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A fix and an improvement

* Fixed a special case with the wrong ChunkX/Z values being used to
calculate a relative position
* Simplified data structure adding and removing operations (no more
pointers!)
- Removed one character of whitespace :D
This commit is contained in:
Tiger Wang 2014-02-15 19:56:45 +00:00
parent 8fbb936b63
commit c494d0f6f2
2 changed files with 43 additions and 23 deletions

View File

@ -31,7 +31,7 @@ cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator()
void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
{
if ((a_Chunk == NULL) || !a_Chunk->IsValid())
{
@ -42,12 +42,27 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
return;
}
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
// We may be called with coordinates in a chunk that is not the first chunk parameter
// In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
// Use that Chunk pointer to get a relative position
int RelX = 0;
int RelZ = 0;
BLOCKTYPE Block;
NIBBLETYPE Meta;
a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
if (a_OtherChunk != NULL)
{
RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
}
else
{
RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
}
// Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
// Checking only when a block is changed, as opposed to every tick, also improves performance
@ -63,7 +78,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
if (!IsPotentialSource(Block))
{
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);
&(*PoweredBlocks).erase(itr);
PoweredBlocks->erase(itr);
break;
}
else if (
@ -76,7 +91,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
)
{
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);
&(*PoweredBlocks).erase(itr);
PoweredBlocks->erase(itr);
break;
}
else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
@ -94,7 +109,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness();
{
LOGD("cIncrementalRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level");
&(*PoweredBlocks).erase(itr);
PoweredBlocks->erase(itr);
break;
}
}
@ -102,15 +117,16 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
}
LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end(); ++itr)
// We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();)
{
if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (!IsPotentialSource(Block))
{
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);
&(*LinkedPoweredBlocks).erase(itr);
break;
itr = LinkedPoweredBlocks->erase(itr);
continue;
}
else if (
// Things that can send power through a block but which depends on meta
@ -120,8 +136,8 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
)
{
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);
&(*LinkedPoweredBlocks).erase(itr);
break;
itr = LinkedPoweredBlocks->erase(itr);
continue;
}
}
else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
@ -129,13 +145,14 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
if (!IsViableMiddleBlock(Block))
{
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);
&(*LinkedPoweredBlocks).erase(itr);
break;
itr = LinkedPoweredBlocks->erase(itr);
continue;
}
}
++itr;
}
SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
@ -146,7 +163,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
if (!IsAllowedBlock(Block))
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
&(*SimulatedPlayerToggleableBlocks).erase(itr);
SimulatedPlayerToggleableBlocks->erase(itr);
break;
}
}
@ -161,7 +178,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
{
&(*RepeatersDelayList).erase(itr);
RepeatersDelayList->erase(itr);
break;
}
}
@ -313,10 +330,12 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo
{
// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1), a_Chunk);
return;
}

View File

@ -78,7 +78,8 @@ private:
SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
RepeatersDelayList * m_RepeatersDelayList;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
cChunk * m_Chunk;
// We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly