Files
PocketMine-MP/src/pocketmine/block/BaseRail.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

274 lines
7.6 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\block;
use pocketmine\item\Item;
use pocketmine\math\Vector3;
use pocketmine\Player;
use function array_map;
use function array_reverse;
use function array_search;
use function array_shift;
use function count;
use function implode;
use function in_array;
abstract class BaseRail extends Flowable{
public const STRAIGHT_NORTH_SOUTH = 0;
public const STRAIGHT_EAST_WEST = 1;
public const ASCENDING_EAST = 2;
public const ASCENDING_WEST = 3;
public const ASCENDING_NORTH = 4;
public const ASCENDING_SOUTH = 5;
private const ASCENDING_SIDES = [
self::ASCENDING_NORTH => Vector3::SIDE_NORTH,
self::ASCENDING_EAST => Vector3::SIDE_EAST,
self::ASCENDING_SOUTH => Vector3::SIDE_SOUTH,
self::ASCENDING_WEST => Vector3::SIDE_WEST
];
protected const FLAG_ASCEND = 1 << 24; //used to indicate direction-up
protected const CONNECTIONS = [
//straights
self::STRAIGHT_NORTH_SOUTH => [
Vector3::SIDE_NORTH,
Vector3::SIDE_SOUTH
],
self::STRAIGHT_EAST_WEST => [
Vector3::SIDE_EAST,
Vector3::SIDE_WEST
],
//ascending
self::ASCENDING_EAST => [
Vector3::SIDE_WEST,
Vector3::SIDE_EAST | self::FLAG_ASCEND
],
self::ASCENDING_WEST => [
Vector3::SIDE_EAST,
Vector3::SIDE_WEST | self::FLAG_ASCEND
],
self::ASCENDING_NORTH => [
Vector3::SIDE_SOUTH,
Vector3::SIDE_NORTH | self::FLAG_ASCEND
],
self::ASCENDING_SOUTH => [
Vector3::SIDE_NORTH,
Vector3::SIDE_SOUTH | self::FLAG_ASCEND
]
];
public function __construct(int $meta = 0){
$this->meta = $meta;
}
public function getHardness() : float{
return 0.7;
}
public function place(Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, Player $player = null) : bool{
if(!$blockReplace->getSide(Vector3::SIDE_DOWN)->isTransparent() and $this->getLevel()->setBlock($blockReplace, $this, true, true)){
$this->tryReconnect();
return true;
}
return false;
}
protected static function searchState(array $connections, array $lookup) : int{
$meta = array_search($connections, $lookup, true);
if($meta === false){
$meta = array_search(array_reverse($connections), $lookup, true);
}
if($meta === false){
throw new \InvalidArgumentException("No meta value matches connections " . implode(", ", array_map('\dechex', $connections)));
}
return $meta;
}
/**
* Returns a meta value for the rail with the given connections.
*
* @param array $connections
*
* @return int
*
* @throws \InvalidArgumentException if no state matches the given connections
*/
protected function getMetaForState(array $connections) : int{
return self::searchState($connections, self::CONNECTIONS);
}
/**
* Returns the connection directions of this rail (depending on the current block state)
*
* @return int[]
*/
abstract protected function getConnectionsForState() : array;
/**
* Returns all the directions this rail is already connected in.
*
* @return int[]
*/
private function getConnectedDirections() : array{
/** @var int[] $connections */
$connections = [];
/** @var int $connection */
foreach($this->getConnectionsForState() as $connection){
$other = $this->getSide($connection & ~self::FLAG_ASCEND);
$otherConnection = Vector3::getOppositeSide($connection & ~self::FLAG_ASCEND);
if(($connection & self::FLAG_ASCEND) !== 0){
$other = $other->getSide(Vector3::SIDE_UP);
}elseif(!($other instanceof BaseRail)){ //check for rail sloping up to meet this one
$other = $other->getSide(Vector3::SIDE_DOWN);
$otherConnection |= self::FLAG_ASCEND;
}
if(
$other instanceof BaseRail and
in_array($otherConnection, $other->getConnectionsForState(), true)
){
$connections[] = $connection;
}
}
return $connections;
}
private function getPossibleConnectionDirections(array $constraints) : array{
switch(count($constraints)){
case 0:
//No constraints, can connect in any direction
$possible = [
Vector3::SIDE_NORTH => true,
Vector3::SIDE_SOUTH => true,
Vector3::SIDE_WEST => true,
Vector3::SIDE_EAST => true
];
foreach($possible as $p => $_){
$possible[$p | self::FLAG_ASCEND] = true;
}
return $possible;
case 1:
return $this->getPossibleConnectionDirectionsOneConstraint(array_shift($constraints));
case 2:
return [];
default:
throw new \InvalidArgumentException("Expected at most 2 constraints, got " . count($constraints));
}
}
protected function getPossibleConnectionDirectionsOneConstraint(int $constraint) : array{
$opposite = Vector3::getOppositeSide($constraint & ~self::FLAG_ASCEND);
$possible = [$opposite => true];
if(($constraint & self::FLAG_ASCEND) === 0){
//We can slope the other way if this connection isn't already a slope
$possible[$opposite | self::FLAG_ASCEND] = true;
}
return $possible;
}
private function tryReconnect() : void{
$thisConnections = $this->getConnectedDirections();
$changed = false;
do{
$possible = $this->getPossibleConnectionDirections($thisConnections);
$continue = false;
foreach($possible as $thisSide => $_){
$otherSide = Vector3::getOppositeSide($thisSide & ~self::FLAG_ASCEND);
$other = $this->getSide($thisSide & ~self::FLAG_ASCEND);
if(($thisSide & self::FLAG_ASCEND) !== 0){
$other = $other->getSide(Vector3::SIDE_UP);
}elseif(!($other instanceof BaseRail)){ //check if other rails can slope up to meet this one
$other = $other->getSide(Vector3::SIDE_DOWN);
$otherSide |= self::FLAG_ASCEND;
}
if(!($other instanceof BaseRail) or count($otherConnections = $other->getConnectedDirections()) >= 2){
//we can only connect to a rail that has less than 2 connections
continue;
}
$otherPossible = $other->getPossibleConnectionDirections($otherConnections);
if(isset($otherPossible[$otherSide])){
$otherConnections[] = $otherSide;
$other->updateState($otherConnections);
$changed = true;
$thisConnections[] = $thisSide;
$continue = count($thisConnections) < 2;
break; //force recomputing possible directions, since this connection could invalidate others
}
}
}while($continue);
if($changed){
$this->updateState($thisConnections);
}
}
private function updateState(array $connections) : void{
if(count($connections) === 1){
$connections[] = Vector3::getOppositeSide($connections[0] & ~self::FLAG_ASCEND);
}elseif(count($connections) !== 2){
throw new \InvalidArgumentException("Expected exactly 2 connections, got " . count($connections));
}
$this->meta = $this->getMetaForState($connections);
$this->level->setBlock($this, $this, false, false); //avoid recursion
}
public function onNearbyBlockChange() : void{
if($this->getSide(Vector3::SIDE_DOWN)->isTransparent() or (
isset(self::ASCENDING_SIDES[$this->meta & 0x07]) and
$this->getSide(self::ASCENDING_SIDES[$this->meta & 0x07])->isTransparent()
)){
$this->getLevel()->useBreakOn($this);
}
}
public function getVariantBitmask() : int{
return 0;
}
}