133 lines
4.9 KiB
C++
133 lines
4.9 KiB
C++
#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)
|
|
Logger::debug("Multiple wire entities share tile position: {}", wireEntity->position());
|
|
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);
|
|
}
|
|
}
|
|
|
|
}
|