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Use more unordered_maps to improve performance in c++11 builds

This commit is contained in:
Loic Blot 2016-10-06 08:48:20 +02:00 committed by sfan5
parent 997fc59c7e
commit 667975fe3a
9 changed files with 22 additions and 27 deletions

View file

@ -43,12 +43,11 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
IGameDef *gamedef, ClientEnvironment *env)
{
// Find factory function
std::map<u16, Factory>::iterator n;
n = m_types.find(type);
UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
if(n == m_types.end()) {
// If factory is not found, just return.
warningstream<<"ClientActiveObject: No factory for type="
<<(int)type<<std::endl;
warningstream << "ClientActiveObject: No factory for type="
<< (int)type << std::endl;
return NULL;
}
@ -59,8 +58,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
void ClientActiveObject::registerType(u16 type, Factory f)
{
std::map<u16, Factory>::iterator n;
n = m_types.find(type);
UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
if(n != m_types.end())
return;
m_types[type] = f;