Convert nodeupdate to non-recursive
This took me a while to figure out. We no longer visit all 9 block around and with the touched node, but instead visit adjacent plus self. We then walk -non- recursively through all neigbors and if they cause a nodeupdate, we just keep walking until it ends. On the way back we prune the tail. I've tested this with 8000+ sand nodes. Video result is here: https://youtu.be/liKKgLefhFQ Took ~ 10 seconds to process and return to normal.mutilcraft-mt53
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2eeb62057a
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d7908ee494
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@ -147,7 +147,7 @@ end
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-- Some common functions
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-- Some common functions
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--
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--
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function nodeupdate_single(p, delay)
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function nodeupdate_single(p)
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local n = core.get_node(p)
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local n = core.get_node(p)
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
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local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
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@ -160,36 +160,84 @@ function nodeupdate_single(p, delay)
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core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
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core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
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(not core.registered_nodes[n_bottom.name].walkable or
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(not core.registered_nodes[n_bottom.name].walkable or
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core.registered_nodes[n_bottom.name].buildable_to) then
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core.registered_nodes[n_bottom.name].buildable_to) then
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if delay then
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n.level = core.get_node_level(p)
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core.after(0.1, nodeupdate_single, p, false)
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core.remove_node(p)
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else
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spawn_falling_node(p, n)
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n.level = core.get_node_level(p)
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return true
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core.remove_node(p)
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spawn_falling_node(p, n)
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nodeupdate(p)
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end
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end
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end
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end
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end
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if core.get_item_group(n.name, "attached_node") ~= 0 then
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if core.get_item_group(n.name, "attached_node") ~= 0 then
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if not check_attached_node(p, n) then
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if not check_attached_node(p, n) then
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drop_attached_node(p)
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drop_attached_node(p)
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nodeupdate(p)
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return true
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end
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end
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end
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end
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return false
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end
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end
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function nodeupdate(p, delay)
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-- This table is specifically ordered.
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-- Round p to prevent falling entities to get stuck
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-- We don't walk diagonals, only our direct neighbors, and self.
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-- Down first as likely case, but always before self. The same with sides.
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-- Up must come last, so that things above self will also fall all at once.
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local nodeupdate_neighbors = {
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{x = 0, y = -1, z = 0},
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{x = -1, y = 0, z = 0},
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 0, z = -1},
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{x = 0, y = 0, z = 0},
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{x = 0, y = 1, z = 0},
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}
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function nodeupdate(p)
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-- Round p to prevent falling entities to get stuck.
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p = vector.round(p)
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p = vector.round(p)
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for x = -1, 1 do
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-- We make a stack, and manually maintain size for performance.
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for y = -1, 1 do
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-- Stored in the stack, we will maintain tables with pos, and
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for z = -1, 1 do
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-- last neighbor visited. This way, when we get back to each
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local d = vector.new(x, y, z)
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-- node, we know which directions we have already walked, and
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nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
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-- which direction is the next to walk.
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end
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local s = {}
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end
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local n = 0
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-- The neighbor order we will visit from our table.
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local v = 1
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while true do
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-- Push current pos onto the stack.
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n = n + 1
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s[n] = {p = p, v = v}
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-- Select next node from neighbor list.
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p = vector.add(p, nodeupdate_neighbors[v])
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-- Now we check out the node. If it is in need of an update,
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-- it will let us know in the return value (true = updated).
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if not nodeupdate_single(p) then
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-- If we don't need to "recurse" (walk) to it then pop
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-- our previous pos off the stack and continue from there,
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-- with the v value we were at when we last were at that
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-- node
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repeat
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local pop = s[n]
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p = pop.p
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v = pop.v
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s[n] = nil
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n = n - 1
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-- If there's nothing left on the stack, and no
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-- more sides to walk to, we're done and can exit
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if n == 0 and v == 7 then
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return
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end
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until v < 7
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-- The next round walk the next neighbor in list.
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v = v + 1
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else
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-- If we did need to walk the neighbor, then
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-- start walking it from the walk order start (1),
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-- and not the order we just pushed up the stack.
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v = 1
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end
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end
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end
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end
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end
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