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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp147
1 files changed, 87 insertions, 60 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index f4355b33b..fb8a3e81d 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -89,6 +89,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = PoweredBlocks->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -103,6 +104,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = PoweredBlocks->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
continue;
}
++itr;
@@ -118,6 +120,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = LinkedPoweredBlocks->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -131,6 +134,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = LinkedPoweredBlocks->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -140,6 +144,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = LinkedPoweredBlocks->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -205,7 +210,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
return;
}
- RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
+ a_Chunk->GetRedstoneSimulatorQueuedData()->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
}
@@ -214,22 +219,29 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
- // We still attempt to simulate all blocks in the chunk every tick, because of outside influence that needs to be taken into account
- // For example, repeaters need to be ticked, pressure plates checked for entities, daylight sensor checked for light changes, etc.
- // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks
- // A marking dirty system might be a TODO for later on, perhaps
-
m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
- if (m_RedstoneSimulatorChunkData->empty())
+ if (m_RedstoneSimulatorChunkData->empty() && a_Chunk->GetRedstoneSimulatorQueuedData()->empty())
{
return;
}
+ m_RedstoneSimulatorChunkData->insert(m_RedstoneSimulatorChunkData->end(), a_Chunk->GetRedstoneSimulatorQueuedData()->begin(), a_Chunk->GetRedstoneSimulatorQueuedData()->end());
+ a_Chunk->GetRedstoneSimulatorQueuedData()->clear();
+
m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
m_Chunk = a_Chunk;
+ bool ShouldUpdateSimulateOnceBlocks = false;
+
+ if (a_Chunk->IsRedstoneDirty())
+ {
+ // Simulate the majority of devices only if something (blockwise or power-wise) has changed
+ // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
+ a_Chunk->SetIsRedstoneDirty(false); //
+ ShouldUpdateSimulateOnceBlocks = true;
+ }
for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
{
@@ -241,65 +253,15 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
switch (dataitr->Data)
{
- case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_WOODEN_BUTTON:
- {
- HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- HandlePiston(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- {
- HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- {
- HandleDoor(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
@@ -308,7 +270,66 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
- default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break;
+ default: break;
+ }
+
+ if (ShouldUpdateSimulateOnceBlocks)
+ {
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
+
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ {
+ HandleDoor(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ {
+ HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ {
+ HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ HandlePiston(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_WOODEN_BUTTON:
+ {
+ HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ default: break;
+ }
}
++dataitr;
}
@@ -1736,7 +1757,8 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
return;
}
- PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
+ cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList();
for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
{
if (
@@ -1768,6 +1790,8 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
RC.a_PowerLevel = a_PowerLevel;
Powered->push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
}
@@ -1807,7 +1831,8 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
return;
}
- LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
+ cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList();
for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
{
if (
@@ -1828,6 +1853,8 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
RC.a_PowerLevel = a_PowerLevel;
Linked->push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
}