| package li.cil.oc.common.tileentity |
| |
| import li.cil.oc.Settings |
| import li.cil.oc.api.network.{Connector, SidedEnvironment} |
| import net.minecraftforge.common.ForgeDirection |
| |
| trait PowerBalancer extends PowerInformation with SidedEnvironment { |
| var globalBuffer, globalBufferSize = 0.0 |
| |
| override def updateEntity() { |
| super.updateEntity() |
| if (isServer && world.getWorldTime % Settings.get.tickFrequency == 0) { |
| val nodes = ForgeDirection.VALID_DIRECTIONS.view.map(sidedNode(_) match { |
| case connector: Connector => connector |
| case _ => null |
| }) |
| def isPrimary(connector: Connector) = connector != null && nodes(nodes.indexWhere(_.network == connector.network)) == connector |
| def network(connector: Connector) = if (connector != null) connector.network else this |
| // Yeeeeah, so that just happened... it's not a beauty, but it works. This |
| // is necessary because power in networks can be updated asynchronously, |
| // i.e. in separate threads (e.g. to allow screens to consume energy when |
| // they change, which usually happens in a computers executor thread). |
| // This multi-lock only happens in the main server thread, though, so we |
| // don't have to fear deadlocks. I think. |
| network(nodes(0)).synchronized { |
| network(nodes(1)).synchronized { |
| network(nodes(2)).synchronized { |
| network(nodes(3)).synchronized { |
| network(nodes(4)).synchronized { |
| network(nodes(5)).synchronized { |
| var sumBuffer, sumSize = 0.0 |
| for (node <- nodes if isPrimary(node)) { |
| sumBuffer += node.globalBuffer |
| sumSize += node.globalBufferSize |
| } |
| if (sumSize > 0) { |
| val ratio = sumBuffer / sumSize |
| for (node <- nodes if isPrimary(node)) { |
| node.changeBuffer(node.globalBufferSize * ratio - node.globalBuffer) |
| } |
| } |
| globalBuffer = sumBuffer |
| globalBufferSize = sumSize |
| } |
| } |
| } |
| } |
| } |
| } |
| updatePowerInformation() |
| } |
| } |
| } |