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MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@245 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-02-08 12:36:54 +00:00
parent c82c636d8c
commit 32880153ab
10 changed files with 156 additions and 71 deletions

View File

@@ -114,6 +114,10 @@ cWorld* cWorld::GetWorld()
return cRoot::Get()->GetWorld();
}
cWorld::~cWorld()
{
LockEntities();
@@ -144,6 +148,10 @@ cWorld::~cWorld()
delete m_WorldGenerator;
}
cWorld::cWorld( const char* a_WorldName )
: m_pState( new sWorldState )
, m_SpawnMonsterTime( 0.f )
@@ -343,9 +351,12 @@ cWorld::cWorld( const char* a_WorldName )
g_BlockPistonBreakable[ E_BLOCK_VINES ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_PRESSURE_PLATE ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true;
}
void cWorld::SetWeather( int Weather )
{
if (Weather == 2) { //thunder storm
@@ -377,6 +388,10 @@ void cWorld::CastThunderbolt ( int X, int Y, int Z ) {
Broadcast( ThunderboltPacket );
}
void cWorld::InitializeSpawn()
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
@@ -393,6 +408,10 @@ void cWorld::InitializeSpawn()
}
}
void cWorld::Tick(float a_Dt)
{
int randWeather = 0;
@@ -445,47 +464,13 @@ void cWorld::Tick(float a_Dt)
LOGWARN("Lots of lighting to do! At least %i chunks left!", m_pState->SpreadQueue.size() );
}
m_ChunkMap->Tick(a_Dt);
m_ChunkMap->Tick(a_Dt, m_TickRand);
GetSimulatorManager()->Simulate(a_Dt);
UnlockChunks();
MTRand r1;
////////////////Weather///////////////////////
if ( GetWeather() == 0 ) { //if sunny
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (r1.randInt() %10000);
if (randWeather == 0) {
LOG("Starting Rainstorm!");
SetWeather ( 1 );
} else if (randWeather == 1) {
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() != 0 ) { //if raining or thunderstorm
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (r1.randInt() %4999);
if (randWeather == 0) { //2% chance per second
LOG("Back to sunny!");
SetWeather ( 0 );
} else if ( (randWeather > 4000) && (GetWeather() != 2) ) { //random chance for rainstorm to turn into thunderstorm.
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() == 2 ) { //if thunderstorm
if (r1.randInt() %199 == 0) { //0.5% chance per tick of thunderbolt
CastThunderbolt ( 0, 0, 0 ); //todo: find random possitions near players to cast thunderbolts.
}
}
////////////////Weather///////////////////////
TickWeather(a_Dt);
// Asynchronously set blocks
FastSetBlockList FastSetBlockQueueCopy = m_pState->FastSetBlockQueue;
@@ -521,17 +506,17 @@ void cWorld::Tick(float a_Dt)
cMonster *Monster = 0;
//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
int dayRand = r1.randInt() % 6; //added mob code
int nightRand = r1.randInt() % 10; //added mob code
int dayRand = m_TickRand.randInt() % 6; //added mob code
int nightRand = m_TickRand.randInt() % 10; //added mob code
int RandomPlayerIdx = r1.randInt() & m_pState->Players.size();
int RandomPlayerIdx = m_TickRand.randInt() & m_pState->Players.size();
PlayerList::iterator itr = m_pState->Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
itr++;
cPlayer* Player = *itr;
Vector3d SpawnPos = Player->GetPosition();
SpawnPos += Vector3d( (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32 );
SpawnPos += Vector3d( (double)(m_TickRand.randInt()%64)-32, (double)(m_TickRand.randInt()%64)-32, (double)(m_TickRand.randInt()%64)-32 );
char Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if(m_WorldTime >= 12000 + 1000) {
@@ -582,7 +567,6 @@ void cWorld::Tick(float a_Dt)
}
std::vector<int> m_RSList_copy(m_RSList);
//copy(m_RSList.begin(), m_RSList.end(), m_RSList_copy.begin());
m_RSList.erase(m_RSList.begin(),m_RSList.end());
@@ -615,6 +599,62 @@ void cWorld::Tick(float a_Dt)
}
void cWorld::TickWeather(float a_Dt)
{
////////////////Weather///////////////////////
if ( GetWeather() == 0 ) // if sunny
{
if( CurrentTick % 19 == 0 ) //every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 10000);
if (randWeather == 0)
{
LOG("Starting Rainstorm!");
SetWeather ( 1 );
}
else if (randWeather == 1)
{
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() != 0 ) // if raining or thunderstorm
{
if ( CurrentTick % 19 == 0 ) // every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 4999);
if (randWeather == 0) //2% chance per second
{
LOG("Back to sunny!");
SetWeather ( 0 );
}
else if ( (randWeather > 4000) && (GetWeather() != 2) ) // random chance for rainstorm to turn into thunderstorm.
{
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() == 2 ) // if thunderstorm
{
if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt
{
CastThunderbolt ( 0, 0, 0 ); // todo: find random possitions near players to cast thunderbolts.
}
}
}
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better