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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

@@ -8,14 +8,11 @@
class cRedstoneComparatorHandler:
public cRedstoneHandler
class cRedstoneComparatorHandler : public cRedstoneHandler
{
using Super = cRedstoneHandler;
public:
unsigned char GetFrontPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, unsigned char a_HighestSidePowerLevel, unsigned char a_HighestRearPowerLevel) const
static unsigned char GetFrontPowerLevel(NIBBLETYPE a_Meta, unsigned char a_HighestSidePowerLevel, unsigned char a_HighestRearPowerLevel)
{
if (cBlockComparatorHandler::IsInSubtractionMode(a_Meta))
{
@@ -29,107 +26,120 @@ 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_QueryPosition);
UNUSED(a_QueryBlockType);
auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
return (
(cBlockComparatorHandler::GetFrontCoordinate(a_Position, a_Meta & 0x3) == a_QueryPosition) ?
ChunkData->GetCachedPowerData(a_Position).PowerLevel : 0
DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel : 0
);
}
virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i Position, BLOCKTYPE BlockType, NIBBLETYPE Meta)
{
UNUSED(a_Position);
UNUSED(a_BlockType);
UInt8 SignalStrength = 0;
auto RearCoordinate = cBlockComparatorHandler::GetRearCoordinate(a_Position, a_Meta & 0x3);
a_World.DoWithBlockEntityAt(RearCoordinate.x, RearCoordinate.y, RearCoordinate.z, [&](cBlockEntity & a_BlockEntity)
{
// Skip BlockEntities that don't have slots
auto BlockEntityWithItems = dynamic_cast<cBlockEntityWithItems *>(&a_BlockEntity);
if (BlockEntityWithItems == nullptr)
{
return false;
}
auto RearCoordinate = cBlockComparatorHandler::GetRearCoordinate(Position, Meta & 0x3);
auto & Contents = BlockEntityWithItems->GetContents();
float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value
for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot)
{
Fullness += static_cast<float>(Contents.GetSlot(Slot).m_ItemCount) / Contents.GetSlot(Slot).GetMaxStackSize();
}
SignalStrength = (Fullness < 0.001 /* container empty? */) ? 0 : static_cast<UInt8>(1 + (Fullness / Contents.GetNumSlots()) * 14);
return false;
}
);
auto RearPower = SignalStrength;
auto RearType = a_World.GetBlock(RearCoordinate);
auto PotentialSourceHandler = cIncrementalRedstoneSimulator::GetComponentHandler(RearType);
if (PotentialSourceHandler != nullptr)
auto RearChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RearCoordinate);
if ((RearChunk == nullptr) || !RearChunk->IsValid())
{
NIBBLETYPE RearMeta = a_World.GetBlockMeta(RearCoordinate);
RearPower = std::max(SignalStrength, PotentialSourceHandler->GetPowerDeliveredToPosition(a_World, RearCoordinate, RearType, RearMeta, a_Position, a_BlockType));
return SignalStrength;
}
return RearPower;
RearChunk->DoWithBlockEntityAt(RearCoordinate, [&](cBlockEntity & a_BlockEntity)
{
// Skip BlockEntities that don't have slots
auto BlockEntityWithItems = dynamic_cast<cBlockEntityWithItems *>(&a_BlockEntity);
if (BlockEntityWithItems == nullptr)
{
return false;
}
// TODO: handle double chests
auto & Contents = BlockEntityWithItems->GetContents();
float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value
for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot)
{
Fullness += static_cast<float>(Contents.GetSlot(Slot).m_ItemCount) / Contents.GetSlot(Slot).GetMaxStackSize();
}
SignalStrength = (Fullness < 0.001 /* container empty? */) ? 0 : static_cast<UInt8>(1 + (Fullness / Contents.GetNumSlots()) * 14);
return false;
});
BLOCKTYPE RearType;
NIBBLETYPE RearMeta;
RearChunk->GetBlockTypeMeta(RearCoordinate, RearType, RearMeta);
auto PotentialSourceHandler = cIncrementalRedstoneSimulator::GetComponentHandler(RearType);
if (PotentialSourceHandler == nullptr)
{
return SignalStrength;
}
return std::max(
SignalStrength,
PotentialSourceHandler->GetPowerDeliveredToPosition(
*RearChunk, RearCoordinate, RearType, RearMeta,
cIncrementalRedstoneSimulatorChunkData::RebaseRelativePosition(a_Chunk, *RearChunk, Position), BlockType
)
);
}
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 & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// Note that a_PoweringData here contains the maximum * side * power level, as specified by GetValidSourcePositions
// LOGD("Evaluating ALU the comparator (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
auto & Data = DataForChunk(a_Chunk);
auto DelayInfo = Data.GetMechanismDelayInfo(a_Position);
// Delay is used here to prevent an infinite loop (#3168)
if (DelayInfo == nullptr)
{
auto RearPower = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
auto FrontPower = GetFrontPowerLevel(a_World, a_Position, a_BlockType, a_Meta, a_PoweringData.PowerLevel, RearPower);
auto PreviousFrontPower = Data->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, FrontPower));
const auto RearPower = GetPowerLevel(a_Chunk, a_Position, a_BlockType, a_Meta);
const auto FrontPower = GetFrontPowerLevel(a_Meta, a_PoweringData.PowerLevel, RearPower);
const auto PreviousFrontPower = Data.GetCachedPowerData(a_Position);
const bool ShouldUpdate = (FrontPower != PreviousFrontPower.PowerLevel); // "Business logic" (:P) - determined by side and rear power levels
bool ShouldBeOn = (RearPower > 0); // Provide visual indication by examining * rear * power level
bool ShouldUpdate = (FrontPower != PreviousFrontPower.PowerLevel); // "Business logic" (:P) - determine by examining *side* power levels
if (ShouldUpdate || (ShouldBeOn != cBlockComparatorHandler::IsOn(a_Meta)))
if (ShouldUpdate)
{
Data->m_MechanismDelays[a_Position] = std::make_pair(1, ShouldBeOn);
Data.m_MechanismDelays[a_Position] = std::make_pair(1, bool());
}
}
else
{
int DelayTicks;
bool ShouldPowerOn;
std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
std::tie(DelayTicks, std::ignore) = *DelayInfo;
if (DelayTicks == 0)
{
a_World.SetBlockMeta(a_Position, ShouldPowerOn ? (a_Meta | 0x8) : (a_Meta & 0x7));
Data->m_MechanismDelays.erase(a_Position);
const auto RearPower = GetPowerLevel(a_Chunk, a_Position, a_BlockType, a_Meta);
const auto FrontPower = GetFrontPowerLevel(a_Meta, a_PoweringData.PowerLevel, RearPower);
const auto NewMeta = (FrontPower > 0) ? (a_Meta | 0x8) : (a_Meta & 0x7);
// Assume that an update (to front power) is needed.
// Note: potential inconsistencies will arise as power data is updated before-delay due to limitations of the power data caching functionality (only stores one bool)
// This means that other mechanisms like wires may get our new power data before our delay has finished
// This also means that we have to manually update ourselves to be aware of any changes that happened in the previous redstone tick
return StaticAppend(GetAdjustedRelatives(a_Position, GetRelativeLaterals()), cVector3iArray{ a_Position });
// Don't care about the previous power level so return value ignored
Data.ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, FrontPower));
a_Chunk.SetMeta(a_Position, NewMeta);
Data.m_MechanismDelays.erase(a_Position);
// Assume that an update (to front power) is needed:
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, cBlockComparatorHandler::GetFrontCoordinate(a_Position, a_Meta & 0x3));
}
}
return {};
}
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);
return cVector3iArray {cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, false), cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, true)};
Callback(cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, false));
Callback(cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, true));
}
};