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
@@ -9,47 +9,42 @@
class cPressurePlateHandler:
public cRedstoneHandler
class cPressurePlateHandler 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_BlockType);
UNUSED(a_Meta);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
return static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel;
}
virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
static unsigned char GetPowerLevel(cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType)
{
UNUSED(a_Meta);
int NumberOfEntities = 0;
unsigned NumberOfEntities = 0;
bool FoundPlayer = false;
a_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), [&](cEntity & a_Entity)
{
if (a_Entity.IsPlayer())
{
FoundPlayer = true;
}
if (a_Entity.IsPickup())
{
NumberOfEntities += static_cast<cPickup &>(a_Entity).GetItem().m_ItemCount;
return false;
}
NumberOfEntities++;
Chunk.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + Position, 0.5, 0.5), [&](cEntity & Entity)
{
if (Entity.IsPlayer())
{
FoundPlayer = true;
}
if (Entity.IsPickup())
{
NumberOfEntities += static_cast<cPickup &>(Entity).GetItem().m_ItemCount;
return false;
}
);
NumberOfEntities++;
return false;
});
switch (a_BlockType)
switch (BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
{
@@ -75,18 +70,22 @@ public:
}
}
virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
static void UpdatePlate(cChunk & Chunk, cChunk & CurrentlyTicking, Vector3i Position)
{
UpdateAdjustedRelatives(Chunk, CurrentlyTicking, Position, RelativeLaterals);
UpdateAdjustedRelatives(Chunk, CurrentlyTicking, Position + OffsetYM);
}
virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
UNUSED(a_PoweringData.PowerLevel);
// LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
auto & ChunkData = DataForChunk(a_Chunk);
const auto PreviousPower = ChunkData->GetCachedPowerData(a_Position);
auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); // Get the current power of the platey
const auto PlateUpdates = GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
auto DelayInfo = ChunkData->GetMechanismDelayInfo(a_Position);
const auto PreviousPower = ChunkData.GetCachedPowerData(a_Position);
const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
const auto Power = GetPowerLevel(a_Chunk, Absolute, a_BlockType); // Get the current power of the platey
const auto DelayInfo = ChunkData.GetMechanismDelayInfo(a_Position);
// Resting state?
if (DelayInfo == nullptr)
@@ -94,22 +93,21 @@ public:
if (Power == 0)
{
// Nothing happened, back to rest
return {};
return;
}
// From rest, a player stepped on us
// Schedule a minimum 0.5 second delay before even thinking about releasing
ChunkData->m_MechanismDelays[a_Position] = std::make_pair(5, true);
ChunkData.m_MechanismDelays[a_Position] = std::make_pair(5, true);
auto soundToPlay = GetClickOnSound(a_BlockType);
a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.6f);
a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOnSound(a_BlockType), Absolute, 0.5f, 0.6f);
// Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
// Immediately depress plate
a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
return PlateUpdates;
a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
// Not a resting state
@@ -124,7 +122,7 @@ public:
// Nothing changes, if there is nothing on it anymore, because the state is locked.
if (Power == 0)
{
return {};
return;
}
// Yes. Are we waiting to release, and found that the player stepped on it again?
@@ -138,11 +136,11 @@ public:
if (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return PlateUpdates;
ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
return {};
return;
}
// Not waiting for anything. Has the initial delay elapsed?
@@ -153,54 +151,51 @@ public:
{
// Yes. Go into subsequent release delay, for a further 0.5 seconds
*DelayInfo = std::make_pair(5, false);
return {};
return;
}
// Did the power level change and is still above zero?
if (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return PlateUpdates;
ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
// Yes, but player's still on the plate, do nothing
return {};
return;
}
// Just got out of the subsequent release phase, reset everything and raise the plate
ChunkData->m_MechanismDelays.erase(a_Position);
ChunkData.m_MechanismDelays.erase(a_Position);
auto soundToPlay = GetClickOffSound(a_BlockType);
a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.5f);
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOffSound(a_BlockType), Absolute, 0.5f, 0.5f);
ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
return PlateUpdates;
a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
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_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return {};
UNUSED(Callback);
}
private:
static AString GetClickOnSound(BLOCKTYPE a_BlockType)
static const char * GetClickOnSound(BLOCKTYPE a_BlockType)
{
// manage on-sound
switch (a_BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
return "block.stone_pressureplate.click_on";
case E_BLOCK_WOODEN_PRESSURE_PLATE:
return "block.wood_pressureplate.click_on";
case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_on";
case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_on";
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
return "block.metal_pressureplate.click_on";
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_on";
default:
{
ASSERT(!"No on sound for this one!");
@@ -209,18 +204,15 @@ private:
}
}
static AString GetClickOffSound(BLOCKTYPE a_BlockType)
static const char * GetClickOffSound(BLOCKTYPE a_BlockType)
{
// manage off-sound
switch (a_BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
return "block.stone_pressureplate.click_off";
case E_BLOCK_WOODEN_PRESSURE_PLATE:
return "block.wood_pressureplate.click_off";
case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_off";
case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_off";
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
return "block.metal_pressureplate.click_off";
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_off";
default:
{
ASSERT(!"No off sound for this one!");