From 4e5ab02a589582e2fa908909e3ee30360dd08be5 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sun, 26 Jul 2020 14:15:00 +0100 Subject: 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 --- .../IncrementalRedstoneSimulator.h | 19 ++++++++----------- 1 file changed, 8 insertions(+), 11 deletions(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h') diff --git a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h index 8213eddae..3523463bd 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h @@ -2,26 +2,29 @@ #pragma once #include "../RedstoneSimulator.h" +#include "RedstoneHandler.h" #include "RedstoneSimulatorChunkData.h" -class cIncrementalRedstoneSimulator: +class cIncrementalRedstoneSimulator final : public cRedstoneSimulator { using Super = cRedstoneSimulator; public: - cIncrementalRedstoneSimulator(cWorld & a_World): + cIncrementalRedstoneSimulator(cWorld & a_World) : Super(a_World) { } - virtual void Simulate(float a_dt) override; - virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override {} + virtual void Simulate(float Dt) override {}; + virtual void SimulateChunk(std::chrono::milliseconds Dt, int ChunkX, int ChunkZ, cChunk * Chunk) override; + + void ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position); virtual cIncrementalRedstoneSimulatorChunkData * CreateChunkData() override { @@ -36,8 +39,7 @@ public: virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override; /** Returns if a block is a mechanism (something that accepts power and does something) - Used by torches to determine if they will power a block - */ + Used by torches to determine if they will power a block */ inline static bool IsMechanism(BLOCKTYPE Block) { switch (Block) @@ -158,14 +160,9 @@ public: } } - cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; } - static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType); private: static std::unique_ptr CreateComponent(BLOCKTYPE a_BlockType); - - // oh yea its crazy time - cIncrementalRedstoneSimulatorChunkData m_Data; } ; -- cgit v1.2.3