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Update Alternate Current to v1.9 (#11333)

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Space Walker 2024-09-01 19:59:20 +02:00 committet von GitHub
Ursprung 227c94ae21
Commit b483da4e02
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GPG-Schlüssel-ID: B5690EEEBB952194
2 geänderte Dateien mit 462 neuen und 160 gelöschten Zeilen

Datei anzeigen

@ -1416,10 +1416,10 @@ index 0000000000000000000000000000000000000000..990d1bb46e0f9719f4e9af928d80ac6f
+}
diff --git a/src/main/java/io/papermc/paper/configuration/WorldConfiguration.java b/src/main/java/io/papermc/paper/configuration/WorldConfiguration.java
new file mode 100644
index 0000000000000000000000000000000000000000..aa3624fb8aaaf2720aaef7800f537dd4b906797f
index 0000000000000000000000000000000000000000..f1b74f7b12fc7b35815886501937725b65f8a8e3
--- /dev/null
+++ b/src/main/java/io/papermc/paper/configuration/WorldConfiguration.java
@@ -0,0 +1,573 @@
@@ -0,0 +1,578 @@
+package io.papermc.paper.configuration;
+
+import com.google.common.collect.HashBasedTable;
@ -1982,6 +1982,7 @@ index 0000000000000000000000000000000000000000..aa3624fb8aaaf2720aaef7800f537dd4
+ public boolean updatePathfindingOnBlockUpdate = true;
+ public boolean showSignClickCommandFailureMsgsToPlayer = false;
+ public RedstoneImplementation redstoneImplementation = RedstoneImplementation.VANILLA;
+ public AlternateCurrentUpdateOrder alternateCurrentUpdateOrder = AlternateCurrentUpdateOrder.HORIZONTAL_FIRST_OUTWARD;
+ public boolean disableEndCredits = false;
+ public DoubleOr.Default maxLeashDistance = DoubleOr.Default.USE_DEFAULT;
+ public boolean disableSprintInterruptionOnAttack = false;
@ -1991,6 +1992,10 @@ index 0000000000000000000000000000000000000000..aa3624fb8aaaf2720aaef7800f537dd4
+ public enum RedstoneImplementation {
+ VANILLA, EIGENCRAFT, ALTERNATE_CURRENT
+ }
+
+ public enum AlternateCurrentUpdateOrder {
+ HORIZONTAL_FIRST_OUTWARD, HORIZONTAL_FIRST_INWARD, VERTICAL_FIRST_OUTWARD, VERTICAL_FIRST_INWARD
+ }
+ }
+}
diff --git a/src/main/java/io/papermc/paper/configuration/constraint/Constraint.java b/src/main/java/io/papermc/paper/configuration/constraint/Constraint.java

Datei anzeigen

@ -22,7 +22,7 @@ Alternate Current's wire handler.
diff --git a/src/main/java/alternate/current/wire/LevelHelper.java b/src/main/java/alternate/current/wire/LevelHelper.java
new file mode 100644
index 0000000000000000000000000000000000000000..8b4697421d57f81ff1794c6f845258e10df91622
index 0000000000000000000000000000000000000000..8196460fe91bc4d1b03ca214d4323276d1d19464
--- /dev/null
+++ b/src/main/java/alternate/current/wire/LevelHelper.java
@@ -0,0 +1,66 @@
@ -39,7 +39,7 @@ index 0000000000000000000000000000000000000000..8b4697421d57f81ff1794c6f845258e1
+import net.minecraft.world.level.chunk.status.ChunkStatus;
+import net.minecraft.world.level.chunk.LevelChunkSection;
+
+public class LevelHelper {
+class LevelHelper {
+
+ static int doRedstoneEvent(ServerLevel level, BlockPos pos, int prevPower, int newPower) {
+ BlockRedstoneEvent event = new BlockRedstoneEvent(CraftBlock.at(level, pos), prevPower, newPower);
@ -546,6 +546,402 @@ index 0000000000000000000000000000000000000000..2b30074252551e1dc55d5be17d26fb4a
+ }
+ }
+}
diff --git a/src/main/java/alternate/current/wire/UpdateOrder.java b/src/main/java/alternate/current/wire/UpdateOrder.java
new file mode 100644
index 0000000000000000000000000000000000000000..29338efd16cf62bb49e81cce09fbafd9b4319e7c
--- /dev/null
+++ b/src/main/java/alternate/current/wire/UpdateOrder.java
@@ -0,0 +1,390 @@
+package alternate.current.wire;
+
+import java.util.Locale;
+import java.util.function.Consumer;
+
+import alternate.current.wire.WireHandler.Directions;
+import alternate.current.wire.WireHandler.NodeProvider;
+
+public enum UpdateOrder {
+
+ HORIZONTAL_FIRST_OUTWARD(
+ new int[][] {
+ new int[] { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH, Directions.DOWN, Directions.UP },
+ new int[] { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST , Directions.DOWN, Directions.UP },
+ new int[] { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH, Directions.DOWN, Directions.UP },
+ new int[] { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST , Directions.DOWN, Directions.UP }
+
+ },
+ new int[][] {
+ new int[] { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ new int[] { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ new int[] { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ new int[] { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ }
+ ) {
+
+ @Override
+ public void forEachNeighbor(NodeProvider nodes, Node source, int forward, Consumer<Node> action) {
+ /*
+ * This iteration order is designed to be an extension of the Vanilla shape
+ * update order, and is determined as follows:
+ * <br>
+ * 1. Each neighbor is identified by the step(s) you must take, starting at the
+ * source, to reach it. Each step is 1 block, thus the position of a neighbor is
+ * encoded by the direction(s) of the step(s), e.g. (right), (down), (up, left),
+ * etc.
+ * <br>
+ * 2. Neighbors are iterated over in pairs that lie on opposite sides of the
+ * source.
+ * <br>
+ * 3. Neighbors are iterated over in order of their distance from the source,
+ * moving outward. This means they are iterated over in 3 groups: direct
+ * neighbors first, then diagonal neighbors, and last are the far neighbors that
+ * are 2 blocks directly out.
+ * <br>
+ * 4. The order within each group is determined using the following basic order:
+ * { front, back, right, left, down, up }. This order was chosen because it
+ * converts to the following order of absolute directions when west is said to
+ * be 'forward': { west, east, north, south, down, up } - this is the order of
+ * shape updates.
+ */
+
+ int rightward = (forward + 1) & 0b11;
+ int backward = (forward + 2) & 0b11;
+ int leftward = (forward + 3) & 0b11;
+ int downward = Directions.DOWN;
+ int upward = Directions.UP;
+
+ Node front = nodes.getNeighbor(source, forward);
+ Node right = nodes.getNeighbor(source, rightward);
+ Node back = nodes.getNeighbor(source, backward);
+ Node left = nodes.getNeighbor(source, leftward);
+ Node below = nodes.getNeighbor(source, downward);
+ Node above = nodes.getNeighbor(source, upward);
+
+ // direct neighbors (6)
+ action.accept(front);
+ action.accept(back);
+ action.accept(right);
+ action.accept(left);
+ action.accept(below);
+ action.accept(above);
+
+ // diagonal neighbors (12)
+ action.accept(nodes.getNeighbor(front, rightward));
+ action.accept(nodes.getNeighbor(back, leftward));
+ action.accept(nodes.getNeighbor(front, leftward));
+ action.accept(nodes.getNeighbor(back, rightward));
+ action.accept(nodes.getNeighbor(front, downward));
+ action.accept(nodes.getNeighbor(back, upward));
+ action.accept(nodes.getNeighbor(front, upward));
+ action.accept(nodes.getNeighbor(back, downward));
+ action.accept(nodes.getNeighbor(right, downward));
+ action.accept(nodes.getNeighbor(left, upward));
+ action.accept(nodes.getNeighbor(right, upward));
+ action.accept(nodes.getNeighbor(left, downward));
+
+ // far neighbors (6)
+ action.accept(nodes.getNeighbor(front, forward));
+ action.accept(nodes.getNeighbor(back, backward));
+ action.accept(nodes.getNeighbor(right, rightward));
+ action.accept(nodes.getNeighbor(left, leftward));
+ action.accept(nodes.getNeighbor(below, downward));
+ action.accept(nodes.getNeighbor(above, upward));
+ }
+ },
+ HORIZONTAL_FIRST_INWARD(
+ new int[][] {
+ new int[] { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH, Directions.DOWN, Directions.UP },
+ new int[] { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST , Directions.DOWN, Directions.UP },
+ new int[] { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH, Directions.DOWN, Directions.UP },
+ new int[] { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST , Directions.DOWN, Directions.UP }
+ },
+ new int[][] {
+ new int[] { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ new int[] { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ new int[] { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ new int[] { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ }
+ ) {
+
+ @Override
+ public void forEachNeighbor(NodeProvider nodes, Node source, int forward, Consumer<Node> action) {
+ /*
+ * This iteration order is designed to be an inversion of the above update
+ * order, and is determined as follows:
+ * <br>
+ * 1. Each neighbor is identified by the step(s) you must take, starting at the
+ * source, to reach it. Each step is 1 block, thus the position of a neighbor is
+ * encoded by the direction(s) of the step(s), e.g. (right), (down), (up, left),
+ * etc.
+ * <br>
+ * 2. Neighbors are iterated over in pairs that lie on opposite sides of the
+ * source.
+ * <br>
+ * 3. Neighbors are iterated over in order of their distance from the source,
+ * moving inward. This means they are iterated over in 3 groups: neighbors that
+ * are 2 blocks directly out first, then diagonal neighbors, and last are direct
+ * neighbors.
+ * <br>
+ * 4. The order within each group is determined using the following basic order:
+ * { front, back, right, left, down, up }. This order was chosen because it
+ * converts to the following order of absolute directions when west is said to
+ * be 'forward': { west, east, north, south, down, up } - this is the order of
+ * shape updates.
+ */
+
+ int rightward = (forward + 1) & 0b11;
+ int backward = (forward + 2) & 0b11;
+ int leftward = (forward + 3) & 0b11;
+ int downward = Directions.DOWN;
+ int upward = Directions.UP;
+
+ Node front = nodes.getNeighbor(source, forward);
+ Node right = nodes.getNeighbor(source, rightward);
+ Node back = nodes.getNeighbor(source, backward);
+ Node left = nodes.getNeighbor(source, leftward);
+ Node below = nodes.getNeighbor(source, downward);
+ Node above = nodes.getNeighbor(source, upward);
+
+ // far neighbors (6)
+ action.accept(nodes.getNeighbor(front, forward));
+ action.accept(nodes.getNeighbor(back, backward));
+ action.accept(nodes.getNeighbor(right, rightward));
+ action.accept(nodes.getNeighbor(left, leftward));
+ action.accept(nodes.getNeighbor(below, downward));
+ action.accept(nodes.getNeighbor(above, upward));
+
+ // diagonal neighbors (12)
+ action.accept(nodes.getNeighbor(front, rightward));
+ action.accept(nodes.getNeighbor(back, leftward));
+ action.accept(nodes.getNeighbor(front, leftward));
+ action.accept(nodes.getNeighbor(back, rightward));
+ action.accept(nodes.getNeighbor(front, downward));
+ action.accept(nodes.getNeighbor(back, upward));
+ action.accept(nodes.getNeighbor(front, upward));
+ action.accept(nodes.getNeighbor(back, downward));
+ action.accept(nodes.getNeighbor(right, downward));
+ action.accept(nodes.getNeighbor(left, upward));
+ action.accept(nodes.getNeighbor(right, upward));
+ action.accept(nodes.getNeighbor(left, downward));
+
+
+ // direct neighbors (6)
+ action.accept(front);
+ action.accept(back);
+ action.accept(right);
+ action.accept(left);
+ action.accept(below);
+ action.accept(above);
+ }
+ },
+ VERTICAL_FIRST_OUTWARD(
+ new int[][] {
+ new int[] { Directions.DOWN, Directions.UP, Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ new int[] { Directions.DOWN, Directions.UP, Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ new int[] { Directions.DOWN, Directions.UP, Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ new int[] { Directions.DOWN, Directions.UP, Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ },
+ new int[][] {
+ new int[] { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ new int[] { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ new int[] { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ new int[] { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ }
+ ) {
+
+ @Override
+ public void forEachNeighbor(NodeProvider nodes, Node source, int forward, Consumer<Node> action) {
+ /*
+ * This iteration order is designed to be the opposite of the Vanilla shape
+ * update order, and is determined as follows:
+ * <br>
+ * 1. Each neighbor is identified by the step(s) you must take, starting at the
+ * source, to reach it. Each step is 1 block, thus the position of a neighbor is
+ * encoded by the direction(s) of the step(s), e.g. (right), (down), (up, left),
+ * etc.
+ * <br>
+ * 2. Neighbors are iterated over in pairs that lie on opposite sides of the
+ * source.
+ * <br>
+ * 3. Neighbors are iterated over in order of their distance from the source,
+ * moving outward. This means they are iterated over in 3 groups: direct
+ * neighbors first, then diagonal neighbors, and last are the far neighbors that
+ * are 2 blocks directly out.
+ * <br>
+ * 4. The order within each group is determined using the following basic order:
+ * { down, up, front, back, right, left }. This order was chosen because it
+ * converts to the following order of absolute directions when west is said to
+ * be 'forward': { down, up west, east, north, south } - this is the order of
+ * shape updates, with the vertical directions moved to the front.
+ */
+
+ int rightward = (forward + 1) & 0b11;
+ int backward = (forward + 2) & 0b11;
+ int leftward = (forward + 3) & 0b11;
+ int downward = Directions.DOWN;
+ int upward = Directions.UP;
+
+ Node front = nodes.getNeighbor(source, forward);
+ Node right = nodes.getNeighbor(source, rightward);
+ Node back = nodes.getNeighbor(source, backward);
+ Node left = nodes.getNeighbor(source, leftward);
+ Node below = nodes.getNeighbor(source, downward);
+ Node above = nodes.getNeighbor(source, upward);
+
+ // direct neighbors (6)
+ action.accept(below);
+ action.accept(above);
+ action.accept(front);
+ action.accept(back);
+ action.accept(right);
+ action.accept(left);
+
+ // diagonal neighbors (12)
+ action.accept(nodes.getNeighbor(below, forward));
+ action.accept(nodes.getNeighbor(above, backward));
+ action.accept(nodes.getNeighbor(below, backward));
+ action.accept(nodes.getNeighbor(above, forward));
+ action.accept(nodes.getNeighbor(below, rightward));
+ action.accept(nodes.getNeighbor(above, leftward));
+ action.accept(nodes.getNeighbor(below, leftward));
+ action.accept(nodes.getNeighbor(above, rightward));
+ action.accept(nodes.getNeighbor(front, rightward));
+ action.accept(nodes.getNeighbor(back, leftward));
+ action.accept(nodes.getNeighbor(front, leftward));
+ action.accept(nodes.getNeighbor(back, rightward));
+
+ // far neighbors (6)
+ action.accept(nodes.getNeighbor(below, downward));
+ action.accept(nodes.getNeighbor(above, upward));
+ action.accept(nodes.getNeighbor(front, forward));
+ action.accept(nodes.getNeighbor(back, backward));
+ action.accept(nodes.getNeighbor(right, rightward));
+ action.accept(nodes.getNeighbor(left, leftward));
+ }
+ },
+ VERTICAL_FIRST_INWARD(
+ new int[][] {
+ new int[] { Directions.DOWN, Directions.UP, Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ new int[] { Directions.DOWN, Directions.UP, Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ new int[] { Directions.DOWN, Directions.UP, Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ new int[] { Directions.DOWN, Directions.UP, Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ },
+ new int[][] {
+ new int[] { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ new int[] { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ new int[] { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ new int[] { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ }
+ ) {
+
+ @Override
+ public void forEachNeighbor(NodeProvider nodes, Node source, int forward, Consumer<Node> action) {
+ /*
+ * This iteration order is designed to be an inversion of the above update
+ * order, and is determined as follows:
+ * <br>
+ * 1. Each neighbor is identified by the step(s) you must take, starting at the
+ * source, to reach it. Each step is 1 block, thus the position of a neighbor is
+ * encoded by the direction(s) of the step(s), e.g. (right), (down), (up, left),
+ * etc.
+ * <br>
+ * 2. Neighbors are iterated over in pairs that lie on opposite sides of the
+ * source.
+ * <br>
+ * 3. Neighbors are iterated over in order of their distance from the source,
+ * moving inward. This means they are iterated over in 3 groups: neighbors that
+ * are 2 blocks directly out first, then diagonal neighbors, and last are direct
+ * neighbors.
+ * <br>
+ * 4. The order within each group is determined using the following basic order:
+ * { down, up, front, back, right, left }. This order was chosen because it
+ * converts to the following order of absolute directions when west is said to
+ * be 'forward': { down, up west, east, north, south } - this is the order of
+ * shape updates, with the vertical directions moved to the front.
+ */
+
+ int rightward = (forward + 1) & 0b11;
+ int backward = (forward + 2) & 0b11;
+ int leftward = (forward + 3) & 0b11;
+ int downward = Directions.DOWN;
+ int upward = Directions.UP;
+
+ Node front = nodes.getNeighbor(source, forward);
+ Node right = nodes.getNeighbor(source, rightward);
+ Node back = nodes.getNeighbor(source, backward);
+ Node left = nodes.getNeighbor(source, leftward);
+ Node below = nodes.getNeighbor(source, downward);
+ Node above = nodes.getNeighbor(source, upward);
+
+ // far neighbors (6)
+ action.accept(nodes.getNeighbor(below, downward));
+ action.accept(nodes.getNeighbor(above, upward));
+ action.accept(nodes.getNeighbor(front, forward));
+ action.accept(nodes.getNeighbor(back, backward));
+ action.accept(nodes.getNeighbor(right, rightward));
+ action.accept(nodes.getNeighbor(left, leftward));
+
+ // diagonal neighbors (12)
+ action.accept(nodes.getNeighbor(below, forward));
+ action.accept(nodes.getNeighbor(above, backward));
+ action.accept(nodes.getNeighbor(below, backward));
+ action.accept(nodes.getNeighbor(above, forward));
+ action.accept(nodes.getNeighbor(below, rightward));
+ action.accept(nodes.getNeighbor(above, leftward));
+ action.accept(nodes.getNeighbor(below, leftward));
+ action.accept(nodes.getNeighbor(above, rightward));
+ action.accept(nodes.getNeighbor(front, rightward));
+ action.accept(nodes.getNeighbor(back, leftward));
+ action.accept(nodes.getNeighbor(front, leftward));
+ action.accept(nodes.getNeighbor(back, rightward));
+
+ // direct neighbors (6)
+ action.accept(below);
+ action.accept(above);
+ action.accept(front);
+ action.accept(back);
+ action.accept(right);
+ action.accept(left);
+ }
+ };
+
+ private final int[][] directNeighbors;
+ private final int[][] cardinalNeighbors;
+
+ private UpdateOrder(int[][] directNeighbors, int[][] cardinalNeighbors) {
+ this.directNeighbors = directNeighbors;
+ this.cardinalNeighbors = cardinalNeighbors;
+ }
+
+ public String id() {
+ return name().toLowerCase(Locale.ENGLISH);
+ }
+
+ public static UpdateOrder byId(String id) {
+ return valueOf(id.toUpperCase(Locale.ENGLISH));
+ }
+
+ public int[] directNeighbors(int forward) {
+ return directNeighbors[forward];
+ }
+
+ public int[] cardinalNeighbors(int forward) {
+ return cardinalNeighbors[forward];
+ }
+
+ /**
+ * Iterate over all neighboring nodes of the given source node. The iteration
+ * order is built from relative directions around the source, depending on the
+ * given 'forward' direction. This is an effort to eliminate any directional
+ * biases that would be emerge in rotationally symmetric circuits if the update
+ * order was built from absolute directions around the source.
+ * <br>
+ * Each update order must include the source's direct neighbors, but further
+ * neighbors may not be included.
+ */
+ public abstract void forEachNeighbor(NodeProvider nodes, Node source, int forward, Consumer<Node> action);
+
+}
diff --git a/src/main/java/alternate/current/wire/WireConnection.java b/src/main/java/alternate/current/wire/WireConnection.java
new file mode 100644
index 0000000000000000000000000000000000000000..4fd8cb29024330397cfe4cbc1f237d285bfb7b3e
@ -584,10 +980,10 @@ index 0000000000000000000000000000000000000000..4fd8cb29024330397cfe4cbc1f237d28
+}
diff --git a/src/main/java/alternate/current/wire/WireConnectionManager.java b/src/main/java/alternate/current/wire/WireConnectionManager.java
new file mode 100644
index 0000000000000000000000000000000000000000..5a7209f05b549c222f6c9bc2af2a35790964947e
index 0000000000000000000000000000000000000000..c69dcf2b418a0a2f373425ea0dd7144fd2f33c87
--- /dev/null
+++ b/src/main/java/alternate/current/wire/WireConnectionManager.java
@@ -0,0 +1,136 @@
@@ -0,0 +1,134 @@
+package alternate.current.wire;
+
+import java.util.Arrays;
@ -642,24 +1038,22 @@ index 0000000000000000000000000000000000000000..5a7209f05b549c222f6c9bc2af2a3579
+
+ if (neighbor.isWire()) {
+ add(neighbor.asWire(), iDir, true, true);
+ } else {
+ boolean sideIsConductor = neighbor.isConductor();
+
+ continue;
+ }
+ if (!sideIsConductor) {
+ Node node = nodes.getNeighbor(neighbor, Directions.DOWN);
+
+ boolean sideIsConductor = neighbor.isConductor();
+
+ if (!sideIsConductor) {
+ Node node = nodes.getNeighbor(neighbor, Directions.DOWN);
+
+ if (node.isWire()) {
+ add(node.asWire(), iDir, belowIsConductor, true);
+ if (node.isWire()) {
+ add(node.asWire(), iDir, belowIsConductor, true);
+ }
+ }
+ }
+ if (!aboveIsConductor) {
+ Node node = nodes.getNeighbor(neighbor, Directions.UP);
+ if (!aboveIsConductor) {
+ Node node = nodes.getNeighbor(neighbor, Directions.UP);
+
+ if (node.isWire()) {
+ add(node.asWire(), iDir, true, sideIsConductor);
+ if (node.isWire()) {
+ add(node.asWire(), iDir, true, sideIsConductor);
+ }
+ }
+ }
+ }
@ -716,8 +1110,8 @@ index 0000000000000000000000000000000000000000..5a7209f05b549c222f6c9bc2af2a3579
+ * Iterate over all connections. Use this method if the iteration order is
+ * important.
+ */
+ void forEach(Consumer<WireConnection> consumer, int iFlowDir) {
+ for (int iDir : WireHandler.CARDINAL_UPDATE_ORDERS[iFlowDir]) {
+ void forEach(Consumer<WireConnection> consumer, UpdateOrder updateOrder, int iFlowDir) {
+ for (int iDir : updateOrder.cardinalNeighbors(iFlowDir)) {
+ for (WireConnection c = heads[iDir]; c != null && c.iDir == iDir; c = c.next) {
+ consumer.accept(c);
+ }
@ -726,10 +1120,10 @@ index 0000000000000000000000000000000000000000..5a7209f05b549c222f6c9bc2af2a3579
+}
diff --git a/src/main/java/alternate/current/wire/WireHandler.java b/src/main/java/alternate/current/wire/WireHandler.java
new file mode 100644
index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be73ae06c0b
index 0000000000000000000000000000000000000000..8b7e33ce050ba75139df1c56c007b7922fccd573
--- /dev/null
+++ b/src/main/java/alternate/current/wire/WireHandler.java
@@ -0,0 +1,1150 @@
@@ -0,0 +1,1053 @@
+package alternate.current.wire;
+
+import java.util.Iterator;
@ -747,6 +1141,8 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+import net.minecraft.world.level.block.Block;
+import net.minecraft.world.level.block.Blocks;
+import net.minecraft.world.level.block.state.BlockState;
+import net.minecraft.world.level.redstone.InstantNeighborUpdater;
+import net.minecraft.world.level.redstone.NeighborUpdater;
+import net.minecraft.world.level.redstone.Redstone;
+
+/**
@ -960,36 +1356,9 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ -1, // 0b1111: west/north/east/south -> x
+ };
+ /**
+ * Update orders of all directions. Given that the index encodes the direction
+ * that is to be considered 'forward', the resulting update order is
+ * { front, back, right, left, down, up }.
+ * Update order of shape updates, matching that of Vanilla.
+ */
+ static final int[][] FULL_UPDATE_ORDERS = {
+ { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH, Directions.DOWN, Directions.UP },
+ { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST , Directions.DOWN, Directions.UP },
+ { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH, Directions.DOWN, Directions.UP },
+ { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST , Directions.DOWN, Directions.UP }
+ };
+ /**
+ * The default update order of all directions. It is equivalent to the order of
+ * shape updates in vanilla Minecraft.
+ */
+ static final int[] DEFAULT_FULL_UPDATE_ORDER = FULL_UPDATE_ORDERS[0];
+ /**
+ * Update orders of cardinal directions. Given that the index encodes the
+ * direction that is to be considered 'forward', the resulting update order is
+ * { front, back, right, left }.
+ */
+ static final int[][] CARDINAL_UPDATE_ORDERS = {
+ { Directions.WEST , Directions.EAST , Directions.NORTH, Directions.SOUTH },
+ { Directions.NORTH, Directions.SOUTH, Directions.EAST , Directions.WEST },
+ { Directions.EAST , Directions.WEST , Directions.SOUTH, Directions.NORTH },
+ { Directions.SOUTH, Directions.NORTH, Directions.WEST , Directions.EAST }
+ };
+ /**
+ * The default update order of all cardinal directions.
+ */
+ static final int[] DEFAULT_CARDINAL_UPDATE_ORDER = CARDINAL_UPDATE_ORDERS[0];
+ static final int[] SHAPE_UPDATE_ORDER = { Directions.WEST, Directions.EAST, Directions.NORTH, Directions.SOUTH, Directions.DOWN, Directions.UP };
+
+ private static final int POWER_MIN = Redstone.SIGNAL_MIN;
+ private static final int POWER_MAX = Redstone.SIGNAL_MAX;
@ -1008,6 +1377,8 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ /** Queue of updates to wires and neighboring blocks. */
+ private final Queue<Node> updates;
+
+ private final NeighborUpdater neighborUpdater;
+
+ // Rather than creating new nodes every time a network is updated we keep
+ // a cache of nodes that can be re-used.
+ private Node[] nodeCache;
@ -1015,6 +1386,8 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+
+ /** Is this WireHandler currently working through the update queue? */
+ private boolean updating;
+ /** The update order currently in use. */
+ private UpdateOrder updateOrder;
+
+ public WireHandler(ServerLevel level) {
+ this.level = level;
@ -1023,6 +1396,8 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ this.search = new SimpleQueue();
+ this.updates = new PriorityQueue();
+
+ this.neighborUpdater = new InstantNeighborUpdater(this.level);
+
+ this.nodeCache = new Node[16];
+ this.fillNodeCache(0, 16);
+ }
@ -1162,80 +1537,6 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ }
+
+ /**
+ * Iterate over all neighboring nodes of the given wire. The iteration order is
+ * designed to be an extension of the default block update order, and is
+ * determined as follows:
+ * <br>
+ * 1. The direction of power flow through the wire is to be considered
+ * 'forward'. The iteration order depends on the neighbors' relative positions
+ * to the wire.
+ * <br>
+ * 2. Each neighbor is identified by the step(s) you must take, starting at the
+ * wire, to reach it. Each step is 1 block, thus the position of a neighbor is
+ * encoded by the direction(s) of the step(s), e.g. (right), (down), (up, left),
+ * etc.
+ * <br>
+ * 3. Neighbors are iterated over in pairs that lie on opposite sides of the
+ * wire.
+ * <br>
+ * 4. Neighbors are iterated over in order of their distance from the wire. This
+ * means they are iterated over in 3 groups: direct neighbors first, then
+ * diagonal neighbors, and last are the far neighbors that are 2 blocks directly
+ * out.
+ * <br>
+ * 5. The order within each group is determined using the following basic order:
+ * { front, back, right, left, down, up }. This order was chosen because it
+ * converts to the following order of absolute directions when west is said to
+ * be 'forward': { west, east, north, south, down, up } - this is the order of
+ * shape updates.
+ */
+ private void forEachNeighbor(WireNode wire, Consumer<Node> consumer) {
+ int forward = wire.iFlowDir;
+ int rightward = (forward + 1) & 0b11;
+ int backward = (forward + 2) & 0b11;
+ int leftward = (forward + 3) & 0b11;
+ int downward = Directions.DOWN;
+ int upward = Directions.UP;
+
+ Node front = getNeighbor(wire, forward);
+ Node right = getNeighbor(wire, rightward);
+ Node back = getNeighbor(wire, backward);
+ Node left = getNeighbor(wire, leftward);
+ Node below = getNeighbor(wire, downward);
+ Node above = getNeighbor(wire, upward);
+
+ // direct neighbors (6)
+ consumer.accept(front);
+ consumer.accept(back);
+ consumer.accept(right);
+ consumer.accept(left);
+ consumer.accept(below);
+ consumer.accept(above);
+
+ // diagonal neighbors (12)
+ consumer.accept(getNeighbor(front, rightward));
+ consumer.accept(getNeighbor(back, leftward));
+ consumer.accept(getNeighbor(front, leftward));
+ consumer.accept(getNeighbor(back, rightward));
+ consumer.accept(getNeighbor(front, downward));
+ consumer.accept(getNeighbor(back, upward));
+ consumer.accept(getNeighbor(front, upward));
+ consumer.accept(getNeighbor(back, downward));
+ consumer.accept(getNeighbor(right, downward));
+ consumer.accept(getNeighbor(left, upward));
+ consumer.accept(getNeighbor(right, upward));
+ consumer.accept(getNeighbor(left, downward));
+
+ // far neighbors (6)
+ consumer.accept(getNeighbor(front, forward));
+ consumer.accept(getNeighbor(back, backward));
+ consumer.accept(getNeighbor(right, rightward));
+ consumer.accept(getNeighbor(left, leftward));
+ consumer.accept(getNeighbor(below, downward));
+ consumer.accept(getNeighbor(above, upward));
+ }
+
+ /**
+ * This method should be called whenever a wire receives a block update.
+ */
+ public void onWireUpdated(BlockPos pos) {
@ -1309,6 +1610,8 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ node.invalid = true;
+ }
+ }
+
+ updateOrder = UpdateOrder.values()[level.paperConfig().misc.alternateCurrentUpdateOrder.ordinal()];
+ }
+
+ /**
@ -1354,7 +1657,7 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ return;
+ }
+
+ for (int iDir : FULL_UPDATE_ORDERS[wire.iFlowDir]) {
+ for (int iDir : updateOrder.directNeighbors(wire.iFlowDir)) {
+ Node neighbor = getNeighbor(wire, iDir);
+
+ if (neighbor.isConductor() || neighbor.isSignalSource()) {
@ -1670,7 +1973,7 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ if (needsUpdate(neighbor)) {
+ search(neighbor, false, connection.iDir);
+ }
+ }, wire.iFlowDir);
+ }, updateOrder, wire.iFlowDir);
+ }
+ }
+
@ -1784,7 +2087,7 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ if (neighbor.offerPower(power, iDir)) {
+ queueWire(neighbor);
+ }
+ }, wire.iFlowDir);
+ }, updateOrder, wire.iFlowDir);
+ }
+
+ /**
@ -1794,10 +2097,15 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ BlockPos wirePos = wire.pos;
+ BlockState wireState = wire.state;
+
+ for (int iDir : DEFAULT_FULL_UPDATE_ORDER) {
+ for (int iDir : SHAPE_UPDATE_ORDER) {
+ Node neighbor = getNeighbor(wire, iDir);
+
+ if (!neighbor.isWire()) {
+ // Shape updates to redstone wire are very expensive, and should never happen
+ // as a result of power changes anyway, while shape updates to air do nothing.
+ // The current block state at this position *could* be wrong, but if you somehow
+ // manage to place a block where air used to be during the execution of a shape
+ // update I am very impressed and you deserve to have some broken behavior.
+ if (!neighbor.isWire() && !neighbor.state.isAir()) {
+ int iOpp = Directions.iOpposite(iDir);
+ Direction opp = Directions.ALL[iOpp];
+
@ -1807,24 +2115,14 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ }
+
+ private void updateShape(Node node, Direction dir, BlockPos neighborPos, BlockState neighborState) {
+ BlockPos pos = node.pos;
+ BlockState state = level.getBlockState(pos);
+
+ // Shape updates to redstone wire are very expensive, and should never happen
+ // as a result of power changes anyway.
+ if (!state.isAir() && !state.is(Blocks.REDSTONE_WIRE)) {
+ BlockState newState = state.updateShape(dir, neighborState, level, pos, neighborPos);
+ Block.updateOrDestroy(state, newState, level, pos, Block.UPDATE_CLIENTS);
+ }
+ neighborUpdater.shapeUpdate(dir, neighborState, node.pos, neighborPos, Block.UPDATE_CLIENTS, 512);
+ }
+
+ /**
+ * Queue block updates to nodes around the given wire.
+ */
+ private void queueNeighbors(WireNode wire) {
+ forEachNeighbor(wire, neighbor -> {
+ queueNeighbor(neighbor, wire);
+ });
+ updateOrder.forEachNeighbor(this::getNeighbor, wire, wire.iFlowDir, neighbor -> queueNeighbor(neighbor, wire));
+ }
+
+ /**
@ -1832,7 +2130,20 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ */
+ private void queueNeighbor(Node node, WireNode neighborWire) {
+ // Updates to wires are queued when power is transmitted.
+ if (!node.isWire()) {
+ // While this check makes sure wires in the network are not given block
+ // updates, it also prevents block updates to wires in neighboring networks.
+ // While this should not make a difference in theory, in practice, it is
+ // possible to force a network into an invalid state without updating it, even
+ // if it is relatively obscure.
+ // While I was willing to make this compromise in return for some significant
+ // performance gains in certain setups, if you are not, you can add all the
+ // positions of the network to a set and filter out block updates to wires in
+ // the network that way.
+ // Block updates to air do nothing, so those are skipped as well.
+ // The current block state at this position *could* be wrong, but if you somehow
+ // manage to place a block where air used to be during the execution of a block
+ // update I am very impressed and you deserve to have some broken behavior.
+ if (!node.isWire() && !node.state.isAir()) {
+ node.neighborWire = neighborWire;
+ updates.offer(node);
+ }
@ -1856,21 +2167,7 @@ index 0000000000000000000000000000000000000000..e943fdcbc15d5c17450659c2cd9e0be7
+ * Emit a block update to the given node.
+ */
+ private void updateBlock(Node node, BlockPos neighborPos, Block neighborBlock) {
+ BlockPos pos = node.pos;
+ BlockState state = level.getBlockState(pos);
+
+ // While this check makes sure wires in the network are not given block
+ // updates, it also prevents block updates to wires in neighboring networks.
+ // While this should not make a difference in theory, in practice, it is
+ // possible to force a network into an invalid state without updating it, even
+ // if it is relatively obscure.
+ // While I was willing to make this compromise in return for some significant
+ // performance gains in certain setups, if you are not, you can add all the
+ // positions of the network to a set and filter out block updates to wires in
+ // the network that way.
+ if (!state.isAir() && !state.is(Blocks.REDSTONE_WIRE)) {
+ state.handleNeighborChanged(level, pos, neighborBlock, neighborPos, false);
+ }
+ neighborUpdater.neighborChanged(node.pos, neighborBlock, neighborPos);
+ }
+
+ @FunctionalInterface