From b1da567f3db56f7e8ba735817eeb63dbd8d69d9e Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Mon, 1 Sep 2014 21:43:03 +0200 Subject: [PATCH] Pickups combine only within one chunk. This greatly improves performance of the tick thread. --- src/Entities/Pickup.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/src/Entities/Pickup.cpp b/src/Entities/Pickup.cpp index aab534f41..87b5bed07 100644 --- a/src/Entities/Pickup.cpp +++ b/src/Entities/Pickup.cpp @@ -150,10 +150,14 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk) } } - if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize())) // Don't combine into an already full pickup + // Try to combine the pickup with adjacent same-item pickups: + if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize())) // Don't combine if already full { + // By using a_Chunk's ForEachEntity() instead of cWorld's, pickups don't combine across chunk boundaries. + // That is a small price to pay for not having to traverse the entire world for each entity. + // The speedup in the tick thread is quite considerable. cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this); - m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries + a_Chunk.ForEachEntity(PickupCombiningCallback); if (PickupCombiningCallback.FoundMatchingPickup()) { m_World->BroadcastEntityMetadata(*this);