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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)
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@ -578,13 +578,29 @@ namespace MWWorld
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std::string lowerCaseName = Misc::StringUtils::lowerCase(name);
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// active cells
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for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
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iter!=mWorldScene->getActiveCells().end(); ++iter)
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{
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// TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in)
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CellStore* cellstore = *iter;
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Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false);
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if (!ptr.isEmpty())
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return ptr;
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}
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if (!activeOnly)
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{
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ret = mCells.getPtr (lowerCaseName);
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if (!ret.isEmpty())
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return ret;
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}
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for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
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iter!=mWorldScene->getActiveCells().end(); ++iter)
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{
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CellStore* cellstore = *iter;
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Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, true);
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Ptr ptr = cellstore->searchInContainer(lowerCaseName);
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if (!ptr.isEmpty())
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return ptr;
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}
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@ -592,14 +608,7 @@ namespace MWWorld
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Ptr ptr = mPlayer->getPlayer().getClass()
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.getContainerStore(mPlayer->getPlayer()).search(lowerCaseName);
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if (!ptr.isEmpty())
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return ptr;
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if (!activeOnly)
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{
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ret = mCells.getPtr (lowerCaseName);
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}
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return ret;
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return ptr;
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}
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Ptr World::getPtr (const std::string& name, bool activeOnly)
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