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
This commit is contained in:
Tiger Wang
2020-07-26 14:16:46 +01:00
parent de06ae7add
commit 4e5ab02a58
27 changed files with 785 additions and 847 deletions
@@ -2,26 +2,29 @@
#pragma once
#include "../RedstoneSimulator.h"
#include "RedstoneHandler.h"
#include "RedstoneSimulatorChunkData.h"
class cIncrementalRedstoneSimulator:
class cIncrementalRedstoneSimulator final :
public cRedstoneSimulator
{
using Super = cRedstoneSimulator;
public:
cIncrementalRedstoneSimulator(cWorld & a_World):
cIncrementalRedstoneSimulator(cWorld & a_World) :
Super(a_World)
{
}
virtual void Simulate(float a_dt) override;
virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override {}
virtual void Simulate(float Dt) override {};
virtual void SimulateChunk(std::chrono::milliseconds Dt, int ChunkX, int ChunkZ, cChunk * Chunk) override;
void ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position);
virtual cIncrementalRedstoneSimulatorChunkData * CreateChunkData() override
{
@@ -36,8 +39,7 @@ public:
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
/** Returns if a block is a mechanism (something that accepts power and does something)
Used by torches to determine if they will power a block
*/
Used by torches to determine if they will power a block */
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
@@ -158,14 +160,9 @@ public:
}
}
cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; }
static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
private:
static std::unique_ptr<cRedstoneHandler> CreateComponent(BLOCKTYPE a_BlockType);
// oh yea its crazy time
cIncrementalRedstoneSimulatorChunkData m_Data;
} ;