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539f016c1b
Update the profiler names to make more sense of what they actually represent Move the profiler code from header to its source file Use monospace font to align lines Format the statistics line to align better with surrounding values Refresh the profiler each 3 seconds (roughly)
168 lines
4.6 KiB
C++
168 lines
4.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2018 nerzhul, Loic BLOT <loic.blot@unix-experience.fr>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <log.h>
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#include "mapblock.h"
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#include "profiler.h"
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#include "activeobjectmgr.h"
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namespace server
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{
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void ActiveObjectMgr::clear(const std::function<bool(ServerActiveObject *, u16)> &cb)
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{
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std::vector<u16> objects_to_remove;
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for (auto &it : m_active_objects) {
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if (cb(it.second, it.first)) {
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// Id to be removed from m_active_objects
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objects_to_remove.push_back(it.first);
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}
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}
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// Remove references from m_active_objects
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for (u16 i : objects_to_remove) {
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m_active_objects.erase(i);
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}
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}
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void ActiveObjectMgr::step(
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float dtime, const std::function<void(ServerActiveObject *)> &f)
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{
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g_profiler->avg("ActiveObjectMgr: SAO count [#]", m_active_objects.size());
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for (auto &ao_it : m_active_objects) {
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f(ao_it.second);
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}
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}
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// clang-format off
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bool ActiveObjectMgr::registerObject(ServerActiveObject *obj)
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{
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assert(obj); // Pre-condition
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if (obj->getId() == 0) {
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u16 new_id = getFreeId();
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if (new_id == 0) {
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errorstream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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<< "no free id available" << std::endl;
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if (obj->environmentDeletes())
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delete obj;
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return false;
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}
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obj->setId(new_id);
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} else {
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verbosestream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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<< "supplied with id " << obj->getId() << std::endl;
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}
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if (!isFreeId(obj->getId())) {
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errorstream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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<< "id is not free (" << obj->getId() << ")" << std::endl;
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if (obj->environmentDeletes())
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delete obj;
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return false;
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}
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if (objectpos_over_limit(obj->getBasePosition())) {
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v3f p = obj->getBasePosition();
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warningstream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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<< "object position (" << p.X << "," << p.Y << "," << p.Z
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<< ") outside maximum range" << std::endl;
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if (obj->environmentDeletes())
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delete obj;
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return false;
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}
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m_active_objects[obj->getId()] = obj;
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verbosestream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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<< "Added id=" << obj->getId() << "; there are now "
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<< m_active_objects.size() << " active objects." << std::endl;
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return true;
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}
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void ActiveObjectMgr::removeObject(u16 id)
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{
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verbosestream << "Server::ActiveObjectMgr::removeObject(): "
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<< "id=" << id << std::endl;
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ServerActiveObject *obj = getActiveObject(id);
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if (!obj) {
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infostream << "Server::ActiveObjectMgr::removeObject(): "
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<< "id=" << id << " not found" << std::endl;
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return;
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}
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m_active_objects.erase(id);
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delete obj;
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}
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// clang-format on
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void ActiveObjectMgr::getObjectsInsideRadius(
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const v3f &pos, float radius, std::vector<u16> &result)
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{
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float r2 = radius * radius;
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for (auto &activeObject : m_active_objects) {
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ServerActiveObject *obj = activeObject.second;
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u16 id = activeObject.first;
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const v3f &objectpos = obj->getBasePosition();
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if (objectpos.getDistanceFromSQ(pos) > r2)
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continue;
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result.push_back(id);
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}
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}
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void ActiveObjectMgr::getAddedActiveObjectsAroundPos(const v3f &player_pos, f32 radius,
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f32 player_radius, std::set<u16> ¤t_objects,
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std::queue<u16> &added_objects)
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{
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/*
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Go through the object list,
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- discard removed/deactivated objects,
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- discard objects that are too far away,
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- discard objects that are found in current_objects.
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- add remaining objects to added_objects
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*/
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for (auto &ao_it : m_active_objects) {
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u16 id = ao_it.first;
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// Get object
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ServerActiveObject *object = ao_it.second;
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if (!object)
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continue;
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if (object->isGone())
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continue;
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f32 distance_f = object->getBasePosition().getDistanceFrom(player_pos);
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if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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// Discard if too far
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if (distance_f > player_radius && player_radius != 0)
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continue;
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} else if (distance_f > radius)
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continue;
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// Discard if already on current_objects
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auto n = current_objects.find(id);
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if (n != current_objects.end())
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continue;
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// Add to added_objects
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added_objects.push(id);
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}
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}
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} // namespace server
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