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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

@@ -8,6 +8,17 @@
#include "BlockEntities/BlockEntity.h"
#include "Entities/Entity.h"
namespace
{
struct sMemCallbacks:
cAllocationPool<cChunkData::sChunkSection>::cStarvationCallbacks
{
virtual void OnStartUsingReserve() override {}
virtual void OnEndUsingReserve() override {}
virtual void OnOutOfReserve() override {}
};
} // namespace (anonymous)
@@ -15,6 +26,8 @@
cSetChunkData::cSetChunkData(int a_ChunkX, int a_ChunkZ, bool a_ShouldMarkDirty) :
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ),
m_Pool(cpp14::make_unique<sMemCallbacks>(), cChunkData::NumSections),
m_ChunkData(m_Pool),
m_IsLightValid(false),
m_IsHeightMapValid(false),
m_AreBiomesValid(false),
@@ -38,29 +51,23 @@ cSetChunkData::cSetChunkData(
cBlockEntities && a_BlockEntities,
bool a_ShouldMarkDirty
) :
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ),
m_ShouldMarkDirty(a_ShouldMarkDirty)
cSetChunkData(a_ChunkX, a_ChunkZ, a_ShouldMarkDirty)
{
// Check the params' validity:
ASSERT(a_BlockTypes != nullptr);
ASSERT(a_BlockMetas != nullptr);
// Copy block types and metas:
memcpy(m_BlockTypes, a_BlockTypes, sizeof(cChunkDef::BlockTypes));
memcpy(m_BlockMetas, a_BlockMetas, sizeof(cChunkDef::BlockNibbles));
m_ChunkData.SetBlockTypes(a_BlockTypes);
m_ChunkData.SetMetas(a_BlockMetas);
// Copy lights, if both given:
if ((a_BlockLight != nullptr) && (a_SkyLight != nullptr))
{
memcpy(m_BlockLight, a_BlockLight, sizeof(m_BlockLight));
memcpy(m_SkyLight, a_SkyLight, sizeof(m_SkyLight));
m_ChunkData.SetBlockLight(a_BlockLight);
m_ChunkData.SetSkyLight(a_SkyLight);
m_IsLightValid = true;
}
else
{
m_IsLightValid = false;
}
// Copy the heightmap, if available:
if (a_HeightMap != nullptr)
@@ -68,10 +75,6 @@ cSetChunkData::cSetChunkData(
memcpy(m_HeightMap, a_HeightMap, sizeof(m_HeightMap));
m_IsHeightMapValid = true;
}
else
{
m_IsHeightMapValid = false;
}
// Copy biomes, if available:
if (a_Biomes != nullptr)
@@ -79,10 +82,6 @@ cSetChunkData::cSetChunkData(
memcpy(m_Biomes, a_Biomes, sizeof(m_Biomes));
m_AreBiomesValid = true;
}
else
{
m_AreBiomesValid = false;
}
// Move entities and blockentities:
m_Entities = std::move(a_Entities);
@@ -95,14 +94,25 @@ cSetChunkData::cSetChunkData(
void cSetChunkData::CalculateHeightMap(void)
{
// Find the heighest present section in the chunk
size_t MaxSection = 0;
for (size_t i = cChunkData::NumSections - 1; i != 0; --i)
{
if (m_ChunkData.GetSection(i) != nullptr)
{
MaxSection = i;
break;
}
}
const int MaxHeight = static_cast<int>(MaxSection + 1) * cChunkData::SectionHeight - 1;
for (int x = 0; x < cChunkDef::Width; x++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int y = cChunkDef::Height - 1; y > -1; y--)
for (int y = MaxHeight; y > -1; y--)
{
int index = cChunkDef::MakeIndexNoCheck(x, y, z);
if (m_BlockTypes[index] != E_BLOCK_AIR)
if (m_ChunkData.GetBlock({x, y, z}) != E_BLOCK_AIR)
{
m_HeightMap[x + z * cChunkDef::Width] = static_cast<HEIGHTTYPE>(y);
break;
@@ -124,7 +134,7 @@ void cSetChunkData::RemoveInvalidBlockEntities(void)
{
cBlockEntity * BlockEntity = itr->second;
BLOCKTYPE EntityBlockType = BlockEntity->GetBlockType();
BLOCKTYPE WorldBlockType = cChunkDef::GetBlock(m_BlockTypes, BlockEntity->GetRelX(), BlockEntity->GetPosY(), BlockEntity->GetRelZ());
BLOCKTYPE WorldBlockType = m_ChunkData.GetBlock({BlockEntity->GetRelX(), BlockEntity->GetPosY(), BlockEntity->GetRelZ()});
if (EntityBlockType != WorldBlockType)
{
// Bad blocktype, remove the block entity: