Reduce unnecessary wakeups
- cSimulator no longer wakes up positions already woken by cChunk::SetBlock
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e4c09ca87d
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@ -1374,19 +1374,34 @@ void cChunk::QueueTickBlock(Vector3i a_RelPos)
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void cChunk::QueueTickBlockNeighbors(Vector3i a_RelPos)
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{
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static const Vector3i neighborOfs[] =
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// Contains our direct adjacents
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// and one block above and below the laterals (for redstone components)
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static const Vector3i Offsets[] =
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{
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{ 1, 1, 0},
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{ 1, 0, 0},
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{ 1, -1, 0},
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{-1, 1, 0},
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{-1, 0, 0},
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{-1, -1, 0},
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{ 0, 1, 1},
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{ 0, 0, 1},
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{ 0, -1, 1},
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{ 0, 1, -1},
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{ 0, 0, -1},
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{ 0, -1, -1},
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{ 0, 1, 0},
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{ 0, -1, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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} ;
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for (const auto & ofs: neighborOfs)
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};
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for (const auto & Offset : Offsets)
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{
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UnboundedQueueTickBlock(a_RelPos + ofs);
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} // for i - Coords[]
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UnboundedQueueTickBlock(a_RelPos + Offset);
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}
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}
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@ -21,18 +21,6 @@
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void cSimulator::WakeUp(Vector3i a_Block, cChunk * a_Chunk)
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{
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AddBlock(a_Block, a_Chunk);
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AddBlock(a_Block + Vector3i(-1, 0, 0), a_Chunk->GetNeighborChunk(a_Block.x - 1, a_Block.z));
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AddBlock(a_Block + Vector3i( 1, 0, 0), a_Chunk->GetNeighborChunk(a_Block.x + 1, a_Block.z));
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AddBlock(a_Block + Vector3i(0, 0, -1), a_Chunk->GetNeighborChunk(a_Block.x, a_Block.z - 1));
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AddBlock(a_Block + Vector3i(0, 0, 1), a_Chunk->GetNeighborChunk(a_Block.x, a_Block.z + 1));
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if (a_Block.y > 0)
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{
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AddBlock(a_Block + Vector3i(0, -1, 0), a_Chunk);
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}
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if (a_Block.y < cChunkDef::Height - 1)
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{
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AddBlock(a_Block + Vector3i(0, 1, 0), a_Chunk);
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}
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}
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