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Merge pull request #1096 from mc-server/redstonerefactor

Moved delayed repeaters to be handled in a seperate pass
This commit is contained in:
Alexander Harkness 2014-06-18 21:22:53 +01:00
commit 35a4aa419c
3 changed files with 80 additions and 141 deletions

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@ -274,8 +274,19 @@ inline eBlockFace RotateBlockFaceCW(eBlockFace a_BlockFace)
} }
} }
inline eBlockFace ReverseBlockFace(eBlockFace a_BlockFace)
{
switch (a_BlockFace)
{
case BLOCK_FACE_YP: return BLOCK_FACE_YM;
case BLOCK_FACE_XP: return BLOCK_FACE_XM;
case BLOCK_FACE_ZP: return BLOCK_FACE_ZM;
case BLOCK_FACE_YM: return BLOCK_FACE_YP;
case BLOCK_FACE_XM: return BLOCK_FACE_XP;
case BLOCK_FACE_ZM: return BLOCK_FACE_ZP;
default: return a_BlockFace;
}
}
/** Returns the textual representation of the BlockFace constant. */ /** Returns the textual representation of the BlockFace constant. */

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@ -271,6 +271,8 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
ShouldUpdateSimulateOnceBlocks = true; ShouldUpdateSimulateOnceBlocks = true;
} }
HandleRedstoneRepeaterDelays();
for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
{ {
if (dataitr->DataTwo) if (dataitr->DataTwo)
@ -282,26 +284,6 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
switch (dataitr->Data) switch (dataitr->Data)
{ {
case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
bool FoundItem = false;
for (RepeatersDelayList::iterator repeateritr = m_RepeatersDelayList->begin(); repeateritr != m_RepeatersDelayList->end(); ++repeateritr)
{
if (repeateritr->a_RelBlockPos == Vector3i(dataitr->x, dataitr->y, dataitr->z))
{
HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, repeateritr);
FoundItem = true;
break;
}
}
if (!FoundItem && ShouldUpdateSimulateOnceBlocks)
{
HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, m_RepeatersDelayList->end());
}
break;
}
case E_BLOCK_WOODEN_PRESSURE_PLATE: case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
@ -357,6 +339,11 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
HandlePiston(dataitr->x, dataitr->y, dataitr->z); HandlePiston(dataitr->x, dataitr->y, dataitr->z);
break; break;
} }
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
}
case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON: case E_BLOCK_REDSTONE_TORCH_ON:
{ {
@ -511,29 +498,10 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_R
{ {
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
NIBBLETYPE Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta); eBlockFace Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta);
switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered()
{ Dir = ReverseBlockFace(Dir);
case BLOCK_FACE_YP:
case BLOCK_FACE_XP:
case BLOCK_FACE_ZP:
{
Dir--;
break;
}
case BLOCK_FACE_XM:
case BLOCK_FACE_ZM:
case BLOCK_FACE_YM:
{
Dir++;
break;
}
default:
{
ASSERT(!"Unhandled lever metadata!");
return;
}
}
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
} }
} }
@ -579,27 +547,8 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_
{ {
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
NIBBLETYPE Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta); eBlockFace Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta);
switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered() Dir = ReverseBlockFace(Dir);
{
case BLOCK_FACE_XP:
case BLOCK_FACE_ZP:
{
Dir--;
break;
}
case BLOCK_FACE_XM:
case BLOCK_FACE_ZM:
{
Dir++;
break;
}
default:
{
ASSERT(!"Unhandled button metadata!");
return;
}
}
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir); SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
} }
} }
@ -766,7 +715,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_Re
void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr) void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
{ {
/* Repeater Orientation Mini Guide: /* Repeater Orientation Mini Guide:
=================================== ===================================
@ -793,102 +742,79 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
bool WereItrsChanged = false;
if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
{ {
bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta); bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked. if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
{ {
WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
} }
else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
{ {
WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
}
else if (a_Itr == m_RepeatersDelayList->end())
{
return;
} }
} }
else if (a_Itr == m_RepeatersDelayList->end()) }
{
return;
}
if (WereItrsChanged) void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
{
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); itr++)
{ {
for (a_Itr = m_RepeatersDelayList->begin(); a_Itr != m_RepeatersDelayList->end(); ++a_Itr)
if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
{ {
if (a_Itr->a_RelBlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) int RelBlockX = itr->a_RelBlockPos.x;
int RelBlockY = itr->a_RelBlockPos.y;
int RelBlockZ = itr->a_RelBlockPos.z;
NIBBLETYPE Meta = m_Chunk->GetMeta(RelBlockX, RelBlockY, RelBlockZ);
if (itr->ShouldPowerOn)
{ {
// Leave a_Itr at where we found the entry
break; m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); // For performance
}
}
}
// a_Itr may be passed with m_RepeatersDelayList::end, however, we can guarantee this iterator is always valid because... switch (Meta & 0x3) // We only want the direction (bottom) bits
// ...QueueRepeaterPowerChange is called to add an entry (and the above code updates iterator). However, if the repeater was locked or something similar...
// ...we will never get here because of the returns.
if (a_Itr->a_ElapsedTicks >= a_Itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
{
if (a_Itr->ShouldPowerOn)
{
if (!IsOn)
{
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
}
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
case 0x0:
{ {
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); case 0x0:
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM); {
break; SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
} SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
case 0x1: break;
{ }
SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); case 0x1:
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP); {
break; SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
} SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
case 0x2: break;
{ }
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); case 0x2:
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP); {
break; SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
} SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
case 0x3: break;
{ }
SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); case 0x3:
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM); {
break; SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
break;
}
} }
} }
else
// Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached {
// Otherwise, the power state of blocks in front won't update after we have powered on m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
return; }
m_RepeatersDelayList->erase(itr);
} }
else else
{ {
if (IsOn) // Apparently, incrementing ticks only works reliably here, and not in SimChunk;
{ // With a world with lots of redstone, the repeaters simply do not delay
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); // I am confounded to say why. Perhaps optimisation failure.
} LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
m_RepeatersDelayList->erase(a_Itr); // We can remove off repeaters which don't need further updating itr->a_ElapsedTicks++;
return;
} }
} }
else
{
// Apparently, incrementing ticks only works reliably here, and not in SimChunk;
// With a world with lots of redstone, the repeaters simply do not delay
// I am confounded to say why. Perhaps optimisation failure.
LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", a_Itr->a_RelBlockPos.x, a_Itr->a_RelBlockPos.y, a_Itr->a_RelBlockPos.z, a_Itr->a_ElapsedTicks, a_Itr->a_DelayTicks);
a_Itr->a_ElapsedTicks++;
}
} }

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@ -108,7 +108,9 @@ private:
/** Handles redstone wire */ /** Handles redstone wire */
void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
/** Handles repeaters */ /** Handles repeaters */
void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr); void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
/** Handles delayed updates to Repeaters **/
void HandleRedstoneRepeaterDelays();
/* ====================== */ /* ====================== */
/* ====== DEVICES ====== */ /* ====== DEVICES ====== */