package alternate.current.wire;

import java.util.Iterator;
import java.util.Queue;
import java.util.function.Consumer;

import it.unimi.dsi.fastutil.longs.Long2ObjectMap;
import it.unimi.dsi.fastutil.longs.Long2ObjectMap.Entry;
import it.unimi.dsi.fastutil.longs.Long2ObjectMaps;
import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;

import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.server.level.ServerLevel;
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.Redstone;

/**
 * This class handles power changes for redstone wire. The algorithm was
 * designed with the following goals in mind:
 * <br>
 * 1. Minimize the number of times a wire checks its surroundings to determine
 * its power level.
 * <br>
 * 2. Minimize the number of block and shape updates emitted.
 * <br>
 * 3. Emit block and shape updates in a deterministic, non-locational order,
 * fixing bug MC-11193.
 * 
 * <p>
 * In Vanilla redstone wire is laggy because it fails on points 1 and 2.
 * 
 * <p>
 * Redstone wire updates recursively and each wire calculates its power level in
 * isolation rather than in the context of the network it is a part of. This
 * means a wire in a grid can change its power level over half a dozen times
 * before settling on its final value. This problem used to be worse in 1.13 and
 * below, where a wire would only decrease its power level by 1 at a time.
 * 
 * <p>
 * In addition to this, a wire emits 42 block updates and up to 22 shape updates
 * each time it changes its power level.
 * 
 * <p>
 * Of those 42 block updates, 6 are to itself, which are thus not only
 * redundant, but a big source of lag, since those cause the wire to
 * unnecessarily re-calculate its power level. A block only has 24 neighbors
 * within a Manhattan distance of 2, meaning 12 of the remaining 36 block
 * updates are duplicates and thus also redundant.
 * 
 * <p>
 * Of the 22 shape updates, only 6 are strictly necessary. The other 16 are sent
 * to blocks diagonally above and below. These are necessary if a wire changes
 * its connections, but not when it changes its power level.
 * 
 * <p>
 * Redstone wire in Vanilla also fails on point 3, though this is more of a
 * quality-of-life issue than a lag issue. The recursive nature in which it
 * updates, combined with the location-dependent order in which each wire
 * updates its neighbors, makes the order in which neighbors of a wire network
 * are updated incredibly inconsistent and seemingly random.
 * 
 * <p>
 * Alternate Current fixes each of these problems as follows.
 * 
 * <p>
 * 1. To make sure a wire calculates its power level as little as possible, we
 * remove the recursive nature in which redstone wire updates in Vanilla.
 * Instead, we build a network of connected wires, find those wires that receive
 * redstone power from "outside" the network, and spread the power from there.
 * This has a few advantages:
 * <br>
 * - Each wire checks for power from non-wire components at most once, and from
 * nearby wires just twice.
 * <br>
 * - Each wire only sets its power level in the world once. This is important,
 * because calls to Level.setBlock are even more expensive than calls to
 * Level.getBlockState.
 * 
 * <p>
 * 2. There are 2 obvious ways in which we can reduce the number of block and
 * shape updates.
 * <br>
 * - Get rid of the 18 redundant block updates and 16 redundant shape updates,
 * so each wire only emits 24 block updates and 6 shape updates whenever it
 * changes its power level.
 * <br>
 * - Only emit block updates and shape updates once a wire reaches its final
 * power level, rather than at each intermediary stage.
 * <br>
 * For an individual wire, these two optimizations are the best you can do, but
 * for an entire grid, you can do better!
 * 
 * <p>
 * Since we calculate the power of the entire network, sending block and shape
 * updates to the wires in it is redundant. Removing those updates can reduce
 * the number of block and shape updates by up to 20%.
 * 
 * <p>
 * 3. To make the order of block updates to neighbors of a network
 * deterministic, the first thing we must do is to replace the location-
 * dependent order in which a wire updates its neighbors. Instead, we base it on
 * the direction of power flow. This part of the algorithm was heavily inspired
 * by theosib's 'RedstoneWireTurbo', which you can read more about in theosib's
 * comment on Mojira <a href="https://bugs.mojang.com/browse/MC-81098?focusedCommentId=420777&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#comment-420777">here</a>
 * or by checking out its implementation in carpet mod <a href="https://github.com/gnembon/fabric-carpet/blob/master/src/main/java/carpet/helpers/RedstoneWireTurbo.java">here</a>.
 * 
 * <p>
 * The idea is to determine the direction of power flow through a wire based on
 * the power it receives from neighboring wires. For example, if the only power
 * a wire receives is from a neighboring wire to its west, it can be said that
 * the direction of power flow through the wire is east.
 * 
 * <p>
 * We make the order of block updates to neighbors of a wire depend on what is
 * determined to be the direction of power flow. This not only removes
 * locationality entirely, it even removes directionality in a large number of
 * cases. Unlike in 'RedstoneWireTurbo', however, I have decided to keep a
 * directional element in ambiguous cases, rather than to introduce randomness,
 * though this is trivial to change.
 * 
 * <p>
 * While this change fixes the block update order of individual wires, we must
 * still address the overall block update order of a network. This turns out to
 * be a simple fix, because of a change we made earlier: we search through the
 * network for wires that receive power from outside it, and spread the power
 * from there. If we make each wire transmit its power to neighboring wires in
 * an order dependent on the direction of power flow, we end up with a
 * non-locational and largely non-directional wire update order.
 * 
 * @author Space Walker
 */
public class WireHandler {

    public static class Directions {

        public static final Direction[] ALL        = { Direction.WEST, Direction.NORTH, Direction.EAST, Direction.SOUTH, Direction.DOWN, Direction.UP };
        public static final Direction[] HORIZONTAL = { Direction.WEST, Direction.NORTH, Direction.EAST, Direction.SOUTH };

        // Indices for the arrays above.
        // The cardinal directions are ordered clockwise. This allows
        // for conversion between relative and absolute directions
        // ('left' 'right' vs 'east' 'west') with simple arithmetic:
        // If some Direction index 'iDir' is considered 'forward', then
        // '(iDir + 1) & 0b11' is 'right', '(iDir + 2) & 0b11' is 'backward', etc.
        public static final int WEST  = 0b000; // 0
        public static final int NORTH = 0b001; // 1
        public static final int EAST  = 0b010; // 2
        public static final int SOUTH = 0b011; // 3
        public static final int DOWN  = 0b100; // 4
        public static final int UP    = 0b101; // 5

        public static int iOpposite(int iDir) {
            return iDir ^ (0b10 >>> (iDir >>> 2));
        }

        // Each array is placed at the index that encodes the direction that is missing
        // from the array.
        private static final int[][] I_EXCEPT = {
            {       NORTH, EAST, SOUTH, DOWN, UP },
            { WEST,        EAST, SOUTH, DOWN, UP },
            { WEST, NORTH,       SOUTH, DOWN, UP },
            { WEST, NORTH, EAST,        DOWN, UP },
            { WEST, NORTH, EAST, SOUTH,       UP },
            { WEST, NORTH, EAST, SOUTH, DOWN     }
        };
        private static final int[][] I_EXCEPT_CARDINAL = {
            {       NORTH, EAST, SOUTH },
            { WEST,        EAST, SOUTH },
            { WEST, NORTH,       SOUTH },
            { WEST, NORTH, EAST,       },
            { WEST, NORTH, EAST, SOUTH },
            { WEST, NORTH, EAST, SOUTH }
        };
    }

    /**
     * This conversion table takes in information about incoming flow, and outputs
     * the determined outgoing flow.
     * 
     * <p>
     * The input is a 4 bit number that encodes the incoming flow. Each bit
     * represents a cardinal direction, and when it is 'on', there is flow in that
     * direction.
     * 
     * <p>
     * The output is a single Direction index, or -1 for ambiguous cases.
     * 
     * <p>
     * The outgoing flow is determined as follows:
     * 
     * <p>
     * If there is just 1 direction of incoming flow, that direction will be the
     * direction of outgoing flow.
     * 
     * <p>
     * If there are 2 directions of incoming flow, and these directions are not each
     * other's opposites, the direction that is 'more clockwise' will be the
     * direction of outgoing flow. More precisely, the direction that is 1 clockwise
     * turn from the other is picked.
     * 
     * <p>
     * If there are 3 directions of incoming flow, the two opposing directions
     * cancel each other out, and the remaining direction will be the direction of
     * outgoing flow.
     * 
     * <p>
     * In all other cases, the flow is completely ambiguous.
     */
    static final int[] FLOW_IN_TO_FLOW_OUT = {
        -1,               // 0b0000: -                     -> x
        Directions.WEST,  // 0b0001: west                  -> west
        Directions.NORTH, // 0b0010: north                 -> north
        Directions.NORTH, // 0b0011: west/north            -> north
        Directions.EAST,  // 0b0100: east                  -> east
        -1,               // 0b0101: west/east             -> x
        Directions.EAST,  // 0b0110: north/east            -> east
        Directions.NORTH, // 0b0111: west/north/east       -> north
        Directions.SOUTH, // 0b1000: south                 -> south
        Directions.WEST,  // 0b1001: west/south            -> west
        -1,               // 0b1010: north/south           -> x
        Directions.WEST,  // 0b1011: west/north/south      -> west
        Directions.SOUTH, // 0b1100: east/south            -> south
        Directions.SOUTH, // 0b1101: west/east/south       -> south
        Directions.EAST,  // 0b1110: north/east/south      -> east
        -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 }.
     */
    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];

    private static final int POWER_MIN = Redstone.SIGNAL_MIN;
    private static final int POWER_MAX = Redstone.SIGNAL_MAX;
    private static final int POWER_STEP = 1;

    // If Vanilla will ever multi-thread the ticking of levels, there should
    // be only one WireHandler per level, in case redstone updates in multiple
    // levels at the same time. There are already mods that add multi-threading
    // as well.
    private final ServerLevel level;

    /** Map of wires and neighboring blocks. */
    private final Long2ObjectMap<Node> nodes;
    /** Queue for the breadth-first search through the network. */
    private final Queue<WireNode> search;
    /** Queue of updates to wires and neighboring blocks. */
    private final Queue<Node> updates;

    // 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;
    private int nodeCount;

    /** Is this WireHandler currently working through the update queue? */
    private boolean updating;

    public WireHandler(ServerLevel level) {
        this.level = level;

        this.nodes = new Long2ObjectOpenHashMap<>();
        this.search = new SimpleQueue();
        this.updates = new PriorityQueue();

        this.nodeCache = new Node[16];
        this.fillNodeCache(0, 16);
    }

    /**
     * Retrieve the {@link alternate.current.wire.Node Node} that represents the
     * block at the given position in the level.
     */
    private Node getOrAddNode(BlockPos pos) {
        return nodes.compute(pos.asLong(), (key, node) -> {
            if (node == null) {
                // If there is not yet a node at this position, retrieve and
                // update one from the cache.
                return getNextNode(pos);
            }
            if (node.invalid) {
                return revalidateNode(node);
            }

            return node;
        });
    }

    /**
     * Remove and return the {@link alternate.current.wire.Node Node} at the given
     * position.
     */
    private Node removeNode(BlockPos pos) {
        return nodes.remove(pos.asLong());
    }

    /**
     * Return a {@link alternate.current.wire.Node Node} that represents the block
     * at the given position.
     */
    private Node getNextNode(BlockPos pos) {
        return getNextNode(pos, level.getBlockState(pos));
    }

    /**
     * Return a node that represents the given position and block state. If it is a
     * wire, then create a new {@link alternate.current.wire.WireNode WireNode}.
     * Otherwise, grab the next {@link alternate.current.wire.Node Node} from the
     * cache and update it.
     */
    private Node getNextNode(BlockPos pos, BlockState state) {
        return state.is(Blocks.REDSTONE_WIRE) ? new WireNode(level, pos, state) : getNextNode().set(pos, state, true);
    }

    /**
     * Grab the first unused node from the cache. If all of the cache is already in
     * use, increase it in size first.
     */
    private Node getNextNode() {
        if (nodeCount == nodeCache.length) {
            increaseNodeCache();
        }

        return nodeCache[nodeCount++];
    }

    private void increaseNodeCache() {
        Node[] oldCache = nodeCache;
        nodeCache = new Node[oldCache.length << 1];

        for (int index = 0; index < oldCache.length; index++) {
            nodeCache[index] = oldCache[index];
        }

        fillNodeCache(oldCache.length, nodeCache.length);
    }

    private void fillNodeCache(int start, int end) {
        for (int index = start; index < end; index++) {
            nodeCache[index] = new Node(level);
        }
    }

    /**
     * Try to revalidate the given node by looking at the block state that is
     * occupying its position. If the given node is a wire but the block state is
     * not, or vice versa, a new node must be created/grabbed from the cache.
     * Otherwise, the node can be quickly revalidated with the new block state.
     */
    private Node revalidateNode(Node node) {
        BlockPos pos = node.pos;
        BlockState state = level.getBlockState(pos);

        boolean wasWire = node.isWire();
        boolean isWire = state.is(Blocks.REDSTONE_WIRE);

        if (wasWire != isWire) {
            return getNextNode(pos, state);
        }

        node.invalid = false;

        if (isWire) {
            // No need to update the block state of this wire - it will grab
            // the current block state just before setting power anyway.
            WireNode wire = node.asWire();

            wire.root = false;
            wire.discovered = false;
            wire.searched = false;
        } else {
            node.set(pos, state, false);
        }

        return node;
    }

    /**
     * Retrieve the neighbor of a node in the given direction and create a link
     * between the two nodes if they are not yet linked. This link makes accessing
     * neighbors of a node signficantly faster.
     */
    private Node getNeighbor(Node node, int iDir) {
        Node neighbor = node.neighbors[iDir];

        if (neighbor == null || neighbor.invalid) {
            Direction dir = Directions.ALL[iDir];
            BlockPos pos = node.pos.relative(dir);

            Node oldNeighbor = neighbor;
            neighbor = getOrAddNode(pos);

            if (neighbor != oldNeighbor) {
                int iOpp = Directions.iOpposite(iDir);

                node.neighbors[iDir] = neighbor;
                neighbor.neighbors[iOpp] = node;
            }
        }

        return neighbor;
    }

    /**
     * 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) {
        invalidate();
        findRoots(pos);
        tryUpdate();
    }

    /**
     * This method should be called whenever a wire is placed.
     */
    public void onWireAdded(BlockPos pos) {
        Node node = getOrAddNode(pos);

        if (!node.isWire()) {
            return; // we should never get here
        }

        WireNode wire = node.asWire();
        wire.added = true;

        invalidate();
        revalidateNode(wire);
        findRoot(wire);
        tryUpdate();
    }

    /**
     * This method should be called whenever a wire is removed.
     */
    public void onWireRemoved(BlockPos pos, BlockState state) {
        Node node = removeNode(pos);
        WireNode wire;

        if (node == null || !node.isWire()) {
            wire = new WireNode(level, pos, state);
        } else {
            wire = node.asWire();
        }

        wire.invalid = true;
        wire.removed = true;

        // If these fields are set to 'true', the removal of this wire was part of
        // already ongoing power changes, so we can exit early here.
        if (updating && wire.shouldBreak) {
            return;
        }

        invalidate();
        revalidateNode(wire);
        findRoot(wire);
        tryUpdate();
    }

    /**
     * The nodes map is a snapshot of the state of the world. It becomes invalid
     * when power changes are carried out, since the block and shape updates can
     * lead to block changes. If these block changes cause the network to be updated
     * again every node must be invalidated, and revalidated before it is used
     * again. This ensures the power calculations of the network are accurate.
     */
    private void invalidate() {
        if (updating && !nodes.isEmpty()) {
            Iterator<Entry<Node>> it = Long2ObjectMaps.fastIterator(nodes);

            while (it.hasNext()) {
                Entry<Node> entry = it.next();
                Node node = entry.getValue();

                node.invalid = true;
            }
        }
    }

    /**
     * Look for wires at and around the given position that are in an invalid state
     * and require power changes. These wires are called 'roots' because it is only
     * when these wires change power level that neighboring wires must adjust as
     * well.
     * 
     * <p>
     * While it is strictly only necessary to check the wire at the given position,
     * if that wire is part of a network, it is beneficial to check its surroundings
     * for other wires that require power changes. This is because a network can
     * receive power at multiple points. Consider the following setup:
     * 
     * <p>
     * (top-down view, W = wire, L = lever, _ = air/other)
     * <br> {@code _ _ W _ _ }
     * <br> {@code _ W W W _ }
     * <br> {@code W W L W W }
     * <br> {@code _ W W W _ }
     * <br> {@code _ _ W _ _ }
     * 
     * <p>
     * The lever powers four wires in the network at once. If this is identified
     * correctly, the entire network can (un)power at once. While it is not
     * practical to cover every possible situation where a network is (un)powered
     * from multiple points at once, checking for common cases like the one
     * described above is relatively straight-forward.
     */
    private void findRoots(BlockPos pos) {
        Node node = getOrAddNode(pos);

        if (!node.isWire()) {
            return; // we should never get here
        }

        WireNode wire = node.asWire();
        findRoot(wire);

        // If the wire at the given position is not in an invalid state or is not
        // part of a larger network, we can exit early.
        if (!wire.searched || wire.connections.total == 0) {
            return;
        }

        for (int iDir : FULL_UPDATE_ORDERS[wire.iFlowDir]) {
            Node neighbor = getNeighbor(wire, iDir);

            if (neighbor.isConductor() || neighbor.isSignalSource()) {
                findRootsAround(neighbor, Directions.iOpposite(iDir));
            }
        }
    }

    /**
     * Look for wires around the given node that require power changes.
     */
    private void findRootsAround(Node node, int except) {
        for (int iDir : Directions.I_EXCEPT_CARDINAL[except]) {
            Node neighbor = getNeighbor(node, iDir);

            if (neighbor.isWire()) {
                findRoot(neighbor.asWire());
            }
        }
    }

    /**
     * Check if the given wire requires power changes. If it does, queue it for the
     * breadth-first search as a root.
     */
    private void findRoot(WireNode wire) {
        // Each wire only needs to be checked once.
        if (wire.discovered) {
            return;
        }

        discover(wire);
        findExternalPower(wire);
        findPower(wire, false);

        if (needsUpdate(wire)) {
            searchRoot(wire);
        }
    }

    /**
     * Prepare the given wire for the breadth-first search. This means:
     * <br>
     * - Check if the wire should break. Rather than breaking the wire right away,
     * its effects are integrated into the power calculations.
     * <br>
     * - Reset the virtual and external power.
     * <br>
     * - Find connections to neighboring wires.
     */
    private void discover(WireNode wire) {
        if (wire.discovered) {
            return;
        }

        wire.discovered = true;
        wire.searched = false;

        if (!wire.removed && !wire.shouldBreak && !wire.state.canSurvive(level, wire.pos)) {
            wire.shouldBreak = true;
        }

        wire.virtualPower = wire.currentPower;
        wire.externalPower = POWER_MIN - 1;

        wire.connections.set(this::getNeighbor);
    }

    /**
     * Determine the power level the given wire receives from the blocks around it.
     * Power from non-wire components only needs to be computed if power from
     * neighboring wires has decreased, so as to determine how low the power of the
     * wire can fall.
     */
    private void findPower(WireNode wire, boolean ignoreSearched) {
        // As wire power is (re-)computed, flow information must be reset.
        wire.virtualPower = wire.externalPower;
        wire.flowIn = 0;

        // If the wire is removed or going to break, its power level should always be
        // the minimum value. This is because it (effectively) no longer exists, so
        // cannot provide any power to neighboring wires.
        if (wire.removed || wire.shouldBreak) {
            return;
        }

        // Power received from neighboring wires will never exceed POWER_MAX -
        // POWER_STEP, so if the external power is already larger than or equal to
        // that, there is no need to check for power from neighboring wires.
        if (wire.externalPower < (POWER_MAX - POWER_STEP)) {
            findWirePower(wire, ignoreSearched);
        }
    }

    /**
     * Determine the power the given wire receives from connected neighboring wires
     * and update the virtual power accordingly.
     */
    private void findWirePower(WireNode wire, boolean ignoreSearched) {
        wire.connections.forEach(connection -> {
            if (!connection.accept) {
                return;
            }

            WireNode neighbor = connection.wire;

            if (!ignoreSearched || !neighbor.searched) {
                int power = Math.max(POWER_MIN, neighbor.virtualPower - POWER_STEP);
                int iOpp = Directions.iOpposite(connection.iDir);

                wire.offerPower(power, iOpp);
            }
        });
    }

    /**
     * Determine the redstone signal the given wire receives from non-wire
     * components and update the virtual power accordingly.
     */
    private void findExternalPower(WireNode wire) {
        // If the wire is removed or going to break, its power level should always be
        // the minimum value. Thus external power need not be computed.
        // In other cases external power need only be computed once.
        if (wire.removed || wire.shouldBreak || wire.externalPower >= POWER_MIN) {
            return;
        }

        wire.externalPower = getExternalPower(wire);

        if (wire.externalPower > wire.virtualPower) {
            wire.virtualPower = wire.externalPower;
        }
    }

    /**
     * Determine the redstone signal the given wire receives from non-wire
     * components.
     */
    private int getExternalPower(WireNode wire) {
        int power = POWER_MIN;

        for (int iDir = 0; iDir < Directions.ALL.length; iDir++) {
            Node neighbor = getNeighbor(wire, iDir);

            // Power from wires is handled separately.
            if (neighbor.isWire()) {
                continue;
            }

            // Since 1.16 there is a block that is both a conductor and a signal
            // source: the target block!
            if (neighbor.isConductor()) {
                power = Math.max(power, getDirectSignalTo(wire, neighbor, Directions.iOpposite(iDir)));
            }
            if (neighbor.isSignalSource()) {
                power = Math.max(power, neighbor.state.getSignal(level, neighbor.pos, Directions.ALL[iDir]));
            }

            if (power >= POWER_MAX) {
                return POWER_MAX;
            }
        }

        return power;
    }

    /**
     * Determine the direct signal the given wire receives from neighboring blocks
     * through the given conductor node.
     */
    private int getDirectSignalTo(WireNode wire, Node node, int except) {
        int power = POWER_MIN;

        for (int iDir : Directions.I_EXCEPT[except]) {
            Node neighbor = getNeighbor(node, iDir);

            if (neighbor.isSignalSource()) {
                power = Math.max(power, neighbor.state.getDirectSignal(level, neighbor.pos, Directions.ALL[iDir]));

                if (power >= POWER_MAX) {
                    return POWER_MAX;
                }
            }
        }

        return power;
    }

    /**
     * Check if the given wire needs to update its state in the world.
     */
    private boolean needsUpdate(WireNode wire) {
        return wire.removed || wire.shouldBreak || wire.virtualPower != wire.currentPower;
    }

    /**
     * Queue the given wire for the breadth-first search as a root.
     */
    private void searchRoot(WireNode wire) {
        int iBackupFlowDir;

        if (wire.connections.iFlowDir < 0) {
            iBackupFlowDir = 0;
        } else {
            iBackupFlowDir = wire.connections.iFlowDir;
        }

        search(wire, true, iBackupFlowDir);
    }

    /**
     * Queue the given wire for the breadth-first search and set a backup flow
     * direction.
     */
    private void search(WireNode wire, boolean root, int iBackupFlowDir) {
        search.offer(wire);

        wire.root = root;
        wire.searched = true;
        // Normally the flow is not set until the power level is updated. However,
        // in networks with multiple power sources the update order between them
        // depends on which was discovered first. To make this less prone to
        // directionality, each wire node is given a 'backup' flow. For roots, this
        // is the determined flow of their connections. For non-roots this is the
        // direction from which they were discovered.
        wire.iFlowDir = iBackupFlowDir;
    }

    private void tryUpdate() {
        if (!search.isEmpty()) {
            update();
        }
        if (!updating) {
            nodes.clear();
            nodeCount = 0;
        }
    }

    /**
     * Update the network and neighboring blocks. This is done in 3 steps.
     * 
     * <p>
     * <b>1. Search through the network</b>
     * <br>
     * Conduct a breadth-first search around the roots to find wires that are in an
     * invalid state and need power changes.
     * 
     * <p>
     * <b>2. Depower the network</b>
     * <br>
     * Depower all wires in the network. This allows power to be spread most
     * efficiently.
     * 
     * <p>
     * <b>3. Power the network</b>
     * <br>
     * Work through the update queue, setting the new power level of each wire and
     * updating neighboring blocks. After a wire has updated its power level, it
     * will emit shape updates and queue updates for neighboring wires and blocks.
     */
    private void update() {
        // Search through the network for wires that need power changes. This includes
        // the roots as well as any wires that will be affected by power changes to
        // those roots.
        searchNetwork();

        // Depower all the wires in the network.
        depowerNetwork();

        // Bring each wire up to its new power level and update neighboring blocks.
        try {
            powerNetwork();
        } catch (Throwable t) {
            // If anything goes wrong while carrying out power changes, this field must
            // be reset to 'false', or the wire handler will be locked out of carrying
            // out power changes until the world is reloaded.
            updating = false;

            throw t;
        }
    }

    /**
     * Search through the network for wires that are in an invalid state and need
     * power changes. These wires are added to the end of the queue, so that their
     * neighbors can be searched next.
     */
    private void searchNetwork() {
        for (WireNode wire : search) {
            // The order in which wires are searched will influence the order in
            // which they update their power levels.
            wire.connections.forEach(connection -> {
                if (!connection.offer) {
                    return;
                }

                WireNode neighbor = connection.wire;

                if (neighbor.searched) {
                    return;
                }

                discover(neighbor);
                findPower(neighbor, false);

                // If power from neighboring wires has decreased, check for power
                // from non-wire components so as to determine how low power can
                // fall.
                if (neighbor.virtualPower < neighbor.currentPower) {
                    findExternalPower(neighbor);
                }

                if (needsUpdate(neighbor)) {
                    search(neighbor, false, connection.iDir);
                }
            }, wire.iFlowDir);
        }
    }

    /**
     * Depower all wires in the network so that power can be spread from the power
     * sources.
     */
    private void depowerNetwork() {
        while (!search.isEmpty()) {
            WireNode wire = search.poll();
            findPower(wire, true);

            if (wire.root || wire.removed || wire.shouldBreak || wire.virtualPower > POWER_MIN) {
                queueWire(wire);
            } else {
                // Wires that do not receive any power do not queue power changes
                // until they are offered power from a neighboring wire. To ensure
                // that they accept any power from neighboring wires and thus queue
                // their power changes, their virtual power is set to below the
                // minimum.
                wire.virtualPower--;
            }
        }
    }

    /**
     * Work through the update queue, setting the new power level of each wire, then
     * queueing updates to connected wires and neighboring blocks.
     */
    private void powerNetwork() {
        // If an instantaneous update chain causes updates to another network
        // (or the same network in another place), new power changes will be
        // integrated into the already ongoing power queue, so we can exit early
        // here.
        if (updating) {
            return;
        }

        updating = true;

        while (!updates.isEmpty()) {
            Node node = updates.poll();

            if (node.isWire()) {
                WireNode wire = node.asWire();

                if (!needsUpdate(wire)) {
                    continue;
                }

                findPowerFlow(wire);
                transmitPower(wire);

                if (wire.setPower()) {
                    queueNeighbors(wire);

                    // If the wire was newly placed or removed, shape updates have
                    // already been emitted. However, unlike before 1.19, neighbor
                    // updates are now queued, so to preserve behavior parity with
                    // previous versions, we emit extra shape updates here to
                    // notify neighboring observers.
                    updateNeighborShapes(wire);
                }
            } else {
                WireNode neighborWire = node.neighborWire;

                if (neighborWire != null) {
                    BlockPos neighborPos = neighborWire.pos;
                    Block neighborBlock = neighborWire.state.getBlock();

                    updateBlock(node, neighborPos, neighborBlock);
                }
            }
        }

        updating = false;
    }

    /**
     * Use the information of incoming power flow to determine the direction of
     * power flow through this wire. If that flow is ambiguous, try to use a flow
     * direction based on connections to neighboring wires. If that is also
     * ambiguous, use the backup value that was set when the wire was first added to
     * the network.
     */
    private void findPowerFlow(WireNode wire) {
        int flow = FLOW_IN_TO_FLOW_OUT[wire.flowIn];

        if (flow >= 0) {
            wire.iFlowDir = flow;
        } else if (wire.connections.iFlowDir >= 0) {
            wire.iFlowDir = wire.connections.iFlowDir;
        }
    }

    /**
     * Transmit power from the given wire to neighboring wires and queue updates to
     * those wires.
     */
    private void transmitPower(WireNode wire) {
        wire.connections.forEach(connection -> {
            if (!connection.offer) {
                return;
            }

            WireNode neighbor = connection.wire;

            int power = Math.max(POWER_MIN, wire.virtualPower - POWER_STEP);
            int iDir = connection.iDir;

            if (neighbor.offerPower(power, iDir)) {
                queueWire(neighbor);
            }
        }, wire.iFlowDir);
    }

    /**
     * Emit shape updates around the given wire.
     */
    private void updateNeighborShapes(WireNode wire) {
        BlockPos wirePos = wire.pos;
        BlockState wireState = wire.state;

        for (int iDir : DEFAULT_FULL_UPDATE_ORDER) {
            Node neighbor = getNeighbor(wire, iDir);

            if (!neighbor.isWire()) {
                int iOpp = Directions.iOpposite(iDir);
                Direction opp = Directions.ALL[iOpp];

                updateShape(neighbor, opp, wirePos, wireState);
            }
        }
    }

    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);
        }
    }

    /**
     * Queue block updates to nodes around the given wire.
     */
    private void queueNeighbors(WireNode wire) {
        forEachNeighbor(wire, neighbor -> {
            queueNeighbor(neighbor, wire);
        });
    }

    /**
     * Queue the given node for an update from the given neighboring wire.
     */
    private void queueNeighbor(Node node, WireNode neighborWire) {
        // Updates to wires are queued when power is transmitted.
        if (!node.isWire()) {
            node.neighborWire = neighborWire;
            updates.offer(node);
        }
    }

    /**
     * Queue the given wire for a power change. If the wire does not need a power
     * change (perhaps because its power has already changed), transmit power to
     * neighboring wires.
     */
    private void queueWire(WireNode wire) {
        if (needsUpdate(wire)) {
            updates.offer(wire);
        } else {
            findPowerFlow(wire);
            transmitPower(wire);
        }
    }

    /**
     * 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.neighborChanged(level, pos, neighborBlock, neighborPos, false);
        }
    }

    @FunctionalInterface
    public static interface NodeProvider {

        public Node getNeighbor(Node node, int iDir);

    }
}
