Server uses ~40% less CPU now
git-svn-id: http://mc-server.googlecode.com/svn/trunk@339 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -393,99 +393,105 @@ void cChunk::Tick(float a_Dt, MTRand & a_TickRandom)
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}
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cCSLock Lock2(m_CSBlockLists);
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std::map< unsigned int, int > ToTickBlocks = m_ToTickBlocks;
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m_ToTickBlocks.clear();
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unsigned int NumTickBlocks = m_ToTickBlocks.size();
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Lock2.Unlock();
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bool isRedstone = false;
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for( std::map< unsigned int, int>::iterator itr = ToTickBlocks.begin(); itr != ToTickBlocks.end(); ++itr )
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if( NumTickBlocks > 0 )
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{
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if( (*itr).second < 0 ) continue;
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unsigned int index = (*itr).first;
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int Y = index % 128;
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int Z = (index / 128) % 16;
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int X = (index / (128*16));
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char BlockID = GetBlock( index );
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switch( BlockID )
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Lock2.Lock();
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std::deque< unsigned int > ToTickBlocks = m_ToTickBlocks;
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m_ToTickBlocks.clear();
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Lock2.Unlock();
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bool isRedstone = false;
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for( std::deque< unsigned int >::iterator itr = ToTickBlocks.begin(); itr != ToTickBlocks.end(); ++itr )
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{
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_WIRE:
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{
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isRedstone = true;
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}
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case E_BLOCK_CACTUS:
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case E_BLOCK_REEDS:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_MINECART_TRACKS:
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case E_BLOCK_SIGN_POST:
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case E_BLOCK_CROPS:
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case E_BLOCK_SAPLING:
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM: // Stuff that drops when block below is destroyed
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{
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if( GetBlock( X, Y-1, Z ) == E_BLOCK_AIR )
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{
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SetBlock( X, Y, Z, E_BLOCK_AIR, 0 );
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unsigned int index = (*itr);
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int Y = index % 128;
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int Z = (index / 128) % 16;
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int X = (index / (128*16));
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int wX, wY, wZ;
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PositionToWorldPosition(X, Y, Z, wX, wY, wZ);
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char BlockID = GetBlock( index );
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switch( BlockID )
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{
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_WIRE:
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{
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isRedstone = true;
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}
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case E_BLOCK_CACTUS:
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case E_BLOCK_REEDS:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_MINECART_TRACKS:
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case E_BLOCK_SIGN_POST:
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case E_BLOCK_CROPS:
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case E_BLOCK_SAPLING:
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM: // Stuff that drops when block below is destroyed
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{
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if( GetBlock( X, Y-1, Z ) == E_BLOCK_AIR )
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{
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SetBlock( X, Y, Z, E_BLOCK_AIR, 0 );
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m_World->GetSimulatorManager()->WakeUp(wX, wY, wZ);
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if (isRedstone) {
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cRedstone Redstone(m_World);
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Redstone.ChangeRedstone( (X+m_PosX*16), (Y+m_PosY*16), (Z+m_PosZ*16), false );
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int wX, wY, wZ;
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PositionToWorldPosition(X, Y, Z, wX, wY, wZ);
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m_World->GetSimulatorManager()->WakeUp(wX, wY, wZ);
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if (isRedstone) {
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cRedstone Redstone(m_World);
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Redstone.ChangeRedstone( (X+m_PosX*16), (Y+m_PosY*16), (Z+m_PosZ*16), false );
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}
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cPickup* Pickup = new cPickup( (X+m_PosX*16) * 32 + 16, (Y+m_PosY*128) * 32 + 16, (Z+m_PosZ*16) * 32 + 16, cItem( cBlockToPickup::ToPickup( (ENUM_ITEM_ID)BlockID, E_ITEM_EMPTY) , 1 ) );
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Pickup->Initialize( m_World );
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}
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cPickup* Pickup = new cPickup( (X+m_PosX*16) * 32 + 16, (Y+m_PosY*128) * 32 + 16, (Z+m_PosZ*16) * 32 + 16, cItem( cBlockToPickup::ToPickup( (ENUM_ITEM_ID)BlockID, E_ITEM_EMPTY) , 1 ) );
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Pickup->Initialize( m_World );
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}
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}
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break;
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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isRedstone = true;
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case E_BLOCK_TORCH:
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{
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char Dir = cTorch::MetaDataToDirection( GetLight( m_BlockMeta, X, Y, Z ) );
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LOG("MetaData: %i", Dir );
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int XX = X + m_PosX*16;
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char YY = (char)Y;
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int ZZ = Z + m_PosZ*16;
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AddDirection( XX, YY, ZZ, Dir, true );
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if( m_World->GetBlock( XX, YY, ZZ ) == E_BLOCK_AIR )
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break;
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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isRedstone = true;
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case E_BLOCK_TORCH:
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{
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SetBlock( X, Y, Z, 0, 0 );
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if (isRedstone) {
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cRedstone Redstone(m_World);
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Redstone.ChangeRedstone( (X+m_PosX*16), (Y+m_PosY*16), (Z+m_PosZ*16), false );
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char Dir = cTorch::MetaDataToDirection( GetLight( m_BlockMeta, X, Y, Z ) );
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LOG("MetaData: %i", Dir );
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int XX = X + m_PosX*16;
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char YY = (char)Y;
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int ZZ = Z + m_PosZ*16;
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AddDirection( XX, YY, ZZ, Dir, true );
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if( m_World->GetBlock( XX, YY, ZZ ) == E_BLOCK_AIR )
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{
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SetBlock( X, Y, Z, 0, 0 );
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if (isRedstone) {
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cRedstone Redstone(m_World);
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Redstone.ChangeRedstone( (X+m_PosX*16), (Y+m_PosY*16), (Z+m_PosZ*16), false );
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}
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cPickup* Pickup = new cPickup( (X+m_PosX*16) * 32 + 16, (Y+m_PosY*128) * 32 + 16, (Z+m_PosZ*16) * 32 + 16, cItem( cBlockToPickup::ToPickup( (ENUM_ITEM_ID)BlockID, E_ITEM_EMPTY) , 1 ) );
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Pickup->Initialize( m_World );
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}
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cPickup* Pickup = new cPickup( (X+m_PosX*16) * 32 + 16, (Y+m_PosY*128) * 32 + 16, (Z+m_PosZ*16) * 32 + 16, cItem( cBlockToPickup::ToPickup( (ENUM_ITEM_ID)BlockID, E_ITEM_EMPTY) , 1 ) );
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Pickup->Initialize( m_World );
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}
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}
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break;
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case E_BLOCK_LADDER:
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{
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char Dir = cLadder::MetaDataToDirection( GetLight( m_BlockMeta, X, Y, Z ) );
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int XX = X + m_PosX*16;
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char YY = (char)Y;
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int ZZ = Z + m_PosZ*16;
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AddDirection( XX, YY, ZZ, Dir, true );
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if( m_World->GetBlock( XX, YY, ZZ ) == E_BLOCK_AIR )
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break;
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case E_BLOCK_LADDER:
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{
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SetBlock( X, Y, Z, E_BLOCK_AIR, 0 );
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cPickup* Pickup = new cPickup( (X+m_PosX*16) * 32 + 16, (Y+m_PosY*128) * 32 + 16, (Z+m_PosZ*16) * 32 + 16, cItem( (ENUM_ITEM_ID)BlockID, 1 ) );
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Pickup->Initialize( m_World );
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char Dir = cLadder::MetaDataToDirection( GetLight( m_BlockMeta, X, Y, Z ) );
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int XX = X + m_PosX*16;
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char YY = (char)Y;
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int ZZ = Z + m_PosZ*16;
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AddDirection( XX, YY, ZZ, Dir, true );
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if( m_World->GetBlock( XX, YY, ZZ ) == E_BLOCK_AIR )
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{
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SetBlock( X, Y, Z, E_BLOCK_AIR, 0 );
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cPickup* Pickup = new cPickup( (X+m_PosX*16) * 32 + 16, (Y+m_PosY*128) * 32 + 16, (Z+m_PosZ*16) * 32 + 16, cItem( (ENUM_ITEM_ID)BlockID, 1 ) );
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Pickup->Initialize( m_World );
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}
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}
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}
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break;
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default:
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break;
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};
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break;
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default:
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break;
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};
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}
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}
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// Tick dem blocks
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@ -899,13 +905,13 @@ void cChunk::SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_Block
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}
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}
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m_ToTickBlocks[ MakeIndex( a_X, a_Y, a_Z ) ]++;
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m_ToTickBlocks[ MakeIndex( a_X+1, a_Y, a_Z ) ]++;
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m_ToTickBlocks[ MakeIndex( a_X-1, a_Y, a_Z ) ]++;
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m_ToTickBlocks[ MakeIndex( a_X, a_Y+1, a_Z ) ]++;
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m_ToTickBlocks[ MakeIndex( a_X, a_Y-1, a_Z ) ]++;
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m_ToTickBlocks[ MakeIndex( a_X, a_Y, a_Z+1 ) ]++;
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m_ToTickBlocks[ MakeIndex( a_X, a_Y, a_Z-1 ) ]++;
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m_ToTickBlocks.push_back( MakeIndex( a_X, a_Y, a_Z ) );
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m_ToTickBlocks.push_back( MakeIndex( a_X+1, a_Y, a_Z ) );
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m_ToTickBlocks.push_back( MakeIndex( a_X-1, a_Y, a_Z ) );
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m_ToTickBlocks.push_back( MakeIndex( a_X, a_Y+1, a_Z ) );
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m_ToTickBlocks.push_back( MakeIndex( a_X, a_Y-1, a_Z ) );
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m_ToTickBlocks.push_back( MakeIndex( a_X, a_Y, a_Z+1 ) );
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m_ToTickBlocks.push_back( MakeIndex( a_X, a_Y, a_Z-1 ) );
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cBlockEntity* BlockEntity = GetBlockEntity( a_X + m_PosX * 16, a_Y + m_PosY * 128, a_Z + m_PosZ * 16 );
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if( BlockEntity )
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@ -236,7 +236,7 @@ private:
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bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
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cCriticalSection m_CSBlockLists;
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std::map< unsigned int, int > m_ToTickBlocks;
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std::deque< unsigned int > m_ToTickBlocks;
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std::vector< unsigned int > m_PendingSendBlocks;
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// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
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