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perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading
Squared distance optimizations across 30 files: - Convert glm::length() comparisons to glm::dot() (no sqrt) - Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt) - Defer sqrt to after early-out checks in collision/movement code - Hottest paths: camera_controller (21), weather particles, WMO collision, transport movement, creature interpolation, nameplate culling Container and algorithm improvements: - std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches - std::mutex → std::shared_mutex for asset_manager and mpq_manager caches - std::sort → std::partial_sort in lighting_manager (top-2 of N volumes) - Double-lookup find()+operator[] → insert_or_assign in game_handler - Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision Threading and synchronization: - Replace 1ms busy-wait polling with condition_variable in character_renderer - Move timestamp capture before mutex in logger - Use memory_order_acquire/release for normal map completion signaling API additions: - DBC getStringView()/getStringViewByOffset() for zero-copy string access - Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
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29 changed files with 328 additions and 196 deletions
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@ -124,10 +124,11 @@ void Logger::log(LogLevel level, const std::string& message) {
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return;
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}
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// Capture timestamp before acquiring lock to minimize critical section
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auto nowSteady = std::chrono::steady_clock::now();
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std::lock_guard<std::mutex> lock(mutex);
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ensureFile();
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auto nowSteady = std::chrono::steady_clock::now();
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if (dedupeEnabled_ && !lastMessage_.empty() &&
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level == lastLevel_ && message == lastMessage_) {
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auto elapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowSteady - lastMessageTime_).count();
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