Use SimulateChunk in redstone simulator
+ Improved performance, reduces bottleneck in chunkmap lookup * Stop allocating and throwing away lots of small vectors in Update/GetValidSourcePositions return values - Remove unused GetPowerLevel virtual
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@@ -8,16 +8,13 @@
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class cCommandBlockHandler:
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public cRedstoneHandler
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class cCommandBlockHandler final : public cRedstoneHandler
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{
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using Super = cRedstoneHandler;
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public:
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virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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{
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UNUSED(a_World);
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UNUSED(a_Chunk);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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@@ -26,40 +23,29 @@ public:
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return 0;
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}
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virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_World);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return 0;
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}
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virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating commander the cmdblck (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto Previous = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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if ((Previous.PowerLevel != 0) || (a_PoweringData.PowerLevel == 0))
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{
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// If we're already powered or received an update of no power, don't activate
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return {};
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return;
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}
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a_World.DoWithCommandBlockAt(a_Position.x, a_Position.y, a_Position.z, [](cCommandBlockEntity & a_CommandBlock)
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{
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a_CommandBlock.Activate();
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return false;
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}
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);
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return {};
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a_Chunk.DoWithCommandBlockAt(a_Position, [](cCommandBlockEntity & a_CommandBlock)
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{
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a_CommandBlock.Activate();
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return false;
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});
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}
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virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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{
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UNUSED(a_World);
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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}
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};
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