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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@@ -8,7 +8,7 @@
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class cObserverHandler : public cRedstoneHandler
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class cObserverHandler final : public cRedstoneHandler
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{
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public:
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@@ -17,24 +17,24 @@ public:
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return (a_Meta & 0x8) == 0x8;
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}
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static bool ShouldPowerOn(cWorld & a_World, const Vector3i a_Position, NIBBLETYPE a_Meta, cIncrementalRedstoneSimulatorChunkData * a_Data)
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static bool ShouldPowerOn(cChunk & Chunk, const Vector3i a_Position, NIBBLETYPE a_Meta, cIncrementalRedstoneSimulatorChunkData & a_Data)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (!a_World.GetBlockTypeMeta(a_Position + cBlockObserverHandler::GetObservingFaceOffset(a_Meta), BlockType, BlockMeta))
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if (!Chunk.UnboundedRelGetBlock(a_Position + cBlockObserverHandler::GetObservingFaceOffset(a_Meta), BlockType, BlockMeta))
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{
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return false;
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}
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// Cache the last seen block type and meta in the power data for this position
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auto Observed = PoweringData(BlockType, BlockMeta);
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auto Previous = a_Data->ExchangeUpdateOncePowerData(a_Position, Observed);
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auto Previous = a_Data.ExchangeUpdateOncePowerData(a_Position, Observed);
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// Determine if to signal an update based on the block previously observed changed
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return (Previous.PoweringBlock != Observed.PoweringBlock) || (Previous.PowerLevel != Observed.PowerLevel);
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}
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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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if (IsOn(a_Meta) && (a_QueryPosition == (a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta))))
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{
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@@ -44,30 +44,25 @@ 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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return IsOn(a_BlockType) ? 15 : 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 & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating Lenny the observer (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);
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auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
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auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
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auto & Data = DataForChunk(a_Chunk);
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auto DelayInfo = Data.GetMechanismDelayInfo(a_Position);
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if (DelayInfo == nullptr)
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{
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if (!ShouldPowerOn(a_World, a_Position, a_Meta, Data))
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if (!ShouldPowerOn(a_Chunk, a_Position, a_Meta, Data))
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{
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return {};
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return;
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}
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// From rest, we've determined there was a block update
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// Schedule power-on 1 tick in the future
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Data->m_MechanismDelays[a_Position] = std::make_pair(1, true);
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Data.m_MechanismDelays[a_Position] = std::make_pair(1, true);
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return {};
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return;
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}
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int DelayTicks;
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@@ -76,31 +71,30 @@ public:
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if (DelayTicks != 0)
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{
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return {};
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return;
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}
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if (ShouldPowerOn)
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{
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// Remain on for 1 tick before resetting
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*DelayInfo = std::make_pair(1, false);
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a_World.SetBlockMeta(a_Position, a_Meta | 0x8);
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a_Chunk.SetMeta(a_Position, a_Meta | 0x8);
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}
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else
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{
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// We've reset. Erase delay data in preparation for detecting further updates
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Data->m_MechanismDelays.erase(a_Position);
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a_World.SetBlockMeta(a_Position, a_Meta & ~0x8);
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Data.m_MechanismDelays.erase(a_Position);
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a_Chunk.SetMeta(a_Position, a_Meta & ~0x8);
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}
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return { a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta) };
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UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta));
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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_Position);
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UNUSED(a_BlockType);
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UNUSED(a_BlockType);
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return {};
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}
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};
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