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Pickups combine only within one chunk.

This greatly improves performance of the tick thread.
This commit is contained in:
madmaxoft 2014-09-01 21:43:03 +02:00
parent d9f6c691cc
commit b1da567f3d

View File

@ -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); 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()) if (PickupCombiningCallback.FoundMatchingPickup())
{ {
m_World->BroadcastEntityMetadata(*this); m_World->BroadcastEntityMetadata(*this);