Optimize get_objects_inside_radius calls (#9671)

* Optimize getObjectsInsideRadius calls

our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object
Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba.

This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
master
Loïc Blot 2020-04-16 08:25:48 +02:00 committed by GitHub
parent 62ae7adab2
commit e8ac5a31cf
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7 changed files with 55 additions and 39 deletions

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@ -360,17 +360,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
std::vector<u16> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
for (u16 obj_id : s_objects) {
ServerActiveObject *current = s_env->getActiveObject(obj_id);
if (!self || (self != current &&
self != current->getParent())) {
objects.push_back((ActiveObject*)current);
// search for objects which are not us, or we are not its parent
// we directly use the callback to populate the result to prevent
// a useless result loop here
auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
if (!self || (self != obj && self != obj->getParent())) {
objects.push_back((ActiveObject *)obj);
}
}
return false;
};
std::vector<ServerActiveObject *> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}

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@ -681,22 +681,22 @@ int ModApiEnvMod::l_get_player_by_name(lua_State *L)
int ModApiEnvMod::l_get_objects_inside_radius(lua_State *L)
{
GET_ENV_PTR;
ScriptApiBase *script = getScriptApiBase(L);
// Do it
v3f pos = checkFloatPos(L, 1);
float radius = readParam<float>(L, 2) * BS;
std::vector<u16> ids;
env->getObjectsInsideRadius(ids, pos, radius);
ScriptApiBase *script = getScriptApiBase(L);
lua_createtable(L, ids.size(), 0);
std::vector<u16>::const_iterator iter = ids.begin();
for(u32 i = 0; iter != ids.end(); ++iter) {
ServerActiveObject *obj = env->getActiveObject(*iter);
if (!obj->isGone()) {
// Insert object reference into table
script->objectrefGetOrCreate(L, obj);
lua_rawseti(L, -2, ++i);
}
std::vector<ServerActiveObject *> objs;
auto include_obj_cb = [](ServerActiveObject *obj){ return !obj->isGone(); };
env->getObjectsInsideRadius(objs, pos, radius, include_obj_cb);
int i = 0;
lua_createtable(L, objs.size(), 0);
for (const auto obj : objs) {
// Insert object reference into table
script->objectrefGetOrCreate(L, obj);
lua_rawseti(L, -2, ++i);
}
return 1;
}

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@ -111,17 +111,19 @@ void ActiveObjectMgr::removeObject(u16 id)
}
// clang-format on
void ActiveObjectMgr::getObjectsInsideRadius(
const v3f &pos, float radius, std::vector<u16> &result)
void ActiveObjectMgr::getObjectsInsideRadius(const v3f &pos, float radius,
std::vector<ServerActiveObject *> &result,
std::function<bool(ServerActiveObject *obj)> include_obj_cb)
{
float r2 = radius * radius;
for (auto &activeObject : m_active_objects) {
ServerActiveObject *obj = activeObject.second;
u16 id = activeObject.first;
const v3f &objectpos = obj->getBasePosition();
if (objectpos.getDistanceFromSQ(pos) > r2)
continue;
result.push_back(id);
if (!include_obj_cb || include_obj_cb(obj))
result.push_back(obj);
}
}

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@ -35,8 +35,9 @@ public:
bool registerObject(ServerActiveObject *obj) override;
void removeObject(u16 id) override;
void getObjectsInsideRadius(
const v3f &pos, float radius, std::vector<u16> &result);
void getObjectsInsideRadius(const v3f &pos, float radius,
std::vector<ServerActiveObject *> &result,
std::function<bool(ServerActiveObject *obj)> include_obj_cb);
void getAddedActiveObjectsAroundPos(const v3f &player_pos, f32 radius,
f32 player_radius, std::set<u16> &current_objects,

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@ -1608,14 +1608,12 @@ void ServerEnvironment::getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects)
{
std::vector<u16> objectIds;
getObjectsInsideRadius(objectIds, shootline_on_map.start,
shootline_on_map.getLength() + 10.0f);
std::vector<ServerActiveObject *> objs;
getObjectsInsideRadius(objs, shootline_on_map.start,
shootline_on_map.getLength() + 10.0f, nullptr);
const v3f line_vector = shootline_on_map.getVector();
for (u16 objectId : objectIds) {
ServerActiveObject* obj = getActiveObject(objectId);
for (auto obj : objs) {
aabb3f selection_box;
if (!obj->getSelectionBox(&selection_box))
continue;
@ -1630,7 +1628,7 @@ void ServerEnvironment::getSelectedActiveObjects(
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
objects.emplace_back(
(s16) objectId, current_intersection, current_normal,
(s16) obj->getId(), current_intersection, current_normal,
(current_intersection - shootline_on_map.start).getLengthSQ());
}
}

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@ -323,9 +323,10 @@ public:
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<u16> &objects, const v3f &pos, float radius)
void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
std::function<bool(ServerActiveObject *obj)> include_obj_cb)
{
return m_ao_manager.getObjectsInsideRadius(pos, radius, objects);
return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
}
// Clear objects, loading and going through every MapBlock

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@ -148,14 +148,26 @@ void TestServerActiveObjectMgr::testGetObjectsInsideRadius()
saomgr.registerObject(new TestServerActiveObject(p));
}
std::vector<u16> result;
saomgr.getObjectsInsideRadius(v3f(), 50, result);
std::vector<ServerActiveObject *> result;
saomgr.getObjectsInsideRadius(v3f(), 50, result, nullptr);
UASSERTCMP(int, ==, result.size(), 1);
result.clear();
saomgr.getObjectsInsideRadius(v3f(), 750, result);
saomgr.getObjectsInsideRadius(v3f(), 750, result, nullptr);
UASSERTCMP(int, ==, result.size(), 2);
result.clear();
saomgr.getObjectsInsideRadius(v3f(), 750000, result, nullptr);
UASSERTCMP(int, ==, result.size(), 5);
result.clear();
auto include_obj_cb = [](ServerActiveObject *obj) {
return (obj->getBasePosition().X != 10);
};
saomgr.getObjectsInsideRadius(v3f(), 750000, result, include_obj_cb);
UASSERTCMP(int, ==, result.size(), 4);
clearSAOMgr(&saomgr);
}