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https://github.com/minetest/minetest.git
synced 2024-12-23 22:52:25 +01:00
Change many useless std::list into Environment class (m_players), ABMHandler and ActiveBlockList::update
This improve looping performances.
This commit is contained in:
parent
81b9c023c4
commit
2079462e62
@ -61,9 +61,8 @@ Environment::Environment():
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Environment::~Environment()
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{
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// Deallocate players
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for(std::list<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
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{
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i) {
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delete (*i);
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}
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}
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@ -89,7 +88,7 @@ void Environment::removePlayer(u16 peer_id)
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{
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DSTACK(__FUNCTION_NAME);
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for(std::list<Player*>::iterator i = m_players.begin();
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end();)
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{
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Player *player = *i;
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@ -104,7 +103,7 @@ void Environment::removePlayer(u16 peer_id)
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void Environment::removePlayer(const char *name)
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{
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for (std::list<Player*>::iterator it = m_players.begin();
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for (std::vector<Player*>::iterator it = m_players.begin();
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it != m_players.end(); ++it) {
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if (strcmp((*it)->getName(), name) == 0) {
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delete *it;
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@ -116,9 +115,8 @@ void Environment::removePlayer(const char *name)
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Player * Environment::getPlayer(u16 peer_id)
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{
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for(std::list<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
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{
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i) {
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Player *player = *i;
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if(player->peer_id == peer_id)
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return player;
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@ -128,9 +126,8 @@ Player * Environment::getPlayer(u16 peer_id)
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Player * Environment::getPlayer(const char *name)
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{
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for(std::list<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
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{
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i) {
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Player *player = *i;
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if(strcmp(player->getName(), name) == 0)
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return player;
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@ -140,15 +137,13 @@ Player * Environment::getPlayer(const char *name)
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Player * Environment::getRandomConnectedPlayer()
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{
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std::list<Player*> connected_players = getPlayers(true);
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std::vector<Player*> connected_players = getPlayers(true);
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u32 chosen_one = myrand() % connected_players.size();
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u32 j = 0;
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for(std::list<Player*>::iterator
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for(std::vector<Player*>::iterator
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i = connected_players.begin();
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i != connected_players.end(); ++i)
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{
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if(j == chosen_one)
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{
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i != connected_players.end(); ++i) {
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if(j == chosen_one) {
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Player *player = *i;
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return player;
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}
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@ -159,17 +154,15 @@ Player * Environment::getRandomConnectedPlayer()
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Player * Environment::getNearestConnectedPlayer(v3f pos)
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{
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std::list<Player*> connected_players = getPlayers(true);
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std::vector<Player*> connected_players = getPlayers(true);
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f32 nearest_d = 0;
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Player *nearest_player = NULL;
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for(std::list<Player*>::iterator
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for(std::vector<Player*>::iterator
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i = connected_players.begin();
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i != connected_players.end(); ++i)
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{
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i != connected_players.end(); ++i) {
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Player *player = *i;
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f32 d = player->getPosition().getDistanceFrom(pos);
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if(d < nearest_d || nearest_player == NULL)
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{
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if(d < nearest_d || nearest_player == NULL) {
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nearest_d = d;
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nearest_player = player;
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}
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@ -177,22 +170,20 @@ Player * Environment::getNearestConnectedPlayer(v3f pos)
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return nearest_player;
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}
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std::list<Player*> Environment::getPlayers()
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std::vector<Player*> Environment::getPlayers()
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{
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return m_players;
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}
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std::list<Player*> Environment::getPlayers(bool ignore_disconnected)
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std::vector<Player*> Environment::getPlayers(bool ignore_disconnected)
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{
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std::list<Player*> newlist;
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for(std::list<Player*>::iterator
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std::vector<Player*> newlist;
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for(std::vector<Player*>::iterator
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i = m_players.begin();
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i != m_players.end(); ++i)
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{
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i != m_players.end(); ++i) {
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Player *player = *i;
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if(ignore_disconnected)
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{
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if(ignore_disconnected) {
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// Ignore disconnected players
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if(player->peer_id == 0)
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continue;
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@ -287,7 +278,7 @@ void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &list)
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}
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}
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void ActiveBlockList::update(std::list<v3s16> &active_positions,
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void ActiveBlockList::update(std::vector<v3s16> &active_positions,
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s16 radius,
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std::set<v3s16> &blocks_removed,
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std::set<v3s16> &blocks_added)
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@ -296,7 +287,7 @@ void ActiveBlockList::update(std::list<v3s16> &active_positions,
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Create the new list
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*/
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std::set<v3s16> newlist = m_forceloaded_list;
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for(std::list<v3s16>::iterator i = active_positions.begin();
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for(std::vector<v3s16>::iterator i = active_positions.begin();
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i != active_positions.end(); ++i)
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{
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fillRadiusBlock(*i, radius, newlist);
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@ -395,8 +386,8 @@ bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize, v3s16
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//calculate normalized direction vector
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v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
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(pos2.Y - pos1.Y)/distance,
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(pos2.Z - pos1.Z)/distance);
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(pos2.Y - pos1.Y)/distance,
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(pos2.Z - pos1.Z)/distance);
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//find out if there's a node on path between pos1 and pos2
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for (float i = 1; i < distance; i += stepsize) {
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@ -421,7 +412,7 @@ void ServerEnvironment::saveLoadedPlayers()
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std::string players_path = m_path_world + DIR_DELIM "players";
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fs::CreateDir(players_path);
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for (std::list<Player*>::iterator it = m_players.begin();
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for (std::vector<Player*>::iterator it = m_players.begin();
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it != m_players.end();
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++it) {
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RemotePlayer *player = static_cast<RemotePlayer*>(*it);
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@ -549,7 +540,7 @@ class ABMHandler
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{
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private:
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ServerEnvironment *m_env;
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std::map<content_t, std::list<ActiveABM> > m_aabms;
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std::map<content_t, std::vector<ActiveABM> > m_aabms;
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public:
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ABMHandler(std::list<ABMWithState> &abms,
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float dtime_s, ServerEnvironment *env,
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@ -604,10 +595,10 @@ public:
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k != ids.end(); k++)
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{
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content_t c = *k;
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std::map<content_t, std::list<ActiveABM> >::iterator j;
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std::map<content_t, std::vector<ActiveABM> >::iterator j;
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j = m_aabms.find(c);
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if(j == m_aabms.end()){
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std::list<ActiveABM> aabmlist;
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std::vector<ActiveABM> aabmlist;
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m_aabms[c] = aabmlist;
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j = m_aabms.find(c);
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}
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@ -664,14 +655,13 @@ public:
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content_t c = n.getContent();
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v3s16 p = p0 + block->getPosRelative();
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std::map<content_t, std::list<ActiveABM> >::iterator j;
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std::map<content_t, std::vector<ActiveABM> >::iterator j;
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j = m_aabms.find(c);
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if(j == m_aabms.end())
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continue;
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for(std::list<ActiveABM>::iterator
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i = j->second.begin(); i != j->second.end(); i++)
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{
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for(std::vector<ActiveABM>::iterator
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i = j->second.begin(); i != j->second.end(); i++) {
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if(myrand() % i->chance != 0)
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continue;
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@ -1008,7 +998,7 @@ void ServerEnvironment::step(float dtime)
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*/
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{
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ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG);
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for(std::list<Player*>::iterator i = m_players.begin();
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
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{
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Player *player = *i;
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@ -1031,15 +1021,15 @@ void ServerEnvironment::step(float dtime)
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/*
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Get player block positions
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*/
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std::list<v3s16> players_blockpos;
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for(std::list<Player*>::iterator
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std::vector<v3s16> players_blockpos;
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for(std::vector<Player*>::iterator
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i = m_players.begin();
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i != m_players.end(); ++i)
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{
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i != m_players.end(); ++i) {
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Player *player = *i;
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// Ignore disconnected players
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if(player->peer_id == 0)
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continue;
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v3s16 blockpos = getNodeBlockPos(
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floatToInt(player->getPosition(), BS));
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players_blockpos.push_back(blockpos);
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@ -1686,7 +1676,7 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
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}
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// Activate stored objects
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std::list<StaticObject> new_stored;
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std::vector<StaticObject> new_stored;
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for(std::list<StaticObject>::iterator
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i = block->m_static_objects.m_stored.begin();
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i != block->m_static_objects.m_stored.end(); ++i) {
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@ -1715,10 +1705,9 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
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// Clear stored list
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block->m_static_objects.m_stored.clear();
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// Add leftover failed stuff to stored list
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for(std::list<StaticObject>::iterator
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for(std::vector<StaticObject>::iterator
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i = new_stored.begin();
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i != new_stored.end(); ++i)
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{
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i != new_stored.end(); ++i) {
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StaticObject &s_obj = *i;
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block->m_static_objects.m_stored.push_back(s_obj);
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}
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@ -1758,11 +1747,10 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
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*/
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void ServerEnvironment::deactivateFarObjects(bool force_delete)
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{
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std::list<u16> objects_to_remove;
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std::vector<u16> objects_to_remove;
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for(std::map<u16, ServerActiveObject*>::iterator
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i = m_active_objects.begin();
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i != m_active_objects.end(); ++i)
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{
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i != m_active_objects.end(); ++i) {
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ServerActiveObject* obj = i->second;
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assert(obj);
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@ -1979,9 +1967,8 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
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}
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// Remove references from m_active_objects
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for(std::list<u16>::iterator i = objects_to_remove.begin();
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i != objects_to_remove.end(); ++i)
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{
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for(std::vector<u16>::iterator i = objects_to_remove.begin();
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i != objects_to_remove.end(); ++i) {
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m_active_objects.erase(*i);
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}
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}
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@ -2052,9 +2039,8 @@ void ClientEnvironment::addPlayer(Player *player)
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LocalPlayer * ClientEnvironment::getLocalPlayer()
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{
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for(std::list<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
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{
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i) {
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Player *player = *i;
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if(player->isLocal())
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return (LocalPlayer*)player;
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@ -2310,16 +2296,14 @@ void ClientEnvironment::step(float dtime)
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/*
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Stuff that can be done in an arbitarily large dtime
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*/
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for(std::list<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
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{
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i) {
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Player *player = *i;
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/*
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Handle non-local players
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*/
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if(player->isLocal() == false)
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{
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if(player->isLocal() == false) {
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// Move
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player->move(dtime, this, 100*BS);
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@ -75,8 +75,8 @@ public:
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Player * getPlayer(const char *name);
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Player * getRandomConnectedPlayer();
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Player * getNearestConnectedPlayer(v3f pos);
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std::list<Player*> getPlayers();
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std::list<Player*> getPlayers(bool ignore_disconnected);
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std::vector<Player*> getPlayers();
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std::vector<Player*> getPlayers(bool ignore_disconnected);
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u32 getDayNightRatio();
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@ -110,7 +110,7 @@ public:
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protected:
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// peer_ids in here should be unique, except that there may be many 0s
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std::list<Player*> m_players;
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std::vector<Player*> m_players;
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// Time of day in milli-hours (0-23999); determines day and night
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u32 m_time_of_day;
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// Time of day in 0...1
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@ -182,7 +182,7 @@ struct ABMWithState
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class ActiveBlockList
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{
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public:
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void update(std::list<v3s16> &active_positions,
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void update(std::vector<v3s16> &active_positions,
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s16 radius,
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std::set<v3s16> &blocks_removed,
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std::set<v3s16> &blocks_added);
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