Allow access into MapSector::m_blocks (#14232)

* New API to allow access into MapSector::m_blocks
* Use this API on ClientMap::touchMapBlocks(), ClientMap::updateDrawList(), and ClientMap::updateDrawListShadow() to speed them up
This commit is contained in:
lhofhansl 2024-01-10 09:17:26 -08:00 committed by GitHub
parent 2766c70ad3
commit 4bf95703a0
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 18 additions and 16 deletions

@ -329,7 +329,7 @@ void ClientMap::updateDrawList()
MapBlockVect sectorblocks;
for (auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second;
const MapSector *sector = sector_it.second;
v2s16 sp = sector->getPos();
blocks_loaded += sector->size();
@ -339,11 +339,9 @@ void ClientMap::updateDrawList()
continue;
}
sectorblocks.clear();
sector->getBlocks(sectorblocks);
// Loop through blocks in sector
for (MapBlock *block : sectorblocks) {
for (const auto &entry : sector->getBlocks()) {
MapBlock *block = entry.second.get();
MapBlockMesh *mesh = block->mesh;
// Calculate the coordinates for range and frustum culling
@ -649,7 +647,7 @@ void ClientMap::touchMapBlocks()
u32 blocks_in_range_with_mesh = 0;
for (const auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second;
const MapSector *sector = sector_it.second;
v2s16 sp = sector->getPos();
blocks_loaded += sector->size();
@ -659,14 +657,12 @@ void ClientMap::touchMapBlocks()
continue;
}
MapBlockVect sectorblocks;
sector->getBlocks(sectorblocks);
/*
Loop through blocks in sector
*/
for (MapBlock *block : sectorblocks) {
for (const auto &entry : sector->getBlocks()) {
MapBlock *block = entry.second.get();
MapBlockMesh *mesh = block->mesh;
// Calculate the coordinates for range and frustum culling
@ -1266,18 +1262,16 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
u32 blocks_in_range_with_mesh = 0;
for (auto &sector_it : m_sectors) {
MapSector *sector = sector_it.second;
const MapSector *sector = sector_it.second;
if (!sector)
continue;
blocks_loaded += sector->size();
MapBlockVect sectorblocks;
sector->getBlocks(sectorblocks);
/*
Loop through blocks in sector
*/
for (MapBlock *block : sectorblocks) {
for (const auto &entry : sector->getBlocks()) {
MapBlock *block = entry.second.get();
MapBlockMesh *mesh = block->mesh;
if (!mesh) {
// Ignore if mesh doesn't exist

@ -45,7 +45,7 @@ public:
void deleteBlocks();
v2s16 getPos()
v2s16 getPos() const
{
return m_pos;
}
@ -62,8 +62,16 @@ public:
// Returns an owning ptr to block.
std::unique_ptr<MapBlock> detachBlock(MapBlock *block);
// This makes a copy of the internal collection.
// Prefer getBlocks() if possible.
void getBlocks(MapBlockVect &dest);
// Get access to the internal collection
// This is explicitly only allowed on a const object since modifying anything while iterating is unsafe.
// The caller needs to make sure that this does not happen.
const auto &getBlocks() const { return m_blocks; }
const auto &getBlocks() = delete;
bool empty() const { return m_blocks.empty(); }
int size() const { return m_blocks.size(); }