Run the world clock so day and night happen
set_time was declared nowhere and sent never, so the client's sky was frozen wherever it started: the sun did not move, night did not fall, and nothing in the world had a time. 26.1.2 replaced the old (gameTime, dayTime, doDaylightCycle) triple with a registry of named clocks. The packet now carries a fixed-width game time plus a map from world clock to (totalTicks, partialTick, rate); the client advances each clock locally at its rate and drives the minecraft:day timeline -- a keyframe track over a 24000-tick period -- from the overworld clock. The clock registry is already among the 28 we sync, so the id is looked up rather than hardcoded and the server refuses to start if it is missing. The counter rides the entity tick loop because that is the only loop already running at 20 TPS. It belongs on the single authoritative tick the engine still needs; putting a sixth ticker beside the five that exist would make that worse. Broadcast every second, which is what vanilla does -- the client interpolates in between, so the resend only corrects drift. The clock also persists now. The world metadata file was written once and never touched again; it is atomically rewritable, carries gameTime and dayTime, and a file written before those fields existed still opens and resumes at dawn as it did. Saved every 30 seconds alongside the chunk autosave, and once more on shutdown after the final flush.
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parent
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9 changed files with 386 additions and 15 deletions
117
internal/server/clock_test.go
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117
internal/server/clock_test.go
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package server
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import (
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"bytes"
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"context"
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"encoding/binary"
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"sync"
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"testing"
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"time"
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"regionio/internal/protocol"
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"regionio/internal/world"
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)
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// TestEncodeSetTime pins the wire layout of ClientboundSetTimePacket. 26.1.2
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// replaced the old three-field packet with a game time plus a map of world
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// clock to clock state, so there is no older shape to fall back on if this
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// drifts — the client simply reads garbage.
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func TestEncodeSetTime(t *testing.T) {
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body := encodeSetTime(0x0102030405060708, 300)
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var want bytes.Buffer
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// gameTime is a fixed-width long, not a VarLong.
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binary.Write(&want, binary.BigEndian, int64(0x0102030405060708))
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want.WriteByte(1) // map size, VarInt
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want.WriteByte(byte(worldClockOverworld))
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want.Write([]byte{0xac, 0x02}) // dayTime 300 as a VarLong
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binary.Write(&want, binary.BigEndian, float32(0)) // partialTick
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binary.Write(&want, binary.BigEndian, float32(1)) // rate
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if !bytes.Equal(body, want.Bytes()) {
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t.Errorf("encodeSetTime =\n%x\nwant\n%x", body, want.Bytes())
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}
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}
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// TestWorldClockAdvances checks the counters move together and that the sync
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// cadence lands on whole seconds.
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func TestWorldClockAdvances(t *testing.T) {
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s := &Server{}
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if gameTime, dayTime := s.WorldTime(); gameTime != 0 || dayTime != 0 {
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t.Fatalf("a fresh world starts at %d/%d, want 0/0", gameTime, dayTime)
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}
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syncs := 0
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for i := 0; i < TicksPerDay; i++ {
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gameTime, dayTime := s.advanceWorldTime()
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if gameTime != dayTime {
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t.Fatalf("tick %d: gameTime %d and dayTime %d diverged with no command to move them", i, gameTime, dayTime)
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}
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if gameTime%timeSyncTicks == 0 {
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syncs++
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}
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}
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if want := TicksPerDay / timeSyncTicks; syncs != want {
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t.Errorf("%d clock broadcasts over a full day, want %d", syncs, want)
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}
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gameTime, _ := s.WorldTime()
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if gameTime != TicksPerDay {
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t.Errorf("after a full day the clock reads %d, want %d", gameTime, TicksPerDay)
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}
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s.SetWorldTime(500, 18000)
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if gameTime, dayTime := s.WorldTime(); gameTime != 500 || dayTime != 18000 {
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t.Errorf("SetWorldTime gave %d/%d, want 500/18000", gameTime, dayTime)
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}
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}
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// TestTickLoopBroadcastsTime drives the real 20 TPS loop and checks the clock
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// actually reaches a connected player. The encoding test above cannot catch a
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// clock that never gets sent.
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func TestTickLoopBroadcastsTime(t *testing.T) {
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cfg := DefaultConfig()
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cfg.WorldDir = ""
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srv, err := NewWithCache(cfg, world.NewCache(-1, world.GenerateFlat))
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if err != nil {
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t.Fatal(err)
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}
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var mu sync.Mutex
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var bodies [][]byte
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profile := Profile{Name: "Clockwatcher", UUID: OfflineUUID("Clockwatcher")}
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session, err := srv.RegisterPlayer(profile, func(id int32, body []byte) error {
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if id != protocol.PlaySetTime {
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return nil
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}
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mu.Lock()
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bodies = append(bodies, append([]byte(nil), body...))
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mu.Unlock()
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return nil
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})
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if err != nil {
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t.Fatal(err)
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}
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defer srv.UnregisterPlayer(session)
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ctx, cancel := context.WithCancel(context.Background())
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defer cancel()
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srv.StartSpawning(ctx, nil)
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// Two sync intervals plus slack: the loop broadcasts once per 20 ticks.
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time.Sleep(time.Duration(2*timeSyncTicks+8) * 50 * time.Millisecond)
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cancel()
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mu.Lock()
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got := len(bodies)
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var first []byte
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if got > 0 {
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first = bodies[0]
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}
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mu.Unlock()
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if got < 1 {
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t.Fatal("no set_time reached the player in two sync intervals")
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}
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if len(first) != 8+1+1+len(protocol.AppendVarLong(nil, int64(timeSyncTicks)))+4+4 {
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t.Errorf("set_time body is %d bytes: %x", len(first), first)
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}
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if gameTime, _ := srv.WorldTime(); gameTime < timeSyncTicks {
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t.Errorf("clock only reached %d ticks; the loop is not advancing it", gameTime)
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}
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}
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