Skip to content
Permalink
Browse files

Performance of main client loop up to 2x faster In places, up to 3 ti…

…mes faster

NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
  • Loading branch information
Zeno- committed Dec 6, 2014
1 parent 2fd14e1 commit 2b119e1e192ead701e69e261fe94ccb7382dbee7
Showing with 105 additions and 28 deletions.
  1. +24 −7 src/camera.cpp
  2. +8 −0 src/camera.h
  3. +3 −1 src/client.cpp
  4. +3 −0 src/client.h
  5. +17 −7 src/clientmap.cpp
  6. +4 −0 src/clientmap.h
  7. +2 −2 src/environment.cpp
  8. +11 −0 src/environment.h
  9. +33 −11 src/game.cpp
@@ -97,6 +97,23 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->drop(); // m_wieldmgr grabbed it
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));

/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
m_cache_viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
m_cache_viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
m_cache_fov = g_settings->getFloat("fov");
m_cache_view_bobbing = g_settings->getBool("view_bobbing");
}

Camera::~Camera()
@@ -283,7 +300,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Amplify according to the intensity of the impact
fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;

fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
fall_bobbing *= m_cache_fall_bobbing_amount;
}

// Calculate players eye offset for different camera modes
@@ -322,7 +339,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
//rel_cam_target += 0.03 * bobvec;
//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
float f = 1.0;
f *= g_settings->getFloat("view_bobbing_amount");
f *= m_cache_view_bobbing_amount;
rel_cam_pos += bobvec * f;
//rel_cam_target += 0.995 * bobvec * f;
rel_cam_target += bobvec * f;
@@ -410,7 +427,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_camera_position = my_cp;

// Get FOV setting
f32 fov_degrees = g_settings->getFloat("fov");
f32 fov_degrees = m_cache_fov;
fov_degrees = MYMAX(fov_degrees, 10.0);
fov_degrees = MYMIN(fov_degrees, 170.0);

@@ -482,7 +499,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f speed = player->getSpeed();
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
(g_settings->getBool("view_bobbing") == true) &&
(m_cache_view_bobbing == true) &&
(g_settings->getBool("free_move") == false ||
!m_gamedef->checkLocalPrivilege("fly")))
{
@@ -522,10 +539,10 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
<<std::endl;*/

// Get current viewing range and FPS settings
f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
f32 viewing_range_min = m_cache_viewing_range_min;
viewing_range_min = MYMAX(15.0, viewing_range_min);

f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
f32 viewing_range_max = m_cache_viewing_range_max;
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);

// Immediately apply hard limits
@@ -542,7 +559,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
else
m_cameranode->setFarValue(viewing_range_max * BS * 10);

f32 wanted_fps = g_settings->getFloat("wanted_fps");
f32 wanted_fps = m_cache_wanted_fps;
wanted_fps = MYMAX(wanted_fps, 1.0);
f32 wanted_frametime = 1.0 / wanted_fps;

@@ -209,6 +209,14 @@ class Camera
ItemStack m_wield_item_next;

CameraMode m_camera_mode;

f32 m_cache_fall_bobbing_amount;
f32 m_cache_view_bobbing_amount;
f32 m_cache_viewing_range_min;
f32 m_cache_viewing_range_max;
f32 m_cache_wanted_fps;
f32 m_cache_fov;
bool m_cache_view_bobbing;
};

#endif
@@ -309,6 +309,8 @@ Client::Client(
} else {
localdb = NULL;
}

m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
}

void Client::Stop()
@@ -2609,7 +2611,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
data->fill(b);
data->setCrack(m_crack_level, m_crack_pos);
data->setHighlighted(m_highlighted_pos, m_show_highlighted);
data->setSmoothLighting(g_settings->getBool("smooth_lighting"));
data->setSmoothLighting(m_cache_smooth_lighting);
}

// Add task to queue
@@ -562,6 +562,9 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
// Used for saving server map to disk client-side
Database *localdb;
Server *localserver;

// TODO: Add callback to update this when g_settings changes
bool m_cache_smooth_lighting;
};

#endif // !CLIENT_HEADER
@@ -53,6 +53,20 @@ ClientMap::ClientMap(
{
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);

/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");

}

ClientMap::~ClientMap()
@@ -433,10 +447,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
m_last_drawn_sectors.clear();
}

bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");

/*
Get time for measuring timeout.
@@ -566,9 +576,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);

buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);

const video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
@@ -154,6 +154,10 @@ class ClientMap : public Map, public scene::ISceneNode
std::map<v3s16, MapBlock*> m_drawlist;

std::set<v2s16> m_last_drawn_sectors;

bool m_cache_trilinear_filter;
bool m_cache_bilinear_filter;
bool m_cache_anistropic_filter;
};

#endif
@@ -55,6 +55,7 @@ Environment::Environment():
m_enable_day_night_ratio_override(false),
m_day_night_ratio_override(0.0f)
{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
}

Environment::~Environment()
@@ -206,8 +207,7 @@ u32 Environment::getDayNightRatio()
{
if(m_enable_day_night_ratio_override)
return m_day_night_ratio_override;
bool smooth = g_settings->getBool("enable_shaders");
return time_to_daynight_ratio(m_time_of_day_f*24000, smooth);
return time_to_daynight_ratio(m_time_of_day_f*24000, m_cache_enable_shaders);
}

void Environment::setTimeOfDaySpeed(float speed)
@@ -121,6 +121,17 @@ class Environment
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;

/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_enable_shaders;

private:
JMutex m_lock;
@@ -1581,6 +1581,23 @@ class Game
KeyCache keycache;

IntervalLimiter profiler_interval;

/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_node_highlighting;
bool m_cache_enable_clouds;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
f32 m_cache_mouse_sensitivity;
f32 m_repeat_right_click_time;
};

Game::Game() :
@@ -1605,7 +1622,13 @@ Game::Game() :
local_inventory(NULL),
hud(NULL)
{

m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_node_highlighting = g_settings->getBool("enable_node_highlighting");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
}


@@ -1934,7 +1957,7 @@ bool Game::createClient(const std::string &playername,

/* Clouds
*/
if (g_settings->getBool("enable_clouds")) {
if (m_cache_enable_clouds) {
clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
if (!clouds) {
*error_message = L"Memory allocation error";
@@ -2454,7 +2477,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
#endif

// Increase timer for double tap of "keymap_jump"
if (g_settings->getBool("doubletap_jump") && interact_args->jump_timer <= 0.2)
if (m_cache_doubletap_jump && interact_args->jump_timer <= 0.2)
interact_args->jump_timer += dtime;

processKeyboardInput(
@@ -2648,7 +2671,7 @@ void Game::toggleFreeMove(float *statustext_time)

void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
{
if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f)
if (m_cache_doubletap_jump && *jump_timer < 0.2f)
toggleFreeMove(statustext_time);
}

@@ -2859,7 +2882,7 @@ void Game::updateCameraDirection(CameraOrientation *cam,

//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;

float d = g_settings->getFloat("mouse_sensitivity");
float d = m_cache_mouse_sensitivity;
d = rangelim(d, 0.01, 100.0);
cam->camera_yaw -= dx * d;
cam->camera_pitch += dy * d;
@@ -3333,7 +3356,7 @@ void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
if (pointed != runData->pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;

if (g_settings->getBool("enable_node_highlighting")) {
if (m_cache_enable_node_highlighting) {
if (pointed.type == POINTEDTHING_NODE) {
client->setHighlighted(pointed.node_undersurface, show_hud);
} else {
@@ -3446,8 +3469,7 @@ void Game::handlePointingAtNode(GameRunData *runData,
}

if ((input->getRightClicked() ||
runData->repeat_rightclick_timer >=
g_settings->getFloat("repeat_rightclick_time")) &&
runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
client->checkPrivilege("interact")) {
runData->repeat_rightclick_timer = 0;
infostream << "Ground right-clicked" << std::endl;
@@ -3582,7 +3604,7 @@ void Game::handleDigging(GameRunData *runData,
} else {
runData->dig_time_complete = params.time;

if (g_settings->getBool("enable_particles")) {
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(n);
addPunchingParticles(gamedef, smgr, player,
@@ -3629,7 +3651,7 @@ void Game::handleDigging(GameRunData *runData,
if (is_valid_position)
client->removeNode(nodepos);

if (g_settings->getBool("enable_particles")) {
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
addDiggingParticles
@@ -3765,7 +3787,7 @@ void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
Fog
*/

if (g_settings->getBool("enable_fog") && !flags.force_fog_off) {
if (m_cache_enable_fog && !flags.force_fog_off) {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,

0 comments on commit 2b119e1

Please sign in to comment.