *driver) : m_driver(driver) {};
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/**
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* destructor, removes all loaded textures
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*/
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virtual ~MenuTextureSource();
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/**
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* get a texture, loading it if required
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* @param name path to the texture
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* @param id receives the texture ID, always 0 in this implementation
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*/
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video::ITexture *getTexture(const std::string &name, u32 *id = NULL);
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2013-08-20 22:38:14 +02:00
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private:
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/** driver to get textures from */
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video::IVideoDriver *m_driver = nullptr;
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/** set of texture names to delete */
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std::set<std::string> m_to_delete;
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};
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/** GUIEngine specific implementation of OnDemandSoundFetcher */
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2013-07-28 23:14:42 +02:00
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class MenuMusicFetcher: public OnDemandSoundFetcher
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{
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public:
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2013-08-20 22:38:14 +02:00
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/**
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* get sound file paths according to sound name
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* @param name sound name
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* @param dst_paths receives possible paths to sound files
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* @param dst_datas receives binary sound data (not used here)
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*/
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2013-07-28 23:14:42 +02:00
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void fetchSounds(const std::string &name,
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std::set<std::string> &dst_paths,
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std::set<std::string> &dst_datas);
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2013-08-20 22:38:14 +02:00
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private:
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/** set of fetched sound names */
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std::set<std::string> m_fetched;
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};
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2013-06-23 18:30:21 +02:00
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/** implementation of main menu based uppon formspecs */
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class GUIEngine {
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/** grant ModApiMainMenu access to private members */
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friend class ModApiMainMenu;
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2017-01-22 11:17:41 +01:00
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friend class ModApiSound;
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2013-06-23 18:30:21 +02:00
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2013-08-11 04:09:45 +02:00
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public:
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2013-06-23 18:30:21 +02:00
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/**
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* default constructor
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* @param dev device to draw at
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* @param parent parent gui element
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* @param menumgr manager to add menus to
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* @param smgr scene manager to add scene elements to
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* @param data struct to transfer data to main game handling
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*/
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2017-06-26 20:11:17 +02:00
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GUIEngine(JoystickController *joystick,
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gui::IGUIElement *parent,
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IMenuManager *menumgr,
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MainMenuData *data,
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bool &kill);
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/** default destructor */
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virtual ~GUIEngine();
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/**
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* return MainMenuScripting interface
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*/
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MainMenuScripting *getScriptIface()
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{
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return m_script;
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}
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/**
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* return dir of current menuscript
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*/
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2014-05-17 12:06:36 +02:00
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std::string getScriptDir()
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{
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return m_scriptdir;
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}
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2013-11-26 18:15:31 +01:00
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/** pass async callback to scriptengine **/
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2017-04-20 00:12:52 +02:00
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unsigned int queueAsync(const std::string &serialized_fct,
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const std::string &serialized_params);
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private:
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2013-08-11 04:09:45 +02:00
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/** find and run the main menu script */
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bool loadMainMenuScript();
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/** run main menu loop */
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void run();
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2014-11-23 13:40:43 +01:00
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/** update size of topleftext element */
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void updateTopLeftTextSize();
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/** parent gui element */
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gui::IGUIElement *m_parent = nullptr;
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/** manager to add menus to */
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IMenuManager *m_menumanager = nullptr;
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/** scene manager to add scene elements to */
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scene::ISceneManager *m_smgr = nullptr;
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/** pointer to data beeing transfered back to main game handling */
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MainMenuData *m_data = nullptr;
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2013-08-20 22:38:14 +02:00
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/** pointer to texture source */
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ISimpleTextureSource *m_texture_source = nullptr;
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2013-07-28 23:14:42 +02:00
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/** pointer to soundmanager*/
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ISoundManager *m_sound_manager = nullptr;
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/** representation of form source to be used in mainmenu formspec */
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FormspecFormSource *m_formspecgui = nullptr;
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/** formspec input receiver */
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2017-06-16 11:25:52 +02:00
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TextDestGuiEngine *m_buttonhandler = nullptr;
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/** the formspec menu */
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GUIFormSpecMenu *m_menu = nullptr;
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2013-06-23 18:30:21 +02:00
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2013-08-19 14:55:38 +02:00
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/** reference to kill variable managed by SIGINT handler */
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2017-06-24 13:41:30 +02:00
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bool &m_kill;
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2013-08-19 14:55:38 +02:00
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2013-06-23 18:30:21 +02:00
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/** variable used to abort menu and return back to main game handling */
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2017-06-16 11:25:52 +02:00
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bool m_startgame = false;
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2013-06-23 18:30:21 +02:00
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2013-08-11 04:09:45 +02:00
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/** scripting interface */
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MainMenuScripting *m_script = nullptr;
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2013-06-23 18:30:21 +02:00
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/** script basefolder */
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std::string m_scriptdir = "";
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2013-06-23 18:30:21 +02:00
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/**
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* draw background layer
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* @param driver to use for drawing
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*/
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2017-06-24 13:41:30 +02:00
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void drawBackground(video::IVideoDriver *driver);
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/**
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* draw overlay layer
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* @param driver to use for drawing
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*/
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2017-06-24 13:41:30 +02:00
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void drawOverlay(video::IVideoDriver *driver);
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2013-06-23 18:30:21 +02:00
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/**
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* draw header layer
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* @param driver to use for drawing
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*/
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2017-06-24 13:41:30 +02:00
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void drawHeader(video::IVideoDriver *driver);
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2013-06-23 18:30:21 +02:00
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/**
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* draw footer layer
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* @param driver to use for drawing
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*/
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2017-06-24 13:41:30 +02:00
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void drawFooter(video::IVideoDriver *driver);
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2013-06-23 18:30:21 +02:00
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/**
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* load a texture for a specified layer
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* @param layer draw layer to specify texture
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* @param texturepath full path of texture to load
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*/
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Optimize string (mis)handling (#8128)
* Optimize statbar drawing
The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.
* Optimize texture cache
There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).
Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).
* Optimize animations in client
Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.
There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.
* Optimize chat console history handling
The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.
* Optimize gui texture setting
The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.
* Optimize sound playing code in GUIEngine
The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.
* Silence CLANG TIDY warnings for unit tests
Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.
* Optimize formspec handling
The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.
* Optimize hotbar image handling
The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.
* Optimize inventory deserialization
The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.
* Optimize texture scaling cache
There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.
* Optimize translation file loader
Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.
* Optimize server map saving
When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00
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bool setTexture(texture_layer layer, const std::string &texturepath,
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2014-05-17 12:06:36 +02:00
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bool tile_image, unsigned int minsize);
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2013-06-23 18:30:21 +02:00
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/**
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* download a file using curl
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* @param url url to download
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* @param target file to store to
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*/
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2017-04-21 10:06:08 +02:00
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static bool downloadFile(const std::string &url, const std::string &target);
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2013-06-23 18:30:21 +02:00
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/** array containing pointers to current specified texture layers */
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2014-05-17 12:06:36 +02:00
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image_definition m_textures[TEX_LAYER_MAX];
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2013-06-23 18:30:21 +02:00
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/**
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2016-07-03 19:36:51 +02:00
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* specify text to appear as top left string
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2013-06-23 18:30:21 +02:00
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* @param text to set
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*/
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2016-07-03 19:36:51 +02:00
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void setTopleftText(const std::string &text);
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2013-06-23 18:30:21 +02:00
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/** pointer to gui element shown at topleft corner */
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2017-06-16 11:25:52 +02:00
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irr::gui::IGUIStaticText *m_irr_toplefttext = nullptr;
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2016-05-31 17:30:11 +02:00
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/** and text that is in it */
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EnrichedString m_toplefttext;
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2013-06-23 18:30:21 +02:00
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/** initialize cloud subsystem */
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void cloudInit();
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/** do preprocessing for cloud subsystem */
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void cloudPreProcess();
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/** do postprocessing for cloud subsystem */
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void cloudPostProcess();
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/** internam data required for drawing clouds */
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struct clouddata {
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/** delta time since last cloud processing */
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2014-05-17 12:06:36 +02:00
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f32 dtime;
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2013-06-23 18:30:21 +02:00
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/** absolute time of last cloud processing */
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2014-05-17 12:06:36 +02:00
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u32 lasttime;
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2013-06-23 18:30:21 +02:00
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/** pointer to cloud class */
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2017-06-24 13:41:30 +02:00
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Clouds *clouds = nullptr;
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2013-06-23 18:30:21 +02:00
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/** camera required for drawing clouds */
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2017-06-24 13:41:30 +02:00
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scene::ICameraSceneNode *camera = nullptr;
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2013-06-23 18:30:21 +02:00
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};
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/** is drawing of clouds enabled atm */
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2017-06-16 11:25:52 +02:00
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bool m_clouds_enabled = true;
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2013-06-23 18:30:21 +02:00
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/** data used to draw clouds */
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2014-05-17 12:06:36 +02:00
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clouddata m_cloud;
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2013-06-23 18:30:21 +02:00
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2013-08-11 04:09:45 +02:00
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/** start playing a sound and return handle */
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Optimize string (mis)handling (#8128)
* Optimize statbar drawing
The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.
* Optimize texture cache
There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).
Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).
* Optimize animations in client
Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.
There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.
* Optimize chat console history handling
The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.
* Optimize gui texture setting
The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.
* Optimize sound playing code in GUIEngine
The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.
* Silence CLANG TIDY warnings for unit tests
Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.
* Optimize formspec handling
The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.
* Optimize hotbar image handling
The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.
* Optimize inventory deserialization
The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.
* Optimize texture scaling cache
There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.
* Optimize translation file loader
Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.
* Optimize server map saving
When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00
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s32 playSound(const SimpleSoundSpec &spec, bool looped);
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2013-08-11 04:09:45 +02:00
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/** stop playing a sound started with playSound() */
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void stopSound(s32 handle);
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2013-06-23 18:30:21 +02:00
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};
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