1
0

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 14:15:00 +01:00
parent de06ae7add
commit 4e5ab02a58
27 changed files with 785 additions and 847 deletions

View File

@@ -8,16 +8,13 @@
class cPistonHandler:
public cRedstoneHandler
class cPistonHandler final: public cRedstoneHandler
{
using Super = cRedstoneHandler;
public:
virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
UNUSED(a_World);
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
@@ -26,52 +23,45 @@ public:
return 0;
}
virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_World);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return 0;
}
virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating pisty the piston (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
bool ShouldBeExtended = (a_PoweringData.PowerLevel != 0);
const bool ShouldBeExtended = a_PoweringData.PowerLevel != 0;
if (ShouldBeExtended == cBlockPistonHandler::IsExtended(a_Meta))
{
return {};
return;
}
a_Position = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
if (ShouldBeExtended)
{
cBlockPistonHandler::ExtendPiston(a_Position, a_World);
cBlockPistonHandler::ExtendPiston(a_Position, *a_Chunk.GetWorld());
}
else
{
cBlockPistonHandler::RetractPiston(a_Position, a_World);
cBlockPistonHandler::RetractPiston(a_Position, *a_Chunk.GetWorld());
}
// It is necessary to delay after a signal to prevent an infinite loop (#3168)
// However, that is present as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp
return {};
// However, this delay is already present: as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
{
UNUSED(a_World);
UNUSED(a_Chunk);
UNUSED(a_BlockType);
auto PositionsOffset = GetRelativeAdjacents();
auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
int OffsetX = 0, OffsetY = 0, OffsetZ = 0;
const auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
const auto FrontOffset = AddFaceDirection(Vector3i(), Face);
AddFaceDirection(OffsetX, OffsetY, OffsetZ, Face);
PositionsOffset.erase(std::remove(PositionsOffset.begin(), PositionsOffset.end(), Vector3i(OffsetX, OffsetY, OffsetZ)), PositionsOffset.end());
return GetAdjustedRelatives(a_Position, PositionsOffset);
for (const auto Offset : RelativeAdjacents)
{
if (Offset != FrontOffset)
{
Callback(a_Position + Offset);
}
}
}
};