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Optimise chunk set (#4260)

Closes #1244

Initially I was just going to add the cChunkData to cSetChunkData but profiling revealed 
that the copying wasn't even the biggest slowdown. Much more time was being spent in 
cChunk::CreateBlockEntities and cChunk::WakeUpSimulators than was in memcpy so I've made 
those significantly faster as well.

Optimisations performed:
 * cSetChunkData now stores blocks in a cChunkData object
 * cChunkData objects can now perform moves even if they are using different pools
 * cChunk::CreateBlockEntities now iterates in the correct order and only over present chunk sections
 * Similarly for cChunk::WakeUpSimulators
 * cSetChunkData::CalculateHeightMap now shortcuts to the highest present chunk section before checking blocks directly
This commit is contained in:
peterbell10
2018-07-23 19:12:51 +01:00
committed by GitHub
parent e27290f7d2
commit 31a11a6df4
14 changed files with 194 additions and 166 deletions

View File

@@ -322,26 +322,15 @@ void cChunk::SetAllData(cSetChunkData & a_SetChunkData)
memcpy(m_BiomeMap, a_SetChunkData.GetBiomes(), sizeof(m_BiomeMap));
memcpy(m_HeightMap, a_SetChunkData.GetHeightMap(), sizeof(m_HeightMap));
m_ChunkData.SetBlockTypes(a_SetChunkData.GetBlockTypes());
m_ChunkData.SetMetas(a_SetChunkData.GetBlockMetas());
if (a_SetChunkData.IsLightValid())
{
m_ChunkData.SetBlockLight(a_SetChunkData.GetBlockLight());
m_ChunkData.SetSkyLight(a_SetChunkData.GetSkyLight());
m_IsLightValid = true;
}
else
{
m_IsLightValid = false;
}
m_ChunkData.Assign(std::move(a_SetChunkData.GetChunkData()));
m_IsLightValid = a_SetChunkData.IsLightValid();
// Clear the block entities present - either the loader / saver has better, or we'll create empty ones:
for (auto & KeyPair : m_BlockEntities)
{
delete KeyPair.second;
}
m_BlockEntities.clear();
std::swap(a_SetChunkData.GetBlockEntities(), m_BlockEntities);
m_BlockEntities = std::move(a_SetChunkData.GetBlockEntities());
// Check that all block entities have a valid blocktype at their respective coords (DEBUG-mode only):
#ifdef _DEBUG
@@ -504,9 +493,9 @@ void cChunk::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
bool cChunk::HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ)
bool cChunk::HasBlockEntityAt(Vector3i a_BlockPos)
{
return (GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ) != nullptr);
return (GetBlockEntity(a_BlockPos) != nullptr);
}
@@ -1433,48 +1422,32 @@ int cChunk::GetHeight(int a_X, int a_Z)
void cChunk::CreateBlockEntities(void)
{
for (int x = 0; x < Width; x++)
for (size_t SectionIdx = 0; SectionIdx != cChunkData::NumSections; ++SectionIdx)
{
for (int z = 0; z < Width; z++)
const auto * Section = m_ChunkData.GetSection(SectionIdx);
if (Section == nullptr)
{
for (int y = 0; y < Height; y++)
continue;
}
for (size_t BlockIdx = 0; BlockIdx != cChunkData::SectionBlockCount; ++BlockIdx)
{
auto BlockType = Section->m_BlockTypes[BlockIdx];
if (cBlockEntity::IsBlockEntityBlockType(BlockType))
{
BLOCKTYPE BlockType = GetBlock(x, y, z);
switch (BlockType)
auto RelPos = IndexToCoordinate(BlockIdx);
RelPos.y += SectionIdx * cChunkData::SectionHeight;
auto WorldPos = RelativeToAbsolute(RelPos, m_PosX, m_PosZ);
if (!HasBlockEntityAt(WorldPos))
{
case E_BLOCK_BEACON:
case E_BLOCK_BED:
case E_BLOCK_TRAPPED_CHEST:
case E_BLOCK_CHEST:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_ENDER_CHEST:
case E_BLOCK_LIT_FURNACE:
case E_BLOCK_FURNACE:
case E_BLOCK_HOPPER:
case E_BLOCK_SIGN_POST:
case E_BLOCK_WALLSIGN:
case E_BLOCK_HEAD:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_JUKEBOX:
case E_BLOCK_FLOWER_POT:
case E_BLOCK_MOB_SPAWNER:
case E_BLOCK_BREWING_STAND:
{
if (!HasBlockEntityAt(x + m_PosX * Width, y, z + m_PosZ * Width))
{
AddBlockEntityClean(cBlockEntity::CreateByBlockType(
BlockType, GetMeta(x, y, z),
x + m_PosX * Width, y, z + m_PosZ * Width, m_World
));
}
break;
}
} // switch (BlockType)
} // for y
} // for z
} // for x
AddBlockEntityClean(cBlockEntity::CreateByBlockType(
BlockType, GetMeta(RelPos), WorldPos.x, WorldPos.y, WorldPos.z, m_World
));
}
}
}
}
}
@@ -1483,48 +1456,56 @@ void cChunk::CreateBlockEntities(void)
void cChunk::WakeUpSimulators(void)
{
cSimulator * WaterSimulator = m_World->GetWaterSimulator();
cSimulator * LavaSimulator = m_World->GetLavaSimulator();
cSimulator * RedstoneSimulator = m_World->GetRedstoneSimulator();
int BaseX = m_PosX * cChunkDef::Width;
int BaseZ = m_PosZ * cChunkDef::Width;
for (int x = 0; x < Width; x++)
auto * WaterSimulator = m_World->GetWaterSimulator();
auto * LavaSimulator = m_World->GetLavaSimulator();
auto * RedstoneSimulator = m_World->GetRedstoneSimulator();
for (size_t SectionIdx = 0; SectionIdx != cChunkData::NumSections; ++SectionIdx)
{
int BlockX = x + BaseX;
for (int z = 0; z < Width; z++)
const auto * Section = m_ChunkData.GetSection(SectionIdx);
if (Section == nullptr)
{
int BlockZ = z + BaseZ;
for (int y = GetHeight(x, z); y >= 0; y--)
continue;
}
for (size_t BlockIdx = 0; BlockIdx != cChunkData::SectionBlockCount; ++BlockIdx)
{
auto BlockType = Section->m_BlockTypes[BlockIdx];
// Defer calculation until it's actually needed
auto WorldPos = [&]
{
BLOCKTYPE Block = GetBlock(x, y, z);
auto RelPos = IndexToCoordinate(BlockIdx);
RelPos.y += SectionIdx * cChunkData::SectionHeight;
return RelativeToAbsolute(RelPos, m_PosX, m_PosZ);
};
// The redstone sim takes multiple blocks, use the inbuilt checker
if (RedstoneSimulator->IsAllowedBlock(Block))
// The redstone sim takes multiple blocks, use the inbuilt checker
if (RedstoneSimulator->IsAllowedBlock(BlockType))
{
RedstoneSimulator->AddBlock(WorldPos(), this);
continue;
}
switch (BlockType)
{
case E_BLOCK_WATER:
{
RedstoneSimulator->AddBlock({BlockX, y, BlockZ}, this);
continue;
WaterSimulator->AddBlock(WorldPos(), this);
break;
}
switch (Block)
case E_BLOCK_LAVA:
{
case E_BLOCK_WATER:
{
WaterSimulator->AddBlock({BlockX, y, BlockZ}, this);
break;
}
case E_BLOCK_LAVA:
{
LavaSimulator->AddBlock({BlockX, y, BlockZ}, this);
break;
}
default:
{
break;
}
} // switch (BlockType)
} // for y
} // for z
} // for x
LavaSimulator->AddBlock(WorldPos(), this);
break;
}
default:
{
break;
}
} // switch (BlockType)
}
}
}