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Optimize string (mis)handling (#8128)
* Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
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568694122c
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@ -1062,7 +1062,7 @@ void GenericCAO::updateTexturePos()
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}
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}
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void GenericCAO::updateTextures(std::string mod)
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void GenericCAO::updateTextures(const std::string &modref)
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{
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ITextureSource *tsrc = m_client->tsrc();
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@ -1071,9 +1071,21 @@ void GenericCAO::updateTextures(std::string mod)
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bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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m_previous_texture_modifier = m_current_texture_modifier;
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m_current_texture_modifier = mod;
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m_current_texture_modifier = modref;
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m_glow = m_prop.glow;
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// Create a reference to the copy of "modref" just created. The
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// following code will then use this reference instead of the
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// original parameter which was passed by reference. This is
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// necessary as "modref" can be a class member and there is a swap on
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// those class members which can get triggered by the rest of the
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// code of this method. This is faster than passing the "mod" by
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// value because it reuses the copy made by the assignment to
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// m_current_texture_modifier for the "mod" instead of having two
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// copies, one for "mod" and another one (created from "mod") for
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// the m_current_texture_modifier class member.
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const std::string &mod = m_current_texture_modifier;
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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@ -225,9 +225,7 @@ public:
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void updateTexturePos();
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// std::string copy is mandatory as mod can be a class member and there is a swap
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// on those class members... do NOT pass by reference
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void updateTextures(std::string mod);
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void updateTextures(const std::string &modref);
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void updateAnimation();
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@ -39,7 +39,7 @@ std::map<io::path, video::ITexture *> g_txrCache;
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/* Manually insert an image into the cache, useful to avoid texture-to-image
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* conversion whenever we can intercept it.
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*/
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void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *value)
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void guiScalingCache(const io::path &key, video::IVideoDriver *driver, video::IImage *value)
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{
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if (!g_settings->getBool("gui_scaling_filter"))
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return;
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@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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/* Manually insert an image into the cache, useful to avoid texture-to-image
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* conversion whenever we can intercept it.
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*/
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void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *value);
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void guiScalingCache(const io::path &key, video::IVideoDriver *driver, video::IImage *value);
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// Manually clear the cache, e.g. when switching to different worlds.
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void guiScalingCacheClear();
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@ -372,7 +372,7 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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}
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, const std::string &texture,
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s32 count, v2s32 offset, v2s32 size)
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{
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const video::SColor color(255, 255, 255, 255);
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@ -81,7 +81,7 @@ public:
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void drawLuaElements(const v3s16 &camera_offset);
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private:
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, const std::string &texture,
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s32 count, v2s32 offset, v2s32 size = v2s32());
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void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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@ -131,7 +131,8 @@ std::string getTexturePath(const std::string &filename)
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Check from texture_path
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*/
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for (const auto &path : getTextureDirs()) {
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std::string testpath = path + DIR_DELIM + filename;
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std::string testpath = path + DIR_DELIM;
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testpath.append(filename);
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// Check all filename extensions. Returns "" if not found.
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fullpath = getImagePath(testpath);
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if (!fullpath.empty())
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@ -139,7 +139,7 @@ f32 GUIChatConsole::getDesiredHeight() const
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return m_desired_height_fraction;
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}
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void GUIChatConsole::replaceAndAddToHistory(std::wstring line)
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void GUIChatConsole::replaceAndAddToHistory(const std::wstring &line)
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{
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ChatPrompt& prompt = m_chat_backend->getPrompt();
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prompt.addToHistory(prompt.getLine());
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@ -60,7 +60,7 @@ public:
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f32 getDesiredHeight() const;
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// Replace actual line when adding the actual to the history (if there is any)
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void replaceAndAddToHistory(std::wstring line);
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void replaceAndAddToHistory(const std::wstring &line);
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// Change how the cursor looks
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void setCursor(
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@ -518,7 +518,7 @@ void GUIEngine::drawFooter(video::IVideoDriver *driver)
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}
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/******************************************************************************/
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bool GUIEngine::setTexture(texture_layer layer, std::string texturepath,
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bool GUIEngine::setTexture(texture_layer layer, const std::string &texturepath,
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bool tile_image, unsigned int minsize)
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{
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video::IVideoDriver *driver = RenderingEngine::get_video_driver();
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@ -593,7 +593,7 @@ void GUIEngine::updateTopLeftTextSize()
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}
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/******************************************************************************/
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s32 GUIEngine::playSound(SimpleSoundSpec spec, bool looped)
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s32 GUIEngine::playSound(const SimpleSoundSpec &spec, bool looped)
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{
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s32 handle = m_sound_manager->playSound(spec, looped);
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return handle;
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@ -247,7 +247,7 @@ private:
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* @param layer draw layer to specify texture
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* @param texturepath full path of texture to load
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*/
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bool setTexture(texture_layer layer, std::string texturepath,
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bool setTexture(texture_layer layer, const std::string &texturepath,
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bool tile_image, unsigned int minsize);
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/**
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@ -296,7 +296,7 @@ private:
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clouddata m_cloud;
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/** start playing a sound and return handle */
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s32 playSound(SimpleSoundSpec spec, bool looped);
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s32 playSound(const SimpleSoundSpec &spec, bool looped);
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/** stop playing a sound started with playSound() */
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void stopSound(s32 handle);
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@ -86,7 +86,7 @@ inline u32 clamp_u8(s32 value)
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GUIFormSpecMenu::GUIFormSpecMenu(JoystickController *joystick,
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gui::IGUIElement *parent, s32 id, IMenuManager *menumgr,
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Client *client, ISimpleTextureSource *tsrc, IFormSource *fsrc, TextDest *tdst,
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std::string formspecPrepend,
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const std::string &formspecPrepend,
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bool remap_dbl_click):
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GUIModalMenu(RenderingEngine::get_gui_env(), parent, id, menumgr),
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m_invmgr(client),
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@ -287,7 +287,7 @@ public:
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ISimpleTextureSource *tsrc,
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IFormSource* fs_src,
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TextDest* txt_dst,
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std::string formspecPrepend,
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const std::string &formspecPrepend,
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bool remap_dbl_click = true);
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~GUIFormSpecMenu();
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@ -93,7 +93,7 @@ void InventoryLocation::deSerialize(std::istream &is)
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}
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}
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void InventoryLocation::deSerialize(std::string s)
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void InventoryLocation::deSerialize(const std::string &s)
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{
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std::istringstream is(s, std::ios::binary);
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deSerialize(is);
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@ -97,7 +97,7 @@ struct InventoryLocation
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std::string dump() const;
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
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void deSerialize(std::string s);
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void deSerialize(const std::string &s);
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};
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struct InventoryAction;
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@ -1717,7 +1717,7 @@ bool ServerMap::loadFromFolders() {
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return false;
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}
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void ServerMap::createDirs(std::string path)
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void ServerMap::createDirs(const std::string &path)
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{
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if (!fs::CreateAllDirs(path)) {
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m_dout<<"ServerMap: Failed to create directory "
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@ -389,7 +389,7 @@ public:
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Misc. helper functions for fiddling with directory and file
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names when saving
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*/
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void createDirs(std::string path);
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void createDirs(const std::string &path);
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// returns something like "map/sectors/xxxxxxxx"
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std::string getSectorDir(v2s16 pos, int layout = 2);
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// dirname: final directory name
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@ -3207,7 +3207,7 @@ bool Server::hudSetHotbarItemcount(RemotePlayer *player, s32 hotbar_itemcount)
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return true;
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}
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void Server::hudSetHotbarImage(RemotePlayer *player, std::string name)
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void Server::hudSetHotbarImage(RemotePlayer *player, const std::string &name)
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{
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if (!player)
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return;
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@ -3216,7 +3216,7 @@ void Server::hudSetHotbarImage(RemotePlayer *player, std::string name)
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SendHUDSetParam(player->getPeerId(), HUD_PARAM_HOTBAR_IMAGE, name);
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}
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void Server::hudSetHotbarSelectedImage(RemotePlayer *player, std::string name)
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void Server::hudSetHotbarSelectedImage(RemotePlayer *player, const std::string &name)
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{
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if (!player)
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return;
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@ -296,8 +296,8 @@ public:
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bool hudChange(RemotePlayer *player, u32 id, HudElementStat stat, void *value);
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bool hudSetFlags(RemotePlayer *player, u32 flags, u32 mask);
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bool hudSetHotbarItemcount(RemotePlayer *player, s32 hotbar_itemcount);
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void hudSetHotbarImage(RemotePlayer *player, std::string name);
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void hudSetHotbarSelectedImage(RemotePlayer *player, std::string name);
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void hudSetHotbarImage(RemotePlayer *player, const std::string &name);
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void hudSetHotbarSelectedImage(RemotePlayer *player, const std::string &name);
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Address getPeerAddress(session_t peer_id);
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@ -149,6 +149,8 @@ void Translations::loadTranslation(const std::string &data)
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<< wide_to_utf8(oword1) << "\"" << std::endl;
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}
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m_translations[textdomain + L"|" + oword1] = oword2;
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std::wstring translation_index = textdomain + L"|";
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translation_index.append(oword1);
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m_translations[translation_index] = oword2;
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}
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}
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@ -152,7 +152,7 @@ void TestAreaStore::testSerialization()
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1 + 2 +
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6 + 6 + 2 + 6 +
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6 + 6 + 2 + 6);
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UASSERTEQ(std::string, str, str_wanted);
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UASSERTEQ(const std::string &, str, str_wanted);
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std::istringstream is(str);
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store.deserialize(is);
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