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
@@ -7,11 +7,8 @@
class cRedstoneWireHandler:
public cRedstoneHandler
class cRedstoneWireHandler final : public cRedstoneHandler
{
using Super = cRedstoneHandler;
public:
inline static bool IsDirectlyConnectingMechanism(BLOCKTYPE a_Block, NIBBLETYPE a_BlockMeta, const Vector3i a_Offset)
@@ -40,133 +37,170 @@ public:
}
}
cVector3iArray GetTerracingConnectionOffsets(cWorld & a_World, const Vector3i a_Position) const
template <class OffsetCallback>
static bool ForTerracingConnectionOffsets(cChunk & a_Chunk, const Vector3i a_Position, OffsetCallback Callback)
{
auto RelativePositions = GetRelativeLaterals();
const auto YPTerraceBlock = a_World.GetBlock(a_Position + OffsetYP());
const auto YPTerraceBlock = a_Chunk.GetBlock(a_Position + OffsetYP);
const bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
for (const auto & Adjacent : GetRelativeLaterals())
for (const auto Adjacent : RelativeLaterals)
{
if (
// A block above us blocks all YP terracing, so the check is static in the loop
!IsYPTerracingBlocked &&
(a_World.GetBlock(a_Position + Adjacent + OffsetYP()) == E_BLOCK_REDSTONE_WIRE)
)
// All laterals are counted as terracing, duh
if (Callback(Adjacent))
{
RelativePositions.emplace_back(Adjacent + OffsetYP());
return true;
}
const auto YMTerraceBlock = a_World.GetBlock(a_Position + Adjacent);
if (
// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
(!cBlockInfo::IsSolid(YMTerraceBlock) || cBlockInfo::IsTransparent(YMTerraceBlock)) &&
(a_World.GetBlock(a_Position + Adjacent + OffsetYM()) == E_BLOCK_REDSTONE_WIRE)
BLOCKTYPE YPBlock;
// A block above us blocks all YP terracing, so the check is static in the loop
!IsYPTerracingBlocked &&
a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent + OffsetYP, YPBlock) &&
(YPBlock == E_BLOCK_REDSTONE_WIRE)
)
{
RelativePositions.emplace_back(Adjacent + OffsetYM());
if (Callback(Adjacent + OffsetYP))
{
return true;
}
}
if (
BLOCKTYPE YMTerraceBlock, YMDiagonalBlock;
// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent, YMTerraceBlock) &&
(!cBlockInfo::IsSolid(YMTerraceBlock) || cBlockInfo::IsTransparent(YMTerraceBlock)) &&
a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent + OffsetYM, YMDiagonalBlock) &&
(YMDiagonalBlock == E_BLOCK_REDSTONE_WIRE)
)
{
if (Callback(Adjacent + OffsetYM))
{
return true;
}
}
}
return RelativePositions;
return false;
}
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
{
if (a_QueryPosition == (a_Position + OffsetYP()))
if (a_QueryPosition == (a_Position + OffsetYP))
{
// Wires do not power things above them
return 0;
}
if (a_QueryBlockType != E_BLOCK_REDSTONE_WIRE)
if (a_QueryBlockType == E_BLOCK_REDSTONE_WIRE)
{
// For mechanisms, wire of power one will still power them
a_Meta++;
// But for wire-to-wire connections, power level decreases by 1
return (a_Meta != 0) ? --a_Meta : a_Meta;
}
// Wires always deliver power to the block underneath, and any directly connecting mechanisms
if (
(a_QueryPosition != (a_Position + OffsetYM())) &&
!IsDirectlyConnectingMechanism(a_QueryBlockType, a_World.GetBlockMeta(a_QueryPosition), a_QueryPosition - a_Position)
NIBBLETYPE QueryMeta;
(a_QueryPosition == (a_Position + OffsetYM)) ||
(a_Chunk.UnboundedRelGetBlockMeta(a_QueryPosition, QueryMeta) && IsDirectlyConnectingMechanism(a_QueryBlockType, QueryMeta, a_QueryPosition - a_Position))
)
{
/*
Okay, we do not directly connect to the wire.
If there are no DC mechanisms at all, the wire powers all laterals. Great, we fall out the loop.
If there is one DC mechanism, the wire "goes straight" along the axis of the wire and mechanism.
The only possible way for us to be powered is for us to be on the opposite end, with the wire pointing towards us.
If there is more than one DC, no non-DCs are powered.
*/
return a_Meta;
}
Vector3i PotentialOffset;
bool FoundOneBorderingMechanism = false;
/*
Okay, we do not directly connect to the wire.
If there are no DC mechanisms at all, the wire powers all laterals. Great, we fall out the loop.
If there is one DC mechanism, the wire "goes straight" along the axis of the wire and mechanism.
The only possible way for us to be powered is for us to be on the opposite end, with the wire pointing towards us.
If there is more than one DC, no non-DCs are powered.
*/
for (const auto & Offset : GetTerracingConnectionOffsets(a_World, a_Position))
Vector3i PotentialOffset;
bool FoundOneBorderingMechanism = false;
if (
ForTerracingConnectionOffsets(a_Chunk, a_Position, [&a_Chunk, a_Position, &FoundOneBorderingMechanism, &PotentialOffset](const Vector3i Offset)
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
if (
!a_World.GetBlockTypeMeta(Offset + a_Position, Block, Meta) ||
!a_Chunk.UnboundedRelGetBlock(Offset + a_Position, Block, Meta) ||
!IsDirectlyConnectingMechanism(Block, Meta, Offset)
)
{
continue;
return false;
}
if (FoundOneBorderingMechanism)
{
// Case 3
return 0;
return true;
}
// Potential case 2
FoundOneBorderingMechanism = true;
PotentialOffset = { -Offset.x, 0, -Offset.z };
}
if (FoundOneBorderingMechanism && (a_QueryPosition != (a_Position + PotentialOffset)))
{
// Case 2 fail
return 0;
}
// Case 1
// Case 2 success
return false;
})
)
{
// Case 3
return 0;
}
return (a_Meta != 0) ? --a_Meta : a_Meta;
}
if (FoundOneBorderingMechanism && (a_QueryPosition != (a_Position + PotentialOffset)))
{
// Case 2 fail
return 0;
}
// Case 1
// Case 2 success
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);
return a_Meta;
}
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
{
UNUSED(a_BlockType);
// LOGD("Evaluating dusty the wire (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel);
if (a_Meta != a_PoweringData.PowerLevel)
{
a_World.SetBlockMeta(a_Position, a_PoweringData.PowerLevel);
return GetAdjustedRelatives(a_Position, StaticAppend(StaticAppend(GetRelativeLaterals(), GetTerracingConnectionOffsets(a_World, a_Position)), cVector3iArray{ OffsetYM() }));
}
a_Chunk.SetMeta(a_Position, a_PoweringData.PowerLevel);
return {};
// Notify block below us to update:
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position + OffsetYM);
// Notify all terracing positions:
ForTerracingConnectionOffsets(a_Chunk, a_Position, [&a_Chunk, &CurrentlyTicking, a_Position](const Vector3i Offset)
{
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position + Offset);
return false;
});
}
}
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);
UNUSED(a_Meta);
return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeAdjacents(), GetTerracingConnectionOffsets(a_World, a_Position)));
Callback(a_Position + OffsetYP);
Callback(a_Position + OffsetYM);
ForTerracingConnectionOffsets(a_Chunk, a_Position, [&Callback, a_Position](const Vector3i Offset)
{
Callback(a_Position + Offset);
return false;
});
}
};