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Optimize pushing collision data for entity on_step
Since this is fixed overhead for every entity, this is important to optimize. This optimizes one very common case. before: push_collision_move_result [us] _____________ 64512x 3.562 after: push_collision_move_result [us] _____________ 72636x 0.831
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4 changed files with 65 additions and 15 deletions
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@ -58,12 +58,13 @@ enum {
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CUSTOM_RIDX_HTTP_API_LUA,
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CUSTOM_RIDX_METATABLE_MAP,
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// The following four functions are implemented in Lua because LuaJIT can
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// The following functions are implemented in Lua because LuaJIT can
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// trace them and optimize tables/string better than from the C API.
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CUSTOM_RIDX_READ_VECTOR,
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CUSTOM_RIDX_PUSH_VECTOR,
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CUSTOM_RIDX_READ_NODE,
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CUSTOM_RIDX_PUSH_NODE,
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CUSTOM_RIDX_PUSH_MOVERESULT1,
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};
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