Use thread_local instead from some static settings (#5955)

thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.

Add thread_local to undersampling calculation too.
This commit is contained in:
Loïc Blot 2017-06-11 13:58:43 +02:00 committed by GitHub
parent ff73c7a5da
commit 65819f3b9f
8 changed files with 22 additions and 16 deletions

@ -474,7 +474,7 @@ void draw_plain(Camera &camera, bool show_hud,
// Undersampling-specific stuff
static video::ITexture *image = NULL;
static v2u32 last_pixelated_size = v2u32(0, 0);
int undersampling = g_settings->getU16("undersampling");
static thread_local int undersampling = g_settings->getU16("undersampling");
v2u32 pixelated_size;
v2u32 dest_size;
if (undersampling > 0) {

@ -3637,7 +3637,7 @@ PointedThing Game::updatePointedThing(
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
static const bool show_entity_selectionbox = g_settings->getBool(
static thread_local const bool show_entity_selectionbox = g_settings->getBool(
"show_entity_selectionbox");
ClientMap &map = client->getEnv().getClientMap();

@ -639,7 +639,7 @@ void drawItemStack(video::IVideoDriver *driver,
ItemRotationKind rotation_kind)
{
static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
static bool enable_animations =
static thread_local bool enable_animations =
g_settings->getBool("inventory_items_animations");
if (item.empty()) {

@ -271,7 +271,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
if (ambient_occlusion > 4)
{
static const float ao_gamma = rangelim(
static thread_local const float ao_gamma = rangelim(
g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
// Table of gamma space multiply factors.

@ -1380,7 +1380,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
Check that target is reasonably close
(only when digging or placing things)
*/
static const bool enable_anticheat = !g_settings->getBool("disable_anticheat");
static thread_local const bool enable_anticheat =
!g_settings->getBool("disable_anticheat");
if ((action == 0 || action == 2 || action == 3 || action == 4) &&
(enable_anticheat && !isSingleplayer())) {
float d = player_pos.getDistanceFrom(pointed_pos_under);

@ -294,7 +294,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
static const float radius =
static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
bool unloaded = false;

@ -638,14 +638,15 @@ void Server::AsyncRunStep(bool initial_step)
ScopeProfiler sp(g_profiler, "Server: checking added and deleted objs");
// Radius inside which objects are active
static const s16 radius =
static thread_local const s16 radius =
g_settings->getS16("active_object_send_range_blocks") * MAP_BLOCKSIZE;
// Radius inside which players are active
static const bool is_transfer_limited =
static thread_local const bool is_transfer_limited =
g_settings->exists("unlimited_player_transfer_distance") &&
!g_settings->getBool("unlimited_player_transfer_distance");
static const s16 player_transfer_dist = g_settings->getS16("player_transfer_distance") * MAP_BLOCKSIZE;
static thread_local const s16 player_transfer_dist =
g_settings->getS16("player_transfer_distance") * MAP_BLOCKSIZE;
s16 player_radius = player_transfer_dist;
if (player_radius == 0 && is_transfer_limited)
player_radius = radius;
@ -982,7 +983,7 @@ void Server::AsyncRunStep(bool initial_step)
{
float &counter = m_savemap_timer;
counter += dtime;
static const float save_interval =
static thread_local const float save_interval =
g_settings->getFloat("server_map_save_interval");
if (counter >= save_interval) {
counter = 0.0;
@ -1684,7 +1685,7 @@ void Server::SendSpawnParticle(u16 peer_id, u16 protocol_version,
const struct TileAnimationParams &animation, u8 glow)
{
DSTACK(FUNCTION_NAME);
static const float radius =
static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
if (peer_id == PEER_ID_INEXISTENT) {
@ -3676,8 +3677,9 @@ void dedicated_server_loop(Server &server, bool &kill)
IntervalLimiter m_profiler_interval;
static const float steplen = g_settings->getFloat("dedicated_server_step");
static const float profiler_print_interval =
static thread_local const float steplen =
g_settings->getFloat("dedicated_server_step");
static thread_local const float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
for(;;) {

@ -1169,7 +1169,8 @@ void ServerEnvironment::step(float dtime)
// Update this one
// NOTE: This is kind of funny on a singleplayer game, but doesn't
// really matter that much.
static const float server_step = g_settings->getFloat("dedicated_server_step");
static thread_local const float server_step =
g_settings->getFloat("dedicated_server_step");
m_recommended_send_interval = server_step;
/*
@ -1230,7 +1231,8 @@ void ServerEnvironment::step(float dtime)
/*
Update list of active blocks, collecting changes
*/
static const s16 active_block_range = g_settings->getS16("active_block_range");
static thread_local const s16 active_block_range =
g_settings->getS16("active_block_range");
std::set<v3s16> blocks_removed;
std::set<v3s16> blocks_added;
m_active_blocks.update(players_blockpos, active_block_range,