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https://github.com/EQEmu/Server.git
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Switch path stuff to vectors
This should be more CPU cache friendly compared to lists so should be faster. (profiling looked promising)
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5099010840
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 12/17/2014 ==
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demonstar55: Use vectors for route stuff, should be more CPU cache friendly so faster
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== 12/15/2014 ==
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Trevius: (RoF+) Implemented the 6th Augment Slot for Items.
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Trevius: Player Corpses now saved attuned settings for Items.
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@ -5714,7 +5714,7 @@ void Client::Handle_OP_FindPersonRequest(const EQApplicationPacket *app)
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}
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else
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{
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std::list<int> pathlist = zone->pathing->FindRoute(Start, End);
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std::vector<int> pathlist = zone->pathing->FindRoute(Start, End);
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if (pathlist.size() == 0)
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{
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@ -5753,7 +5753,7 @@ void Client::Handle_OP_FindPersonRequest(const EQApplicationPacket *app)
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p.z = GetZ();
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points.push_back(p);
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for (std::list<int>::iterator Iterator = pathlist.begin(); Iterator != pathlist.end(); ++Iterator)
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for (auto Iterator = pathlist.begin(); Iterator != pathlist.end(); ++Iterator)
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{
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if ((*Iterator) == -1) // Teleporter
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{
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@ -2636,7 +2636,7 @@ void EntityList::FindPathsToAllNPCs()
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while (it != npc_list.end()) {
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Map::Vertex Node0 = zone->pathing->GetPathNodeCoordinates(0, false);
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Map::Vertex Dest(it->second->GetX(), it->second->GetY(), it->second->GetZ());
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std::list<int> Route = zone->pathing->FindRoute(Node0, Dest);
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std::vector<int> Route = zone->pathing->FindRoute(Node0, Dest);
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if (Route.size() == 0)
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printf("Unable to find a route to %s\n", it->second->GetName());
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else
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@ -158,7 +158,7 @@ void Mob::CalculateNewFearpoint()
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Map::Vertex CurrentPosition(GetX(), GetY(), GetZ());
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std::list<int> Route = zone->pathing->FindRoute(CurrentPosition, Loc);
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std::vector<int> Route = zone->pathing->FindRoute(CurrentPosition, Loc);
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if(Route.size() > 0)
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{
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@ -1225,7 +1225,7 @@ protected:
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Map::Vertex PathingLastPosition;
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int PathingLoopCount;
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int PathingLastNodeVisited;
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std::list<int> Route;
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std::vector<int> Route;
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LOSType PathingLOSState;
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Timer *PathingLOSCheckTimer;
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Timer *PathingRouteUpdateTimerShort;
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@ -205,15 +205,15 @@ Map::Vertex PathManager::GetPathNodeCoordinates(int NodeNumber, bool BestZ)
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}
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std::list<int> PathManager::FindRoute(int startID, int endID)
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std::vector<int> PathManager::FindRoute(int startID, int endID)
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{
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_log(PATHING__DEBUG, "FindRoute from node %i to %i", startID, endID);
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memset(ClosedListFlag, 0, sizeof(int) * Head.PathNodeCount);
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std::list<AStarNode> OpenList, ClosedList;
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std::vector<AStarNode> OpenList, ClosedList;
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std::list<int>Route;
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std::vector<int>Route;
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AStarNode AStarEntry, CurrentNode;
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@ -235,7 +235,7 @@ std::list<int> PathManager::FindRoute(int startID, int endID)
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ClosedListFlag[CurrentNode.PathNodeID] = true;
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OpenList.pop_front();
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OpenList.erase(OpenList.begin());
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for(int i = 0; i < PATHNODENEIGHBOURS; ++i)
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{
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@ -251,7 +251,7 @@ std::list<int> PathManager::FindRoute(int startID, int endID)
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Route.push_back(endID);
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std::list<AStarNode>::iterator RouteIterator;
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std::vector<AStarNode>::iterator RouteIterator;
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while(CurrentNode.PathNodeID != startID)
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{
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@ -300,7 +300,7 @@ std::list<int> PathManager::FindRoute(int startID, int endID)
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bool AlreadyInOpenList = false;
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std::list<AStarNode>::iterator OpenListIterator, InsertionPoint = OpenList.end();
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std::vector<AStarNode>::iterator OpenListIterator, InsertionPoint = OpenList.end();
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for(OpenListIterator = OpenList.begin(); OpenListIterator != OpenList.end(); ++OpenListIterator)
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{
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@ -350,11 +350,11 @@ bool SortPathNodesByDistance(PathNodeSortStruct n1, PathNodeSortStruct n2)
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return n1.Distance < n2.Distance;
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}
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std::list<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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std::vector<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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{
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_log(PATHING__DEBUG, "FindRoute(%8.3f, %8.3f, %8.3f, %8.3f, %8.3f, %8.3f)", Start.x, Start.y, Start.z, End.x, End.y, End.z);
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std::list<int> noderoute;
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std::vector<int> noderoute;
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float CandidateNodeRangeXY = RuleR(Pathing, CandidateNodeRangeXY);
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@ -365,7 +365,7 @@ std::list<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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//
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int ClosestPathNodeToStart = -1;
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std::list<PathNodeSortStruct> SortedByDistance;
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std::vector<PathNodeSortStruct> SortedByDistance;
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PathNodeSortStruct TempNode;
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@ -382,9 +382,9 @@ std::list<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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}
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}
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SortedByDistance.sort(SortPathNodesByDistance);
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std::sort(SortedByDistance.begin(), SortedByDistance.end(), SortPathNodesByDistance);
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for(std::list<PathNodeSortStruct>::iterator Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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for(auto Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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{
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_log(PATHING__DEBUG, "Checking Reachability of Node %i from Start Position.", PathNodes[(*Iterator).id].id);
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@ -420,9 +420,9 @@ std::list<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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}
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}
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SortedByDistance.sort(SortPathNodesByDistance);
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std::sort(SortedByDistance.begin(), SortedByDistance.end(), SortPathNodesByDistance);
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for(std::list<PathNodeSortStruct>::iterator Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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for(auto Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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{
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_log(PATHING__DEBUG, "Checking Reachability of Node %i from End Position.", PathNodes[(*Iterator).id].id);
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_log(PATHING__DEBUG, " (%8.3f, %8.3f, %8.3f) to (%8.3f, %8.3f, %8.3f)",
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@ -456,7 +456,7 @@ std::list<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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{
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int CulledNodes = 0;
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std::list<int>::iterator First, Second;
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std::vector<int>::iterator First, Second;
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while((noderoute.size() >= 2) && (CulledNodes < NodesToAttemptToCull))
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{
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@ -487,7 +487,7 @@ std::list<int> PathManager::FindRoute(Map::Vertex Start, Map::Vertex End)
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{
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int CulledNodes = 0;
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std::list<int>::iterator First, Second;
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std::vector<int>::iterator First, Second;
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while((noderoute.size() >= 2) && (CulledNodes < NodesToAttemptToCull))
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{
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@ -611,7 +611,7 @@ void PathManager::MeshTest()
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if(j == i)
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continue;
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std::list<int> Route = FindRoute(PathNodes[i].id, PathNodes[j].id);
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std::vector<int> Route = FindRoute(PathNodes[i].id, PathNodes[j].id);
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if(Route.size() == 0)
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{
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@ -638,7 +638,7 @@ void PathManager::SimpleMeshTest()
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for(uint32 j = 1; j < Head.PathNodeCount; ++j)
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{
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std::list<int> Route = FindRoute(PathNodes[0].id, PathNodes[j].id);
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std::vector<int> Route = FindRoute(PathNodes[0].id, PathNodes[j].id);
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if(Route.size() == 0)
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{
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@ -695,7 +695,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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}
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NodeLoc = zone->pathing->GetPathNodeCoordinates(Route.front());
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Route.pop_front();
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Route.erase(Route.begin());
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++PathingTraversedNodes;
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@ -784,7 +784,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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}
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// We are on the same route, no LOS (or not checking this time, so pop off the node we just reached
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//
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Route.pop_front();
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Route.erase(Route.begin());
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++PathingTraversedNodes;
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@ -798,7 +798,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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if(NextNode == -1)
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{
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// -1 indicates a teleport to the next node
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Route.pop_front();
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Route.erase(Route.begin());
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if(Route.size() == 0)
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{
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@ -814,7 +814,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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mlog(PATHING__DEBUG, " TELEPORTED to %8.3f, %8.3f, %8.3f\n", NodeLoc.x, NodeLoc.y, NodeLoc.z);
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Route.pop_front();
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Route.erase(Route.begin());
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if(Route.size() == 0)
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return To;
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@ -962,7 +962,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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PathingLastNodeVisited = Route.front();
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Route.pop_front();
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Route.erase(Route.begin());
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++PathingTraversedNodes;
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@ -975,7 +975,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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if(NextNode == -1)
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{
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// -1 indicates a teleport to the next node
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Route.pop_front();
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Route.erase(Route.begin());
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if(Route.size() == 0)
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{
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@ -991,7 +991,7 @@ Map::Vertex Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &
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mlog(PATHING__DEBUG, " TELEPORTED to %8.3f, %8.3f, %8.3f\n", NodeLoc.x, NodeLoc.y, NodeLoc.z);
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Route.pop_front();
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Route.erase(Route.begin());
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if(Route.size() == 0)
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return To;
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@ -1103,7 +1103,7 @@ int PathManager::FindNearestPathNode(Map::Vertex Position)
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int ClosestPathNodeToStart = -1;
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std::list<PathNodeSortStruct> SortedByDistance;
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std::vector<PathNodeSortStruct> SortedByDistance;
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PathNodeSortStruct TempNode;
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@ -1120,9 +1120,9 @@ int PathManager::FindNearestPathNode(Map::Vertex Position)
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}
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}
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SortedByDistance.sort(SortPathNodesByDistance);
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std::sort(SortedByDistance.begin(), SortedByDistance.end(), SortPathNodesByDistance);
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for(std::list<PathNodeSortStruct>::iterator Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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for(auto Iterator = SortedByDistance.begin(); Iterator != SortedByDistance.end(); ++Iterator)
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{
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_log(PATHING__DEBUG, "Checking Reachability of Node %i from Start Position.", PathNodes[(*Iterator).id].id);
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@ -1262,9 +1262,7 @@ void Mob::PrintRoute()
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printf("Route is : ");
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std::list<int>::iterator Iterator;
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for(Iterator = Route.begin(); Iterator !=Route.end(); ++Iterator)
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for(auto Iterator = Route.begin(); Iterator !=Route.end(); ++Iterator)
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{
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printf("%i, ", (*Iterator));
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}
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@ -3,7 +3,7 @@
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#include "map.h"
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#include <list>
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#include <vector>
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class Client;
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class Mob;
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@ -60,8 +60,8 @@ public:
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static PathManager *LoadPathFile(const char *ZoneName);
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bool loadPaths(FILE *fp);
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void PrintPathing();
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std::list<int> FindRoute(Map::Vertex Start, Map::Vertex End);
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std::list<int> FindRoute(int startID, int endID);
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std::vector<int> FindRoute(Map::Vertex Start, Map::Vertex End);
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std::vector<int> FindRoute(int startID, int endID);
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Map::Vertex GetPathNodeCoordinates(int NodeNumber, bool BestZ = true);
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bool CheckLosFN(Map::Vertex a, Map::Vertex b);
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