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Implement --exhaustive y mode as another database access optimization
This one works best when you have a wide area with low height (e.g. 10000x200x10000)
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@ -108,5 +108,6 @@ scales:
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Draw scales on specified image edges (letters *t b l r* meaning top, bottom, left and right), e.g. ``--scales tbr``
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exhaustive:
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Select if database should be traversed exhaustively or using range queries, available: *never*, *y*, *full*, *auto*
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Defaults to *auto*. You shouldn't need to change this, but doing so can improve rendering times on large maps.
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| Select if database should be traversed exhaustively or using range queries, available: *never*, *y*, *full*, *auto*
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| Defaults to *auto*. You shouldn't need to change this, but doing so can improve rendering times on large maps.
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| For these optimizations to work it is important that you set ``min-y`` and ``max-y`` when you don't care about the world below e.g. -60 and above 1000 nodes.
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@ -353,7 +353,7 @@ void TileGenerator::openDb(const std::string &input)
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m_exhaustiveSearch = EXH_NEVER;
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else if (blocks < 200000)
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m_exhaustiveSearch = EXH_FULL;
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else if (y_range < 600)
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else if (y_range < 42)
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m_exhaustiveSearch = EXH_Y;
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else
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m_exhaustiveSearch = EXH_NEVER;
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@ -364,8 +364,6 @@ void TileGenerator::openDb(const std::string &input)
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" in worse performance." << std::endl;
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}
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}
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if (m_exhaustiveSearch == EXH_Y)
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m_exhaustiveSearch = EXH_NEVER; // (TODO remove when implemented)
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assert(m_exhaustiveSearch != EXH_AUTO);
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}
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@ -511,6 +509,30 @@ void TileGenerator::renderMap()
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}
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postRenderRow(zPos);
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}
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} else if (m_exhaustiveSearch == EXH_Y) {
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#ifndef NDEBUG
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std::cerr << "Exhaustively searching height of "
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<< (yMax - (m_yMin / 16)) << " blocks" << std::endl;
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#endif
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std::vector<BlockPos> positions;
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positions.reserve(yMax - (m_yMin / 16));
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for (auto it = m_positions.rbegin(); it != m_positions.rend(); ++it) {
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int16_t zPos = it->first;
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for (auto it2 = it->second.rbegin(); it2 != it->second.rend(); ++it2) {
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int16_t xPos = *it2;
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positions.clear();
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for (int16_t yPos = m_yMin / 16; yPos < yMax; yPos++)
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positions.emplace_back(xPos, yPos, zPos);
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BlockList blockStack;
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m_db->getBlocksByPos(blockStack, positions);
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blockStack.sort();
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renderSingle(xPos, zPos, blockStack);
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}
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postRenderRow(zPos);
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}
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} else if (m_exhaustiveSearch == EXH_FULL) {
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#ifndef NDEBUG
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std::cerr << "Exhaustively searching "
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@ -25,7 +25,7 @@ enum {
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enum {
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EXH_NEVER, // Always use range queries
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EXH_Y, // Exhaustively search Y space, range queries for X/Z (future TODO)
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EXH_Y, // Exhaustively search Y space, range queries for X/Z
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EXH_FULL, // Exhaustively search entire requested geometry
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EXH_AUTO, // Automatically pick one of the previous modes
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};
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@ -97,6 +97,11 @@ Draw scales on specified image edges (letters \fIt b l r\fP meaning top, bottom,
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Select if database should be traversed exhaustively or using range queries, available: \fInever\fP, \fIy\fP, \fIfull\fP, \fIauto\fP
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Defaults to \fIauto\fP. You shouldn't need to change this, but doing so can improve rendering times on large maps.
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For these optimizations to work it is important that you set
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.B min-y
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and
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.B max-y
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when you don't care about the world below e.g. -60 and above 1000 nodes.
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.SH MORE INFORMATION
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Website: https://github.com/minetest/minetestmapper
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