Add WakeUp/AddBlock distinction

* WakeUp is for singular changes (block breaking for example). The simulator should check blocks around the position and discover other affected blocks as it sees fit
* AddBlock is for when you know a whole area is to be updated; chunk loading, or area wakeups for example
+ Prepares for correct handling of destroyed blocks after removal of SolidBlockHandler in the redstone simulator
This commit is contained in:
Tiger Wang
2020-08-02 15:52:06 +01:00
parent 6d7b83a69d
commit 99856df686
20 changed files with 144 additions and 124 deletions
+9 -5
View File
@@ -28,26 +28,30 @@ class cWorld;
class cSimulatorManager
{
public:
cSimulatorManager(cWorld & a_World);
~cSimulatorManager();
/** Called in each tick, a_Dt is the time passed since the last tick, in msec. */
void Simulate(float a_Dt);
/** Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available. */
void SimulateChunk(std::chrono::milliseconds a_DT, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk);
/* Called when a single block changes, wakes all simulators up for the block and its face-neighbors. */
void WakeUp(Vector3i a_Block, cChunk * a_Chunk);
/* Called when a single block changes, wakes all simulators up for the block.
The simulator implementation may also decide to wake the block's face-neighbors or blocks farther away. */
void WakeUp(cChunk & a_Chunk, Vector3i a_Position);
/** Does the same processing as WakeUp, but for all blocks within the specified area.
Has better performance than calling WakeUp for each block individually, due to neighbor-checking.
All chunks intersected by the area should be valid (outputs a warning if not).
Note that, unlike WakeUp(), this call adds blocks not only face-neighboring, but also edge-neighboring and
corner-neighboring the specified area. So far none of the simulators care about that. */
void WakeUpArea(const cCuboid & a_Area);
Note that, unlike WakeUp(), this call adds blocks not only face-neighboring, but also edge-neighboring and corner-neighboring the specified area. */
void WakeUp(const cCuboid & a_Area);
void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
protected:
typedef std::vector <std::pair<cSimulator *, int> > cSimulators;
cWorld & m_World;