From d5649df326d90361bbf64e2ebb4893caa0499521 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Fri, 6 Jun 2014 23:23:28 +0100 Subject: Further improvements on redstone speed Based on suggestions of @worktycho * Repeaters now walk their data structure only when needed * Fixed a bug with cChunkData returning an incorrect value for whether a meta had changed --- src/ChunkData.cpp | 2 +- src/Simulator/IncrementalRedstoneSimulator.cpp | 141 ++++++++++++++----------- src/Simulator/IncrementalRedstoneSimulator.h | 6 +- 3 files changed, 81 insertions(+), 68 deletions(-) diff --git a/src/ChunkData.cpp b/src/ChunkData.cpp index 1fa2fd212..f2d220bd2 100644 --- a/src/ChunkData.cpp +++ b/src/ChunkData.cpp @@ -258,7 +258,7 @@ bool cChunkData::SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Nibble (m_Sections[Section]->m_BlockMetas[Index / 2] & (0xf0 >> ((Index & 1) * 4))) | // The untouched nibble ((a_Nibble & 0x0f) << ((Index & 1) * 4)) // The nibble being set ); - return oldval == a_Nibble; + return oldval != a_Nibble; } diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 21326c7c4..aef332e9f 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -266,19 +266,20 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { - if (ShouldUpdateSimulateOnceBlocks) - { - HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); - break; - } - for (RepeatersDelayList::const_iterator repeateritr = m_RepeatersDelayList->begin(); repeateritr != m_RepeatersDelayList->end(); ++repeateritr) + 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); + 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: @@ -746,7 +747,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_Re -void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) +void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr) { /* Repeater Orientation Mini Guide: =================================== @@ -772,87 +773,99 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int // Create a variable holding my meta to avoid multiple lookups. NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); 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: { 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. { - QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); + WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. { - QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); + WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); + } + else + { + return; } } + else + { + return; + } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) + if (WereItrsChanged) { - if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) + for (a_Itr = m_RepeatersDelayList->begin(); a_Itr != m_RepeatersDelayList->end(); ++a_Itr) { - continue; + if (a_Itr->a_RelBlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) + { + break; + } } + } - if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? + if (a_Itr->a_ElapsedTicks >= a_Itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? + { + if (a_Itr->ShouldPowerOn) { - if (itr->ShouldPowerOn) + if (!IsOn) { - 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: { - m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM); + break; } - - switch (a_Meta & 0x3) // We only want the direction (bottom) bits + case 0x1: { - case 0x0: - { - SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM); - break; - } - case 0x1: - { - SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP); - break; - } - case 0x2: - { - SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP); - break; - } - case 0x3: - { - SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM); - break; - } + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP); + break; } - - // 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 - return; - } - else - { - if (IsOn) + case 0x2: + { + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP); + break; + } + case 0x3: { - m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM); + break; } - m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating - return; } + + // 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 + 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", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); - itr->a_ElapsedTicks++; + if (IsOn) + { + m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); + } + m_RepeatersDelayList->erase(a_Itr); // We can remove off repeaters which don't need further updating + 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++; + } } @@ -1914,7 +1927,7 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Re -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) +bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) { for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { @@ -1922,14 +1935,14 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in { if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry { - return; + return false; } // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; - return; + return false; } } @@ -1944,7 +1957,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in RC.a_ElapsedTicks = 0; RC.ShouldPowerOn = ShouldPowerOn; m_RepeatersDelayList->push_back(RC); - return; + return true; } diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 233a3d408..83076311a 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -108,7 +108,7 @@ private: /** Handles redstone wire */ void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles repeaters */ - void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); + void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr); /* ====================== */ /* ====== DEVICES ====== */ @@ -145,8 +145,8 @@ private: 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_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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn); + /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */ + bool 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); } -- cgit v1.2.3