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VoxelManipulator code cleanup (#15114)
* Cache node in voxel area index when possible The index function according to the MSVC profiler actually takes up a significant time slice (around ~5% of total time for the process) during normal game-play. Might not be accurate but still good to not recalculate it twice. * Remove `setNodeNoRef` from VM * VM: remove old commented out print statement
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@ -87,7 +87,7 @@ void TestVoxelManipulator::testVoxelManipulator(const NodeDefManager *nodedef)
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v.print(infostream, nodedef);
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infostream << "*** Setting (-1,0,-1)=2 ***" << std::endl;
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v.setNodeNoRef(v3s16(-1,0,-1), MapNode(t_CONTENT_GRASS));
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v.setNode(v3s16(-1,0,-1), MapNode(t_CONTENT_GRASS));
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v.print(infostream, nodedef);
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UASSERT(v.getNode(v3s16(-1,0,-1)).getContent() == t_CONTENT_GRASS);
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33
src/voxel.h
33
src/voxel.h
@ -392,36 +392,36 @@ public:
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VoxelArea voxel_area(p);
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addArea(voxel_area);
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if (m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA) {
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/*dstream<<"EXCEPT: VoxelManipulator::getNode(): "
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<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
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<<", index="<<m_area.index(p)
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<<", flags="<<(int)m_flags[m_area.index(p)]
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<<" is inexistent"<<std::endl;*/
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const s32 index = m_area.index(p);
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if (m_flags[index] & VOXELFLAG_NO_DATA) {
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throw InvalidPositionException
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("VoxelManipulator: getNode: inexistent");
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}
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return m_data[m_area.index(p)];
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return m_data[index];
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}
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MapNode getNodeNoEx(const v3s16 &p)
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{
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VoxelArea voxel_area(p);
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addArea(voxel_area);
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if (m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA) {
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const s32 index = m_area.index(p);
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if (m_flags[index] & VOXELFLAG_NO_DATA) {
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return {CONTENT_IGNORE};
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}
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return m_data[m_area.index(p)];
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return m_data[index];
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}
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MapNode getNodeNoExNoEmerge(const v3s16 &p)
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{
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if (!m_area.contains(p))
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return {CONTENT_IGNORE};
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if (m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA)
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const s32 index = m_area.index(p);
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if (m_flags[index] & VOXELFLAG_NO_DATA)
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return {CONTENT_IGNORE};
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return m_data[m_area.index(p)];
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return m_data[index];
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}
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// Stuff explodes if non-emerged area is touched with this.
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// Emerge first, and check VOXELFLAG_NO_DATA if appropriate.
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@ -456,13 +456,10 @@ public:
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VoxelArea voxel_area(p);
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addArea(voxel_area);
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m_data[m_area.index(p)] = n;
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m_flags[m_area.index(p)] &= ~VOXELFLAG_NO_DATA;
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}
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// TODO: Should be removed and replaced with setNode
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void setNodeNoRef(const v3s16 &p, const MapNode &n)
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{
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setNode(p, n);
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const s32 index = m_area.index(p);
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m_data[index] = n;
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m_flags[index] &= ~VOXELFLAG_NO_DATA;
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}
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/*
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