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Redstone fixes and improvements [SEE DESC]

Haha, see desc.

* Improved redstone speed through a marking dirty system. Only a select
few devices are still continuously simulated
* Fixed redstone crashing with recent piston changes
This commit is contained in:
Tiger Wang 2014-06-04 23:23:09 +01:00
parent c11488ccd7
commit 22236a103a
3 changed files with 96 additions and 61 deletions

View File

@ -1514,6 +1514,7 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
}
MarkDirty();
m_IsRedstoneDirty = true;
m_ChunkData.SetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType);

View File

@ -332,6 +332,7 @@ public:
if (hasChanged)
{
MarkDirty();
m_IsRedstoneDirty = true;
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, GetBlock(a_RelX, a_RelY, a_RelZ), a_Meta));
}
@ -378,10 +379,13 @@ public:
cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return &m_RedstoneSimulatorData; }
cRedstoneSimulatorChunkData * GetRedstoneSimulatorQueuedData(void) { return &m_RedstoneSimulatorQueuedData; }
cIncrementalRedstoneSimulator::PoweredBlocksList * GetRedstoneSimulatorPoweredBlocksList(void) { return &m_RedstoneSimulatorPoweredBlocksList; }
cIncrementalRedstoneSimulator::LinkedBlocksList * GetRedstoneSimulatorLinkedBlocksList(void) { return &m_RedstoneSimulatorLinkedBlocksList; };
cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList * GetRedstoneSimulatorSimulatedPlayerToggleableList(void) { return &m_RedstoneSimulatorSimulatedPlayerToggleableList; };
cIncrementalRedstoneSimulator::RepeatersDelayList * GetRedstoneSimulatorRepeatersDelayList(void) { return &m_RedstoneSimulatorRepeatersDelayList; };
bool IsRedstoneDirty(void) const { return m_IsRedstoneDirty; }
void SetIsRedstoneDirty(bool a_Flag) { m_IsRedstoneDirty = a_Flag; }
cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ);
cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); }
@ -449,13 +453,16 @@ private:
cSandSimulatorChunkData m_SandSimulatorData;
cRedstoneSimulatorChunkData m_RedstoneSimulatorData;
cRedstoneSimulatorChunkData m_RedstoneSimulatorQueuedData;
cIncrementalRedstoneSimulator::PoweredBlocksList m_RedstoneSimulatorPoweredBlocksList;
cIncrementalRedstoneSimulator::LinkedBlocksList m_RedstoneSimulatorLinkedBlocksList;
cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList m_RedstoneSimulatorSimulatedPlayerToggleableList;
cIncrementalRedstoneSimulator::RepeatersDelayList m_RedstoneSimulatorRepeatersDelayList;
/** Indicates if simulate-once blocks should be updated by the redstone simulator */
bool m_IsRedstoneDirty;
// pick up a random block of this chunk
// Pick up a random block of this chunk
void getRandomBlockCoords(int& a_X, int& a_Y, int& a_Z);
void getThreeRandomNumber(int& a_X, int& a_Y, int& a_Z,int a_MaxX, int a_MaxY, int a_MaxZ);

View File

@ -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);
}