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 --- .../TrappedChestHandler.h | 35 ++++++++++------------ 1 file changed, 16 insertions(+), 19 deletions(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h') diff --git a/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h b/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h index e8483a73a..707c239e9 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h +++ b/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h @@ -15,54 +15,51 @@ class cTrappedChestHandler: public: - virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override + virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override { UNUSED(a_BlockType); UNUSED(a_Meta); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); - return static_cast(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel; + return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel; } - virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override + static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position) { - UNUSED(a_BlockType); - UNUSED(a_Meta); - int NumberOfPlayers = 0; - VERIFY(!a_World.DoWithChestAt(a_Position.x, a_Position.y, a_Position.z, [&](cChestEntity & a_Chest) + VERIFY( + !a_Chunk.DoWithChestAt(a_Position, [&](cChestEntity & a_Chest) { ASSERT(a_Chest.GetBlockType() == E_BLOCK_TRAPPED_CHEST); NumberOfPlayers = a_Chest.GetNumberOfPlayers(); return true; - } - )); + }) + ); + return static_cast(std::min(NumberOfPlayers, 15)); } - virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override + virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override { // LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); - auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); - auto PreviousPower = static_cast(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power)); + const auto Power = GetPowerLevel(a_Chunk, a_Position); + const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power)); if (Power != PreviousPower.PowerLevel) { - return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() })); + UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, OffsetYM); + UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeLaterals); } - - return {}; } - virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override + virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override { - UNUSED(a_World); + UNUSED(a_Chunk); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); - - return {}; + UNUSED(Callback); } }; -- cgit v1.2.3