Little optimization on getAdded/Removed activeobjects per player loop.
Use std::queue instead of std::set, we don't need such a heavy container. Don't convert position to int to convert it back to float in the next function.master
parent
fe994946b7
commit
9c635f28ac
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@ -1318,12 +1318,11 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
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Finds out what new objects have been added to
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inside a radius around a position
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*/
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void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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void ServerEnvironment::getAddedActiveObjects(Player *player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &added_objects)
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std::queue<u16> &added_objects)
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{
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v3f pos_f = intToFloat(pos, BS);
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f32 radius_f = radius * BS;
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f32 player_radius_f = player_radius * BS;
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@ -1339,18 +1338,19 @@ void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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*/
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for(std::map<u16, ServerActiveObject*>::iterator
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i = m_active_objects.begin();
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i != m_active_objects.end(); ++i)
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{
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i != m_active_objects.end(); ++i) {
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u16 id = i->first;
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// Get object
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ServerActiveObject *object = i->second;
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if(object == NULL)
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continue;
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// Discard if removed or deactivating
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if(object->m_removed || object->m_pending_deactivation)
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continue;
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f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
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f32 distance_f = object->getBasePosition().getDistanceFrom(player->getPosition());
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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_f && player_radius_f != 0)
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@ -1364,7 +1364,7 @@ void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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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.insert(id);
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added_objects.push(id);
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}
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}
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@ -1372,12 +1372,11 @@ void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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Finds out what objects have been removed from
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inside a radius around a position
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*/
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void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
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void ServerEnvironment::getRemovedActiveObjects(Player *player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &removed_objects)
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std::queue<u16> &removed_objects)
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{
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v3f pos_f = intToFloat(pos, BS);
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f32 radius_f = radius * BS;
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f32 player_radius_f = player_radius * BS;
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@ -1399,20 +1398,19 @@ void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
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u16 id = *i;
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ServerActiveObject *object = getActiveObject(id);
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if(object == NULL){
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infostream<<"ServerEnvironment::getRemovedActiveObjects():"
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<<" object in current_objects is NULL"<<std::endl;
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removed_objects.insert(id);
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if (object == NULL) {
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infostream << "ServerEnvironment::getRemovedActiveObjects():"
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<< " object in current_objects is NULL" << std::endl;
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removed_objects.push(id);
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continue;
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}
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if(object->m_removed || object->m_pending_deactivation)
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{
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removed_objects.insert(id);
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if (object->m_removed || object->m_pending_deactivation) {
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removed_objects.push(id);
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continue;
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}
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f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
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f32 distance_f = object->getBasePosition().getDistanceFrom(player->getPosition());
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if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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if (distance_f <= player_radius_f || player_radius_f == 0)
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continue;
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@ -1420,7 +1418,7 @@ void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
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continue;
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// Object is no longer visible
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removed_objects.insert(id);
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removed_objects.push(id);
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}
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}
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@ -265,19 +265,19 @@ public:
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Find out what new objects have been added to
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inside a radius around a position
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*/
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void getAddedActiveObjects(v3s16 pos, s16 radius,
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void getAddedActiveObjects(Player *player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &added_objects);
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std::queue<u16> &added_objects);
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/*
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Find out what new objects have been removed from
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inside a radius around a position
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*/
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void getRemovedActiveObjects(v3s16 pos, s16 radius,
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void getRemovedActiveObjects(Player* player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &removed_objects);
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std::queue<u16> &removed_objects);
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/*
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Get the next message emitted by some active object.
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@ -680,10 +680,9 @@ void Server::AsyncRunStep(bool initial_step)
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radius *= MAP_BLOCKSIZE;
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player_radius *= MAP_BLOCKSIZE;
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for(std::map<u16, RemoteClient*>::iterator
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for (std::map<u16, RemoteClient*>::iterator
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i = clients.begin();
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i != clients.end(); ++i)
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{
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i != clients.end(); ++i) {
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RemoteClient *client = i->second;
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// If definitions and textures have not been sent, don't
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@ -692,27 +691,23 @@ void Server::AsyncRunStep(bool initial_step)
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continue;
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Player *player = m_env->getPlayer(client->peer_id);
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if(player==NULL)
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{
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if(player == NULL) {
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// This can happen if the client timeouts somehow
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/*infostream<<"WARNING: "<<__FUNCTION_NAME<<": Client "
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<<client->peer_id
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<<" has no associated player"<<std::endl;*/
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continue;
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}
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v3s16 pos = floatToInt(player->getPosition(), BS);
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std::set<u16> removed_objects;
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std::set<u16> added_objects;
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m_env->getRemovedActiveObjects(pos, radius, player_radius,
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std::queue<u16> removed_objects;
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std::queue<u16> added_objects;
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m_env->getRemovedActiveObjects(player, radius, player_radius,
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client->m_known_objects, removed_objects);
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m_env->getAddedActiveObjects(pos, radius, player_radius,
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m_env->getAddedActiveObjects(player, radius, player_radius,
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client->m_known_objects, added_objects);
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// Ignore if nothing happened
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if(removed_objects.empty() && added_objects.empty())
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{
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//infostream<<"active objects: none changed"<<std::endl;
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if (removed_objects.empty() && added_objects.empty()) {
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continue;
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}
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@ -723,12 +718,9 @@ void Server::AsyncRunStep(bool initial_step)
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// Handle removed objects
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writeU16((u8*)buf, removed_objects.size());
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data_buffer.append(buf, 2);
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for(std::set<u16>::iterator
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i = removed_objects.begin();
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i != removed_objects.end(); ++i)
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{
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while (!removed_objects.empty()) {
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// Get object
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u16 id = *i;
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u16 id = removed_objects.front();
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ServerActiveObject* obj = m_env->getActiveObject(id);
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// Add to data buffer for sending
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@ -740,17 +732,15 @@ void Server::AsyncRunStep(bool initial_step)
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if(obj && obj->m_known_by_count > 0)
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obj->m_known_by_count--;
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removed_objects.pop();
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}
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// Handle added objects
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writeU16((u8*)buf, added_objects.size());
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data_buffer.append(buf, 2);
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for(std::set<u16>::iterator
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i = added_objects.begin();
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i != added_objects.end(); ++i)
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{
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while (!added_objects.empty()) {
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// Get object
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u16 id = *i;
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u16 id = added_objects.front();
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ServerActiveObject* obj = m_env->getActiveObject(id);
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// Get object type
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@ -778,6 +768,8 @@ void Server::AsyncRunStep(bool initial_step)
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if(obj)
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obj->m_known_by_count++;
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added_objects.pop();
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}
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u32 pktSize = SendActiveObjectRemoveAdd(client->peer_id, data_buffer);
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