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Use more unordered_maps to improve performance in c++11 builds
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parent
997fc59c7e
commit
667975fe3a
9 changed files with 22 additions and 27 deletions
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@ -43,12 +43,11 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
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IGameDef *gamedef, ClientEnvironment *env)
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{
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// Find factory function
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std::map<u16, Factory>::iterator n;
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n = m_types.find(type);
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UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
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if(n == m_types.end()) {
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// If factory is not found, just return.
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warningstream<<"ClientActiveObject: No factory for type="
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<<(int)type<<std::endl;
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warningstream << "ClientActiveObject: No factory for type="
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<< (int)type << std::endl;
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return NULL;
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}
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@ -59,8 +58,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
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void ClientActiveObject::registerType(u16 type, Factory f)
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{
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std::map<u16, Factory>::iterator n;
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n = m_types.find(type);
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UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
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if(n != m_types.end())
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return;
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m_types[type] = f;
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