Do not GetBlock individually in simulators
* Have the simulator manager get the block and pass it on + Add new overload for WakeUp, called when the manager wakes face positions
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@@ -128,53 +128,6 @@ std::unique_ptr<cRedstoneHandler> cIncrementalRedstoneSimulator::CreateComponent
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void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
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{
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Super::WakeUp(a_Chunk, a_Position, a_Block);
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auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
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// Never update blocks without a handler:
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if (GetComponentHandler(a_Block) == nullptr)
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{
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ChunkData.ErasePowerData(a_Position);
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return;
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}
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// Only update others if there is a redstone device nearby
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for (int x = -1; x < 2; ++x)
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{
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for (int y = -1; y < 2; ++y)
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{
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if (!cChunkDef::IsValidHeight(a_Position.y + y))
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{
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continue;
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}
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for (int z = -1; z < 2; ++z)
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{
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auto CheckPos = a_Position + Vector3i{ x, y, z };
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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// If we can't read the block, assume it is a mechanism
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if (
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!a_Chunk.UnboundedRelGetBlock(CheckPos, Block, Meta) ||
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IsRedstone(Block)
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)
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{
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ChunkData.WakeUp(a_Position);
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return;
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}
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}
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}
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}
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}
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void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
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@@ -273,13 +226,16 @@ void cIncrementalRedstoneSimulator::ProcessWorkItem(cChunk & Chunk, cChunk & Tic
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void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
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{
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auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
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if (!IsRedstone(a_Block))
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{
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return;
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}
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// Never update blocks without a handler:
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ASSERT(GetComponentHandler(a_Block) != nullptr);
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auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
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if (IsAlwaysTicked(a_Block))
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{
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ChunkData.AlwaysTickedPositions.emplace(a_Position);
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@@ -288,3 +244,34 @@ void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Positi
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// Always update redstone devices:
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ChunkData.WakeUp(a_Position);
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}
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void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
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{
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// Having WakeUp called on us directly means someone called SetBlock (or WakeUp)
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// Since the simulator never does this, something external changed. Clear cached data:
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static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData())->ErasePowerData(a_Position);
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// Queue the block, in case the set block was redstone:
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AddBlock(a_Chunk, a_Position, a_Block);
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}
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void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block)
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{
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// This is an automatic cross-coords wakeup by cSimulatorManager
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// There is no need to erase power data; if a component was destroyed the 3-arg WakeUp will handle it
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AddBlock(a_Chunk, a_Position, a_Block);
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// The only thing to do go one block farther than this cross-coord, in the direction of Offset
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// in order to notify linked-powered positions that there was a change
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// TODO: use a_Offset, exclude a_Position and a_Position - a_Offset
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}
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