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

@@ -15,54 +15,51 @@ class cTrappedChestHandler:
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 & a_Chunk, Vector3i a_Position)
{
UNUSED(a_BlockType);
UNUSED(a_Meta);
int NumberOfPlayers = 0;
VERIFY(!a_World.DoWithChestAt(a_Position.x, a_Position.y, a_Position.z, [&](cChestEntity & a_Chest)
VERIFY(
!a_Chunk.DoWithChestAt(a_Position, [&](cChestEntity & a_Chest)
{
ASSERT(a_Chest.GetBlockType() == E_BLOCK_TRAPPED_CHEST);
NumberOfPlayers = a_Chest.GetNumberOfPlayers();
return true;
}
));
})
);
return static_cast<unsigned char>(std::min(NumberOfPlayers, 15));
}
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
{
// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
const auto Power = GetPowerLevel(a_Chunk, a_Position);
const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
if (Power != PreviousPower.PowerLevel)
{
return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, OffsetYM);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeLaterals);
}
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_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return {};
UNUSED(Callback);
}
};