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Block light bug fixes (#454)
* Fixed an age-old light calculation bug causing solid blocks to filter their own light, fixed #375, probably fixed #288 Light spread reduction should be done based on the _target's_ light filter level, not the source. * Revert "Fix Glowing Obsidian lighting" This hack is no longer necessary. This reverts commit 35c33ba980887e9680d62bbcb65f8537bb063f2c. * Fixed wrong light levels for torch and redstone torch * Take adjacent light levels and opacity changes into account, block light will now spread when an obstruction is removed, close #455 * Added timings for Level->setBlock() and lighting updates
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@ -22,7 +22,7 @@
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namespace pocketmine\block;
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class GlowingObsidian extends Transparent{
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class GlowingObsidian extends Solid{
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protected $id = self::GLOWING_OBSIDIAN;
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@ -32,4 +32,8 @@ class RedstoneTorch extends Torch{
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public function getName(){
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return "Redstone Torch";
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}
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public function getLightLevel(){
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return 7;
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}
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}
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@ -34,7 +34,7 @@ class Torch extends Flowable{
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}
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public function getLightLevel(){
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return 15;
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return 14;
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}
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public function getName(){
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@ -25,6 +25,13 @@ use pocketmine\level\Level;
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class LevelTimings{
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/** @var TimingsHandler */
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public $setBlock;
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/** @var TimingsHandler */
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public $doBlockLightUpdates;
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/** @var TimingsHandler */
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public $doBlockSkyLightUpdates;
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/** @var TimingsHandler */
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public $mobSpawn;
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/** @var TimingsHandler */
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@ -79,6 +86,10 @@ class LevelTimings{
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public function __construct(Level $level){
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$name = $level->getFolderName() . " - ";
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$this->setBlock = new TimingsHandler("** " . $name . "setBlock");
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$this->doBlockLightUpdates = new TimingsHandler("** " . $name . "doBlockLightUpdates");
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$this->doBlockSkyLightUpdates = new TimingsHandler("** " . $name . "doBlockSkyLightUpdates");
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$this->mobSpawn = new TimingsHandler("** " . $name . "mobSpawn");
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$this->doChunkUnload = new TimingsHandler("** " . $name . "doChunkUnload");
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$this->doTickPending = new TimingsHandler("** " . $name . "doTickPending");
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@ -1286,17 +1286,42 @@ class Level implements ChunkManager, Metadatable{
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}
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public function updateBlockSkyLight(int $x, int $y, int $z){
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$this->timings->doBlockSkyLightUpdates->startTiming();
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//TODO
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$this->timings->doBlockSkyLightUpdates->stopTiming();
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}
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/**
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* Returns the highest light level available in the positions adjacent to the specified block coordinates.
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*
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* @param int $x
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* @param int $y
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* @param int $z
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*
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* @return int
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*/
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public function getHighestAdjacentBlockLight(int $x, int $y, int $z) : int{
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return max([
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$this->getBlockLightAt($x + 1, $y, $z),
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$this->getBlockLightAt($x - 1, $y, $z),
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$this->getBlockLightAt($x, $y + 1, $z),
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$this->getBlockLightAt($x, $y - 1, $z),
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$this->getBlockLightAt($x, $y, $z + 1),
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$this->getBlockLightAt($x, $y, $z - 1)
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]);
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}
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public function updateBlockLight(int $x, int $y, int $z){
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$this->timings->doBlockLightUpdates->startTiming();
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$lightPropagationQueue = new \SplQueue();
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$lightRemovalQueue = new \SplQueue();
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$visited = [];
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$removalVisited = [];
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$id = $this->getBlockIdAt($x, $y, $z);
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$oldLevel = $this->getBlockLightAt($x, $y, $z);
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$newLevel = (int) Block::$light[$this->getBlockIdAt($x, $y, $z)];
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$newLevel = max(Block::$light[$id], $this->getHighestAdjacentBlockLight($x, $y, $z) - Block::$lightFilter[$id]);
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if($oldLevel !== $newLevel){
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$this->setBlockLightAt($x, $y, $z, $newLevel);
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@ -1328,7 +1353,7 @@ class Level implements ChunkManager, Metadatable{
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/** @var Vector3 $node */
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$node = $lightPropagationQueue->dequeue();
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$lightLevel = $this->getBlockLightAt($node->x, $node->y, $node->z) - (int) Block::$lightFilter[$this->getBlockIdAt($node->x, $node->y, $node->z)];
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$lightLevel = $this->getBlockLightAt($node->x, $node->y, $node->z);
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if($lightLevel >= 1){
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$this->computeSpreadBlockLight($node->x - 1, $node->y, $node->z, $lightLevel, $lightPropagationQueue, $visited);
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@ -1339,6 +1364,8 @@ class Level implements ChunkManager, Metadatable{
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$this->computeSpreadBlockLight($node->x, $node->y, $node->z + 1, $lightLevel, $lightPropagationQueue, $visited);
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}
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}
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$this->timings->doBlockLightUpdates->stopTiming();
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}
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private function computeRemoveBlockLight(int $x, int $y, int $z, int $currentLight, \SplQueue $queue, \SplQueue $spreadQueue, array &$visited, array &$spreadVisited){
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@ -1365,6 +1392,7 @@ class Level implements ChunkManager, Metadatable{
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private function computeSpreadBlockLight(int $x, int $y, int $z, int $currentLight, \SplQueue $queue, array &$visited){
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if($y < 0) return;
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$current = $this->getBlockLightAt($x, $y, $z);
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$currentLight -= Block::$lightFilter[$this->getBlockIdAt($x, $y, $z)];
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if($current < $currentLight){
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$this->setBlockLightAt($x, $y, $z, $currentLight);
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@ -1402,6 +1430,8 @@ class Level implements ChunkManager, Metadatable{
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return false;
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}
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$this->timings->setBlock->startTiming();
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if($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0x0f, $pos->y & Level::Y_MASK, $pos->z & 0x0f, $block->getId(), $block->getDamage())){
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if(!($pos instanceof Position)){
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$pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
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@ -1441,9 +1471,13 @@ class Level implements ChunkManager, Metadatable{
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$this->updateAround($pos);
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}
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$this->timings->setBlock->stopTiming();
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return true;
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}
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$this->timings->setBlock->stopTiming();
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return false;
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}
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