PocketMine-MP/src/pocketmine/level/SimpleChunkManager.php
Dylan K. Taylor 4b9a142a5d Import global functions and constants for enhanced performance
This is better for performance because these then don't need to be reevaluated every time they are called.

When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace.
This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified.

However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement.
But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations.
We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
2019-01-04 20:43:15 +00:00

185 lines
4.1 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\level;
use pocketmine\level\format\Chunk;
use const INT32_MAX;
use const INT32_MIN;
class SimpleChunkManager implements ChunkManager{
/** @var Chunk[] */
protected $chunks = [];
protected $seed;
protected $worldHeight;
/**
* SimpleChunkManager constructor.
*
* @param int $seed
* @param int $worldHeight
*/
public function __construct(int $seed, int $worldHeight = Level::Y_MAX){
$this->seed = $seed;
$this->worldHeight = $worldHeight;
}
/**
* Gets the raw block id.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-255
*/
public function getBlockIdAt(int $x, int $y, int $z) : int{
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
return $chunk->getBlockId($x & 0xf, $y, $z & 0xf);
}
return 0;
}
/**
* Sets the raw block id.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $id 0-255
*/
public function setBlockIdAt(int $x, int $y, int $z, int $id){
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
$chunk->setBlockId($x & 0xf, $y, $z & 0xf, $id);
}
}
/**
* Gets the raw block metadata
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-15
*/
public function getBlockDataAt(int $x, int $y, int $z) : int{
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
return $chunk->getBlockData($x & 0xf, $y, $z & 0xf);
}
return 0;
}
/**
* Sets the raw block metadata.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $data 0-15
*/
public function setBlockDataAt(int $x, int $y, int $z, int $data){
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
$chunk->setBlockData($x & 0xf, $y, $z & 0xf, $data);
}
}
public function getBlockLightAt(int $x, int $y, int $z) : int{
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
return $chunk->getBlockLight($x & 0xf, $y, $z & 0xf);
}
return 0;
}
public function setBlockLightAt(int $x, int $y, int $z, int $level){
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
$chunk->setBlockLight($x & 0xf, $y, $z & 0xf, $level);
}
}
public function getBlockSkyLightAt(int $x, int $y, int $z) : int{
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
return $chunk->getBlockSkyLight($x & 0xf, $y, $z & 0xf);
}
return 0;
}
public function setBlockSkyLightAt(int $x, int $y, int $z, int $level){
if($chunk = $this->getChunk($x >> 4, $z >> 4)){
$chunk->setBlockSkyLight($x & 0xf, $y, $z & 0xf, $level);
}
}
/**
* @param int $chunkX
* @param int $chunkZ
*
* @return Chunk|null
*/
public function getChunk(int $chunkX, int $chunkZ){
return $this->chunks[Level::chunkHash($chunkX, $chunkZ)] ?? null;
}
/**
* @param int $chunkX
* @param int $chunkZ
* @param Chunk|null $chunk
*/
public function setChunk(int $chunkX, int $chunkZ, Chunk $chunk = null){
if($chunk === null){
unset($this->chunks[Level::chunkHash($chunkX, $chunkZ)]);
return;
}
$this->chunks[Level::chunkHash($chunkX, $chunkZ)] = $chunk;
}
public function cleanChunks(){
$this->chunks = [];
}
/**
* Gets the level seed
*
* @return int
*/
public function getSeed() : int{
return $this->seed;
}
public function getWorldHeight() : int{
return $this->worldHeight;
}
public function isInWorld(int $x, int $y, int $z) : bool{
return (
$x <= INT32_MAX and $x >= INT32_MIN and
$y < $this->worldHeight and $y >= 0 and
$z <= INT32_MAX and $z >= INT32_MIN
);
}
}