Use map for texture lookup.

new-script-api
Kyle Cooley 7 years ago
parent 4921e7f5c1
commit 054e6a780e

@ -2,6 +2,7 @@
#include <cstdint>
#include <limits>
#include <map>
#include <stdexcept>
#include <components/esm/cellid.hpp>
@ -340,6 +341,15 @@ CSMWorld::LandTextureIdTable::ImportResults CSMWorld::LandTextureIdTable::import
{
ImportResults results;
// Map existing textures to ids
std::map<std::string, std::string> reverseLookupMap;
for (int i = 0; i < idCollection()->getSize(); ++i)
{
auto& record = static_cast<const Record<LandTexture>&>(idCollection()->getRecord(i));
if (record.isModified())
reverseLookupMap.emplace(record.get().mTexture, idCollection()->getId(i));
}
for (const std::string& id : ids)
{
int plugin, index;
@ -354,8 +364,16 @@ CSMWorld::LandTextureIdTable::ImportResults CSMWorld::LandTextureIdTable::import
continue;
}
// Try a direct mapping to the current plugin first. Otherwise iterate until one is found.
// Iteration is deterministic to avoid duplicates.
// Look for a pre-existing record
auto& record = static_cast<const Record<LandTexture>&>(idCollection()->getRecord(oldRow));
auto searchIt = reverseLookupMap.find(record.get().mTexture);
if (searchIt != reverseLookupMap.end())
{
results.recordMapping.push_back(std::make_pair(id, searchIt->second));
continue;
}
// Iterate until an unused index or found, or the index has completely wrapped around.
int startIndex = index;
do {
std::string newId = LandTexture::createUniqueRecordId(0, index);
@ -370,21 +388,8 @@ CSMWorld::LandTextureIdTable::ImportResults CSMWorld::LandTextureIdTable::import
break;
}
// Id is taken, check if same handle and texture. Note that mId is the handle.
const LandTexture& oldLtex = dynamic_cast<const Record<LandTexture>&>(idCollection()->getRecord(oldRow)).get();
const LandTexture& newLtex = dynamic_cast<const Record<LandTexture>&>(idCollection()->getRecord(newRow)).get();
if (oldLtex.mId == newLtex.mId && oldLtex.mTexture == newLtex.mTexture)
{
// It's a match
results.recordMapping.push_back(std::make_pair(id, newId));
break;
}
// Determine next index. Spread out the indices to reduce conflicts.
size_t MaxIndex = std::numeric_limits<uint16_t>::max() - 1;
size_t Prime = (1 << 13) - 1; // A mersenne prime
index = (index + Prime) % MaxIndex;
const size_t MaxIndex = std::numeric_limits<uint16_t>::max() - 1;
index = (index + 1) % MaxIndex;
} while (index != startIndex);
}

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