Floody fluid simulator has been converted to use direct chunk access
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1236 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -8,25 +8,25 @@
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#include "DelayedFluidSimulator.h"
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#include "../World.h"
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#include "../Chunk.h"
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cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid),
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m_TickDelay(a_TickDelay),
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m_Slots(NULL),
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m_CurrentSlotNum(0)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData:
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cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
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m_Slots(new cCoordWithIntList[a_TickDelay])
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{
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m_Slots = new CoordsArray[a_TickDelay];
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}
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cDelayedFluidSimulator::~cDelayedFluidSimulator()
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cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
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{
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delete[] m_Slots;
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m_Slots = NULL;
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@@ -36,6 +36,22 @@ cDelayedFluidSimulator::~cDelayedFluidSimulator()
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulator:
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cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid),
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m_TickDelay(a_TickDelay),
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m_AddSlotNum(a_TickDelay - 1),
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m_SimSlotNum(0),
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m_TotalBlocks(0)
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{
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}
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void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
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@@ -44,25 +60,29 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
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return;
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}
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// TODO: This can be optimized:
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BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
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if (BlockType != m_FluidBlock)
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{
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return;
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}
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CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cCoordWithIntList & Blocks = ChunkData->m_Slots[m_AddSlotNum];
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// Check for duplicates:
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for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
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if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
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{
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return;
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}
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}
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Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
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++m_TotalBlocks;
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Blocks.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
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}
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@@ -71,22 +91,35 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
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void cDelayedFluidSimulator::Simulate(float a_Dt)
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{
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int SlotNum = m_CurrentSlotNum + 1;
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if (SlotNum >= m_TickDelay)
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if (m_TotalBlocks > 0)
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{
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SlotNum = 0;
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LOGD("DFS: %d blocks in queue", m_TotalBlocks);
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}
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CoordsArray & Blocks = m_Slots[SlotNum];
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// Simulate the blocks in the scheduled slot:
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for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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m_AddSlotNum = m_SimSlotNum;
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m_SimSlotNum += 1;
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if (m_SimSlotNum >= m_TickDelay)
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{
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SimulateBlock(itr->x, itr->y, itr->z);
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m_SimSlotNum = 0;
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}
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Blocks.clear();
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m_CurrentSlotNum = SlotNum;
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}
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void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cCoordWithIntList & Blocks = ChunkData->m_Slots[m_SimSlotNum];
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// Simulate the blocks in the scheduled slot:
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for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
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}
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m_TotalBlocks -= Blocks.size();
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Blocks.clear();
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}
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