Basic reformat, hit once, hope never again

This commit is contained in:
thatsIch
2015-04-03 08:54:31 +02:00
parent 4ff1631f89
commit d34c988c88
886 changed files with 31400 additions and 30990 deletions
+99 -104
View File
@@ -57,111 +57,64 @@ import appeng.me.NetworkList;
import appeng.tile.AEBaseTile;
import appeng.util.Platform;
public class TickHandler
{
static class HandlerRep
{
public Queue<AEBaseTile> tiles = new LinkedList<AEBaseTile>();
public Collection<Grid> networks = new NetworkList();
public void clear()
{
this.tiles = new LinkedList<AEBaseTile>();
this.networks = new NetworkList();
}
}
public static final TickHandler INSTANCE = new TickHandler();
final private WeakHashMap<World, Queue<Callable>> callQueue = new WeakHashMap<World, Queue<Callable>>();
final Queue<Callable> serverQueue = new LinkedList<Callable>();
final Multimap<World, CraftingJob> craftingJobs = LinkedListMultimap.create();
final private WeakHashMap<World, Queue<Callable>> callQueue = new WeakHashMap<World, Queue<Callable>>();
final private HandlerRep server = new HandlerRep();
final private HandlerRep client = new HandlerRep();
static public class PlayerColor
{
public final AEColor myColor;
protected final int myEntity;
protected int ticksLeft;
public PacketPaintedEntity getPacket()
{
return new PacketPaintedEntity( this.myEntity, this.myColor, this.ticksLeft );
}
public PlayerColor(int id, AEColor col, int ticks) {
this.myEntity = id;
this.myColor = col;
this.ticksLeft = ticks;
}
}
final private HashMap<Integer, PlayerColor> cliPlayerColors = new HashMap<Integer, PlayerColor>();
final private HashMap<Integer, PlayerColor> srvPlayerColors = new HashMap<Integer, PlayerColor>();
CableRenderMode crm = CableRenderMode.Standard;
public HashMap<Integer, PlayerColor> getPlayerColors()
{
if ( Platform.isServer() )
if( Platform.isServer() )
return this.srvPlayerColors;
return this.cliPlayerColors;
}
private void tickColors(HashMap<Integer, PlayerColor> playerSet)
public void addCallable( World w, Callable c )
{
Iterator<PlayerColor> i = playerSet.values().iterator();
while (i.hasNext())
{
PlayerColor pc = i.next();
if ( pc.ticksLeft <= 0 )
i.remove();
pc.ticksLeft--;
}
}
HandlerRep getRepo()
{
if ( Platform.isServer() )
return this.server;
return this.client;
}
public void addCallable(World w, Callable c)
{
if ( w == null )
if( w == null )
this.serverQueue.add( c );
else
{
Queue<Callable> queue = this.callQueue.get( w );
if ( queue == null )
if( queue == null )
this.callQueue.put( w, queue = new LinkedList<Callable>() );
queue.add( c );
}
}
public void addInit(AEBaseTile tile)
public void addInit( AEBaseTile tile )
{
if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
if( Platform.isServer() ) // for no there is no reason to care about this on the client...
this.getRepo().tiles.add( tile );
}
public void addNetwork(Grid grid)
HandlerRep getRepo()
{
if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
if( Platform.isServer() )
return this.server;
return this.client;
}
public void addNetwork( Grid grid )
{
if( Platform.isServer() ) // for no there is no reason to care about this on the client...
this.getRepo().networks.add( grid );
}
public void removeNetwork(Grid grid)
public void removeNetwork( Grid grid )
{
if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
if( Platform.isServer() ) // for no there is no reason to care about this on the client...
this.getRepo().networks.remove( grid );
}
@@ -176,70 +129,68 @@ public class TickHandler
}
@SubscribeEvent
public void unloadWorld(WorldEvent.Unload ev)
public void unloadWorld( WorldEvent.Unload ev )
{
if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
if( Platform.isServer() ) // for no there is no reason to care about this on the client...
{
LinkedList<IGridNode> toDestroy = new LinkedList<IGridNode>();
for (Grid g : this.getRepo().networks)
for( Grid g : this.getRepo().networks )
{
for (IGridNode n : g.getNodes())
for( IGridNode n : g.getNodes() )
{
if ( n.getWorld() == ev.world )
if( n.getWorld() == ev.world )
toDestroy.add( n );
}
}
for (IGridNode n : toDestroy)
for( IGridNode n : toDestroy )
n.destroy();
}
}
@SubscribeEvent
public void onChunkLoad(ChunkEvent.Load load)
public void onChunkLoad( ChunkEvent.Load load )
{
for (Object te : load.getChunk().chunkTileEntityMap.values())
for( Object te : load.getChunk().chunkTileEntityMap.values() )
{
if ( te instanceof AEBaseTile )
if( te instanceof AEBaseTile )
{
((AEBaseTile) te).onChunkLoad();
( (AEBaseTile) te ).onChunkLoad();
}
}
}
CableRenderMode crm = CableRenderMode.Standard;
@SubscribeEvent
public void onTick(TickEvent ev)
public void onTick( TickEvent ev )
{
if ( ev.type == Type.CLIENT && ev.phase == Phase.START )
if( ev.type == Type.CLIENT && ev.phase == Phase.START )
{
this.tickColors( this.cliPlayerColors );
EntityFloatingItem.ageStatic = (EntityFloatingItem.ageStatic + 1) % 60000;
EntityFloatingItem.ageStatic = ( EntityFloatingItem.ageStatic + 1 ) % 60000;
CableRenderMode currentMode = AEApi.instance().partHelper().getCableRenderMode();
if ( currentMode != this.crm )
if( currentMode != this.crm )
{
this.crm = currentMode;
CommonHelper.proxy.triggerUpdates();
}
}
if ( ev.type == Type.WORLD && ev.phase == Phase.END )
if( ev.type == Type.WORLD && ev.phase == Phase.END )
{
WorldTickEvent wte = (WorldTickEvent) ev;
synchronized (this.craftingJobs)
synchronized( this.craftingJobs )
{
Collection<CraftingJob> jobSet = this.craftingJobs.get( wte.world );
if ( !jobSet.isEmpty() )
if( !jobSet.isEmpty() )
{
int simTime = Math.max( 1, AEConfig.instance.craftingCalculationTimePerTick / jobSet.size() );
Iterator<CraftingJob> i = jobSet.iterator();
while (i.hasNext())
while( i.hasNext() )
{
CraftingJob cj = i.next();
if ( !cj.simulateFor( simTime ) )
if( !cj.simulateFor( simTime ) )
i.remove();
}
}
@@ -247,20 +198,20 @@ public class TickHandler
}
// for no there is no reason to care about this on the client...
else if ( ev.type == Type.SERVER && ev.phase == Phase.END )
else if( ev.type == Type.SERVER && ev.phase == Phase.END )
{
this.tickColors( this.srvPlayerColors );
// ready tiles.
HandlerRep repo = this.getRepo();
while (!repo.tiles.isEmpty())
while( !repo.tiles.isEmpty() )
{
AEBaseTile bt = repo.tiles.poll();
if ( !bt.isInvalid() )
if( !bt.isInvalid() )
bt.onReady();
}
// tick networks.
for (Grid g : this.getRepo().networks)
for( Grid g : this.getRepo().networks )
g.update();
// cross world queue.
@@ -268,30 +219,42 @@ public class TickHandler
}
// world synced queue(s)
if ( ev.type == Type.WORLD && ev.phase == Phase.START )
if( ev.type == Type.WORLD && ev.phase == Phase.START )
{
this.processQueue( this.callQueue.get( ((WorldTickEvent) ev).world ) );
this.processQueue( this.callQueue.get( ( (WorldTickEvent) ev ).world ) );
}
}
private void processQueue(Queue<Callable> queue)
private void tickColors( HashMap<Integer, PlayerColor> playerSet )
{
if ( queue == null )
Iterator<PlayerColor> i = playerSet.values().iterator();
while( i.hasNext() )
{
PlayerColor pc = i.next();
if( pc.ticksLeft <= 0 )
i.remove();
pc.ticksLeft--;
}
}
private void processQueue( Queue<Callable> queue )
{
if( queue == null )
return;
Stopwatch sw = Stopwatch.createStarted();
Callable c = null;
while ((c = queue.poll()) != null)
while( ( c = queue.poll() ) != null )
{
try
{
c.call();
if ( sw.elapsed( TimeUnit.MILLISECONDS ) > 50 )
if( sw.elapsed( TimeUnit.MILLISECONDS ) > 50 )
break;
}
catch (Exception e)
catch( Exception e )
{
AELog.error( e );
}
@@ -302,14 +265,46 @@ public class TickHandler
// AELog.info( "processQueue Time: " + time + "ms" );
}
final Multimap<World, CraftingJob> craftingJobs = LinkedListMultimap.create();
public void registerCraftingSimulation(World world, CraftingJob craftingJob)
public void registerCraftingSimulation( World world, CraftingJob craftingJob )
{
synchronized (this.craftingJobs)
synchronized( this.craftingJobs )
{
this.craftingJobs.put( world, craftingJob );
}
}
static class HandlerRep
{
public Queue<AEBaseTile> tiles = new LinkedList<AEBaseTile>();
public Collection<Grid> networks = new NetworkList();
public void clear()
{
this.tiles = new LinkedList<AEBaseTile>();
this.networks = new NetworkList();
}
}
static public class PlayerColor
{
public final AEColor myColor;
protected final int myEntity;
protected int ticksLeft;
public PlayerColor( int id, AEColor col, int ticks )
{
this.myEntity = id;
this.myColor = col;
this.ticksLeft = ticks;
}
public PacketPaintedEntity getPacket()
{
return new PacketPaintedEntity( this.myEntity, this.myColor, this.ticksLeft );
}
}
}