From 6eeeb2aa0129ee9664b6cf21a68517bd4b9c7348 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sat, 15 Feb 2014 15:51:49 +0000 Subject: Sizeable speed improvements to redstone + Moved all simulator data into individual chunks * Cleaned up parameters for functions and some code * Fixed repeaters powering off faster than they power on The main issue before was that, although the redstone simulator stored blocks to be simulated in individual cChunks, other data, such as powered lists, and etcetera, were global regardless of which chunk was being simulated. Therefore, with worlds with lots of redstone, each tick saw the ticking of chunks, which themselves iterated through the entire dataset needlessly, creating LOTS of lag. Should be better now :) --- src/Simulator/IncrementalRedstoneSimulator.cpp | 161 ++++++++++++++----------- 1 file changed, 92 insertions(+), 69 deletions(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp') diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 985fdee27..e6398a9eb 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -8,7 +8,6 @@ #include "../Entities/TNTEntity.h" #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" -#include "../Blocks/BlockFenceGate.h" #include "../Piston.h" @@ -53,7 +52,8 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B // 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 - for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); + for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr) { if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -63,7 +63,7 @@ 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); - m_PoweredBlocks.erase(itr); + &(*PoweredBlocks).erase(itr); break; } else if ( @@ -76,7 +76,7 @@ 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); - m_PoweredBlocks.erase(itr); + &(*PoweredBlocks).erase(itr); break; } else if (Block == E_BLOCK_DAYLIGHT_SENSOR) @@ -94,21 +94,22 @@ 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"); - m_PoweredBlocks.erase(itr); + &(*PoweredBlocks).erase(itr); break; } } } } - for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end(); ++itr) { 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); - m_LinkedPoweredBlocks.erase(itr); + &(*LinkedPoweredBlocks).erase(itr); break; } else if ( @@ -119,7 +120,7 @@ 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); - m_LinkedPoweredBlocks.erase(itr); + &(*LinkedPoweredBlocks).erase(itr); break; } } @@ -128,13 +129,14 @@ 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); - m_LinkedPoweredBlocks.erase(itr); + &(*LinkedPoweredBlocks).erase(itr); break; } } } - for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + 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))) { @@ -144,12 +146,13 @@ 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); - m_SimulatedPlayerToggleableBlocks.erase(itr); + &(*SimulatedPlayerToggleableBlocks).erase(itr); break; } } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); + for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -158,13 +161,13 @@ 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)) { - m_RepeatersDelayList.erase(itr); + &(*RepeatersDelayList).erase(itr); break; } } - cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData(); - for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr) + cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); + for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr) { if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block { @@ -185,7 +188,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B return; } - ChunkData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); } @@ -199,20 +202,26 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks // A marking dirty system might be a TODO for later on, perhaps - cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData(); - if (ChunkData.empty()) + m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); + if (m_RedstoneSimulatorChunkData->empty()) { return; } + m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); + m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); + m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); + m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + m_Chunk = a_Chunk; + int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; - for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end();) + for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { if (dataitr->DataTwo) { - dataitr = ChunkData.erase(dataitr); + dataitr = m_RedstoneSimulatorChunkData->erase(dataitr); continue; } @@ -293,6 +302,31 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int +void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +{ + if ( + ((a_BlockX % cChunkDef::Width) >= cChunkDef::Width - 2) || + ((a_BlockX % cChunkDef::Width) <= cChunkDef::Width + 2) || + ((a_BlockZ % cChunkDef::Width) >= cChunkDef::Width - 2) || + ((a_BlockZ % cChunkDef::Width) <= cChunkDef::Width + 2) + ) // Are we on a chunk boundary? ± 2 because of LinkedPowered blocks + { + // 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)); + return; + } + + // Not on boundary, just alert this chunk for speed + AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); +} + + + + void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) { @@ -318,22 +352,6 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc { // There was a match, torch goes off m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); - - float Pitch = (((1.0F-0.0F)*((float)rand()/RAND_MAX)) - ((1.0F-0.0F)*((float)rand()/RAND_MAX))) * 0.8F; - m_World.BroadcastSoundEffect("random.fizz", - ((int) (a_BlockX + 0.5F) * 8.0), - ((int) (a_BlockY + 0.5F) * 8.0), - ((int) (a_BlockZ + 0.5F) * 8.0), - 0.5F, - 2.6F + Pitch); - - for (int l = 0; l < 5; ++l) { - float d0 = a_BlockX + (double(rand())/RAND_MAX) * 0.6F + 0.2F; - float d1 = a_BlockY + (double(rand())/RAND_MAX) * 0.6F + 0.2F; - float d2 = a_BlockZ + (double(rand())/RAND_MAX) * 0.6F + 0.2F; - m_World.BroadcastParticleEffect("smoke", d0, d1, d2, 0.0F, 0.0F, 0.0F, 0.01F, 1); - } - return; } @@ -424,7 +442,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, { cChunkInterface ChunkInterface(m_World.GetChunkMap()); NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - + if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) @@ -432,7 +450,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4); m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); - } + } } else { @@ -554,7 +572,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block } } - if (TimesMetaSmaller == TimesFoundAWire) + if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0)) { // All surrounding metas were smaller - self must have been a wire that was // transferring power to other wires around. @@ -563,7 +581,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock return; // No need to process block power sets because self not powered } - else + else if (MyMeta != MetaToSet) { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet); } @@ -587,12 +605,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block { case REDSTONE_NONE: { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE); break; @@ -638,14 +659,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, true); + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if I am not receiving power but on { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false); + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false); } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -699,7 +720,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B { m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); } - m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating + m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating return; } } @@ -1060,7 +1081,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1076,7 +1097,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1094,7 +1115,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY { // Repeaters cannot be powered by any face except their back; verify that this is true for a source - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1124,7 +1145,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY } } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1165,7 +1186,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ; eBlockFace Face = cPiston::MetaDataToDirection(a_Meta); - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1181,7 +1202,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, a_BlockZ = OldZ; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1204,7 +1225,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1214,7 +1235,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in } } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1232,7 +1253,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered) { - for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1375,7 +1396,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, return; } - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list + PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); + + for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list { if ( itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && @@ -1390,7 +1413,7 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, sPoweredBlocks RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); - m_PoweredBlocks.push_back(RC); + Powered->push_back(RC); } @@ -1415,7 +1438,9 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( return; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list + LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); + + for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && @@ -1432,7 +1457,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ); RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); - m_LinkedPoweredBlocks.push_back(RC); + Linked->push_back(RC); } @@ -1441,7 +1466,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) { - for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1465,16 +1490,16 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl sSimulatedPlayerToggleableList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.WasLastStatePowered = WasLastStatePowered; - m_SimulatedPlayerToggleableBlocks.push_back(RC); + m_SimulatedPlayerToggleableBlocks->push_back(RC); } -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn) +void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) { - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1484,7 +1509,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a } // 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) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description + itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; return; @@ -1492,18 +1517,16 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a } // Self not in list, add self to list - sRepeatersDelayList RC; + sRepeatersDelayList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) // * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed - // We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P - RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; - + RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; RC.a_ElapsedTicks = 0; RC.ShouldPowerOn = ShouldPowerOn; - m_RepeatersDelayList.push_back(RC); + m_RepeatersDelayList->push_back(RC); return; } -- cgit v1.2.3