osb/source/game/StarWireProcessor.cpp

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#include "StarWireProcessor.hpp"
#include "StarWorldStorage.hpp"
#include "StarEntityMap.hpp"
#include "StarWireEntity.hpp"
#include "StarLogging.hpp"
namespace Star {
WireProcessor::WireProcessor(WorldStoragePtr worldStorage) {
m_worldStorage = worldStorage;
}
void WireProcessor::process() {
// First, populate all the working entities that are already live
m_worldStorage->entityMap()->forAllEntities([&](EntityPtr const& entity) {
if (auto wireEntity = as<WireEntity>(entity.get()))
populateWorking(wireEntity);
});
// Then, scan the network of each entity in the working set. This may, as a
// side effect, load further unconnected wire entities. Because our policy is
// to try as hard as possible to make sure that the entire wire entity
// network to be loaded at once or not at all, we need to make sure that each
// new disconnected entity also has its network loaded and so on. Thus, if
// the working entities size changes during scanning, simply scan the whole
// thing again until the size stops changing.
while (true) {
size_t oldWorkingSize = m_workingWireEntities.size();
for (auto const& p : m_workingWireEntities.keys()) {
if (!m_workingWireEntities.get(p).networkLoaded)
loadNetwork(p);
}
if (m_workingWireEntities.size() == oldWorkingSize)
break;
}
for (auto const& p : m_workingWireEntities)
p.second.wireEntity->evaluate(this);
m_workingWireEntities.clear();
}
bool WireProcessor::readInputConnection(WireConnection const& connection) {
if (auto wes = m_workingWireEntities.ptr(connection.entityLocation))
return wes->outputStates.get(connection.nodeIndex);
return false;
}
void WireProcessor::populateWorking(WireEntity* wireEntity) {
auto p = m_workingWireEntities.insert(wireEntity->tilePosition(), WireEntityState{nullptr, {}, false});
if (!p.second) {
if (p.first->second.wireEntity != wireEntity)
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Logger::debug("Multiple wire entities share tile position: {}", wireEntity->position());
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return;
}
auto& wes = p.first->second;
wes.wireEntity = wireEntity;
size_t outputNodeCount = wes.wireEntity->nodeCount(WireDirection::Output);
wes.outputStates.resize(outputNodeCount);
for (size_t i = 0; i < outputNodeCount; ++i)
wes.outputStates[i] = wes.wireEntity->nodeState({WireDirection::Output, i});
}
void WireProcessor::loadNetwork(Vec2I tilePosition) {
HashSet<WorldStorage::Sector> networkSectors;
Maybe<float> highestTtl;
// Recursively load a given WireEntity at the given position. Returns true
// if that wire entity was found.
// TODO: This is depth first recursive, because that is the simplest thing,
// but if this causes issues with recursion depth it can be changed.
function<bool(Vec2I)> doLoad;
doLoad = [&](Vec2I const& pos) {
auto sector = m_worldStorage->sectorForPosition(pos);
if (!sector)
return false;
if (m_worldStorage->sectorLoadLevel(*sector) == SectorLoadLevel::Loaded) {
auto ttl = *m_worldStorage->sectorTimeToLive(*sector);
if (highestTtl)
highestTtl = max(*highestTtl, ttl);
else
highestTtl = ttl;
} else {
m_worldStorage->loadSector(*sector);
m_worldStorage->entityMap()->forEachEntity(RectF(*m_worldStorage->regionForSector(*sector)), [&](EntityPtr const& entity) {
if (auto wireEntity = as<WireEntity>(entity.get()))
populateWorking(wireEntity);
});
}
auto wes = m_workingWireEntities.ptr(pos);
if (!wes)
return false;
if (wes->networkLoaded)
return true;
wes->networkLoaded = true;
networkSectors.add(*sector);
// Recursively descend into all the inbound and outbound nodes, and if we
// ever cannot load the wire entity for a connection, go ahead and remove
// the connection.
size_t inboundNodeCount = wes->wireEntity->nodeCount(WireDirection::Input);
for (size_t i = 0; i < inboundNodeCount; ++i) {
for (auto const& connection : wes->wireEntity->connectionsForNode({WireDirection::Input, i})) {
if (!doLoad(connection.entityLocation))
wes->wireEntity->removeNodeConnection({WireDirection::Input, i}, connection);
}
}
size_t outboundNodeCount = wes->wireEntity->nodeCount(WireDirection::Output);
for (size_t i = 0; i < outboundNodeCount; ++i) {
for (auto const& connection : wes->wireEntity->connectionsForNode({WireDirection::Output, i})) {
if (!doLoad(connection.entityLocation))
wes->wireEntity->removeNodeConnection({WireDirection::Output, i}, connection);
}
}
return true;
};
doLoad(tilePosition);
// Set the sector ttl for the entire network to be equal to the highest
// entry, so that the entire network either lives or dies together, but
// without artificially extending the lifetime of the network.
if (highestTtl) {
for (auto const& sector : networkSectors)
m_worldStorage->setSectorTimeToLive(sector, *highestTtl);
}
}
}