Performance fix + SAO factorization
Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>master
parent
ec30d49e02
commit
6647939403
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@ -64,7 +64,7 @@ public:
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m_id(id)
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{
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}
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u16 getId()
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{
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return m_id;
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@ -76,8 +76,8 @@ public:
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}
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virtual ActiveObjectType getType() const = 0;
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virtual bool getCollisionBox(aabb3f *toset) = 0;
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virtual bool collideWithObjects() = 0;
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virtual bool getCollisionBox(aabb3f *toset) const = 0;
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virtual bool collideWithObjects() const = 0;
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protected:
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u16 m_id; // 0 is invalid, "no id"
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};
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@ -47,8 +47,8 @@ public:
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virtual void updateLightNoCheck(u8 light_at_pos){}
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virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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virtual aabb3f *getSelectionBox() { return NULL; }
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virtual bool getCollisionBox(aabb3f *toset){return false;}
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virtual bool collideWithObjects(){return false;}
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virtual bool getCollisionBox(aabb3f *toset) const { return false; }
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virtual bool collideWithObjects() const { return false; }
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virtual v3f getPosition(){return v3f(0,0,0);}
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virtual float getYaw() const {return 0;}
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virtual scene::ISceneNode *getSceneNode(){return NULL;}
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@ -159,7 +159,7 @@ public:
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void processMessage(const std::string &data);
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bool getCollisionBox(aabb3f *toset) { return false; }
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bool getCollisionBox(aabb3f *toset) const { return false; }
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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@ -316,7 +316,7 @@ public:
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std::string infoText()
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{return m_infotext;}
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bool getCollisionBox(aabb3f *toset) { return false; }
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bool getCollisionBox(aabb3f *toset) const { return false; }
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private:
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aabb3f m_selection_box;
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scene::IMeshSceneNode *m_node;
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@ -587,7 +587,7 @@ GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
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}
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}
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bool GenericCAO::getCollisionBox(aabb3f *toset)
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bool GenericCAO::getCollisionBox(aabb3f *toset) const
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{
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if (m_prop.physical)
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{
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@ -130,7 +130,7 @@ public:
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ClientActiveObject *getParent();
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bool getCollisionBox(aabb3f *toset);
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects();
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@ -19,11 +19,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_sao.h"
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#include "util/serialize.h"
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#include "util/mathconstants.h"
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#include "collision.h"
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#include "environment.h"
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#include "settings.h"
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#include "serialization.h" // For compressZlib
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#include "tool.h" // For ToolCapabilities
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#include "gamedef.h"
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#include "nodedef.h"
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@ -31,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "server.h"
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#include "scripting_game.h"
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#include "genericobject.h"
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#include "log.h"
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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@ -94,13 +90,8 @@ public:
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}
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}
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bool getCollisionBox(aabb3f *toset) {
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return false;
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}
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bool collideWithObjects() {
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return false;
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}
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bool getCollisionBox(aabb3f *toset) const { return false; }
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bool collideWithObjects() const { return false; }
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private:
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float m_timer1;
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@ -110,6 +101,28 @@ private:
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// Prototype (registers item for deserialization)
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TestSAO proto_TestSAO(NULL, v3f(0,0,0));
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/*
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UnitSAO
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*/
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_hp(-1),
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m_yaw(0),
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m_properties_sent(true),
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m_armor_groups_sent(false),
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m_animation_range(0,0),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false)
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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/*
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LuaEntitySAO
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*/
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@ -125,29 +138,17 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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m_registered(false),
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m_velocity(0,0,0),
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m_acceleration(0,0,0),
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m_properties_sent(true),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
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m_last_sent_velocity(0,0,0),
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m_last_sent_position_timer(0),
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m_last_sent_move_precision(0),
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m_armor_groups_sent(false),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false)
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m_last_sent_move_precision(0)
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{
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// Only register type if no environment supplied
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if(env == NULL){
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ServerActiveObject::registerType(getType(), create);
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return;
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}
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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LuaEntitySAO::~LuaEntitySAO()
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@ -565,7 +566,7 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ItemGroupList LuaEntitySAO::getArmorGroups()
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const ItemGroupList &LuaEntitySAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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@ -635,7 +636,7 @@ void LuaEntitySAO::removeAttachmentChild(int child_id)
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m_attachment_child_ids.erase(child_id);
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}
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UNORDERED_SET<int> LuaEntitySAO::getAttachmentChildIds()
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const UNORDERED_SET<int> &LuaEntitySAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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@ -732,7 +733,8 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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m_messages_out.push(aom);
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}
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bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
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bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
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{
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if (m_prop.physical)
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{
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//update collision box
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@ -748,7 +750,8 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
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return false;
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}
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bool LuaEntitySAO::collideWithObjects(){
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bool LuaEntitySAO::collideWithObjects() const
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{
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return m_prop.collideWithObjects;
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}
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@ -770,16 +773,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
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m_nocheat_dig_time(0),
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m_wield_index(0),
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m_position_not_sent(false),
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m_armor_groups_sent(false),
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m_properties_sent(true),
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m_is_singleplayer(is_singleplayer),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false),
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m_breath(PLAYER_MAX_BREATH),
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m_pitch(0),
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m_fov(0),
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@ -793,7 +787,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
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m_physics_override_sent(false)
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{
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assert(m_peer_id != 0); // pre-condition
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m_armor_groups["fleshy"] = 100;
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m_prop.hp_max = PLAYER_MAX_HP;
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m_prop.physical = false;
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@ -828,6 +821,11 @@ void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &pr
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m_inventory = &m_player->inventory;
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}
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v3f PlayerSAO::getEyeOffset() const
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{
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return v3f(0, BS * 1.625f, 0);
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}
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std::string PlayerSAO::getDescription()
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{
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return std::string("player ") + m_player->getName();
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@ -1282,7 +1280,7 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ItemGroupList PlayerSAO::getArmorGroups()
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const ItemGroupList &PlayerSAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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@ -1354,7 +1352,7 @@ void PlayerSAO::removeAttachmentChild(int child_id)
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m_attachment_child_ids.erase(child_id);
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}
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UNORDERED_SET<int> PlayerSAO::getAttachmentChildIds()
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const UNORDERED_SET<int> &PlayerSAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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@ -1512,15 +1510,10 @@ bool PlayerSAO::checkMovementCheat()
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return cheated;
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}
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bool PlayerSAO::getCollisionBox(aabb3f *toset)
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bool PlayerSAO::getCollisionBox(aabb3f *toset) const
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{
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*toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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return true;
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}
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bool PlayerSAO::collideWithObjects()
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{
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return true;
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}
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@ -24,14 +24,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "serverobject.h"
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#include "itemgroup.h"
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#include "object_properties.h"
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#include "constants.h"
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class UnitSAO: public ServerActiveObject
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{
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public:
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UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_hp(-1), m_yaw(0) {}
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UnitSAO(ServerEnvironment *env, v3f pos);
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virtual ~UnitSAO() {}
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virtual void setYaw(const float yaw) { m_yaw = yaw; }
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protected:
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s16 m_hp;
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float m_yaw;
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bool m_properties_sent;
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struct ObjectProperties m_prop;
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ItemGroupList m_armor_groups;
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bool m_armor_groups_sent;
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v2f m_animation_range;
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float m_animation_speed;
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float m_animation_blend;
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bool m_animation_loop;
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bool m_animation_sent;
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// Stores position and rotation for each bone name
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UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
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bool m_bone_position_sent;
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int m_attachment_parent_id;
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UNORDERED_SET<int> m_attachment_child_ids;
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std::string m_attachment_bone;
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attachment_sent;
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};
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/*
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void setHP(s16 hp);
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s16 getHP() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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ItemGroupList getArmorGroups();
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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UNORDERED_SET<int> getAttachmentChildIds();
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const UNORDERED_SET<int> &getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/* LuaEntitySAO-specific */
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@ -103,8 +123,8 @@ public:
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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std::string getName();
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bool getCollisionBox(aabb3f *toset);
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bool collideWithObjects();
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects() const;
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private:
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std::string getPropertyPacket();
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void sendPosition(bool do_interpolate, bool is_movement_end);
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std::string m_init_name;
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std::string m_init_state;
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bool m_registered;
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struct ObjectProperties m_prop;
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v3f m_velocity;
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v3f m_acceleration;
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ItemGroupList m_armor_groups;
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bool m_properties_sent;
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float m_last_sent_yaw;
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v3f m_last_sent_position;
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v3f m_last_sent_velocity;
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float m_last_sent_position_timer;
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float m_last_sent_move_precision;
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bool m_armor_groups_sent;
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v2f m_animation_range;
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float m_animation_speed;
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float m_animation_blend;
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bool m_animation_loop;
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bool m_animation_sent;
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UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
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bool m_bone_position_sent;
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int m_attachment_parent_id;
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UNORDERED_SET<int> m_attachment_child_ids;
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std::string m_attachment_bone;
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attachment_sent;
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};
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/*
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@ -235,7 +234,7 @@ public:
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u16 getBreath() const { return m_breath; }
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void setBreath(const u16 breath, bool send = true);
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void setArmorGroups(const ItemGroupList &armor_groups);
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ItemGroupList getArmorGroups();
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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@ -244,7 +243,7 @@ public:
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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UNORDERED_SET<int> getAttachmentChildIds();
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const UNORDERED_SET<int> &getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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@ -315,13 +314,13 @@ public:
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m_is_singleplayer = is_singleplayer;
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}
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bool getCollisionBox(aabb3f *toset);
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bool collideWithObjects();
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects() const { return true; }
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void initialize(RemotePlayer *player, const std::set<std::string> &privs);
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v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
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v3f getEyeOffset() const { return v3f(0, BS * 1.625f, 0); }
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v3f getEyeOffset() const;
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private:
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std::string getPropertyPacket();
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@ -346,31 +345,11 @@ private:
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int m_wield_index;
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bool m_position_not_sent;
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ItemGroupList m_armor_groups;
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bool m_armor_groups_sent;
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bool m_properties_sent;
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struct ObjectProperties m_prop;
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// Cached privileges for enforcement
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std::set<std::string> m_privs;
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bool m_is_singleplayer;
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v2f m_animation_range;
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float m_animation_speed;
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float m_animation_blend;
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bool m_animation_loop;
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bool m_animation_sent;
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// Stores position and rotation for each bone name
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UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
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bool m_bone_position_sent;
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int m_attachment_parent_id;
|
||||
UNORDERED_SET<int> m_attachment_child_ids;
|
||||
std::string m_attachment_bone;
|
||||
v3f m_attachment_position;
|
||||
v3f m_attachment_rotation;
|
||||
bool m_attachment_sent;
|
||||
u16 m_breath;
|
||||
f32 m_pitch;
|
||||
f32 m_fov;
|
||||
|
|
|
@ -137,8 +137,8 @@ int ObjectRef::l_remove(lua_State *L)
|
|||
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
|
||||
return 0;
|
||||
|
||||
UNORDERED_SET<int> child_ids = co->getAttachmentChildIds();
|
||||
UNORDERED_SET<int>::iterator it;
|
||||
const UNORDERED_SET<int> &child_ids = co->getAttachmentChildIds();
|
||||
UNORDERED_SET<int>::const_iterator it;
|
||||
for (it = child_ids.begin(); it != child_ids.end(); ++it) {
|
||||
// Child can be NULL if it was deleted earlier
|
||||
if (ServerActiveObject *child = env->getActiveObject(*it))
|
||||
|
@ -396,8 +396,7 @@ int ObjectRef::l_get_armor_groups(lua_State *L)
|
|||
if (co == NULL)
|
||||
return 0;
|
||||
// Do it
|
||||
ItemGroupList groups = co->getArmorGroups();
|
||||
push_groups(L, groups);
|
||||
push_groups(L, co->getArmorGroups());
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -146,8 +146,8 @@ public:
|
|||
|
||||
virtual void setArmorGroups(const ItemGroupList &armor_groups)
|
||||
{}
|
||||
virtual ItemGroupList getArmorGroups()
|
||||
{ return ItemGroupList(); }
|
||||
virtual const ItemGroupList &getArmorGroups()
|
||||
{ static const ItemGroupList rv; return rv; }
|
||||
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
|
||||
{}
|
||||
virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
|
||||
|
@ -166,8 +166,8 @@ public:
|
|||
{}
|
||||
virtual void removeAttachmentChild(int child_id)
|
||||
{}
|
||||
virtual UNORDERED_SET<int> getAttachmentChildIds()
|
||||
{ return UNORDERED_SET<int>(); }
|
||||
virtual const UNORDERED_SET<int> &getAttachmentChildIds()
|
||||
{ static const UNORDERED_SET<int> rv; return rv; }
|
||||
virtual ObjectProperties* accessObjectProperties()
|
||||
{ return NULL; }
|
||||
virtual void notifyObjectPropertiesModified()
|
||||
|
|
Loading…
Reference in New Issue