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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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@ -190,7 +190,6 @@ bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gam
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case TYPE_MODIFY_INVENTORY_STACK: {
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InventoryLocation loc;
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loc.deSerialize(inventory_location);
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std::string real_name = gamedef->idef()->getAlias(inventory_stack.name);
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Inventory *inv = imgr->getInventory(loc);
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if (!inv) {
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infostream << "RollbackAction::applyRevert(): Could not get "
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@ -211,10 +210,12 @@ bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gam
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<< inventory_location << std::endl;
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return false;
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}
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// If item was added, take away item, otherwise add removed item
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if (inventory_add) {
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// Silently ignore different current item
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if (list->getItem(inventory_index).name != real_name)
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if (list->getItem(inventory_index).name !=
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gamedef->idef()->getAlias(inventory_stack.name))
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return false;
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list->takeItem(inventory_index, inventory_stack.count);
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} else {
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