World: group light-related functions

i don't know why these were dumped between getBlock() and setBlock() to begin with.
This commit is contained in:
Dylan K. Taylor 2019-10-23 21:29:00 +01:00
parent f01b7b74ba
commit 3768f3008e

View File

@ -1245,99 +1245,6 @@ class World implements ChunkManager{
return $light < 0 ? 0 : $light;
}
/**
* @param int $x
* @param int $y
* @param int $z
*
* @return int bitmap, (id << 4) | data
*/
public function getFullBlock(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, false)->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}
public function isInWorld(int $x, int $y, int $z) : bool{
return (
$x <= Limits::INT32_MAX and $x >= Limits::INT32_MIN and
$y < $this->worldHeight and $y >= 0 and
$z <= Limits::INT32_MAX and $z >= Limits::INT32_MIN
);
}
/**
* Gets the Block object at the Vector3 location. This method wraps around {@link getBlockAt}, converting the
* vector components to integers.
*
* Note: If you're using this for performance-sensitive code, and you're guaranteed to be supplying ints in the
* specified vector, consider using {@link getBlockAt} instead for better performance.
*
* @param Vector3 $pos
* @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate)
* @param bool $addToCache Whether to cache the block object created by this method call.
*
* @return Block
*/
public function getBlock(Vector3 $pos, bool $cached = true, bool $addToCache = true) : Block{
return $this->getBlockAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z), $cached, $addToCache);
}
/**
* Gets the Block object at the specified coordinates.
*
* Note for plugin developers: If you are using this method a lot (thousands of times for many positions for
* example), you may want to set addToCache to false to avoid using excessive amounts of memory.
*
* @param int $x
* @param int $y
* @param int $z
* @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate)
* @param bool $addToCache Whether to cache the block object created by this method call.
*
* @return Block
*/
public function getBlockAt(int $x, int $y, int $z, bool $cached = true, bool $addToCache = true) : Block{
$fullState = 0;
$relativeBlockHash = null;
$chunkHash = World::chunkHash($x >> 4, $z >> 4);
if($this->isInWorld($x, $y, $z)){
$relativeBlockHash = World::chunkBlockHash($x, $y, $z);
if($cached and isset($this->blockCache[$chunkHash][$relativeBlockHash])){
return $this->blockCache[$chunkHash][$relativeBlockHash];
}
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
$fullState = $chunk->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}else{
$addToCache = false;
}
}
$block = BlockFactory::fromFullBlock($fullState);
$block->position($this, $x, $y, $z);
static $dynamicStateRead = false;
if($dynamicStateRead){
//this call was generated by a parent getBlock() call calculating dynamic stateinfo
//don't calculate dynamic state and don't add to block cache (since it won't have dynamic state calculated).
//this ensures that it's impossible for dynamic state properties to recursively depend on each other.
$addToCache = false;
}else{
$dynamicStateRead = true;
$block->readStateFromWorld();
$dynamicStateRead = false;
}
if($addToCache and $relativeBlockHash !== null){
$this->blockCache[$chunkHash][$relativeBlockHash] = $block;
}
return $block;
}
public function updateAllLight(Vector3 $pos){
$this->updateBlockSkyLight($pos->x, $pos->y, $pos->z);
$this->updateBlockLight($pos->x, $pos->y, $pos->z);
@ -1435,6 +1342,99 @@ class World implements ChunkManager{
}
}
/**
* @param int $x
* @param int $y
* @param int $z
*
* @return int bitmap, (id << 4) | data
*/
public function getFullBlock(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, false)->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}
public function isInWorld(int $x, int $y, int $z) : bool{
return (
$x <= Limits::INT32_MAX and $x >= Limits::INT32_MIN and
$y < $this->worldHeight and $y >= 0 and
$z <= Limits::INT32_MAX and $z >= Limits::INT32_MIN
);
}
/**
* Gets the Block object at the Vector3 location. This method wraps around {@link getBlockAt}, converting the
* vector components to integers.
*
* Note: If you're using this for performance-sensitive code, and you're guaranteed to be supplying ints in the
* specified vector, consider using {@link getBlockAt} instead for better performance.
*
* @param Vector3 $pos
* @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate)
* @param bool $addToCache Whether to cache the block object created by this method call.
*
* @return Block
*/
public function getBlock(Vector3 $pos, bool $cached = true, bool $addToCache = true) : Block{
return $this->getBlockAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z), $cached, $addToCache);
}
/**
* Gets the Block object at the specified coordinates.
*
* Note for plugin developers: If you are using this method a lot (thousands of times for many positions for
* example), you may want to set addToCache to false to avoid using excessive amounts of memory.
*
* @param int $x
* @param int $y
* @param int $z
* @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate)
* @param bool $addToCache Whether to cache the block object created by this method call.
*
* @return Block
*/
public function getBlockAt(int $x, int $y, int $z, bool $cached = true, bool $addToCache = true) : Block{
$fullState = 0;
$relativeBlockHash = null;
$chunkHash = World::chunkHash($x >> 4, $z >> 4);
if($this->isInWorld($x, $y, $z)){
$relativeBlockHash = World::chunkBlockHash($x, $y, $z);
if($cached and isset($this->blockCache[$chunkHash][$relativeBlockHash])){
return $this->blockCache[$chunkHash][$relativeBlockHash];
}
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
$fullState = $chunk->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}else{
$addToCache = false;
}
}
$block = BlockFactory::fromFullBlock($fullState);
$block->position($this, $x, $y, $z);
static $dynamicStateRead = false;
if($dynamicStateRead){
//this call was generated by a parent getBlock() call calculating dynamic stateinfo
//don't calculate dynamic state and don't add to block cache (since it won't have dynamic state calculated).
//this ensures that it's impossible for dynamic state properties to recursively depend on each other.
$addToCache = false;
}else{
$dynamicStateRead = true;
$block->readStateFromWorld();
$dynamicStateRead = false;
}
if($addToCache and $relativeBlockHash !== null){
$this->blockCache[$chunkHash][$relativeBlockHash] = $block;
}
return $block;
}
/**
* Sets the block at the given Vector3 coordinates.
*