minetest/src/map.h
Jozef Behran eb2bda7d0b Optimize string (mis)handling (#8128)
* Optimize statbar drawing

The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.

* Optimize texture cache

There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).

Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).

* Optimize animations in client

Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.

There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.

* Optimize chat console history handling

The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.

* Optimize gui texture setting

The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.

* Optimize sound playing code in GUIEngine

The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.

* Silence CLANG TIDY warnings for unit tests

Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.

* Optimize formspec handling

The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.

* Optimize hotbar image handling

The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.

* Optimize inventory deserialization

The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.

* Optimize texture scaling cache

There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.

* Optimize translation file loader

Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.

* Optimize server map saving

When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00

508 lines
13 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <iostream>
#include <sstream>
#include <set>
#include <map>
#include <list>
#include "irrlichttypes_bloated.h"
#include "mapnode.h"
#include "constants.h"
#include "voxel.h"
#include "modifiedstate.h"
#include "util/container.h"
#include "nodetimer.h"
#include "map_settings_manager.h"
#include "debug.h"
class Settings;
class MapDatabase;
class ClientMap;
class MapSector;
class ServerMapSector;
class MapBlock;
class NodeMetadata;
class IGameDef;
class IRollbackManager;
class EmergeManager;
class ServerEnvironment;
struct BlockMakeData;
/*
MapEditEvent
*/
#define MAPTYPE_BASE 0
#define MAPTYPE_SERVER 1
#define MAPTYPE_CLIENT 2
enum MapEditEventType{
// Node added (changed from air or something else to something)
MEET_ADDNODE,
// Node removed (changed to air)
MEET_REMOVENODE,
// Node swapped (changed without metadata change)
MEET_SWAPNODE,
// Node metadata changed
MEET_BLOCK_NODE_METADATA_CHANGED,
// Anything else (modified_blocks are set unsent)
MEET_OTHER
};
struct MapEditEvent
{
MapEditEventType type = MEET_OTHER;
v3s16 p;
MapNode n = CONTENT_AIR;
std::set<v3s16> modified_blocks;
bool is_private_change = false;
MapEditEvent() = default;
MapEditEvent * clone()
{
MapEditEvent *event = new MapEditEvent();
event->type = type;
event->p = p;
event->n = n;
event->modified_blocks = modified_blocks;
event->is_private_change = is_private_change;
return event;
}
VoxelArea getArea()
{
switch(type){
case MEET_ADDNODE:
return VoxelArea(p);
case MEET_REMOVENODE:
return VoxelArea(p);
case MEET_SWAPNODE:
return VoxelArea(p);
case MEET_BLOCK_NODE_METADATA_CHANGED:
{
v3s16 np1 = p*MAP_BLOCKSIZE;
v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
return VoxelArea(np1, np2);
}
case MEET_OTHER:
{
VoxelArea a;
for (v3s16 p : modified_blocks) {
v3s16 np1 = p*MAP_BLOCKSIZE;
v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
a.addPoint(np1);
a.addPoint(np2);
}
return a;
}
}
return VoxelArea();
}
};
class MapEventReceiver
{
public:
// event shall be deleted by caller after the call.
virtual void onMapEditEvent(MapEditEvent *event) = 0;
};
class Map /*: public NodeContainer*/
{
public:
Map(std::ostream &dout, IGameDef *gamedef);
virtual ~Map();
DISABLE_CLASS_COPY(Map);
virtual s32 mapType() const
{
return MAPTYPE_BASE;
}
/*
Drop (client) or delete (server) the map.
*/
virtual void drop()
{
delete this;
}
void addEventReceiver(MapEventReceiver *event_receiver);
void removeEventReceiver(MapEventReceiver *event_receiver);
// event shall be deleted by caller after the call.
void dispatchEvent(MapEditEvent *event);
// On failure returns NULL
MapSector * getSectorNoGenerateNoExNoLock(v2s16 p2d);
// Same as the above (there exists no lock anymore)
MapSector * getSectorNoGenerateNoEx(v2s16 p2d);
// On failure throws InvalidPositionException
MapSector * getSectorNoGenerate(v2s16 p2d);
// Gets an existing sector or creates an empty one
//MapSector * getSectorCreate(v2s16 p2d);
/*
This is overloaded by ClientMap and ServerMap to allow
their differing fetch methods.
*/
virtual MapSector * emergeSector(v2s16 p){ return NULL; }
// Returns InvalidPositionException if not found
MapBlock * getBlockNoCreate(v3s16 p);
// Returns NULL if not found
MapBlock * getBlockNoCreateNoEx(v3s16 p);
/* Server overrides */
virtual MapBlock * emergeBlock(v3s16 p, bool create_blank=true)
{ return getBlockNoCreateNoEx(p); }
inline const NodeDefManager * getNodeDefManager() { return m_nodedef; }
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
bool isValidPosition(v3s16 p);
// throws InvalidPositionException if not found
void setNode(v3s16 p, MapNode & n);
// Returns a CONTENT_IGNORE node if not found
// If is_valid_position is not NULL then this will be set to true if the
// position is valid, otherwise false
MapNode getNodeNoEx(v3s16 p, bool *is_valid_position = NULL);
/*
These handle lighting but not faces.
*/
void addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata = true);
void removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks);
/*
Wrappers for the latter ones.
These emit events.
Return true if succeeded, false if not.
*/
bool addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata = true);
bool removeNodeWithEvent(v3s16 p);
// Call these before and after saving of many blocks
virtual void beginSave() {}
virtual void endSave() {}
virtual void save(ModifiedState save_level) { FATAL_ERROR("FIXME"); }
// Server implements these.
// Client leaves them as no-op.
virtual bool saveBlock(MapBlock *block) { return false; }
virtual bool deleteBlock(v3s16 blockpos) { return false; }
/*
Updates usage timers and unloads unused blocks and sectors.
Saves modified blocks before unloading on MAPTYPE_SERVER.
*/
void timerUpdate(float dtime, float unload_timeout, u32 max_loaded_blocks,
std::vector<v3s16> *unloaded_blocks=NULL);
/*
Unloads all blocks with a zero refCount().
Saves modified blocks before unloading on MAPTYPE_SERVER.
*/
void unloadUnreferencedBlocks(std::vector<v3s16> *unloaded_blocks=NULL);
// Deletes sectors and their blocks from memory
// Takes cache into account
// If deleted sector is in sector cache, clears cache
void deleteSectors(std::vector<v2s16> &list);
// For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: "
virtual void PrintInfo(std::ostream &out);
void transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks,
ServerEnvironment *env);
/*
Node metadata
These are basically coordinate wrappers to MapBlock
*/
std::vector<v3s16> findNodesWithMetadata(v3s16 p1, v3s16 p2);
NodeMetadata *getNodeMetadata(v3s16 p);
/**
* Sets metadata for a node.
* This method sets the metadata for a given node.
* On success, it returns @c true and the object pointed to
* by @p meta is then managed by the system and should
* not be deleted by the caller.
*
* In case of failure, the method returns @c false and the
* caller is still responsible for deleting the object!
*
* @param p node coordinates
* @param meta pointer to @c NodeMetadata object
* @return @c true on success, false on failure
*/
bool setNodeMetadata(v3s16 p, NodeMetadata *meta);
void removeNodeMetadata(v3s16 p);
/*
Node Timers
These are basically coordinate wrappers to MapBlock
*/
NodeTimer getNodeTimer(v3s16 p);
void setNodeTimer(const NodeTimer &t);
void removeNodeTimer(v3s16 p);
/*
Misc.
*/
std::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;}
/*
Variables
*/
void transforming_liquid_add(v3s16 p);
bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
protected:
friend class LuaVoxelManip;
std::ostream &m_dout; // A bit deprecated, could be removed
IGameDef *m_gamedef;
std::set<MapEventReceiver*> m_event_receivers;
std::map<v2s16, MapSector*> m_sectors;
// Be sure to set this to NULL when the cached sector is deleted
MapSector *m_sector_cache = nullptr;
v2s16 m_sector_cache_p;
// Queued transforming water nodes
UniqueQueue<v3s16> m_transforming_liquid;
// This stores the properties of the nodes on the map.
const NodeDefManager *m_nodedef;
bool isOccluded(v3s16 p0, v3s16 p1, float step, float stepfac,
float start_off, float end_off, u32 needed_count);
private:
f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
u32 m_unprocessed_count = 0;
u64 m_inc_trending_up_start_time = 0; // milliseconds
bool m_queue_size_timer_started = false;
};
/*
ServerMap
This is the only map class that is able to generate map.
*/
class ServerMap : public Map
{
public:
/*
savedir: directory to which map data should be saved
*/
ServerMap(const std::string &savedir, IGameDef *gamedef, EmergeManager *emerge);
~ServerMap();
s32 mapType() const
{
return MAPTYPE_SERVER;
}
/*
Get a sector from somewhere.
- Check memory
- Check disk (doesn't load blocks)
- Create blank one
*/
MapSector *createSector(v2s16 p);
/*
Blocks are generated by using these and makeBlock().
*/
bool blockpos_over_mapgen_limit(v3s16 p);
bool initBlockMake(v3s16 blockpos, BlockMakeData *data);
void finishBlockMake(BlockMakeData *data,
std::map<v3s16, MapBlock*> *changed_blocks);
/*
Get a block from somewhere.
- Memory
- Create blank
*/
MapBlock *createBlock(v3s16 p);
/*
Forcefully get a block from somewhere.
- Memory
- Load from disk
- Create blank filled with CONTENT_IGNORE
*/
MapBlock *emergeBlock(v3s16 p, bool create_blank=true);
/*
Try to get a block.
If it does not exist in memory, add it to the emerge queue.
- Memory
- Emerge Queue (deferred disk or generate)
*/
MapBlock *getBlockOrEmerge(v3s16 p3d);
// Helper for placing objects on ground level
s16 findGroundLevel(v2s16 p2d);
/*
Misc. helper functions for fiddling with directory and file
names when saving
*/
void createDirs(const std::string &path);
// returns something like "map/sectors/xxxxxxxx"
std::string getSectorDir(v2s16 pos, int layout = 2);
// dirname: final directory name
v2s16 getSectorPos(const std::string &dirname);
v3s16 getBlockPos(const std::string &sectordir, const std::string &blockfile);
static std::string getBlockFilename(v3s16 p);
/*
Database functions
*/
static MapDatabase *createDatabase(const std::string &name, const std::string &savedir, Settings &conf);
// Returns true if the database file does not exist
bool loadFromFolders();
// Call these before and after saving of blocks
void beginSave();
void endSave();
void save(ModifiedState save_level);
void listAllLoadableBlocks(std::vector<v3s16> &dst);
void listAllLoadedBlocks(std::vector<v3s16> &dst);
MapgenParams *getMapgenParams();
bool saveBlock(MapBlock *block);
static bool saveBlock(MapBlock *block, MapDatabase *db);
// This will generate a sector with getSector if not found.
void loadBlock(const std::string &sectordir, const std::string &blockfile,
MapSector *sector, bool save_after_load=false);
MapBlock* loadBlock(v3s16 p);
// Database version
void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false);
bool deleteBlock(v3s16 blockpos);
void updateVManip(v3s16 pos);
// For debug printing
virtual void PrintInfo(std::ostream &out);
bool isSavingEnabled(){ return m_map_saving_enabled; }
u64 getSeed();
s16 getWaterLevel();
/*!
* Fixes lighting in one map block.
* May modify other blocks as well, as light can spread
* out of the specified block.
* Returns false if the block is not generated (so nothing
* changed), true otherwise.
*/
bool repairBlockLight(v3s16 blockpos,
std::map<v3s16, MapBlock *> *modified_blocks);
MapSettingsManager settings_mgr;
private:
// Emerge manager
EmergeManager *m_emerge;
std::string m_savedir;
bool m_map_saving_enabled;
#if 0
// Chunk size in MapSectors
// If 0, chunks are disabled.
s16 m_chunksize;
// Chunks
core::map<v2s16, MapChunk*> m_chunks;
#endif
/*
Metadata is re-written on disk only if this is true.
This is reset to false when written on disk.
*/
bool m_map_metadata_changed = true;
MapDatabase *dbase = nullptr;
MapDatabase *dbase_ro = nullptr;
};
#define VMANIP_BLOCK_DATA_INEXIST 1
#define VMANIP_BLOCK_CONTAINS_CIGNORE 2
class MMVManip : public VoxelManipulator
{
public:
MMVManip(Map *map);
virtual ~MMVManip() = default;
virtual void clear()
{
VoxelManipulator::clear();
m_loaded_blocks.clear();
}
void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max,
bool load_if_inexistent = true);
// This is much faster with big chunks of generated data
void blitBackAll(std::map<v3s16, MapBlock*> * modified_blocks,
bool overwrite_generated = true);
bool m_is_dirty = false;
protected:
Map *m_map;
/*
key = blockpos
value = flags describing the block
*/
std::map<v3s16, u8> m_loaded_blocks;
};