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
4db7638377
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9 changed files with 386 additions and 15 deletions
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@ -2,21 +2,25 @@ package server
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import (
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"context"
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"log/slog"
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"math"
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"math/rand"
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"time"
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"regionio/internal/protocol"
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"regionio/internal/registry"
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"regionio/internal/world"
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)
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// StartSpawning begins the entity tick and spawn loops.
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func (s *Server) StartSpawning(ctx context.Context) {
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go s.entityTickLoop(ctx)
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// StartSpawning begins the entity tick and spawn loops. log matches
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// Cache.StartAutosave's convention: these are background loops that have to be
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// able to report a failure nobody is waiting on.
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func (s *Server) StartSpawning(ctx context.Context, log *slog.Logger) {
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go s.entityTickLoop(ctx, log)
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go s.mobSpawnLoop(ctx)
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}
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func (s *Server) entityTickLoop(ctx context.Context) {
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func (s *Server) entityTickLoop(ctx context.Context, log *slog.Logger) {
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ticker := time.NewTicker(50 * time.Millisecond) // 20 TPS
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defer ticker.Stop()
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rng := rand.New(rand.NewSource(time.Now().UnixNano()))
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@ -25,6 +29,17 @@ func (s *Server) entityTickLoop(ctx context.Context) {
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case <-ctx.Done():
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return
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case <-ticker.C:
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// The world clock rides this loop because it is the only one
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// already running at 20 TPS. It belongs on the single authoritative
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// tick the engine still needs.
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if gameTime, dayTime := s.advanceWorldTime(); gameTime%timeSyncTicks == 0 {
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s.Broadcast(protocol.PlaySetTime, encodeSetTime(gameTime, dayTime))
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if gameTime%timePersistTicks == 0 {
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if err := s.SaveWorldTime(); err != nil && log != nil {
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log.Warn("saving world clock", "err", err)
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}
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}
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}
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all := s.entities.All()
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for i := range all {
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snapshot := all[i]
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