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Redstone simulator now directly accesses cChunk

* Redstone simulator performance improvements
* Added return values to some functions
* Minor fixes
This commit is contained in:
Tiger Wang 2014-04-27 17:35:41 +01:00
parent da931da603
commit bbc5faa723
10 changed files with 591 additions and 458 deletions

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@ -749,7 +749,7 @@ void cChunk::ProcessQueuedSetBlocks(void)
{
if (itr->m_Tick <= CurrTick)
{
if (itr->m_PreviousType != E_BLOCK_AIR) // PreviousType defaults to -1 if not specified
if (itr->m_PreviousType != E_BLOCK_AIR) // PreviousType defaults to 0 if not specified
{
if (GetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ) == itr->m_PreviousType)
{
@ -1638,6 +1638,24 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
void cChunk::SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta)
{
if (GetNibble(m_BlockMeta, a_BlockIdx) == a_Meta)
{
return;
}
MarkDirty();
SetNibble(m_BlockMeta, a_BlockIdx, a_Meta);
Vector3i Coords(IndexToCoordinate(a_BlockIdx));
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, Coords.x, Coords.y, Coords.z, GetBlock(a_BlockIdx), a_Meta));
}
void cChunk::SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, cClientHandle * a_Client)
{
// The coords must be valid, because the upper level already does chunk lookup. No need to check them again.

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@ -320,10 +320,10 @@ public:
m_BlockTickZ = a_RelZ;
}
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); }
inline NIBBLETYPE GetMeta(int a_BlockIdx) const {return cChunkDef::GetNibble(m_BlockMeta, a_BlockIdx); }
inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ, a_Meta); }
inline void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta) { cChunkDef::SetNibble(m_BlockMeta, a_BlockIdx, a_Meta); }
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const { return cChunkDef::GetNibble(m_BlockMeta, a_RelX, a_RelY, a_RelZ); }
inline NIBBLETYPE GetMeta(int a_BlockIdx) const { return cChunkDef::GetNibble(m_BlockMeta, a_BlockIdx); }
inline void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { SetMeta(MakeIndex(a_RelX, a_RelY, a_RelZ), a_Meta); }
void SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta);
inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockLight, a_RelX, a_RelY, a_RelZ); }
inline NIBBLETYPE GetSkyLight (int a_RelX, int a_RelY, int a_RelZ) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_RelX, a_RelY, a_RelZ, true); }
@ -420,7 +420,6 @@ private:
cWorld * m_World;
cChunkMap * m_ChunkMap;
// TODO: Make these pointers and don't allocate what isn't needed
COMPRESSED_BLOCKTYPE m_BlockTypes;
COMPRESSED_NIBBLETYPE m_BlockMeta;
COMPRESSED_NIBBLETYPE m_BlockLight;

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@ -1248,8 +1248,6 @@ void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYP
if ((Chunk != NULL) && Chunk->IsValid())
{
Chunk->SetMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta);
Chunk->MarkDirty();
Chunk->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, NULL);
}
}

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@ -202,7 +202,7 @@ AString cClientHandle::FormatMessageType(bool ShouldAppendChatPrefixes, eMessage
{
switch (a_ChatPrefix)
{
case mtCustom: return AString();
case mtCustom: return "";
case mtFailure: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Rose, cChatColor::White);
case mtInformation: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Yellow, cChatColor::White);
case mtSuccess: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Green, cChatColor::White);
@ -220,6 +220,7 @@ AString cClientHandle::FormatMessageType(bool ShouldAppendChatPrefixes, eMessage
}
}
ASSERT(!"Unhandled chat prefix type!");
return "";
}

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@ -441,6 +441,7 @@ bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
}
}
ASSERT(!"Invalid damage type!");
return false;
}

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@ -88,8 +88,7 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
AddPosition(GetSpeed() * MilliDt);
// If not static (One billionth precision) broadcast movement.
static const float epsilon = 0.000000001;
if ((fabs(GetSpeedX()) > epsilon) || (fabs(GetSpeedZ()) > epsilon))
if ((fabs(GetSpeedX()) > std::numeric_limits<double>::epsilon()) || (fabs(GetSpeedZ()) > std::numeric_limits<double>::epsilon()))
{
BroadcastMovementUpdate();
}

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@ -108,14 +108,13 @@ void cAggressiveMonster::Attack(float a_Dt)
bool cAggressiveMonster::IsMovingToTargetPosition()
{
float epsilon = 0.000000000001;
// Difference between destination x and target x is negligible (to 10^-12 precision)
if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < epsilon)
if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < std::numeric_limits<float>::epsilon())
{
return false;
}
// Difference between destination z and target z is negligible (to 10^-12 precision)
else if (fabsf(m_FinalDestination.z - (float)m_Target->GetPosZ()) > epsilon)
else if (fabsf((float)m_FinalDestination.z - (float)m_Target->GetPosZ()) > std::numeric_limits<float>::epsilon())
{
return false;
}

File diff suppressed because it is too large Load Diff

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@ -55,13 +55,13 @@ private:
struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
{
Vector3i a_BlockPos;
Vector3i a_RelBlockPos;
bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
};
struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
{
Vector3i a_BlockPos;
Vector3i a_RelBlockPos;
unsigned char a_DelayTicks; // For how many ticks should the repeater delay
unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
bool ShouldPowerOn; // What happens when the delay time is fulfilled?
@ -91,80 +91,80 @@ private:
/* ====== SOURCES ====== */
/** Handles the redstone torch */
void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/** Handles the redstone block */
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles levers */
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles buttons */
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles daylight sensors */
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles pressure plates */
void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
/* ==================== */
/* ====== CARRIERS ====== */
/** Handles redstone wire */
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles repeaters */
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
/** Handles pistons */
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles dispensers and droppers */
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles TNT (exploding) */
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles redstone lamps */
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/** Handles doords */
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles command blocks */
void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles activator, detector, and powered rails */
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
/** Handles trapdoors */
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles fence gates */
void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles noteblocks */
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/* ===================== */
/* ====== Helper functions ====== */
/** Marks a block as powered */
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks a block as being powered through another block */
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetBlockLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
void SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
/** Marks the second block in a direction as linked powered */
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks all blocks immediately surrounding a coordinate as powered */
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Queues a repeater to be powered or unpowered */
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
void QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
/** Returns if a coordinate is powered or linked powered */
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
/** Returns if a coordinate is in the directly powered blocks list */
bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Returns if a coordinate is in the indirectly powered blocks list */
bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
/** Returns if a repeater is powered */
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
/** Returns if a repeater is locked */
bool IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
/** Returns if a piston is powered */
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
/** Returns if a wire is powered
The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel);
bool IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
/** Returns if lever metadata marks it as emitting power */

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@ -351,7 +351,7 @@ public:
/** Is the trapdoor open? Returns false if there is no trapdoor at the specified coords. */
bool IsTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
/** Set the state of a trapdoor. Returns true if the trapdoor was update, false if there was no trapdoor at those coords. */
/** Set the state of a trapdoor. Returns true if the trapdoor was updated, false if there was no trapdoor at those coords. */
bool SetTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_Open); // tolua_export
/** Regenerate the given chunk: */