Change priorities in World::searchPtr

Fixes performance bottleneck of scripts searching through all Containers in all active cells every frame. Can be observed near cell (2,-6)
deque
scrawl 10 years ago
parent adbc50366b
commit fe0c9ec9b7

@ -578,30 +578,39 @@ namespace MWWorld
std::string lowerCaseName = Misc::StringUtils::lowerCase(name); std::string lowerCaseName = Misc::StringUtils::lowerCase(name);
// active cells
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter) iter!=mWorldScene->getActiveCells().end(); ++iter)
{ {
// TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in)
CellStore* cellstore = *iter; CellStore* cellstore = *iter;
Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, true); Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false);
if (!ptr.isEmpty()) if (!ptr.isEmpty())
return ptr; return ptr;
} }
Ptr ptr = mPlayer->getPlayer().getClass()
.getContainerStore(mPlayer->getPlayer()).search(lowerCaseName);
if (!ptr.isEmpty())
return ptr;
if (!activeOnly) if (!activeOnly)
{ {
ret = mCells.getPtr (lowerCaseName); ret = mCells.getPtr (lowerCaseName);
} if (!ret.isEmpty())
return ret; return ret;
} }
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
CellStore* cellstore = *iter;
Ptr ptr = cellstore->searchInContainer(lowerCaseName);
if (!ptr.isEmpty())
return ptr;
}
Ptr ptr = mPlayer->getPlayer().getClass()
.getContainerStore(mPlayer->getPlayer()).search(lowerCaseName);
return ptr;
}
Ptr World::getPtr (const std::string& name, bool activeOnly) Ptr World::getPtr (const std::string& name, bool activeOnly)
{ {
Ptr ret = searchPtr(name, activeOnly); Ptr ret = searchPtr(name, activeOnly);

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