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Comparators and pistons no longer update instantly

* Fixes #3168.
This commit is contained in:
Tiger Wang
2016-06-05 16:08:47 +01:00
parent a2a9341c24
commit 04cc8aa0f5
4 changed files with 63 additions and 15 deletions

View File

@@ -99,22 +99,42 @@ public:
virtual cVector3iArray Update(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) override
{
// Note that a_PoweringData here contains the maximum *side* power level, as specified by GetValidSourcePositions
// LOGD("Evaluating ALU the comparator (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Data = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData();
auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
if (GetPowerLevel(a_Position, a_BlockType, a_Meta) > 0)
// Delay is used here to prevent an infinite loop (#3168)
if (DelayInfo == nullptr)
{
m_World.SetBlockMeta(a_Position, a_Meta | 0x8);
auto Power = GetFrontPowerLevel(a_Position, a_BlockType, a_Meta, a_PoweringData.PowerLevel);
auto PreviousFrontPower = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, Power));
bool ShouldBeOn = (GetPowerLevel(a_Position, a_BlockType, a_Meta) > 0); // Provide visual indication by examining *rear* power level
bool ShouldUpdate = (Power != PreviousFrontPower.PowerLevel); // "Business logic" (:P) - determine by examining *side* power levels
if (ShouldUpdate || (ShouldBeOn != cBlockComparatorHandler::IsOn(a_Meta)))
{
Data->m_MechanismDelays[a_Position] = std::make_pair(1, ShouldBeOn);
}
}
else
{
m_World.SetBlockMeta(a_Position, a_Meta & 0x7);
}
int DelayTicks;
bool ShouldPowerOn;
std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
auto Power = GetFrontPowerLevel(a_Position, a_BlockType, a_Meta, a_PoweringData.PowerLevel);
auto PreviousFrontPower = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, Power));
if (Power != PreviousFrontPower.PowerLevel)
{
return GetAdjustedRelatives(a_Position, GetRelativeLaterals());
if (DelayTicks == 0)
{
m_World.SetBlockMeta(a_Position, ShouldPowerOn ? (a_Meta | 0x8) : (a_Meta & 0x7));
Data->m_MechanismDelays.erase(a_Position);
// Assume that an update (to front power) is needed.
// Note: potential inconsistencies will arise as power data is updated before-delay due to limitations of the power data caching functionality (only stores one bool)
// This means that other mechanisms like wires may get our new power data before our delay has finished
// This also means that we have to manually update ourselves to be aware of any changes that happened in the previous redstone tick
return StaticAppend(GetAdjustedRelatives(a_Position, GetRelativeLaterals()), { a_Position });
}
}
return {};