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Some performance optimizations (#5424)
* Some performance optimizations This is globally removing some memory useless copy * use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it * pass some stack created strings to static const as they are not modified anywhere * Camera: return nametags per const ref instead of a list pointer, we only need to read it * INodeDefManager: getAll should be a result ref writer instead of a return copy * INodeDefManager: getAlias should return a const std::string ref * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop) * CNodeDefManager::updateAliases: prevent a idef getall copy * Profiler: constness * rollback_interface: create real_name later, and use const ref * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction, * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
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16 changed files with 79 additions and 134 deletions
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@ -141,7 +141,7 @@ void RemotePlayer::deSerialize(std::istream &is, const std::string &playername,
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m_dirty = true;
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//args.getS32("version"); // Version field value not used
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std::string name = args.get("name");
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const std::string &name = args.get("name");
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strlcpy(m_name, name.c_str(), PLAYERNAME_SIZE);
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if (sao) {
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@ -167,7 +167,7 @@ void RemotePlayer::deSerialize(std::istream &is, const std::string &playername,
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} catch (SettingNotFoundException &e) {}
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try {
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std::string extended_attributes = args.get("extended_attributes");
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const std::string &extended_attributes = args.get("extended_attributes");
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Json::Reader reader;
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Json::Value attr_root;
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reader.parse(extended_attributes, attr_root);
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