Files
AkarinMC/src/main/java/com/destroystokyo/paper/util/RedstoneWireTurbo.java
2019-03-04 18:16:32 +08:00

911 lines
43 KiB
Java

package com.destroystokyo.paper.util;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ThreadLocalRandom;
import org.bukkit.event.block.BlockRedstoneEvent;
import com.google.common.collect.Lists;
import com.google.common.collect.Maps;
import net.minecraft.server.Block;
import net.minecraft.server.BlockPosition;
import net.minecraft.server.BlockRedstoneWire;
import net.minecraft.server.IBlockData;
import net.minecraft.server.World;
/**
* Used for the faster redstone algorithm.
* Original author: theosib
* Original license: MIT
*
* Ported to Paper and updated to 1.13 by egg82
*/
public class RedstoneWireTurbo {
/*
* This is Helper class for BlockRedstoneWire. It implements a minimally-invasive
* bolt-on accelerator that performs a breadth-first search through redstone wire blocks
* in order to more efficiently and deterministically compute new redstone wire power levels
* and determine the order in which other blocks should be updated.
*
* Features:
* - Changes to BlockRedstoneWire are very limited, no other classes are affected, and the
* choice between old and new redstone wire update algorithms is switchable on-line.
* - The vanilla implementation relied on World.notifyNeighborsOfStateChange for redstone
* wire blocks to communicate power level changes to each other, generating 36 block
* updates per call. This improved implementation propagates power level changes directly
* between redstone wire blocks. Redstone wire power levels are therefore computed more quickly,
* and block updates are sent only to non-redstone blocks, many of which may perform an
* action when informed of a change in redstone power level. (Note: Block updates are not
* the same as state changes to redstone wire. Wire block states are updated as soon
* as they are computed.)
* - Of the 36 block updates generated by a call to World.notifyNeighborsOfStateChange,
* 12 of them are obviously redundant (e.g. the west neighbor of the east neighbor).
* These are eliminated.
* - Updates to redstone wire and other connected blocks are propagated in a breath-first
* manner, radiating out from the initial trigger (a block update to a redstone wire
* from something other than redstone wire).
* - Updates are scheduled both deterministically and in an intuitive order, addressing bug
* MC-11193.
* - All redstone behavior that used to be locational now works the same in all locations.
* - All behaviors of redstone wire that used to be orientational now work the same in all
* orientations, as long as orientation can be determined; random otherwise. Some other
* redstone components still update directionally (e.g. switches), and this code can't
* compensate for that.
* - Information that is otherwise computed over and over again or which is expensive to
* to compute is cached for faster lookup. This includes coordinates of block position
* neighbors and block states that won't change behind our backs during the execution of
* this search algorithm.
* - Redundant block updates (both to redstone wire and to other blocks) are heavily
* consolidated. For worst-case scenarios (depowering of redstone wire) this results
* in a reduction of block updates by as much as 95% (factor of 1/21). Due to overheads,
* empirical testing shows a speedup better than 10x. This addresses bug MC-81098.
*
* Extensive testing has been performed to ensure that existing redstone contraptions still
* behave as expected. Results of early testing that identified undesirable behavior changes
* were addressed. Additionally, real-time performance testing revealed compute inefficiencies
* With earlier implementations of this accelerator. Some compatibility adjustments and
* performance optimizations resulted in harmless increases in block updates above the
* theoretical minimum.
*
* Only a single redstone machine was found to break: An instant dropper line hack that
* relies on powered rails and quasi-connectivity but doesn't work in all directions. The
* replacement is to lay redstone wire directly on top of the dropper line, which now works
* reliably in any direction.
*
* There are numerous other optimization that can be made, but those will be provided later in
* separate updates. This version is designed to be minimalistic.
*
* Many thanks to the following individuals for their help in testing this functionality:
* - pokechu22, _MethodZz_, WARBEN, NarcolepticFrog, CommandHelper (nessie), ilmango,
* OreoLamp, Xcom6000, tryashtar, RedCMD, Smokey95Dog, EDDxample, Rays Works,
* Nodnam, BlockyPlays, Grumm, NeunEinser, HelVince.
*/
/* Reference to BlockRedstoneWire object, which uses this accelerator */
private final BlockRedstoneWire wire;
/*
* Implementation:
*
* RedstoneWire Blocks are updated in concentric rings or "layers" radiating out from the
* initial block update that came from a call to BlockRedstoneWire.neighborChanged().
* All nodes put in Layer N are those with Manhattan distance N from the trigger
* position, reachable through connected redstone wire blocks.
*
* Layer 0 represents the trigger block position that was input to neighborChanged.
* Layer 1 contains the immediate neighbors of that position.
* Layer N contains the neighbors of blocks in layer N-1, not including
* those in previous layers.
*
* Layers enforce an update order that is a function of Manhattan distance
* from the initial coordinates input to neighborChanged. The same
* coordinates may appear in multiple layers, but redundant updates are minimized.
* Block updates are sent layer-by-layer. If multiple of a block's neighbors experience
* redstone wire changes before its layer is processed, then those updates will be merged.
* If a block's update has been sent, but its neighboring redstone changes
* after that, then another update will be sent. This preserves compatibility with
* machines that rely on zero-tick behavior, except that the new functionality is non-
* locational.
*
* Within each layer, updates are ordered left-to-right relative to the direction of
* information flow. This makes the implementation non-orientational. Only when
* this direction is ambiguous is randomness applied (intentionally).
*/
private List<UpdateNode> updateQueue0 = Lists.newArrayList();
private List<UpdateNode> updateQueue1 = Lists.newArrayList();
private List<UpdateNode> updateQueue2 = Lists.newArrayList();
public RedstoneWireTurbo(BlockRedstoneWire wire) {
this.wire = wire;
}
/*
* Compute neighbors of a block. When a redstone wire value changes, previously it called
* World.notifyNeighborsOfStateChange. That lists immediately neighboring blocks in
* west, east, down, up, north, south order. For each of those neighbors, their own
* neighbors are updated in the same order. This generates 36 updates, but 12 of them are
* redundant; for instance the west neighbor of a block's east neighbor.
*
* Note that this ordering is only used to create the initial list of neighbors. Once
* the direction of signal flow is identified, the ordering of updates is completely
* reorganized.
*/
public static BlockPosition[] computeAllNeighbors(final BlockPosition pos) {
final int x = pos.getX();
final int y = pos.getY();
final int z = pos.getZ();
final BlockPosition[] n = new BlockPosition[24];
// Immediate neighbors, in the same order as
// World.notifyNeighborsOfStateChange, etc.:
// west, east, down, up, north, south
n[0] = new BlockPosition(x - 1, y, z);
n[1] = new BlockPosition(x + 1, y, z);
n[2] = new BlockPosition(x, y - 1, z);
n[3] = new BlockPosition(x, y + 1, z);
n[4] = new BlockPosition(x, y, z - 1);
n[5] = new BlockPosition(x, y, z + 1);
// Neighbors of neighbors, in the same order,
// except that duplicates are not included
n[6] = new BlockPosition(x - 2, y, z);
n[7] = new BlockPosition(x - 1, y - 1, z);
n[8] = new BlockPosition(x - 1, y + 1, z);
n[9] = new BlockPosition(x - 1, y, z - 1);
n[10] = new BlockPosition(x - 1, y, z + 1);
n[11] = new BlockPosition(x + 2, y, z);
n[12] = new BlockPosition(x + 1, y - 1, z);
n[13] = new BlockPosition(x + 1, y + 1, z);
n[14] = new BlockPosition(x + 1, y, z - 1);
n[15] = new BlockPosition(x + 1, y, z + 1);
n[16] = new BlockPosition(x, y - 2, z);
n[17] = new BlockPosition(x, y - 1, z - 1);
n[18] = new BlockPosition(x, y - 1, z + 1);
n[19] = new BlockPosition(x, y + 2, z);
n[20] = new BlockPosition(x, y + 1, z - 1);
n[21] = new BlockPosition(x, y + 1, z + 1);
n[22] = new BlockPosition(x, y, z - 2);
n[23] = new BlockPosition(x, y, z + 2);
return n;
}
/*
* We only want redstone wires to update redstone wires that are
* immediately adjacent. Some more distant updates can result
* in cross-talk that (a) wastes time and (b) can make the update
* order unintuitive. Therefore (relative to the neighbor order
* computed by computeAllNeighbors), updates are not scheduled
* for redstone wire in those non-connecting positions. On the
* other hand, updates will always be sent to *other* types of blocks
* in any of the 24 neighboring positions.
*/
private static final boolean[] update_redstone = {
true, true, false, false, true, true, // 0 to 5
false, true, true, false, false, false, // 6 to 11
true, true, false, false, false, true, // 12 to 17
true, false, true, true, false, false // 18 to 23
};
// Internal numbering for cardinal directions
private static final int North = 0;
private static final int East = 1;
private static final int South = 2;
private static final int West = 3;
/*
* These lookup tables completely remap neighbor positions into a left-to-right
* ordering, based on the cardinal direction that is determined to be forward.
* See below for more explanation.
*/
private static final int[] forward_is_north = {2, 3, 16, 19, 0, 4, 1, 5, 7, 8, 17, 20, 12, 13, 18, 21, 6, 9, 22, 14, 11, 10, 23, 15};
private static final int[] forward_is_east = {2, 3, 16, 19, 4, 1, 5, 0, 17, 20, 12, 13, 18, 21, 7, 8, 22, 14, 11, 15, 23, 9, 6, 10};
private static final int[] forward_is_south = {2, 3, 16, 19, 1, 5, 0, 4, 12, 13, 18, 21, 7, 8, 17, 20, 11, 15, 23, 10, 6, 14, 22, 9};
private static final int[] forward_is_west = {2, 3, 16, 19, 5, 0, 4, 1, 18, 21, 7, 8, 17, 20, 12, 13, 23, 10, 6, 9, 22, 15, 11, 14};
/* For any orientation, we end up with the update order defined below. This order is relative to any redstone wire block
* that is itself having an update computed, and this center position is marked with C.
* - The update position marked 0 is computed first, and the one marked 23 is last.
* - Forward is determined by the local direction of information flow into position C from prior updates.
* - The first updates are scheduled for the four positions below and above C.
* - Then updates are scheduled for the four horizontal neighbors of C, followed by the positions below and above those neighbors.
* - Finally, updates are scheduled for the remaining positions with Manhattan distance 2 from C (at the same Y coordinate).
* - For a given horizontal distance from C, updates are scheduled starting from directly left and stepping clockwise to directly
* right. The remaining positions behind C are scheduled counterclockwise so as to maintain the left-to-right ordering.
* - If C is in layer N of the update schedule, then all 24 positions may be scheduled for layer N+1. For redstone wire, no
* updates are scheduled for positions that cannot directly connect. Additionally, the four positions above and below C
* are ALSO scheduled for layer N+2.
* - This update order was selected after experimenting with a number of alternative schedules, based on its compatibility
* with existing redstone designs and behaviors that were considered to be intuitive by various testers. WARBEN in particular
* made some of the most challenging test cases, but the 3-tick clocks (made by RedCMD) were also challenging to fix,
* along with the rail-based instant dropper line built by ilmango. Numerous others made test cases as well, including
* NarcolepticFrog, nessie, and Pokechu22.
*
* - The forward direction is determined locally. So when there are branches in the redstone wire, the left one will get updated
* before the right one. Each branch can have its own relative forward direction, resulting in the left side of a left branch
* having priority over the right branch of a left branch, which has priority over the left branch of a right branch, followed
* by the right branch of a right branch. And so forth. Since redstone power reduces to zero after a path distance of 15,
* that imposes a practical limit on the branching. Note that the branching is not tracked explicitly -- relative forward
* directions dictate relative sort order, which maintains the proper global ordering. This also makes it unnecessary to be
* concerned about branches meeting up with each other.
*
* ^
* |
* Forward
* <-- Left Right -->
*
* 18
* 10 17 5 19 11
* 2 8 0 12 16 4 C 6 20 9 1 13 3
* 14 21 7 23 15
* Further 22 Further
* Down Down Up Up
*
* Backward
* |
* V
*/
// This allows the above remapping tables to be looked up by cardial direction index
private static final int[][] reordering = { forward_is_north, forward_is_east, forward_is_south, forward_is_west };
/*
* Input: Array of UpdateNode objects in an order corresponding to the positions
* computed by computeAllNeighbors above.
* Output: Array of UpdateNode objects oriented using the above remapping tables
* corresponding to the identified heading (direction of information flow).
*/
private static void orientNeighbors(final UpdateNode[] src, final UpdateNode[] dst, final int heading) {
final int[] re = reordering[heading];
for (int i = 0; i < 24; i++) {
dst[i] = src[re[i]];
}
}
/*
* Structure to keep track of redstone wire blocks and
* neighbors that will receive updates.
*/
private static class UpdateNode {
public static enum Type {
UNKNOWN, REDSTONE, OTHER
}
IBlockData currentState; // Keep track of redstone wire value
UpdateNode[] neighbor_nodes; // References to neighbors (directed graph edges)
BlockPosition self; // UpdateNode's own position
BlockPosition parent; // Which block pos spawned/updated this node
Type type = Type.UNKNOWN; // unknown, redstone wire, other type of block
int layer; // Highest layer this node is scheduled in
boolean visited; // To keep track of information flow direction, visited restone wire is marked
int xbias, zbias; // Remembers directionality of ancestor nodes; helps eliminate directional ambiguities.
}
/*
* Keep track of all block positions discovered during search and their current states.
* We want to remember one entry for each position.
*/
private final Map<BlockPosition, UpdateNode> nodeCache = Maps.newHashMap();
/*
* For a newly created UpdateNode object, determine what type of block it is.
*/
private void identifyNode(final World worldIn, final UpdateNode upd1) {
final BlockPosition pos = upd1.self;
final IBlockData oldState = worldIn.getType(pos);
upd1.currentState = oldState;
// Some neighbors of redstone wire are other kinds of blocks.
// These need to receive block updates to inform them that
// redstone wire values have changed.
final Block block = oldState.getBlock();
if (block != wire) {
// Mark this block as not redstone wire and therefore
// requiring updates
upd1.type = UpdateNode.Type.OTHER;
// Non-redstone blocks may propagate updates, but those updates
// are not handled by this accelerator. Therefore, we do not
// expand this position's neighbors.
return;
}
// One job of BlockRedstoneWire.neighborChanged is to convert
// redstone wires to items if the block beneath was removed.
// With this accelerator, BlockRedstoneWire.neighborChanged
// is only typically called for a single wire block, while
// others are processed internally by the breadth first search
// algorithm. To preserve this game behavior, this check must
// be replicated here.
if (!wire.canPlace(null, worldIn, pos)) {
// Pop off the redstone dust
oldState.dropNaturally(worldIn, pos, 0);
worldIn.setAir(pos);
// Mark this position as not being redstone wire
upd1.type = UpdateNode.Type.OTHER;
// Note: Sending updates to air blocks leads to an empty method.
// Testing shows this to be faster than explicitly avoiding updates to
// air blocks.
return;
}
// If the above conditions fail, then this is a redstone wire block.
upd1.type = UpdateNode.Type.REDSTONE;
}
/*
* Given which redstone wire blocks have been visited and not visited
* around the position currently being updated, compute the cardinal
* direction that is "forward."
*
* rx is the forward direction along the West/East axis
* rz is the forward direction along the North/South axis
*/
static private int computeHeading(final int rx, final int rz) {
// rx and rz can only take on values -1, 0, and 1, so we can
// compute a code number that allows us to use a single switch
// to determine the heading.
final int code = (rx + 1) + 3 * (rz + 1);
switch (code) {
case 0: {
// Both rx and rz are -1 (northwest)
// Randomly choose one to be forward.
final int j = ThreadLocalRandom.current().nextInt(0, 1);
return (j == 0) ? North : West;
}
case 1: {
// rx=0, rz=-1
// Definitively North
return North;
}
case 2: {
// rx=1, rz=-1 (northeast)
// Choose randomly between north and east
final int j = ThreadLocalRandom.current().nextInt(0, 1);
return (j == 0) ? North : East;
}
case 3: {
// rx=-1, rz=0
// Definitively West
return West;
}
case 4: {
// rx=0, rz=0
// Heading is completely ambiguous. Choose
// randomly among the four cardinal directions.
return ThreadLocalRandom.current().nextInt(0, 4);
}
case 5: {
// rx=1, rz=0
// Definitively East
return East;
}
case 6: {
// rx=-1, rz=1 (southwest)
// Choose randomly between south and west
final int j = ThreadLocalRandom.current().nextInt(0, 1);
return (j == 0) ? South : West;
}
case 7: {
// rx=0, rz=1
// Definitively South
return South;
}
case 8: {
// rx=1, rz=1 (southeast)
// Choose randomly between south and east
final int j = ThreadLocalRandom.current().nextInt(0, 1);
return (j == 0) ? South : East;
}
}
// We should never get here
return ThreadLocalRandom.current().nextInt(0, 4);
}
// Select whether to use updateSurroundingRedstone from BlockRedstoneWire (old)
// or this helper class (new)
private static final boolean old_current_change = false;
/*
* Process a node whose neighboring redstone wire has experienced value changes.
*/
private void updateNode(final World worldIn, final UpdateNode upd1, final int layer) {
final BlockPosition pos = upd1.self;
// Mark this redstone wire as having been visited so that it can be used
// to calculate direction of information flow.
upd1.visited = true;
// Look up the last known state.
// Due to the way other redstone components are updated, we do not
// have to worry about a state changing behind our backs. The rare
// exception is handled by scheduleReentrantNeighborChanged.
final IBlockData oldState = upd1.currentState;
// Ask the wire block to compute its power level from its neighbors.
// This will also update the wire's power level and return a new
// state if it has changed. When a wire power level is changed,
// calculateCurrentChanges will immediately update the block state in the world
// and return the same value here to be cached in the corresponding
// UpdateNode object.
IBlockData newState;
if (old_current_change) {
newState = wire.calculateCurrentChanges(worldIn, pos, pos, oldState);
} else {
// Looking up block state is slow. This accelerator includes a version of
// calculateCurrentChanges that uses cahed wire values for a
// significant performance boost.
newState = this.calculateCurrentChanges(worldIn, upd1);
}
// Only inform neighbors if the state has changed
if (newState != oldState) {
// Store the new state
upd1.currentState = newState;
// Inform neighbors of the change
propagateChanges(worldIn, upd1, layer);
}
}
/*
* This identifies the neighboring positions of a new UpdateNode object,
* determines their types, and links those to into the graph. Then based on
* what nodes in the redstone wire graph have been visited, the neighbors
* are reordered left-to-right relative to the direction of information flow.
*/
private void findNeighbors(final World worldIn, final UpdateNode upd1) {
final BlockPosition pos = upd1.self;
// Get the list of neighbor coordinates
final BlockPosition[] neighbors = computeAllNeighbors(pos);
// Temporary array of neighbors in cardinal ordering
final UpdateNode[] neighbor_nodes = new UpdateNode[24];
// Target array of neighbors sorted left-to-right
upd1.neighbor_nodes = new UpdateNode[24];
for (int i=0; i<24; i++) {
// Look up each neighbor in the node cache
final BlockPosition pos2 = neighbors[i];
UpdateNode upd2 = nodeCache.get(pos2);
if (upd2 == null) {
// If this is a previously unreached position, create
// a new update node, add it to the cache, and identify what it is.
upd2 = new UpdateNode();
upd2.self = pos2;
upd2.parent = pos;
nodeCache.put(pos2, upd2);
identifyNode(worldIn, upd2);
}
// For non-redstone blocks, any of the 24 neighboring positions
// should receive a block update. However, some block coordinates
// may contain a redstone wire that does not directly connect to the
// one being expanded. To avoid redundant calculations and confusing
// cross-talk, those neighboring positions are not included.
if (update_redstone[i] || upd2.type != UpdateNode.Type.REDSTONE) {
neighbor_nodes[i] = upd2;
}
}
// Determine the directions from which the redstone signal may have come from. This
// checks for redstone wire at the same Y level and also Y+1 and Y-1, relative to the
// block being expanded.
final boolean fromWest = (neighbor_nodes[0].visited || neighbor_nodes[7].visited || neighbor_nodes[8].visited);
final boolean fromEast = (neighbor_nodes[1].visited || neighbor_nodes[12].visited || neighbor_nodes[13].visited);
final boolean fromNorth = (neighbor_nodes[4].visited || neighbor_nodes[17].visited || neighbor_nodes[20].visited);
final boolean fromSouth = (neighbor_nodes[5].visited || neighbor_nodes[18].visited || neighbor_nodes[21].visited);
int cx = 0, cz = 0;
if (fromWest) cx += 1;
if (fromEast) cx -= 1;
if (fromNorth) cz += 1;
if (fromSouth) cz -= 1;
int heading;
if (cx==0 && cz==0) {
// If there is no clear direction, try to inherit the heading from ancestor nodes.
heading = computeHeading(upd1.xbias, upd1.zbias);
// Propagate that heading to descendant nodes.
for (int i=0; i<24; i++) {
final UpdateNode nn = neighbor_nodes[i];
if (nn != null) {
nn.xbias = upd1.xbias;
nn.zbias = upd1.zbias;
}
}
} else {
if (cx != 0 && cz != 0) {
// If the heading is somewhat ambiguous, try to disambiguate based on
// ancestor nodes.
if (upd1.xbias != 0) cz = 0;
if (upd1.zbias != 0) cx = 0;
}
heading = computeHeading(cx, cz);
// Propagate that heading to descendant nodes.
for (int i=0; i<24; i++) {
final UpdateNode nn = neighbor_nodes[i];
if (nn != null) {
nn.xbias = cx;
nn.zbias = cz;
}
}
}
// Reorder neighboring UpdateNode objects according to the forward direction
// determined above.
orientNeighbors(neighbor_nodes, upd1.neighbor_nodes, heading);
}
/*
* For any redstone wire block in layer N, inform neighbors to recompute their states
* in layers N+1 and N+2;
*/
private void propagateChanges(final World worldIn, final UpdateNode upd1, final int layer) {
if (upd1.neighbor_nodes == null) {
// If this node has not been expanded yet, find its neighbors
findNeighbors(worldIn, upd1);
}
final BlockPosition pos = upd1.self;
// All neighbors may be scheduled for layer N+1
final int layer1 = layer + 1;
// If the node being updated (upd1) has already been expanded, then merely
// schedule updates to its neighbors.
for (int i = 0; i < 24; i++) {
final UpdateNode upd2 = upd1.neighbor_nodes[i];
// This test ensures that an UpdateNode is never scheduled to the same layer
// more than once. Also, skip non-connecting redstone wire blocks
if (upd2 != null && layer1 > upd2.layer) {
upd2.layer = layer1;
updateQueue1.add(upd2);
// Keep track of which block updated this neighbor
upd2.parent = pos;
}
}
// Nodes above and below are scheduled ALSO for layer N+2
final int layer2 = layer + 2;
// Repeat of the loop above, but only for the first four (above and below) neighbors
// and for layer N+2;
for (int i = 0; i < 4; i++) {
final UpdateNode upd2 = upd1.neighbor_nodes[i];
if (upd2 != null && layer2 > upd2.layer) {
upd2.layer = layer2;
updateQueue2.add(upd2);
upd2.parent = pos;
}
}
}
// The breadth-first search below will send block updates to blocks
// that are not redstone wire. If one of those updates results in
// a distant redstone wire getting an update, then this.neighborChanged
// will get called. This would be a reentrant call, and
// it is necessary to properly integrate those updates into the
// on-going search through redstone wire. Thus, we make the layer
// currently being processed visible at the object level.
// The current layer being processed by the breadth-first search
private int currentWalkLayer = 0;
private void shiftQueue() {
final List<UpdateNode> t = updateQueue0;
t.clear();
updateQueue0 = updateQueue1;
updateQueue1 = updateQueue2;
updateQueue2 = t;
}
/*
* Perform a breadth-first (layer by layer) traversal through redstone
* wire blocks, propagating value changes to neighbors in an order
* that is a function of distance from the initial call to
* this.neighborChanged.
*/
private void breadthFirstWalk(final World worldIn) {
shiftQueue();
currentWalkLayer = 1;
// Loop over all layers
while (updateQueue0.size()>0 || updateQueue1.size()>0) {
// Get the set of blocks in this layer
final List<UpdateNode> thisLayer = updateQueue0;
// Loop over all blocks in the layer. Recall that
// this is a List, preserving the insertion order of
// left-to-right based on direction of information flow.
for (UpdateNode upd : thisLayer) {
if (upd.type == UpdateNode.Type.REDSTONE) {
// If the node is is redstone wire,
// schedule updates to neighbors if its value
// has changed.
updateNode(worldIn, upd, currentWalkLayer);
} else {
// If this block is not redstone wire, send a block update.
// Redstone wire blocks get state updates, but they don't
// need block updates. Only non-redstone neighbors need updates.
// World.neighborChanged is called from
// World.notifyNeighborsOfStateChange, and
// notifyNeighborsOfStateExcept. We don't use
// World.notifyNeighborsOfStateChange here, since we are
// already keeping track of all of the neighbor positions
// that need to be updated. All on its own, handling neighbors
// this way reduces block updates by 1/3 (24 instead of 36).
worldIn.neighborChanged(upd.self, wire, upd.parent);
}
}
// Move on to the next layer
shiftQueue();
currentWalkLayer++;
}
currentWalkLayer = 0;
}
/*
* Normally, when Minecraft is computing redstone wire power changes, and a wire power level
* change sends a block update to a neighboring functional component (e.g. piston, repeater, etc.),
* those updates are queued. Only once all redstone wire updates are complete will any component
* action generate any further block updates to redstone wire. Instant repeater lines, for instance,
* will process all wire updates for one redstone line, after which the pistons will zero-tick,
* after which the next redstone line performs all of its updates. Thus, each wire is processed in its
* own discrete wave.
*
* However, there are some corner cases where this pattern breaks, with a proof of concept discovered
* by Rays Works, which works the same in vanilla. The scenario is as follows:
* (1) A redstone wire is conducting a signal.
* (2) Part-way through that wave of updates, a neighbor is updated that causes an update to a completely
* separate redstone wire.
* (3) This results in a call to BlockRedstoneWire.neighborChanged for that other wire, in the middle of
* an already on-going propagation through the first wire.
*
* The vanilla code, being depth-first, would end up fully processing the second wire before going back
* to finish processing the first one. (Although technically, vanilla has no special concept of "being
* in the middle" of processing updates to a wire.) For the breadth-first algorithm, we give this
* situation special handling, where the updates for the second wire are incorporated into the schedule
* for the first wire, and then the callstack is allowed to unwind back to the on-going search loop in
* order to continue processing both the first and second wire in the order of distance from the initial
* trigger.
*/
private IBlockData scheduleReentrantNeighborChanged(final World worldIn, final BlockPosition pos, final IBlockData newState, final BlockPosition source) {
if (source != null) {
// If the cause of the redstone wire update is known, we can use that to help determine
// direction of information flow.
UpdateNode src = nodeCache.get(source);
if (src == null) {
src = new UpdateNode();
src.self = source;
src.parent = source;
src.visited = true;
identifyNode(worldIn, src);
nodeCache.put(source, src);
}
}
// Find or generate a node for the redstone block position receiving the update
UpdateNode upd = nodeCache.get(pos);
if (upd == null) {
upd = new UpdateNode();
upd.self = pos;
upd.parent = pos;
upd.visited = true;
identifyNode(worldIn, upd);
nodeCache.put(pos, upd);
}
upd.currentState = newState;
// Receiving this block update may mean something in the world changed.
// Therefore we clear the cached block info about all neighbors of
// the position receiving the update and then re-identify what they are.
if (upd.neighbor_nodes != null) {
for (int i=0; i<24; i++) {
final UpdateNode upd2 = upd.neighbor_nodes[i];
if (upd2 == null) continue;
upd2.type = UpdateNode.Type.UNKNOWN;
upd2.currentState = null;
identifyNode(worldIn, upd2);
}
}
// The block at 'pos' is a redstone wire and has been updated already by calling
// wire.calculateCurrentChanges, so we don't schedule that. However, we do need
// to schedule its neighbors. By passing the current value of 'currentWalkLayer' to
// propagateChanges, the neighbors of 'pos' are scheduled for layers currentWalkLayer+1
// and currentWalkLayer+2.
propagateChanges(worldIn, upd, currentWalkLayer);
// Return here. The call stack will unwind back to the first call to
// updateSurroundingRedstone, whereupon the new updates just scheduled will
// be propagated. This also facilitates elimination of superfluous and
// redundant block updates.
return newState;
}
/*
* New version of pre-existing updateSurroundingRedstone, which is called from
* wire.updateSurroundingRedstone, which is called from wire.neighborChanged and a
* few other methods in BlockRedstoneWire. This sets off the breadth-first
* walk through all redstone dust connected to the initial position triggered.
*/
public IBlockData updateSurroundingRedstone(final World worldIn, final BlockPosition pos, final IBlockData state, final BlockPosition source) {
// Check this block's neighbors and see if its power level needs to change
// Use the calculateCurrentChanges method in BlockRedstoneWire since we have no
// cached block states at this point.
final IBlockData newState = wire.calculateCurrentChanges(worldIn, pos, pos, state);
// If no change, exit
if (newState == state) {
return state;
}
// Check to see if this update was received during an on-going breadth first search
if (currentWalkLayer > 0 || nodeCache.size() > 0) {
// As breadthFirstWalk progresses, it sends block updates to neighbors. Some of those
// neighbors may affect the world so as to cause yet another redstone wire block to receive
// an update. If that happens, we need to integrate those redstone wire updates into the
// already on-going graph walk being performed by breadthFirstWalk.
return scheduleReentrantNeighborChanged(worldIn, pos, newState, source);
}
// If there are no on-going walks through redstone wire, then start a new walk.
// If the source of the block update to the redstone wire at 'pos' is known, we can use
// that to help determine the direction of information flow.
if (source != null) {
final UpdateNode src = new UpdateNode();
src.self = source;
src.parent = source;
src.visited = true;
nodeCache.put(source, src);
identifyNode(worldIn, src);
}
// Create a node representing the block at 'pos', and then propagate updates
// to its neighbors. As stated above, the call to wire.calculateCurrentChanges
// already performs the update to the block at 'pos', so it is not added to the schedule.
final UpdateNode upd = new UpdateNode();
upd.self = pos;
upd.parent = source!=null ? source : pos;
upd.currentState = newState;
upd.type = UpdateNode.Type.REDSTONE;
upd.visited = true;
nodeCache.put(pos, upd);
propagateChanges(worldIn, upd, 0);
// Perform the walk over all directly reachable redstone wire blocks, propagating wire value
// updates in a breadth first order out from the initial update received for the block at 'pos'.
breadthFirstWalk(worldIn);
// With the whole search completed, clear the list of all known blocks.
// We do not want to keep around state information that may be changed by other code.
// In theory, we could cache the neighbor block positions, but that is a separate
// optimization.
nodeCache.clear();
return newState;
}
// For any array of neighbors in an UpdateNode object, these are always
// the indices of the four immediate neighbors at the same Y coordinate.
private static final int[] rs_neighbors = {4, 5, 6, 7};
private static final int[] rs_neighbors_up = {9, 11, 13, 15};
private static final int[] rs_neighbors_dn = {8, 10, 12, 14};
/*
* Updated calculateCurrentChanges that is optimized for speed and uses
* the UpdateNode's neighbor array to find the redstone states of neighbors
* that might power it.
*/
private IBlockData calculateCurrentChanges(final World worldIn, final UpdateNode upd) {
IBlockData state = upd.currentState;
final int i = state.get(BlockRedstoneWire.POWER).intValue();
int j = 0;
j = getMaxCurrentStrength(upd, j);
int l = 0;
wire.setCanProvidePower(false);
// Unfortunately, World.isBlockIndirectlyGettingPowered is complicated,
// and I'm not ready to try to replicate even more functionality from
// elsewhere in Minecraft into this accelerator. So sadly, we must
// suffer the performance hit of this very expensive call. If there
// is consistency to what this call returns, we may be able to cache it.
final int k = worldIn.isBlockIndirectlyGettingPowered(upd.self);
wire.setCanProvidePower(true);
// The variable 'k' holds the maximum redstone power value of any adjacent blocks.
// If 'k' has the highest level of all neighbors, then the power level of this
// redstone wire will be set to 'k'. If 'k' is already 15, then nothing inside the
// following loop can affect the power level of the wire. Therefore, the loop is
// skipped if k is already 15.
if (k < 15) {
if (upd.neighbor_nodes == null) {
// If this node's neighbors are not known, expand the node
findNeighbors(worldIn, upd);
}
// These remain constant, so pull them out of the loop.
// Regardless of which direction is forward, the UpdateNode for the
// position directly above the node being calculated is always
// at index 1.
UpdateNode center_up = upd.neighbor_nodes[1];
boolean center_up_is_cube = center_up.currentState.isOccluding();
for (int m = 0; m < 4; m++) {
// Get the neighbor array index of each of the four cardinal
// neighbors.
int n = rs_neighbors[m];
// Get the max redstone power level of each of the cardinal
// neighbors
UpdateNode neighbor = upd.neighbor_nodes[n];
l = getMaxCurrentStrength(neighbor, l);
// Also check the positions above and below the cardinal
// neighbors
boolean neighbor_is_cube = neighbor.currentState.isOccluding();
if (!neighbor_is_cube) {
UpdateNode neighbor_down = upd.neighbor_nodes[rs_neighbors_dn[m]];
l = getMaxCurrentStrength(neighbor_down, l);
} else
if (!center_up_is_cube) {
UpdateNode neighbor_up = upd.neighbor_nodes[rs_neighbors_up[m]];
l = getMaxCurrentStrength(neighbor_up, l);
}
}
}
// The new code sets this RedstoneWire block's power level to the highest neighbor
// minus 1. This usually results in wire power levels dropping by 2 at a time.
// This optimization alone has no impact on update order, only the number of updates.
j = l - 1;
// If 'l' turns out to be zero, then j will be set to -1, but then since 'k' will
// always be in the range of 0 to 15, the following if will correct that.
if (k > j) j = k;
// egg82's amendment
// Adding Bukkit's BlockRedstoneEvent - er.. event.
if (i != j) {
BlockRedstoneEvent event = new BlockRedstoneEvent(worldIn.getWorld().getBlockAt(upd.self.getX(), upd.self.getY(), upd.self.getZ()), i, j);
worldIn.getServer().getPluginManager().callEvent(event);
j = event.getNewCurrent();
}
if (i != j) {
// If the power level has changed from its previous value, compute a new state
// and set it in the world.
// Possible optimization: Don't commit state changes to the world until they
// need to be known by some nearby non-redstone-wire block.
state = state.set(BlockRedstoneWire.POWER, Integer.valueOf(j));
worldIn.setTypeAndData(upd.self, state, 2);
}
return state;
}
/*
* Optimized function to compute a redstone wire's power level based on cached
* state.
*/
private static int getMaxCurrentStrength(final UpdateNode upd, final int strength) {
if (upd.type != UpdateNode.Type.REDSTONE) return strength;
final int i = upd.currentState.get(BlockRedstoneWire.POWER).intValue();
return i > strength ? i : strength;
}
}