todo: stuff
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32
TODO.md
32
TODO.md
@@ -1,3 +1,35 @@
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# Networking
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> All that is left is optimization
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## ERADICATE DIRECT
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We only need NONE, SOME and NETWORK.
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## Optimize compute and memory
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> OC does this too
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Optimize both *time* and *memory* using graph theory.
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### Requirements
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It obviously must be fast and memory-efficient, and respect the current semantics.
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The current idea is to make NETWORK style nodes the only ones with a cache,
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and to instead appoint a connection that is also a NETWORK node, if any, as
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the one source of truth, or steal the source. This means only one node
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in a local network gets to actually compute the graph layout.
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Complications can happen when merges happen, the idea is to pick one source of truth
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then as well.
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Also, `onNodeAdded` and `onNodeRemoved` should also be called when a reachable node is added/removed.
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This is for perf. We only care about nodes being added/removed then.
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This can be done by broadcasting to all of their *connections*, to circumvent the NONE/SOME/NETWORK asymmetric reachability sets.
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## Optimize power balancing
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Use a smarter algorithm to prevent N storage nodes from iterating N^2 nodes each tick
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to balance power.
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# Computation
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> Pretty important for a computer mod
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@@ -33,6 +33,7 @@ abstract class DeviceBlockEntity(type: BlockEntityType<*>, pos: BlockPos, state:
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val connetionsInDir = MutableList<DeviceNode?>(Direction.entries.size) { null }
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var alreadySetup = false
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var receivedServerState = false
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var connectionsAreDirty = false
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abstract fun getDeviceNodes(): List<DeviceNode>
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@@ -93,6 +94,10 @@ abstract class DeviceBlockEntity(type: BlockEntityType<*>, pos: BlockPos, state:
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if(!alreadySetup) {
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initNetworking()
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}
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if(connectionsAreDirty) {
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connectionsAreDirty = false
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Direction.entries.forEach { handleConnectionsFor(it) }
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}
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}
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open fun sendCommitsToClient(level: Level) {
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@@ -38,6 +38,9 @@ class CableEntity(pos: BlockPos, state: BlockState) : SingleDeviceBlockEntity(Bl
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for (dir in Direction.entries) {
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val ent = level!!.getBlockEntity(blockPos.relative(dir))
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level!!.setBlockAndUpdate(blockPos, blockState.setValue(getPropByDirection(dir), CableBlock.shouldConnect(blockPos, blockPos.relative(dir), level!!)))
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if(ent is CableEntity) {
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ent.connectionsAreDirty = true
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}
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}
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}
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}
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