Use more unordered_maps to improve performance in c++11 builds
[oweals/minetest.git] / src / clientobject.cpp
index e7c735dac03d2ce95e42296c2b77494cafc2636a..ff3f4718765a293b1d378c19c4c75b864ab0a1c8 100644 (file)
@@ -39,32 +39,29 @@ ClientActiveObject::~ClientActiveObject()
        removeFromScene(true);
 }
 
-ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
-               ClientEnvironment *env)
+ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
+               IGameDef *gamedef, ClientEnvironment *env)
 {
        // Find factory function
-       core::map<u16, Factory>::Node *n;
-       n = m_types.find(type);
-       if(n == NULL)
-       {
+       UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
+       if(n == m_types.end()) {
                // If factory is not found, just return.
-               dstream<<"WARNING: ClientActiveObject: No factory for type="
-                               <<(int)type<<std::endl;
+               warningstream << "ClientActiveObject: No factory for type="
+                               << (int)type << std::endl;
                return NULL;
        }
 
-       Factory f = n->getValue();
+       Factory f = n->second;
        ClientActiveObject *object = (*f)(gamedef, env);
        return object;
 }
 
 void ClientActiveObject::registerType(u16 type, Factory f)
 {
-       core::map<u16, Factory>::Node *n;
-       n = m_types.find(type);
-       if(n)
+       UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
+       if(n != m_types.end())
                return;
-       m_types.insert(type, f);
+       m_types[type] = f;
 }