# RegionIO

A Minecraft Java Edition server core written in Go, targeting version
**26.1.2** (protocol **775**). RegionIO implements the connection lifecycle
(status → login → configuration → play), multiplayer chunk streaming, shared
block editing, persistent worlds, and an overworld generator built on the real
`noise_router` `final_density` tree.

## Status

- **Network**: full handshake/status/login (offline mode)/configuration/play
  state machine with zlib compression, keep-alive, and chunk streaming.
- **Registries**: 28 synchronized registries + tags, captured verbatim from the
  26.1.2 vanilla server and sent during configuration.
- **World**: revisioned, concurrency-safe chunk snapshots; memoized
  `level_chunk_with_light` frames; ticket-aware bounded LRU cache; shared frame
  admission limit; Anvil `.mca` persistence with autosave and seed metadata.
- **Generation**: vanilla-derived overworld terrain from the embedded datapack
  (`ImprovedNoise`/`PerlinNoise`/`BlendedNoise`/`NormalNoise` + the density
  function interpreter), 3D multi-noise biomes, surface-rule interpretation,
  deterministic decoration, and basic template structures.
- **Gameplay**: four-player session registry; player join/leave and movement
  synchronization; chunk-scoped visibility for players and mobs; shared
  creative block place/break; broadcast chat; and hotbar item→block mapping.
- **Lighting**: stored vanilla nibble arrays for sky and block light; horizontal
  and cross-chunk propagation; incremental updates after edits; persisted
  `SkyLight`/`BlockLight`; load-time border reconciliation; and chunk-scoped
  `light_update` broadcasts.
- **Chunk lifecycle**: per-client view and prefetch tickets, strict near-first
  ring streaming, stale-recenter cutoff, explicit client unload packets, and
  eviction only after the final owner releases a chunk.
- **Safety**: duplicate chunk generation is coalesced; corrupt stored chunks are
  not silently regenerated or overwritten; a world cannot reopen with another
  seed.

## Build & run

```
go build ./...
go run ./cmd/regionio -seed 12345 -port 25565 -viewdistance 2
```

The world seed defaults to `0`; override it with the `-seed` flag or the
`REGIONIO_SEED` environment variable. The server listens on `0.0.0.0:25565`.
Changing the seed for an existing world directory is rejected. The server caps
the client-requested chunk radius at `2` by default because cold density-based
generation is expensive; raise it with `-viewdistance 3` after the surrounding
world has been generated and cached.

## Testing

```
go test ./...
go test -race ./internal/network ./internal/server ./internal/world \
  -run 'Test(Integration|BoundaryEdit|PlayerInfo|PlayerRegistry|Concurrent|Incremental|EncodeLight|Cache|Store|Eviction|Region|Ticket|Streamer|LoadSixteen)'
# or run both gates:
make verify
```

The integration suite exercises four clients across two visibility regions:
join, movement, leaving, mob visibility, and local block/light updates. A
two-client scenario separately covers shared block edits and chat. Concurrency
tests cover simultaneous frame encoding, editing, autosave, cache misses, and
session movement/broadcasts. A 16-client lifecycle test exercises overlapping
ticket ownership, bounded global frame work, packet output, and cleanup after
disconnect. Lighting tests compare the initial flat chunk and a 31x31x31
glowstone propagation volume against fixtures captured from the official
vanilla 26.1.2 server. Optional terrain parity diagnostics compare surface
heights against `/tmp/vanilla_ground.json` when that capture is present.

## v0.4 scope

RegionIO v0.4 is a small creative multiplayer server core, not a complete
vanilla gameplay implementation. Player and mob visibility is chunk-scoped,
but there is no interest prioritization or delta-movement compression yet.
Lighting matches vanilla's block-state dampening, emission, and face-occlusion
properties and reconciles persisted borders when chunks re-enter the live
cache. Streaming prioritizes Chebyshev rings and abandons unstarted stale work;
an already admitted frame calculation completes atomically rather than being
interrupted halfway. Unowned clean chunks remain as an LRU warm cache until
capacity pressure evicts them. Structures, placed features, mob AI,
authentication, inventory, and survival mechanics remain intentionally partial.
The density router is vanilla-derived, while biome/surface/decoration layers
still contain approximations and require stricter parity fixtures.

## Project layout

```
cmd/regionio/      entry point (config, listener, graceful shutdown)
internal/
  protocol/        wire primitives: VarInt, framing, compression, packet IDs
  nbt/             NBT encoder/decoder (with modified UTF-8)
  registry/        embedded synchronized registries + tags
  world/           chunk model, level_chunk encoder, cache, generators, biomes
  worldgen/        noise core + density-function interpreter + climate finder
  network/         per-connection state machine (handler/conn/play/login/...)
  server/          shared core: config, status response, profiles
```

## Notes

The vanilla `server.jar` and its unpacked `libraries/`/`versions/` are **not**
included (obtain them from Mojang). The embedded data under `internal/`
(registries, biome parameters, the overworld datapack) is derived from vanilla
reports and is all that is required to build and run.
