mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-07-04 00:59:51 +00:00
Fixed liquid CPU leaks and some flow issues
Liquid still needs a total rewrite, but at least it won't constantly waste CPU anymore.
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@ -241,9 +241,9 @@ abstract class Liquid extends Transparent{
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if($k !== $decay){
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if($k !== $decay){
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$decay = $k;
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$decay = $k;
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if($decay < 0){
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if($decay < 0){
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$this->getLevel()->setBlock($this, new Air(), true);
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$this->getLevel()->setBlock($this, new Air(), true, true);
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}else{
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}else{
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$this->getLevel()->setBlock($this, Block::get($this->id, $decay), true);
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$this->getLevel()->setBlock($this, Block::get($this->id, $decay), true, true);
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$this->getLevel()->scheduleDelayedBlockUpdate($this, $this->tickRate());
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$this->getLevel()->scheduleDelayedBlockUpdate($this, $this->tickRate());
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}
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}
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}elseif($flag){
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}elseif($flag){
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@ -256,19 +256,13 @@ abstract class Liquid extends Transparent{
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$bottomBlock = $this->level->getBlock($this->temporalVector->setComponents($this->x, $this->y - 1, $this->z));
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$bottomBlock = $this->level->getBlock($this->temporalVector->setComponents($this->x, $this->y - 1, $this->z));
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if($bottomBlock->canBeFlowedInto() or $bottomBlock instanceof Liquid){
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if($this instanceof Lava and $bottomBlock instanceof Water){
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if($this instanceof Lava and $bottomBlock instanceof Water){
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$this->getLevel()->setBlock($bottomBlock, Block::get(Item::STONE), true);
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$this->getLevel()->setBlock($bottomBlock, Block::get(Block::STONE), true, true);
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return;
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}
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if($decay >= 8){
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}elseif($bottomBlock->canBeFlowedInto() or ($bottomBlock instanceof Liquid and ($bottomBlock->getDamage() & 0x07) !== 0)){
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$this->getLevel()->setBlock($bottomBlock, Block::get($this->id, $decay), true);
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$this->getLevel()->setBlock($bottomBlock, Block::get($this->id, $decay | 0x08), true, false);
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$this->getLevel()->scheduleDelayedBlockUpdate($bottomBlock, $this->tickRate());
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$this->getLevel()->scheduleDelayedBlockUpdate($bottomBlock, $this->tickRate());
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}else{
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$this->getLevel()->setBlock($bottomBlock, Block::get($this->id, $decay + 8), true);
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$this->getLevel()->scheduleDelayedBlockUpdate($bottomBlock, $this->tickRate());
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}
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}elseif($decay >= 0 and ($decay === 0 or !$bottomBlock->canBeFlowedInto())){
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}elseif($decay >= 0 and ($decay === 0 or !$bottomBlock->canBeFlowedInto())){
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$flags = $this->getOptimalFlowDirections();
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$flags = $this->getOptimalFlowDirections();
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@ -311,7 +305,7 @@ abstract class Liquid extends Transparent{
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$this->getLevel()->useBreakOn($block);
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$this->getLevel()->useBreakOn($block);
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}
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}
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$this->getLevel()->setBlock($block, Block::get($this->getId(), $newFlowDecay), true);
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$this->getLevel()->setBlock($block, Block::get($this->getId(), $newFlowDecay), true, false);
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$this->getLevel()->scheduleDelayedBlockUpdate($block, $this->tickRate());
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$this->getLevel()->scheduleDelayedBlockUpdate($block, $this->tickRate());
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}
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}
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}
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}
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@ -440,9 +434,9 @@ abstract class Liquid extends Transparent{
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if($colliding){
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if($colliding){
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if($this->getDamage() === 0){
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if($this->getDamage() === 0){
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$this->getLevel()->setBlock($this, Block::get(Item::OBSIDIAN), true);
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$this->getLevel()->setBlock($this, Block::get(Item::OBSIDIAN), true, true);
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}elseif($this->getDamage() <= 4){
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}elseif($this->getDamage() <= 4){
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$this->getLevel()->setBlock($this, Block::get(Item::COBBLESTONE), true);
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$this->getLevel()->setBlock($this, Block::get(Item::COBBLESTONE), true, true);
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}
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}
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}
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}
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}
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}
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@ -29,13 +29,6 @@ class StillLava extends Lava{
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protected $id = self::STILL_LAVA;
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protected $id = self::STILL_LAVA;
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public function onUpdate($type){
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if($type !== Level::BLOCK_UPDATE_SCHEDULED){
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return parent::onUpdate($type);
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}
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return false;
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}
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public function getName(){
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public function getName(){
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return "Still Lava";
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return "Still Lava";
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}
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}
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@ -29,14 +29,6 @@ class StillWater extends Water{
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protected $id = self::STILL_WATER;
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protected $id = self::STILL_WATER;
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public function onUpdate($type){
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//TODO: add freezing in cold biomes
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if($type !== Level::BLOCK_UPDATE_SCHEDULED){
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return parent::onUpdate($type);
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}
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return false;
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}
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public function getName(){
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public function getName(){
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return "Still Water";
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return "Still Water";
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}
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}
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