From aa3537112d5c69b676f2e0f594bba716487b401d Mon Sep 17 00:00:00 2001 From: Tycho Date: Mon, 16 Jun 2014 15:07:41 +0100 Subject: Moved repeater handling to seperate pass --- src/Simulator/IncrementalRedstoneSimulator.cpp | 157 ++++++++++--------------- 1 file changed, 61 insertions(+), 96 deletions(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp') diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index f20f396f2..61258cd45 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -1,6 +1,8 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules +#include + #include "IncrementalRedstoneSimulator.h" #include "../BlockEntities/DropSpenserEntity.h" #include "../BlockEntities/NoteEntity.h" @@ -253,6 +255,8 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int ShouldUpdateSimulateOnceBlocks = true; } + HandleRedstoneRepeaterDelays(); + for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { if (dataitr->DataTwo) @@ -264,26 +268,6 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int switch (dataitr->Data) { 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_STONE_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: @@ -339,6 +323,11 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int HandlePiston(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); + } case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_ON: { @@ -493,7 +482,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_R { 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() { case BLOCK_FACE_YP: @@ -562,7 +551,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_ { 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() { case BLOCK_FACE_XP: @@ -749,7 +738,7 @@ 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: =================================== @@ -776,102 +765,78 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int 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. { - 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. { - WereItrsChanged = 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) - { - for (a_Itr = m_RepeatersDelayList->begin(); a_Itr != m_RepeatersDelayList->end(); ++a_Itr) - { - if (a_Itr->a_RelBlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) - { - // Leave a_Itr at where we found the entry - break; - } + QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); } } +} - // a_Itr may be passed with m_RepeatersDelayList::end, however, we can guarantee this iterator is always valid because... - // ...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? +void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays() +{ + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); itr++) { - if (a_Itr->ShouldPowerOn) + if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? { - if (!IsOn) + 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) { - m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance - } + + m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); // For performance - switch (a_Meta & 0x3) // We only want the direction (bottom) bits - { - case 0x0: + switch (Meta & 0x3) // We only want the direction (bottom) bits { - 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; + case 0x0: + { + SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM); + break; + } + case 0x1: + { + SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP); + break; + } + case 0x2: + { + SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP); + break; + } + case 0x3: + { + SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); + SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM); + 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 + { + m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); + } + m_RepeatersDelayList->erase(itr); } else { - 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; + // 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++; } } - 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++; - } } -- cgit v1.2.3