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:
@@ -1,73 +1,132 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "RedstoneHandler.h"
|
||||
#include <stack>
|
||||
|
||||
#include "../RedstoneSimulator.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
struct PoweringData
|
||||
{
|
||||
public:
|
||||
PoweringData(BLOCKTYPE a_PoweringBlock, unsigned char a_PowerLevel) :
|
||||
PoweringBlock(a_PoweringBlock),
|
||||
PowerLevel(a_PowerLevel)
|
||||
{
|
||||
}
|
||||
|
||||
PoweringData(void) :
|
||||
PoweringBlock(E_BLOCK_AIR),
|
||||
PowerLevel(0)
|
||||
{
|
||||
}
|
||||
|
||||
BLOCKTYPE PoweringBlock;
|
||||
unsigned char PowerLevel;
|
||||
|
||||
inline friend bool operator < (const PoweringData & Lhs, const PoweringData & Rhs)
|
||||
{
|
||||
return (
|
||||
(Lhs.PowerLevel < Rhs.PowerLevel) ||
|
||||
(
|
||||
(Lhs.PowerLevel == Rhs.PowerLevel) &&
|
||||
((Lhs.PoweringBlock == E_BLOCK_REDSTONE_WIRE) && (Rhs.PoweringBlock != E_BLOCK_REDSTONE_WIRE))
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
inline friend bool operator == (const PoweringData & Lhs, const PoweringData & Rhs)
|
||||
{
|
||||
return (Lhs.PowerLevel == Rhs.PowerLevel);
|
||||
}
|
||||
|
||||
inline friend bool operator != (const PoweringData & Lhs, const PoweringData & Rhs)
|
||||
{
|
||||
return !operator ==(Lhs, Rhs);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cIncrementalRedstoneSimulatorChunkData : public cRedstoneSimulatorChunkData
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
void WakeUp(const Vector3i & a_Position)
|
||||
{
|
||||
m_ActiveBlocks.push_back(a_Position);
|
||||
ActiveBlocks.push(a_Position);
|
||||
}
|
||||
|
||||
cVector3iArray & GetActiveBlocks()
|
||||
auto & GetActiveBlocks()
|
||||
{
|
||||
return m_ActiveBlocks;
|
||||
return ActiveBlocks;
|
||||
}
|
||||
|
||||
const cRedstoneHandler::PoweringData GetCachedPowerData(const Vector3i & a_Position) const
|
||||
const PoweringData GetCachedPowerData(const Vector3i Position) const
|
||||
{
|
||||
auto Result = m_CachedPowerLevels.find(a_Position);
|
||||
return (Result == m_CachedPowerLevels.end()) ? cRedstoneHandler::PoweringData() : Result->second;
|
||||
auto Result = CachedPowerLevels.find(Position);
|
||||
return (Result == CachedPowerLevels.end()) ? PoweringData() : Result->second;
|
||||
}
|
||||
|
||||
void SetCachedPowerData(const Vector3i & a_Position, cRedstoneHandler::PoweringData a_PoweringData)
|
||||
void SetCachedPowerData(const Vector3i Position, PoweringData PoweringData)
|
||||
{
|
||||
m_CachedPowerLevels[a_Position] = a_PoweringData;
|
||||
CachedPowerLevels[Position] = PoweringData;
|
||||
}
|
||||
|
||||
std::pair<int, bool> * GetMechanismDelayInfo(const Vector3i & a_Position)
|
||||
std::pair<int, bool> * GetMechanismDelayInfo(const Vector3i Position)
|
||||
{
|
||||
auto Result = m_MechanismDelays.find(a_Position);
|
||||
auto Result = m_MechanismDelays.find(Position);
|
||||
return (Result == m_MechanismDelays.end()) ? nullptr : &Result->second;
|
||||
}
|
||||
|
||||
/** Erase cached PowerData for position */
|
||||
void ErasePowerData(const Vector3i & a_Position)
|
||||
/** Erase all cached redstone data for position. */
|
||||
void ErasePowerData(const Vector3i Position)
|
||||
{
|
||||
m_CachedPowerLevels.erase(a_Position);
|
||||
m_MechanismDelays.erase(a_Position);
|
||||
CachedPowerLevels.erase(Position);
|
||||
m_MechanismDelays.erase(Position);
|
||||
AlwaysTickedPositions.erase(Position);
|
||||
}
|
||||
|
||||
cRedstoneHandler::PoweringData ExchangeUpdateOncePowerData(const Vector3i & a_Position, cRedstoneHandler::PoweringData a_PoweringData)
|
||||
PoweringData ExchangeUpdateOncePowerData(const Vector3i & a_Position, PoweringData a_PoweringData)
|
||||
{
|
||||
auto Result = m_CachedPowerLevels.find(a_Position);
|
||||
if (Result == m_CachedPowerLevels.end())
|
||||
auto Result = CachedPowerLevels.find(a_Position);
|
||||
if (Result == CachedPowerLevels.end())
|
||||
{
|
||||
m_CachedPowerLevels[a_Position] = a_PoweringData;
|
||||
return cRedstoneHandler::PoweringData();
|
||||
CachedPowerLevels[a_Position] = a_PoweringData;
|
||||
return PoweringData();
|
||||
}
|
||||
std::swap(Result->second, a_PoweringData);
|
||||
return a_PoweringData;
|
||||
}
|
||||
|
||||
/** Adjust From-relative coordinates into To-relative coordinates. */
|
||||
inline static Vector3i RebaseRelativePosition(cChunk & From, cChunk & To, const Vector3i Position)
|
||||
{
|
||||
return
|
||||
{
|
||||
Position.x + (From.GetPosX() - To.GetPosX()) * cChunkDef::Width,
|
||||
Position.y,
|
||||
Position.z + (From.GetPosZ() - To.GetPosZ()) * cChunkDef::Width
|
||||
};
|
||||
}
|
||||
|
||||
std::unordered_set<Vector3i, VectorHasher<int>> AlwaysTickedPositions;
|
||||
|
||||
/** Structure storing position of mechanism + it's delay ticks (countdown) & if to power on */
|
||||
std::unordered_map<Vector3i, std::pair<int, bool>, VectorHasher<int>> m_MechanismDelays;
|
||||
|
||||
private:
|
||||
|
||||
cVector3iArray m_ActiveBlocks;
|
||||
std::stack<Vector3i, std::vector<Vector3i>> ActiveBlocks;
|
||||
|
||||
// TODO: map<Vector3i, int> -> Position of torch + it's heat level
|
||||
|
||||
std::unordered_map<Vector3i, cRedstoneHandler::PoweringData, VectorHasher<int>> m_CachedPowerLevels;
|
||||
std::unordered_map<Vector3i, PoweringData, VectorHasher<int>> CachedPowerLevels;
|
||||
|
||||
friend class cRedstoneHandlerFactory;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user