forked from Mirrorlandia_minetest/minetest
Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)
* Add minetest.bulk_set_node call + experimental mod unittest * Optimize set_node function to prevent triple lookup on contentfeatures Do only one lookup for old, and try to merge old and new lookup if node is same than previous node * Add benchmark function + optimize vector population to have real results
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@ -2749,6 +2749,15 @@ and `minetest.auth_reload` call the authentication handler.
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* `node`: table `{name=string, param1=number, param2=number}`
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* `node`: table `{name=string, param1=number, param2=number}`
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* If param1 or param2 is omitted, it's set to `0`.
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* If param1 or param2 is omitted, it's set to `0`.
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* e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
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* e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
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* `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
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* Set node on all positions set in the first argument.
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* e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
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* For node specification or position syntax see `minetest.set_node` call
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* Faster than set_node due to single call, but still considerably slower than
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Voxel Manipulators (LVM) for large numbers of nodes.
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Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
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positions which would cause LVMs to waste memory.
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For setting a cube, this is 1.3x faster than set_node whereas LVM is 20x faster.
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* `minetest.swap_node(pos, node)`
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* `minetest.swap_node(pos, node)`
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* Set node at position, but don't remove metadata
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* Set node at position, but don't remove metadata
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* `minetest.remove_node(pos)`
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* `minetest.remove_node(pos)`
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@ -682,6 +682,74 @@ minetest.register_chatcommand("test1", {
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end,
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end,
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})
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})
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minetest.register_chatcommand("test_bulk_set_node", {
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params = "",
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description = "Test 2: bulk set a node",
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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local pos_list = {}
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local ppos = player:get_pos()
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local i = 1
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for x=2,10 do
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for y=2,10 do
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for z=2,10 do
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pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
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i = i + 1
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end
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end
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end
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minetest.bulk_set_node(pos_list, {name = "default:stone"})
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minetest.chat_send_player(name, "Done.");
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end,
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})
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minetest.register_chatcommand("bench_bulk_set_node", {
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params = "",
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description = "Test 3: bulk set a node (bench)",
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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local pos_list = {}
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local ppos = player:get_pos()
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local i = 1
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for x=2,100 do
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for y=2,100 do
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for z=2,100 do
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pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
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i = i + 1
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end
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end
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end
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minetest.chat_send_player(name, "Benching bulk set node. Warming up...");
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-- warm up with default:stone to prevent having different callbacks
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-- due to different node topology
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minetest.bulk_set_node(pos_list, {name = "default:stone"})
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minetest.chat_send_player(name, "Warming up finished, now benching...");
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local start_time = os.clock()
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for i=1,#pos_list do
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minetest.set_node(pos_list[i], {name = "default:stone"})
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end
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local middle_time = os.clock()
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minetest.bulk_set_node(pos_list, {name = "default:stone"})
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local end_time = os.clock()
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minetest.chat_send_player(name,
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string.format("Bench results: set_node loop[%.2fms], bulk_set_node[%.2fms]",
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(middle_time - start_time) * 1000,
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(end_time - middle_time) * 1000
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)
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);
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end,
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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experimental.print_to_everything("Inventory fields 1: player="..player:get_player_name()..", fields="..dump(fields))
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experimental.print_to_everything("Inventory fields 1: player="..player:get_player_name()..", fields="..dump(fields))
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end)
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end)
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@ -273,6 +273,39 @@ int ModApiEnvMod::l_set_node(lua_State *L)
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return 1;
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return 1;
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}
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}
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// bulk_set_node([pos1, pos2, ...], node)
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// pos = {x=num, y=num, z=num}
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int ModApiEnvMod::l_bulk_set_node(lua_State *L)
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{
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GET_ENV_PTR;
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INodeDefManager *ndef = env->getGameDef()->ndef();
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// parameters
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if (!lua_istable(L, 1)) {
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return 0;
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}
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s32 len = lua_objlen(L, 1);
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if (len == 0) {
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lua_pushboolean(L, true);
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return 1;
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}
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MapNode n = readnode(L, 2, ndef);
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// Do it
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bool succeeded = true;
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for (s32 i = 1; i <= len; i++) {
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lua_rawgeti(L, 1, i);
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if (!env->setNode(read_v3s16(L, -1), n))
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succeeded = false;
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lua_pop(L, 1);
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}
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lua_pushboolean(L, succeeded);
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return 1;
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}
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int ModApiEnvMod::l_add_node(lua_State *L)
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int ModApiEnvMod::l_add_node(lua_State *L)
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{
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{
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return l_set_node(L);
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return l_set_node(L);
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@ -1232,6 +1265,7 @@ int ModApiEnvMod::l_forceload_free_block(lua_State *L)
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void ModApiEnvMod::Initialize(lua_State *L, int top)
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void ModApiEnvMod::Initialize(lua_State *L, int top)
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{
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{
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API_FCT(set_node);
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API_FCT(set_node);
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API_FCT(bulk_set_node);
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API_FCT(add_node);
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API_FCT(add_node);
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API_FCT(swap_node);
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API_FCT(swap_node);
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API_FCT(add_item);
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API_FCT(add_item);
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@ -29,6 +29,10 @@ private:
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// pos = {x=num, y=num, z=num}
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// pos = {x=num, y=num, z=num}
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static int l_set_node(lua_State *L);
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static int l_set_node(lua_State *L);
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// bulk_set_node([pos1, pos2, ...], node)
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// pos = {x=num, y=num, z=num}
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static int l_bulk_set_node(lua_State *L);
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static int l_add_node(lua_State *L);
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static int l_add_node(lua_State *L);
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// remove_node(pos)
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// remove_node(pos)
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@ -917,8 +917,10 @@ bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
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INodeDefManager *ndef = m_server->ndef();
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INodeDefManager *ndef = m_server->ndef();
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MapNode n_old = m_map->getNodeNoEx(p);
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MapNode n_old = m_map->getNodeNoEx(p);
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const ContentFeatures &cf_old = ndef->get(n_old);
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// Call destructor
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// Call destructor
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if (ndef->get(n_old).has_on_destruct)
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if (cf_old.has_on_destruct)
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m_script->node_on_destruct(p, n_old);
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m_script->node_on_destruct(p, n_old);
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// Replace node
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// Replace node
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@ -929,11 +931,15 @@ bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
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m_map->updateVManip(p);
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m_map->updateVManip(p);
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// Call post-destructor
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// Call post-destructor
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if (ndef->get(n_old).has_after_destruct)
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if (cf_old.has_after_destruct)
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m_script->node_after_destruct(p, n_old);
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m_script->node_after_destruct(p, n_old);
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// Retrieve node content features
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// if new node is same as old, reuse old definition to prevent a lookup
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const ContentFeatures &cf_new = n_old == n ? cf_old : ndef->get(n);
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// Call constructor
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// Call constructor
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if (ndef->get(n).has_on_construct)
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if (cf_new.has_on_construct)
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m_script->node_on_construct(p, n);
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m_script->node_on_construct(p, n);
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return true;
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return true;
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