Performance optimizations: sound caching, renderer culling, entity and lighting improvements

- Sound engine: cache filesystem probe results to avoid repeated file existence checks; add MA_SOUND_FLAG_DECODE for pre-decoded playback
- Level renderer: column-level frustum culling, compact visible chunk lists to skip empty iteration, lightweight second-pass render path, early-out for non-dirty chunks, scaled recheck period at high render distances
- Entity: cache shared_from_this() to reduce reference counting overhead in move() and checkInsideTiles()
- Level: skip checkLight() when tile light properties unchanged; enable entity locking on all platforms (not just Vita)
- LevelChunk: only rescan min height when the minimum column changes; defer lightGap processing
- LivingEntity: use raw pointer cast instead of dynamic_pointer_cast; cache friction tile lookup
- ServerPlayerGameMode: return whether block was destroyed to avoid redundant tile update packets
This commit is contained in:
Revela committed 2026-03-18 17:22:04 -05:00
1 parent 80ba2e0762
commit 0ba923f085
12 files changed
+311 -170

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@@ -5,6 +5,8 @@ using namespace std;
#include "..\..\Minecraft.World\SoundTypes.h"
#include "miniaudio.h"
#include <unordered_map>
#include <string>
constexpr float SFX_3D_MIN_DISTANCE = 1.0f;
constexpr float SFX_3D_MAX_DISTANCE = 16.0f;
@@ -187,6 +189,9 @@ private:
int m_iStream_CD_1;
bool *m_bHeardTrackA;
std::unordered_map<int, std::vector<std::string>> m_soundPathCache; // play(): sound ID → all valid variant paths
std::unordered_map<int, std::string> m_uiSoundPathCache; // playUI(): sound ID → resolved path
#ifdef __ORBIS__
int32_t m_hBGMAudio;
#endif