Add vanilla parity harness and harden server boundaries

This commit is contained in:
Daniar Mannanov 2026-08-10 22:52:44 +03:00
parent 1924cb5591
commit ca019756ec
25 changed files with 1118 additions and 217 deletions

View file

@ -55,6 +55,10 @@ 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
# strict block/biome comparison; requires a fixture generated with Java 25:
go run ./cmd/vanillacapture -server server.jar
make parity
```
The integration suite exercises four clients across two visibility regions:
@ -80,8 +84,9 @@ 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.
The density router, configured carvers, and noise-router ore veins are
vanilla-derived. Surface and biome selection are ported but still need broader
runtime captures; ordinary decoration and structures remain approximations.
## Project layout