| Commit message (Collapse) | Author | Age |
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While less precise, it worked better which is what matters in the end.
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* Fix unnecessary exception use in Server::SendBlocks
The code in this method calls getBlockNoCreate and then
messes around with try...catch to skip blocks which are not
in the memory. Additionally, it repeatedly calls
m_env.getMap() inside this loop. Speed the code up by
extracting the m_env.getMap() out of the loop and getting
rid of the try...catch.
* Fix unnecessary exception use in Server::SendBlock
Another unnecessary try...catch is slowing down
Server::SendBlock. Remove that to speed it up and get a nice
side effect of simplifying the code in question.
* Fix unnecessary exception use in MMVManip::initialEmerge
Remove another unneeded exception usage from
MMVManip::initialEmerge to speed that code up and simplify
it but be careful to not remove the braces as there is a
TimeTaker in use there.
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The Map::getSectorNoGenerate throws an exception but no other
code is really dependent on that. Fix the odd instance of
misuse in ClientMap::emergeSector and remove the exception
throwing version of the method along with the "NoEx" suffixes
in the names of these methods.
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The isNodeUnderground calls getBlockNoCreate which calls
getBlockNoCreateNoEx and throws InvalidPositionException
if the returned value is nullptr, which isNodeUnderground
then catches to return "false". Remove the try..catch in
isNodeUnderground by calling getBlockNoCreateNoEx instead
of getBlockNoCreate and checking the returned value for
nullptr.
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Finish getNode cleanup
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* Optimize statbar drawing
The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.
* Optimize texture cache
There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).
Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).
* Optimize animations in client
Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.
There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.
* Optimize chat console history handling
The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.
* Optimize gui texture setting
The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.
* Optimize sound playing code in GUIEngine
The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.
* Silence CLANG TIDY warnings for unit tests
Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.
* Optimize formspec handling
The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.
* Optimize hotbar image handling
The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.
* Optimize inventory deserialization
The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.
* Optimize texture scaling cache
There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.
* Optimize translation file loader
Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.
* Optimize server map saving
When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
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* Allow an optional readonly base database
* Added basic documentation
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Use sizeof where applicable for mt_snprintf
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Cleanup:
* Drop unused Map::transforming_liquid_size()
* NodeNeighbor must use const ref for v3s16
* Add a missing default in a switch case
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* Move files around
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This bug can be triggered by e.g. calling minetest.place_schematic()
and stopping the server immediately afterwards.
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Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
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Last modernization fixes
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* remove sector meta loading/saving from files which targets dead code (differs_from_disk is always empty)
* this remove empty ServerMapSector and ClientMapSector, remove MapSector childs
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* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove some unused headers in some cpp variable
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* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
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* Modernize various files (src/m*)
* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
* empty function
Thanks to clang-tidy
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* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
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* LuaEntitySAO: Remove beyond outermost mapchunk edges
Based on a commit by, and with help from, nerzhul.
Add 2 functions to class Mapgen:
A function to calculate actual mapgen edges, called from the Mapgen constructor.
A function called indirectly from content_sao.cpp per entity step to check SAO
position is within mapgen edges.
* Calculate borders from params not mapgen, which is not available everytime
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MacOSX build fix + cleanups
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This increases size of the getTime return values to 64 bits.
It also removes the TimeGetter classes since the getTime functions
are now very precise.
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* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
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This callback is called if a liquid definitely floods a non-air
node on the map. The callback arguments are (pos, oldnode, newnode)
and can return a `bool` value indicating whether flooding the
node should be cancelled (`return true` will prevent the node
from flooding).
Documentation is added, the callback function was tested with a
modified minetest_game.
Note that `return true` will likely cause the node's `on_flood()`
callback to be called every second until the node gets removed,
so care must be taken to prevent many callbacks from using this
return value. The current default liquid update interval is 1.0
seconds, which isn't unmanageable.
The larger aim of this patch is to remove the lava cooling ABM,
which is a significant cost to idle servers that have lava on their
map. This callback will be much more efficient.
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This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
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* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
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Pointed by cppcheck
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The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
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The previous implementation applied the setting to blockpos_over_limit(),
objectpos_over_limit() and in createSector(), causing many bugs near the
world edge.
First revert the previous implementation.
Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity.
Add a new function to mapblock.h called blockpos_over_mapgen_limit() that
checks against the map_generation_limit setting, and call this only from
the code that decides where mapgen stops.
Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the
chance of bugs, there is no need to use map_generation_limit here.
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* Update server min protocol version to v24
It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt
v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14
* Drop protocol v23 and lesser code
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This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
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Placing a structure that extends into mapblocks that extend past
map_gen_limit causes a crash. For example a sapling growing at the
world edge which adds leaves beyond the edge, or placing a structure
using the lua voxelmanip, or placing a schematic or l-system tree.
Do not run the 'load_if_inexistent' block of code if the mapblock
is over limit, this also marks the mapblock with the flag
VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those
mapblocks.
This fix therefore uses existing functionality by having the same
effect as the 'load_if_inexistent' bool being false.
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This commit updates mapblocks' light if necessary when they are loaded.
This removes ghost lighting.
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Fix the maths that check if any part of a mapblock or sector is over the
set map_generation_limit.
Therefore avoid the loading of any over-limit blocks that were previously
generated when map_generation_limit was larger. The set limit can vary
for a world because it is not yet a per-world mapgen parameter, even when
it is sometimes it will be changed deliberately.
Therefore avoid a player being returned to world centre if they re-enter
a world while being over-limit.
Fix the createSector() crash caused by a mob spawning over-limit in an
over-limit mapblock
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* Improved getPointedThing()
The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.
* Cleanup, code move
This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
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Instead of redefining them everywhere.
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When loading a block add liquid-nodes that might flow away or spread to
neighbours to the transforming_liquid queue.
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Prevent waterfalls from falling down or streams from flowing away when the
source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will
be interpreted as if the ignored node is a liquid node that just supports
the current state of the nodes in question.
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This commit modifies the liquid transforming procedure to light and
unlight nodes instead of whole map blocks.
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