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Content ID caching in Lua (#12444)
* Cache content IDs in Lua Co-authored-by: sfan5 <sfan5@live.de>
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@ -13,9 +13,12 @@ end
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-- Import a bunch of individual files from builtin/game/
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local gamepath = core.get_builtin_path() .. "game" .. DIR_DELIM
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local commonpath = core.get_builtin_path() .. "common" .. DIR_DELIM
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local builtin_shared = {}
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dofile(gamepath .. "constants.lua")
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dofile(gamepath .. "item_s.lua")
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assert(loadfile(commonpath .. "item_s.lua"))(builtin_shared)
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dofile(gamepath .. "misc_s.lua")
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dofile(gamepath .. "features.lua")
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dofile(gamepath .. "voxelarea.lua")
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@ -57,3 +60,5 @@ setmetatable(core.registered_items, alias_metatable)
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setmetatable(core.registered_nodes, alias_metatable)
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setmetatable(core.registered_craftitems, alias_metatable)
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setmetatable(core.registered_tools, alias_metatable)
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builtin_shared.cache_content_ids()
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@ -4,6 +4,8 @@
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-- Server or writable access to IGameDef on the engine side.
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-- (The '_s' stands for standalone.)
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local builtin_shared = ...
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--
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-- Item definition helpers
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--
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@ -177,3 +179,47 @@ function core.strip_param2_color(param2, paramtype2)
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-- paramtype2 == "color" requires no modification.
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return param2
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end
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-- Content ID caching
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local old_get_content_id = core.get_content_id
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local old_get_name_from_content_id = core.get_name_from_content_id
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local name2content = setmetatable({}, {
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__index = function(self, name)
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return old_get_content_id(name)
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end,
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})
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local content2name = setmetatable({}, {
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__index = function(self, id)
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return old_get_name_from_content_id(id)
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end,
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})
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function core.get_content_id(name)
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return name2content[name]
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end
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function core.get_name_from_content_id(id)
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return content2name[id]
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end
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-- Cache content IDs after they have stopped changing.
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function builtin_shared.cache_content_ids()
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for name in pairs(core.registered_nodes) do
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local id = old_get_content_id(name)
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name2content[name] = id
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content2name[id] = name
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end
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-- unknown is not in the registered node list.
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local unknown_name = old_get_name_from_content_id(core.CONTENT_UNKNOWN)
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name2content[unknown_name] = core.CONTENT_UNKNOWN
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content2name[core.CONTENT_UNKNOWN] = unknown_name
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for name in pairs(core.registered_aliases) do
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if core.registered_nodes[name] then
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name2content[name] = old_get_content_id(name)
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end
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end
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end
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@ -8,7 +8,7 @@ local gamepath = scriptpath .. "game".. DIR_DELIM
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local builtin_shared = {}
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dofile(gamepath .. "constants.lua")
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dofile(gamepath .. "item_s.lua")
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assert(loadfile(commonpath .. "item_s.lua"))(builtin_shared)
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assert(loadfile(gamepath .. "item.lua"))(builtin_shared)
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dofile(gamepath .. "register.lua")
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@ -37,4 +37,6 @@ dofile(gamepath .. "statbars.lua")
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dofile(gamepath .. "knockback.lua")
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dofile(gamepath .. "async.lua")
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core.after(0, builtin_shared.cache_content_ids)
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profiler = nil
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@ -43,6 +43,79 @@ minetest.register_chatcommand("test_bulk_set_node", {
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end,
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})
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-- Safeguard against too much optimization. This way the results cannot be optimized
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-- away, but they can be garbage collected (due to __mode = "k").
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_G._bench_content_ids_data = setmetatable({}, {__mode = "k"})
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local function bench_name2content()
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local t = {}
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_G._bench_content_ids_data[t] = true
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local get_content_id = minetest.get_content_id
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local start = minetest.get_us_time()
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for i = 1, 200 do
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for name in pairs(minetest.registered_nodes) do
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t[#t + 1] = get_content_id(name)
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end
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end
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local finish = minetest.get_us_time()
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return (finish - start) / 1000
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end
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local function bench_content2name()
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local t = {}
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_G._bench_content_ids_data[t] = true
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-- Try to estimate the highest content ID that's used
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-- (not accurate but good enough for this test)
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local n = 0
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for _ in pairs(minetest.registered_nodes) do
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n = n + 1
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end
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local get_name_from_content_id = minetest.get_name_from_content_id
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local start = minetest.get_us_time()
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for i = 1, 200 do
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for j = 0, n do
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t[#t + 1] = get_name_from_content_id(j)
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end
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end
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local finish = minetest.get_us_time()
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return (finish - start) / 1000
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end
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minetest.register_chatcommand("bench_name2content", {
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params = "",
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description = "Benchmark: Conversion from node names to content IDs",
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func = function(name, param)
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minetest.chat_send_player(name, "Benchmarking minetest.get_content_id. Warming up ...")
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bench_name2content()
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minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
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local time = bench_name2content()
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return true, ("Time: %.2f ms"):format(time)
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end,
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})
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minetest.register_chatcommand("bench_content2name", {
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params = "",
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description = "Benchmark: Conversion from content IDs to node names",
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func = function(name, param)
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minetest.chat_send_player(name, "Benchmarking minetest.get_name_from_content_id. Warming up ...")
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bench_content2name()
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minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
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local time = bench_content2name()
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return true, ("Time: %.2f ms"):format(time)
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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 = "Benchmark: Bulk-set 99×99×99 stone nodes",
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37
games/devtest/mods/unittests/content_ids.lua
Normal file
37
games/devtest/mods/unittests/content_ids.lua
Normal file
@ -0,0 +1,37 @@
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core.register_alias("unittests:test_content_ids_alias1", "air")
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core.register_alias("unittests:test_content_ids_alias2", "~")
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local function test_content_ids()
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assert(core.get_content_id("air") == core.CONTENT_AIR)
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assert(core.get_content_id("unittests:test_content_ids_alias1") == core.CONTENT_AIR)
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assert(core.get_content_id("unknown") == core.CONTENT_UNKNOWN)
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assert(core.get_content_id("ignore") == core.CONTENT_IGNORE)
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assert(core.get_name_from_content_id(core.CONTENT_AIR) == "air")
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assert(core.get_name_from_content_id(core.CONTENT_UNKNOWN) == "unknown")
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assert(core.get_name_from_content_id(core.CONTENT_IGNORE) == "ignore")
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assert(pcall(core.get_content_id, "~") == false)
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assert(pcall(core.get_content_id, "unittests:test_content_ids_alias2") == false)
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assert(pcall(core.get_content_id) == false)
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assert(core.get_name_from_content_id(0xFFFF) == "unknown")
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assert(pcall(core.get_name_from_content_id) == false)
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end
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-- Run while mod is loading.
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test_content_ids()
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-- Run after mods have loaded.
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unittests.register("test_content_ids", test_content_ids)
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-- Run in async environment.
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local function test_content_ids_async(cb)
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local function func(test_func)
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local ok, err = pcall(test_func)
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if not ok then
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return err
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end
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end
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core.handle_async(func, cb, test_content_ids)
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end
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unittests.register("test_content_ids_async", test_content_ids_async, {async=true})
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@ -178,6 +178,7 @@ dofile(modpath .. "/crafting.lua")
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dofile(modpath .. "/itemdescription.lua")
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dofile(modpath .. "/async_env.lua")
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dofile(modpath .. "/entity.lua")
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dofile(modpath .. "/content_ids.lua")
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--------------
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