Optimize active block modifier stuff (was left horribly unoptimized after making content ids dynamic)

This commit is contained in:
Perttu Ahola 2011-11-26 12:34:52 +02:00
parent 08c9b6037d
commit 1ce749c86a

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