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Optimize active block modifier stuff (was left horribly unoptimized after making content ids dynamic)
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@ -945,6 +945,18 @@ void ServerEnvironment::step(float dtime)
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{
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ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /10s", SPT_AVG);
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//float dtime = 10.0;
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TimeTaker timer("modify in active blocks");
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INodeDefManager *ndef = m_gamedef->ndef();
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// Pre-fetch content ids for the luge loop
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content_t c_dirt = ndef->getId("dirt");
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content_t c_grass = ndef->getId("dirt_with_grass");
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content_t c_tree = ndef->getId("tree");
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content_t c_jungletree = ndef->getId("jungletree");
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content_t c_stone = ndef->getId("stone");
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content_t c_mossycobble = ndef->getId("mossycobble");
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content_t c_sapling = ndef->getId("sapling");
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for(core::map<v3s16, bool>::Iterator
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i = m_active_blocks.m_list.getIterator();
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@ -1012,9 +1024,9 @@ void ServerEnvironment::step(float dtime)
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/*
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Test something:
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Convert mud under proper lighting to grass
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Convert dirt under proper lighting to grass
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*/
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if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_MUD"))
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if(n.getContent() == c_dirt)
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{
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if(myrand()%20 == 0)
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{
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@ -1024,23 +1036,23 @@ void ServerEnvironment::step(float dtime)
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n_top.getLightBlend(getDayNightRatio(),
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m_gamedef->ndef()) >= 13)
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{
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n.setContent(LEGN(m_gamedef->ndef(), "CONTENT_GRASS"));
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n.setContent(c_grass);
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m_map->addNodeWithEvent(p, n);
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}
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}
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}
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/*
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Convert grass into mud if under something else than air
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Convert grass into dirt if under something else than air
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*/
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if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_GRASS"))
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if(n.getContent() == c_grass)
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{
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//if(myrand()%20 == 0)
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{
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MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0));
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if(m_gamedef->ndef()->get(n_top).light_propagates == false ||
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if(!m_gamedef->ndef()->get(n_top).light_propagates ||
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m_gamedef->ndef()->get(n_top).isLiquid())
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{
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n.setContent(LEGN(m_gamedef->ndef(), "CONTENT_MUD"));
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n.setContent(c_dirt);
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m_map->addNodeWithEvent(p, n);
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}
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}
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@ -1048,8 +1060,8 @@ void ServerEnvironment::step(float dtime)
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/*
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Rats spawn around regular trees
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*/
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if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_TREE") ||
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n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_JUNGLETREE"))
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if(n.getContent() == c_tree ||
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n.getContent() == c_jungletree)
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{
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if(myrand()%200 == 0 && active_object_count_wider == 0)
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{
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@ -1057,7 +1069,7 @@ void ServerEnvironment::step(float dtime)
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0, myrand_range(-2, 2));
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MapNode n1 = m_map->getNodeNoEx(p1);
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MapNode n1b = m_map->getNodeNoEx(p1+v3s16(0,-1,0));
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if(n1b.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_GRASS") &&
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if(n1b.getContent() == c_grass &&
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n1.getContent() == CONTENT_AIR)
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{
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v3f pos = intToFloat(p1, BS);
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@ -1069,8 +1081,8 @@ void ServerEnvironment::step(float dtime)
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/*
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Fun things spawn in caves and dungeons
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*/
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if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_STONE") ||
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n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_MOSSYCOBBLE"))
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if(n.getContent() == c_stone ||
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n.getContent() == c_mossycobble)
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{
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if(myrand()%200 == 0 && active_object_count_wider == 0)
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{
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@ -1114,7 +1126,7 @@ void ServerEnvironment::step(float dtime)
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/*
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Make trees from saplings!
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*/
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if(n.getContent() == LEGN(m_gamedef->ndef(), "CONTENT_SAPLING"))
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if(n.getContent() == c_sapling)
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{
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if(myrand()%50 == 0)
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{
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@ -1156,6 +1168,14 @@ void ServerEnvironment::step(float dtime)
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}
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}
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}
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u32 time_ms = timer.stop(true);
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u32 max_time_ms = 200;
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if(time_ms > max_time_ms){
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infostream<<"WARNING: active block modifiers took "
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<<time_ms<<"ms (longer than "
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<<max_time_ms<<"ms)"<<std::endl;
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}
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}
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/*
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