Implement multiplayer persistence and vanilla lighting

This commit is contained in:
Master290 2026-07-21 09:21:44 +03:00
parent 8f7cacf9d9
commit cae06eb97e
47 changed files with 3784 additions and 465 deletions

1
.gitignore vendored
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@ -19,6 +19,7 @@
# Logs and runtime artefacts
/logs/
*.log
/world/regionio-world.json
# Editor / tool local config
/.claude/

10
Makefile Normal file
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@ -0,0 +1,10 @@
.PHONY: test test-race verify
test:
go test ./...
test-race:
go test -race ./internal/network ./internal/server ./internal/world \
-run 'Test(Integration|BoundaryEdit|PlayerInfo|PlayerRegistry|Concurrent|Incremental|EncodeLight|Cache|Store|Eviction|Region)'
verify: test test-race

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@ -2,9 +2,9 @@
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), chunk streaming, block editing, and a
vanilla-faithful overworld generator built on the real `noise_router`
`final_density` tree.
(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
@ -12,14 +12,22 @@ vanilla-faithful overworld generator built on the real `noise_router`
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**: in-memory chunk cache with memoized, compression-ready
`level_chunk_with_light` frames; paletted block containers; heightmaps.
- **Generation**: bit-faithful overworld terrain from the embedded datapack
- **World**: revisioned, concurrency-safe chunk snapshots; memoized
`level_chunk_with_light` frames; bounded LRU cache; 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), plus multi-noise **biomes** (per-chunk, surface layer)
via the vanilla `Climate` finder over the official biome parameter table.
- **Gameplay**: creative block place/break, hotbar item→block mapping, chat,
teleport ack, and a randomized bedrock floor / beach & gravel surface pass.
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`; and chunk-scoped `light_update` broadcasts.
- **Safety**: duplicate chunk generation is coalesced; corrupt stored chunks are
not silently regenerated or overwritten; a world cannot reopen with another
seed.
## Build & run
@ -30,16 +38,39 @@ go run ./cmd/regionio -seed 12345
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.
## 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)'
# or run both gates:
make verify
```
Parity tests (`internal/world/vanilla_parity_test.go`) compare generated surface
heights against captures from the official server and skip when no capture is
present.
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. 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.
## v0.3 scope
RegionIO v0.3 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 propagates across loaded chunk boundaries. Chunks outside the
live cache are recalculated exactly when loaded rather than retained as active
light-engine state. 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

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@ -46,7 +46,7 @@ func main() {
saveCtx, saveStop := signal.NotifyContext(context.Background(), syscall.SIGINT, syscall.SIGTERM)
autosaveDone := srv.Chunks().StartAutosave(saveCtx, log, 30*time.Second)
srv.StartSpawning()
srv.StartSpawning(saveCtx)
ln := network.NewListener(srv, log)

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@ -7,14 +7,6 @@ import (
"regionio/internal/registry"
)
// ClientSettings holds the subset of client_information we currently track.
type ClientSettings struct {
Locale string
ViewDistance int8
ChatMode int32
MainHand int32
}
// beginConfiguration is called on entering the configuration phase. It mirrors
// the vanilla opening sequence: server brand, enabled feature flags, then the
// known-packs negotiation. The client's known-packs reply triggers the registry

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@ -6,6 +6,7 @@ import (
"bufio"
"net"
"sync"
"time"
"regionio/internal/protocol"
"regionio/internal/server"
@ -56,7 +57,12 @@ func (c *Conn) RemoteAddr() net.Addr { return c.raw.RemoteAddr() }
// ReadPacket reads the next frame using the current compression settings.
func (c *Conn) ReadPacket() (protocol.Packet, error) {
return protocol.ReadPacket(c.br, c.compressionThreshold)
if err := c.raw.SetReadDeadline(time.Now().Add(30 * time.Second)); err != nil {
return protocol.Packet{}, err
}
pkt, err := protocol.ReadPacket(c.br, c.compressionThreshold)
_ = c.raw.SetReadDeadline(time.Time{})
return pkt, err
}
// Send writes a packet with the given ID and pre-encoded body. Safe for

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@ -0,0 +1,276 @@
package network
import (
"bufio"
"bytes"
"net"
"testing"
"regionio/internal/protocol"
"regionio/internal/server"
"regionio/internal/world"
)
func readServerPacket(t *testing.T, c net.Conn) protocol.Packet {
t.Helper()
// net.Pipe has no buffering; read the frame from a goroutine-driven write.
br := make([]byte, 4096)
n, err := c.Read(br)
if err != nil {
t.Fatalf("reading packet: %v", err)
}
pkt, err := protocol.ReadPacket(bufio.NewReader(bytes.NewReader(br[:n])), -1)
if err != nil {
t.Fatalf("decoding packet: %v", err)
}
return pkt
}
func TestSendEntityTeleportUsesPositionMoveRotation(t *testing.T) {
serverSide, clientSide := net.Pipe()
defer serverSide.Close()
defer clientSide.Close()
h := &handler{conn: NewConn(serverSide)}
ent := &world.Entity{
ID: 42,
X: 1.25,
Y: 65.5,
Z: -3.75,
Yaw: 90,
Pitch: 15,
VelocityX: 80,
VelocityY: -160,
VelocityZ: 240,
}
errc := make(chan error, 1)
go func() { errc <- h.sendEntityTeleport(ent) }()
pkt := readServerPacket(t, clientSide)
if err := <-errc; err != nil {
t.Fatalf("sendEntityTeleport: %v", err)
}
if pkt.ID != protocol.PlayTeleportEntity {
t.Fatalf("packet id = %#x, want %#x", pkt.ID, protocol.PlayTeleportEntity)
}
r := pkt.Body()
if id, err := r.VarInt(); err != nil || id != ent.ID {
t.Fatalf("entity id = %d, %v; want %d", id, err, ent.ID)
}
coords := []struct {
name string
want float64
}{
{"x", ent.X},
{"y", ent.Y},
{"z", ent.Z},
}
for _, tc := range coords {
got, err := r.Float64()
if err != nil || got != tc.want {
t.Fatalf("%s = %v, %v; want %v", tc.name, got, err, tc.want)
}
}
velocities := []struct {
name string
want float64
}{
{"vx", float64(ent.VelocityX) / 8000.0},
{"vy", float64(ent.VelocityY) / 8000.0},
{"vz", float64(ent.VelocityZ) / 8000.0},
}
for _, tc := range velocities {
got, err := r.Float64()
if err != nil || got != tc.want {
t.Fatalf("%s = %v, %v; want %v", tc.name, got, err, tc.want)
}
}
if yaw, err := r.Float32(); err != nil || yaw != ent.Yaw {
t.Fatalf("yaw = %v, %v; want %v", yaw, err, ent.Yaw)
}
if pitch, err := r.Float32(); err != nil || pitch != ent.Pitch {
t.Fatalf("pitch = %v, %v; want %v", pitch, err, ent.Pitch)
}
if flags, err := r.Int32(); err != nil || flags != 0 {
t.Fatalf("relative flags = %d, %v; want 0", flags, err)
}
if onGround, err := r.Bool(); err != nil || !onGround {
t.Fatalf("onGround = %v, %v; want true", onGround, err)
}
if rem := r.Remaining(); rem != 0 {
t.Fatalf("remaining bytes = %d, want 0", rem)
}
}
func TestSendAddEntityLayout(t *testing.T) {
serverSide, clientSide := net.Pipe()
defer serverSide.Close()
defer clientSide.Close()
uuid := [16]byte{0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0a, 0x0b, 0x0c, 0x0d, 0x0e, 0x0f, 0x10}
h := &handler{conn: NewConn(serverSide)}
ent := &world.Entity{
ID: 43,
UUID: uuid,
TypeID: 77,
X: 10.5,
Y: 66.25,
Z: -20.75,
Pitch: 45,
Yaw: 180,
HeadYaw: 90,
VelocityX: 123,
VelocityY: -456,
VelocityZ: 789,
}
errc := make(chan error, 1)
go func() { errc <- h.sendAddEntity(ent) }()
pkt := readServerPacket(t, clientSide)
if err := <-errc; err != nil {
t.Fatalf("sendAddEntity: %v", err)
}
if pkt.ID != protocol.PlayAddEntity {
t.Fatalf("packet id = %#x, want %#x", pkt.ID, protocol.PlayAddEntity)
}
r := pkt.Body()
if id, err := r.VarInt(); err != nil || id != ent.ID {
t.Fatalf("entity id = %d, %v; want %d", id, err, ent.ID)
}
if got, err := r.UUID(); err != nil || got != uuid {
t.Fatalf("uuid = %x, %v; want %x", got, err, uuid)
}
if typ, err := r.VarInt(); err != nil || typ != int32(ent.TypeID) {
t.Fatalf("type id = %d, %v; want %d", typ, err, ent.TypeID)
}
coords := []struct {
name string
want float64
}{
{"x", ent.X},
{"y", ent.Y},
{"z", ent.Z},
}
for _, tc := range coords {
got, err := r.Float64()
if err != nil || got != tc.want {
t.Fatalf("%s = %v, %v; want %v", tc.name, got, err, tc.want)
}
}
angles := []struct {
name string
want byte
}{
{"pitch", byte(ent.Pitch * 256.0 / 360.0)},
{"yaw", byte(ent.Yaw * 256.0 / 360.0)},
{"headYaw", byte(ent.HeadYaw * 256.0 / 360.0)},
}
for _, tc := range angles {
got, err := r.ReadByte()
if err != nil || got != tc.want {
t.Fatalf("%s = %d, %v; want %d", tc.name, got, err, tc.want)
}
}
if data, err := r.VarInt(); err != nil || data != 0 {
t.Fatalf("data = %d, %v; want 0", data, err)
}
encodedVelocities := []struct {
name string
want uint16
}{
{"velocityX", uint16(ent.VelocityX)},
{"velocityY", uint16(ent.VelocityY)},
{"velocityZ", uint16(ent.VelocityZ)},
}
for _, tc := range encodedVelocities {
got, err := r.Uint16()
if err != nil || got != tc.want {
t.Fatalf("%s = %d, %v; want %d", tc.name, got, err, tc.want)
}
}
if rem := r.Remaining(); rem != 0 {
t.Fatalf("remaining bytes = %d, want 0", rem)
}
}
func TestPlayerInfoPacketLayouts(t *testing.T) {
serverSide, clientSide := net.Pipe()
defer serverSide.Close()
defer clientSide.Close()
profile := server.Profile{Name: "Alice", UUID: server.OfflineUUID("Alice")}
h := &handler{conn: NewConn(serverSide)}
errCh := make(chan error, 1)
go func() { errCh <- h.sendPlayerInfoAdd(profile) }()
pkt := readServerPacket(t, clientSide)
if err := <-errCh; err != nil {
t.Fatal(err)
}
if pkt.ID != protocol.PlayPlayerInfoUpdate {
t.Fatalf("player info update id = %#x, want %#x", pkt.ID, protocol.PlayPlayerInfoUpdate)
}
r := pkt.Body()
if actions, err := r.ReadByte(); err != nil || actions != 0xff {
t.Fatalf("actions = %#x, %v; want 0xff", actions, err)
}
if count, err := r.VarInt(); err != nil || count != 1 {
t.Fatalf("entry count = %d, %v; want 1", count, err)
}
if uuid, err := r.UUID(); err != nil || uuid != profile.UUID {
t.Fatalf("profile UUID = %x, %v; want %x", uuid, err, profile.UUID)
}
if name, err := r.String(); err != nil || name != profile.Name {
t.Fatalf("profile name = %q, %v; want %q", name, err, profile.Name)
}
if properties, err := r.VarInt(); err != nil || properties != 0 {
t.Fatalf("properties = %d, %v; want 0", properties, err)
}
if chatSession, err := r.Bool(); err != nil || chatSession {
t.Fatalf("chat session = %v, %v; want false", chatSession, err)
}
if gameMode, err := r.VarInt(); err != nil || gameMode != 1 {
t.Fatalf("game mode = %d, %v; want 1", gameMode, err)
}
if listed, err := r.Bool(); err != nil || !listed {
t.Fatalf("listed = %v, %v; want true", listed, err)
}
if latency, err := r.VarInt(); err != nil || latency != 0 {
t.Fatalf("latency = %d, %v; want 0", latency, err)
}
if displayName, err := r.Bool(); err != nil || displayName {
t.Fatalf("display name = %v, %v; want absent", displayName, err)
}
if order, err := r.VarInt(); err != nil || order != 0 {
t.Fatalf("list order = %d, %v; want 0", order, err)
}
if showHat, err := r.Bool(); err != nil || !showHat {
t.Fatalf("show hat = %v, %v; want true", showHat, err)
}
if r.Remaining() != 0 {
t.Fatalf("player info update trailing bytes = %d", r.Remaining())
}
go func() { errCh <- h.sendPlayerInfoRemove(profile.UUID) }()
pkt = readServerPacket(t, clientSide)
if err := <-errCh; err != nil {
t.Fatal(err)
}
if pkt.ID != protocol.PlayPlayerInfoRemove {
t.Fatalf("player info remove id = %#x, want %#x", pkt.ID, protocol.PlayPlayerInfoRemove)
}
r = pkt.Body()
if count, err := r.VarInt(); err != nil || count != 1 {
t.Fatalf("remove count = %d, %v; want 1", count, err)
}
if uuid, err := r.UUID(); err != nil || uuid != profile.UUID {
t.Fatalf("removed UUID = %x, %v; want %x", uuid, err, profile.UUID)
}
if r.Remaining() != 0 {
t.Fatalf("player info remove trailing bytes = %d", r.Remaining())
}
}

View file

@ -27,11 +27,14 @@ type handler struct {
streamer *streamer
// viewDistance is the client's requested view distance (from
// client_information), clamped; used to size the streamer.
viewDistance int
viewDistance int
session *server.PlayerSession
knownPlayers map[[16]byte]bool
knownEntities map[int32]visibleEntity
// Creative inventory state for block placement.
heldSlot int32 // selected hotbar index (0-8)
hotbar [9]int32 // item network IDs per hotbar slot (-1 = empty)
heldSlot int32 // selected hotbar index (0-8)
hotbar [9]int32 // item network IDs per hotbar slot (-1 = empty)
}
// serve runs the read/dispatch loop for a single connection. It owns the
@ -44,7 +47,7 @@ func (h *handler) serve() {
defer cancel() // stops the streamer when the read loop ends
h.ctx = ctx
defer h.srv.RemovePlayerPosition(h.conn.Profile.Name)
defer func() { h.srv.UnregisterPlayer(h.session) }()
for {
pkt, err := h.conn.ReadPacket()
@ -123,7 +126,7 @@ func (h *handler) handleHandshake(pkt protocol.Packet) error {
func (h *handler) handleStatus(pkt protocol.Packet) error {
switch pkt.ID {
case protocol.StatusRequestID:
jsonBytes, err := h.srv.StatusJSON(0)
jsonBytes, err := h.srv.StatusJSON(h.srv.PlayerCount())
if err != nil {
return err
}

View file

@ -5,19 +5,23 @@ import (
"fmt"
"log/slog"
"net"
"sync"
"regionio/internal/server"
)
// Listener accepts TCP connections and serves each in its own goroutine.
type Listener struct {
srv *server.Server
log *slog.Logger
srv *server.Server
log *slog.Logger
mu sync.Mutex
conns map[net.Conn]struct{}
wg sync.WaitGroup
}
// NewListener constructs a Listener bound to srv.
func NewListener(srv *server.Server, log *slog.Logger) *Listener {
return &Listener{srv: srv, log: log}
return &Listener{srv: srv, log: log, conns: make(map[net.Conn]struct{})}
}
// ListenAndServe binds the configured address and accepts connections until
@ -31,6 +35,11 @@ func (l *Listener) ListenAndServe(ctx context.Context) error {
if err != nil {
return fmt.Errorf("listen on %s: %w", addr, err)
}
defer func() {
_ = ln.Close()
l.closeConnections()
l.wg.Wait()
}()
l.log.Info("RegionIO listening", "addr", addr, "version", "26.1.2")
// Close the listener when the context is cancelled to unblock Accept.
@ -48,12 +57,34 @@ func (l *Listener) ListenAndServe(ctx context.Context) error {
l.log.Warn("accept failed", "err", err)
continue
}
l.mu.Lock()
l.conns[raw] = struct{}{}
l.wg.Add(1)
l.mu.Unlock()
go l.serveConn(raw)
}
}
func (l *Listener) closeConnections() {
l.mu.Lock()
conns := make([]net.Conn, 0, len(l.conns))
for conn := range l.conns {
conns = append(conns, conn)
}
l.mu.Unlock()
for _, conn := range conns {
_ = conn.Close()
}
}
// serveConn wraps a raw connection and runs its state-machine handler.
func (l *Listener) serveConn(raw net.Conn) {
defer func() {
l.mu.Lock()
delete(l.conns, raw)
l.mu.Unlock()
l.wg.Done()
}()
conn := NewConn(raw)
h := &handler{
conn: conn,

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@ -0,0 +1,321 @@
package network
import (
"bufio"
"bytes"
"io"
"log/slog"
"net"
"sync"
"testing"
"time"
"regionio/internal/protocol"
"regionio/internal/server"
"regionio/internal/world"
)
type recordingConn struct {
mu sync.Mutex
buf bytes.Buffer
}
func (c *recordingConn) Read([]byte) (int, error) { return 0, io.EOF }
func (c *recordingConn) Close() error { return nil }
func (c *recordingConn) LocalAddr() net.Addr { return testAddr("local") }
func (c *recordingConn) RemoteAddr() net.Addr { return testAddr("remote") }
func (c *recordingConn) SetDeadline(time.Time) error { return nil }
func (c *recordingConn) SetReadDeadline(time.Time) error { return nil }
func (c *recordingConn) SetWriteDeadline(time.Time) error { return nil }
func (c *recordingConn) Write(p []byte) (int, error) {
c.mu.Lock()
defer c.mu.Unlock()
return c.buf.Write(p)
}
func (c *recordingConn) take(t *testing.T) []protocol.Packet {
t.Helper()
c.mu.Lock()
raw := append([]byte(nil), c.buf.Bytes()...)
c.buf.Reset()
c.mu.Unlock()
reader := bytes.NewReader(raw)
br := bufio.NewReader(reader)
var packets []protocol.Packet
for br.Buffered() > 0 || reader.Len() > 0 {
pkt, err := protocol.ReadPacket(br, -1)
if err != nil {
t.Fatalf("decode recorded packet: %v", err)
}
packets = append(packets, pkt)
}
return packets
}
type testAddr string
func (a testAddr) Network() string { return "test" }
func (a testAddr) String() string { return string(a) }
func TestIntegrationTwoPlayersShareBlockAndChatUpdates(t *testing.T) {
cfg := server.DefaultConfig()
cfg.WorldDir = ""
cfg.MaxPlayers = 4
cache := world.NewCache(-1, world.GenerateFlat)
srv, err := server.NewWithCache(cfg, cache)
if err != nil {
t.Fatal(err)
}
raw1, raw2 := &recordingConn{}, &recordingConn{}
h1 := &handler{conn: NewConn(raw1), srv: srv, log: slog.Default()}
h2 := &handler{conn: NewConn(raw2), srv: srv, log: slog.Default()}
h1.conn.Profile = server.Profile{Name: "Alice", UUID: server.OfflineUUID("Alice")}
h2.conn.Profile = server.Profile{Name: "Bob", UUID: server.OfflineUUID("Bob")}
h1.session, err = srv.RegisterPlayer(h1.conn.Profile, h1.conn.Send)
if err != nil {
t.Fatal(err)
}
defer srv.UnregisterPlayer(h1.session)
h2.session, err = srv.RegisterPlayer(h2.conn.Profile, h2.conn.Send)
if err != nil {
t.Fatal(err)
}
defer srv.UnregisterPlayer(h2.session)
action := protocol.NewWriter(24)
action.VarInt(0).Position(2, world.FlatSurfaceY, 3).Byte(1).VarInt(17)
if err := h1.handlePlayerAction(protocol.Packet{ID: protocol.PlayPlayerAction, Data: action.Bytes()}); err != nil {
t.Fatal(err)
}
if got := cache.GetBlock(2, world.FlatSurfaceY, 3); got != world.StateAir {
t.Fatalf("shared block state = %d, want air", got)
}
assertPacketIDs(t, raw1.take(t), protocol.PlayBlockUpdate, protocol.PlayLightUpdate, protocol.PlayBlockChangedAck)
assertPacketIDs(t, raw2.take(t), protocol.PlayBlockUpdate, protocol.PlayLightUpdate)
chat := protocol.NewWriter(16).String("hello")
if err := h1.handleChat(protocol.Packet{ID: protocol.PlayChatMessage, Data: chat.Bytes()}); err != nil {
t.Fatal(err)
}
assertPacketIDs(t, raw1.take(t), protocol.PlaySystemChat)
assertPacketIDs(t, raw2.take(t), protocol.PlaySystemChat)
}
func TestBoundaryEditBroadcastsEveryChangedLightChunk(t *testing.T) {
cfg := server.DefaultConfig()
cfg.WorldDir = ""
cache := world.NewCache(-1, func(cx, cz int32) *world.Chunk {
return world.NewChunk(cx, cz, world.BiomePlains)
})
if _, err := cache.FrameErr(0, 0); err != nil {
t.Fatal(err)
}
if _, err := cache.FrameErr(1, 0); err != nil {
t.Fatal(err)
}
srv, err := server.NewWithCache(cfg, cache)
if err != nil {
t.Fatal(err)
}
recorder := &recordingConn{}
h := &handler{conn: NewConn(recorder), srv: srv, log: slog.Default()}
h.conn.Profile = server.Profile{Name: "Alice", UUID: server.OfflineUUID("Alice")}
h.session, err = srv.RegisterPlayer(h.conn.Profile, h.conn.Send)
if err != nil {
t.Fatal(err)
}
defer srv.UnregisterPlayer(h.session)
srv.SetPlayerTransform(h.session, 15, 100, 8, 0, 0, true)
srv.SetPlayerViewDistance(h.session, 2)
valid, lightChunks := cache.SetBlockWithLight(15, 100, 8, world.StateGlowstone)
if !valid || len(lightChunks) != 2 {
t.Fatalf("boundary edit valid=%v light chunks=%v; want two", valid, lightChunks)
}
h.broadcastBlockUpdate(15, 100, 8, world.StateGlowstone, lightChunks)
assertPacketIDs(t, recorder.take(t), protocol.PlayBlockUpdate, protocol.PlayLightUpdate, protocol.PlayLightUpdate)
}
func TestIntegrationFourClientsVisibilityMovementLeaveAndLight(t *testing.T) {
cfg := server.DefaultConfig()
cfg.WorldDir = ""
cfg.MaxPlayers = 4
cache := world.NewCache(-1, world.GenerateFlat)
srv, err := server.NewWithCache(cfg, cache)
if err != nil {
t.Fatal(err)
}
names := []string{"Alice", "Bob", "Carol", "Dave"}
positions := [][3]float64{{0, 80, 0}, {16, 80, 0}, {160, 80, 0}, {176, 80, 0}}
handlers := make([]*handler, len(names))
recorders := make([]*recordingConn, len(names))
for i, name := range names {
recorders[i] = &recordingConn{}
h := &handler{conn: NewConn(recorders[i]), srv: srv, log: slog.Default(), viewDistance: 2}
h.conn.Profile = server.Profile{Name: name, UUID: server.OfflineUUID(name)}
h.session, err = srv.RegisterPlayer(h.conn.Profile, h.conn.Send)
if err != nil {
t.Fatalf("register %s: %v", name, err)
}
srv.SetPlayerTransform(h.session, positions[i][0], positions[i][1], positions[i][2], 0, 0, true)
srv.SetPlayerViewDistance(h.session, h.viewDistance)
handlers[i] = h
}
defer func() {
for _, h := range handlers {
srv.UnregisterPlayer(h.session)
}
}()
mobID := srv.Entities().Add(&world.Entity{
TypeID: 100, TypeName: "minecraft:pig", X: 8, Y: 80, Z: 8,
})
for _, h := range handlers {
if err := h.syncVisibleEntities(); err != nil {
t.Fatal(err)
}
}
for i, recorder := range recorders {
packets := recorder.take(t)
if got := countPackets(packets, protocol.PlayPlayerInfoUpdate); got != 4 {
t.Fatalf("client %s player-info count = %d, want 4", names[i], got)
}
wantAdds := 1
if i < 2 {
wantAdds = 2 // nearby player plus the pig
}
if got := countPackets(packets, protocol.PlayAddEntity); got != wantAdds {
t.Fatalf("client %s add-entity count = %d, want %d", names[i], got, wantAdds)
}
}
move := protocol.NewWriter(40)
move.Float64(32).Float64(80).Float64(0).Float32(90).Float32(15).Byte(1)
if err := handlers[1].handlePlay(protocol.Packet{ID: protocol.PlayMovePosRot, Data: move.Bytes()}); err != nil {
t.Fatal(err)
}
if err := handlers[0].syncVisibleEntities(); err != nil {
t.Fatal(err)
}
packets := recorders[0].take(t)
if got := countPackets(packets, protocol.PlayTeleportEntity); got != 1 {
t.Fatalf("nearby movement teleports = %d, want 1", got)
}
assertTeleportTransform(t, firstPacket(t, packets, protocol.PlayTeleportEntity), handlers[1].session.EntityID, 32, 80, 0, 90, 15, true)
move = protocol.NewWriter(32)
move.Float64(64).Float64(80).Float64(0).Byte(1)
if err := handlers[1].handlePlay(protocol.Packet{ID: protocol.PlayMovePos, Data: move.Bytes()}); err != nil {
t.Fatal(err)
}
if err := handlers[0].syncVisibleEntities(); err != nil {
t.Fatal(err)
}
assertPacketIDs(t, recorders[0].take(t), protocol.PlayRemoveEntities)
move = protocol.NewWriter(32)
move.Float64(16).Float64(80).Float64(0).Byte(1)
if err := handlers[1].handlePlay(protocol.Packet{ID: protocol.PlayMovePos, Data: move.Bytes()}); err != nil {
t.Fatal(err)
}
if err := handlers[0].syncVisibleEntities(); err != nil {
t.Fatal(err)
}
assertPacketIDs(t, recorders[0].take(t), protocol.PlayAddEntity)
srv.UnregisterPlayer(handlers[1].session)
if err := handlers[0].syncVisibleEntities(); err != nil {
t.Fatal(err)
}
assertPacketIDs(t, recorders[0].take(t), protocol.PlayRemoveEntities, protocol.PlayPlayerInfoRemove)
action := protocol.NewWriter(24)
action.VarInt(0).Position(2, world.FlatSurfaceY, 3).Byte(1).VarInt(91)
if err := handlers[0].handlePlayerAction(protocol.Packet{ID: protocol.PlayPlayerAction, Data: action.Bytes()}); err != nil {
t.Fatal(err)
}
assertPacketIDs(t, recorders[0].take(t), protocol.PlayBlockUpdate, protocol.PlayLightUpdate, protocol.PlayBlockChangedAck)
if packets := recorders[2].take(t); len(packets) != 0 {
t.Fatalf("far client Carol received %d block/light packets", len(packets))
}
if packets := recorders[3].take(t); len(packets) != 0 {
t.Fatalf("far client Dave received %d block/light packets", len(packets))
}
srv.Entities().Remove(mobID)
}
func countPackets(packets []protocol.Packet, id int32) int {
count := 0
for _, packet := range packets {
if packet.ID == id {
count++
}
}
return count
}
func firstPacket(t *testing.T, packets []protocol.Packet, id int32) protocol.Packet {
t.Helper()
for _, packet := range packets {
if packet.ID == id {
return packet
}
}
t.Fatalf("packet %#x not found", id)
return protocol.Packet{}
}
func assertTeleportTransform(t *testing.T, packet protocol.Packet, entityID int32, x, y, z float64, yaw, pitch float32, onGround bool) {
t.Helper()
r := packet.Body()
if got, err := r.VarInt(); err != nil || got != entityID {
t.Fatalf("teleport entity = %d, %v; want %d", got, err, entityID)
}
for _, field := range []struct {
name string
want float64
}{{"x", x}, {"y", y}, {"z", z}} {
got, err := r.Float64()
if err != nil || got != field.want {
t.Fatalf("teleport %s = %v, %v; want %v", field.name, got, err, field.want)
}
}
for i := 0; i < 3; i++ {
if got, err := r.Float64(); err != nil || got != 0 {
t.Fatalf("teleport velocity[%d] = %v, %v; want 0", i, got, err)
}
}
if got, err := r.Float32(); err != nil || got != yaw {
t.Fatalf("teleport yaw = %v, %v; want %v", got, err, yaw)
}
if got, err := r.Float32(); err != nil || got != pitch {
t.Fatalf("teleport pitch = %v, %v; want %v", got, err, pitch)
}
if _, err := r.Int32(); err != nil {
t.Fatal(err)
}
if got, err := r.Bool(); err != nil || got != onGround {
t.Fatalf("teleport onGround = %v, %v; want %v", got, err, onGround)
}
}
func assertPacketIDs(t *testing.T, packets []protocol.Packet, want ...int32) {
t.Helper()
if len(packets) != len(want) {
ids := make([]int32, len(packets))
for i := range packets {
ids[i] = packets[i].ID
}
t.Fatalf("packet IDs = %v (count %d), want %v (count %d)", ids, len(packets), want, len(want))
}
for i := range want {
if packets[i].ID != want[i] {
t.Fatalf("packet[%d] id = %#x, want %#x", i, packets[i].ID, want[i])
}
}
}

View file

@ -1,12 +1,14 @@
package network
import (
"errors"
"math"
"time"
"regionio/internal/nbt"
"regionio/internal/protocol"
"regionio/internal/registry"
"regionio/internal/server"
"regionio/internal/world"
)
@ -22,6 +24,13 @@ const (
// hands chunk streaming off to the background streamer. The streamer stops when
// h.ctx (the connection lifetime context) is cancelled.
func (h *handler) beginPlay() error {
session, err := h.srv.RegisterPlayer(h.conn.Profile, h.conn.Send)
if err != nil {
return err
}
h.session = session
h.srv.SetPlayerTransform(session, spawnX, spawnY, spawnZ, 0, 0, true)
h.srv.SetPlayerViewDistance(session, h.visibilityRadius())
for i := range h.hotbar {
h.hotbar[i] = -1 // empty
}
@ -36,6 +45,15 @@ func (h *handler) beginPlay() error {
if err := h.sendPlayerPosition(1); err != nil {
return err
}
if err := h.sendChunkCacheCenter(0, 0); err != nil {
return err
}
if err := h.sendDefaultSpawnPosition(); err != nil {
return err
}
if err := h.sendPlayerAbilities(); err != nil {
return err
}
// Launch the background chunk streamer. It owns generation + sending so the
// read loop stays free; requestRecenter is a non-blocking push.
h.streamer = newStreamer(h.srv.Chunks(), h.conn, h.log, h.viewDistance)
@ -46,10 +64,38 @@ func (h *handler) beginPlay() error {
return nil
}
func (h *handler) sendChunkCacheCenter(cx, cz int32) error {
w := protocol.NewWriter(8)
w.VarInt(cx)
w.VarInt(cz)
return h.conn.SendWriter(protocol.PlayChunkCacheCenter, w)
}
func (h *handler) sendDefaultSpawnPosition() error {
w := protocol.NewWriter(12)
w.Position(8, 100, 8)
w.Float32(0.0)
return h.conn.SendWriter(protocol.PlayDefaultSpawnPos, w)
}
func (h *handler) sendPlayerAbilities() error {
w := protocol.NewWriter(9)
w.Byte(0x0F)
w.Float32(0.05)
w.Float32(0.1)
return h.conn.SendWriter(protocol.PlayAbilities, w)
}
// onPlayerMove recenters the streamer when the player crosses into a new chunk.
// It is a non-blocking push; the read loop never waits on generation.
func (h *handler) onPlayerMove(x, y, z float64) error {
h.srv.SetPlayerPosition(h.conn.Profile.Name, x, y, z)
func (h *handler) onPlayerMove(x, y, z float64, yaw, pitch float32, onGround bool) error {
if math.IsNaN(x) || math.IsNaN(y) || math.IsNaN(z) ||
math.IsInf(x, 0) || math.IsInf(y, 0) || math.IsInf(z, 0) ||
math.IsNaN(float64(yaw)) || math.IsNaN(float64(pitch)) ||
math.IsInf(float64(yaw), 0) || math.IsInf(float64(pitch), 0) {
return errors.New("invalid player position")
}
h.srv.SetPlayerTransform(h.session, x, y, z, yaw, pitch, onGround)
cx := int32(int64(math.Floor(x)) >> 4)
cz := int32(int64(math.Floor(z)) >> 4)
if h.streamer != nil {
@ -58,6 +104,16 @@ func (h *handler) onPlayerMove(x, y, z float64) error {
return nil
}
func (h *handler) visibilityRadius() int {
if h.viewDistance < 2 {
return defaultViewRadius
}
if h.viewDistance > 16 {
return 16
}
return h.viewDistance
}
// sendPlayLogin writes the clientbound play "login" packet. Field layout was
// confirmed against the 26.1.2 vanilla server capture.
func (h *handler) sendPlayLogin() error {
@ -67,8 +123,12 @@ func (h *handler) sendPlayLogin() error {
}
w := protocol.NewWriter(128)
w.Int32(1) // entity ID
w.Bool(false) // is hardcore
entityID := int32(1)
if h.session != nil {
entityID = h.session.EntityID
}
w.Int32(entityID) // entity ID
w.Bool(false) // is hardcore
// Dimension names: the worlds available on this server.
dims := []string{"minecraft:overworld", "minecraft:the_end", "minecraft:the_nether"}
@ -78,23 +138,23 @@ func (h *handler) sendPlayLogin() error {
}
w.VarInt(int32(h.srv.Config().MaxPlayers)) // max players (legacy)
w.VarInt(10) // view distance
w.VarInt(10) // simulation distance
w.VarInt(int32(h.visibilityRadius())) // view distance
w.VarInt(int32(h.visibilityRadius())) // simulation distance
w.Bool(false) // reduced debug info
w.Bool(true) // enable respawn screen
w.Bool(false) // do limited crafting
w.VarInt(int32(dimTypeIdx)) // dimension type (registry index)
w.VarInt(int32(dimTypeIdx)) // dimension type (registry index)
w.String("minecraft:overworld") // dimension name (this world)
w.Int64(0) // hashed seed
w.Byte(1) // game mode: creative (instant break, creative inventory)
w.Byte(0xFF) // previous game mode: -1 (none)
w.Bool(false) // is debug
w.Bool(false) // is flat
w.Bool(false) // has death location
w.VarInt(0) // portal cooldown
w.VarInt(63) // sea level (overworld)
w.Bool(false) // enforces secure chat
w.Int64(0) // hashed seed
w.Byte(1) // game mode: creative (instant break, creative inventory)
w.Byte(0xFF) // previous game mode: -1 (none)
w.Bool(false) // is debug
w.Bool(false) // is flat
w.Bool(false) // has death location
w.VarInt(0) // portal cooldown
w.VarInt(63) // sea level (overworld)
w.Bool(false) // enforces secure chat
return h.conn.SendWriter(protocol.PlayLogin, w)
}
@ -125,50 +185,174 @@ func (h *handler) sendPlayerPosition(teleportID int32) error {
func (h *handler) keepAliveLoop() {
ticker := time.NewTicker(15 * time.Second)
defer ticker.Stop()
for range ticker.C {
id := time.Now().UnixMilli()
w := protocol.NewWriter(8)
w.Int64(id)
if err := h.conn.SendWriter(protocol.PlayKeepAliveCB, w); err != nil {
for {
select {
case <-h.ctx.Done():
return
case <-ticker.C:
id := time.Now().UnixMilli()
w := protocol.NewWriter(8)
w.Int64(id)
if err := h.conn.SendWriter(protocol.PlayKeepAliveCB, w); err != nil {
return
}
}
}
}
// entitySyncLoop periodically sends all entities in the world to the client.
// In a real server this would track which entities the player can see and send updates.
// visibleEntity is the comparable state retained by one client's visibility
// tracker. OnGround is separate because mobs currently always use true.
type visibleEntity struct {
entity world.Entity
onGround bool
}
// entitySyncLoop maintains tab-list membership and chunk-scoped entity state.
func (h *handler) entitySyncLoop() {
ticker := time.NewTicker(200 * time.Millisecond)
defer ticker.Stop()
known := make(map[int32]bool)
for {
select {
case <-h.ctx.Done():
return
case <-ticker.C:
all := h.srv.Entities().All()
current := make(map[int32]bool)
for _, e := range all {
current[e.ID] = true
if !known[e.ID] {
h.sendAddEntity(e)
known[e.ID] = true
} else {
h.sendEntityTeleport(e)
}
}
// remove entities that disappeared
for id := range known {
if !current[id] {
h.sendRemoveEntity(id)
delete(known, id)
}
if err := h.syncVisibleEntities(); err != nil {
return
}
}
}
}
// syncVisibleEntities performs one deterministic visibility pass. Keeping it
// separate from the ticker makes the four-client workflow integration-testable.
func (h *handler) syncVisibleEntities() error {
if h.session == nil {
return nil
}
if h.knownPlayers == nil {
h.knownPlayers = make(map[[16]byte]bool)
}
if h.knownEntities == nil {
h.knownEntities = make(map[int32]visibleEntity)
}
viewer := h.session.Snapshot()
players := h.srv.PlayerSnapshots()
currentPlayers := make(map[[16]byte]bool, len(players))
for _, player := range players {
currentPlayers[player.Profile.UUID] = true
if !h.knownPlayers[player.Profile.UUID] {
if err := h.sendPlayerInfoAdd(player.Profile); err != nil {
return err
}
h.knownPlayers[player.Profile.UUID] = true
}
}
currentEntities := make(map[int32]visibleEntity)
for _, player := range players {
if player.EntityID == viewer.EntityID || !playerVisible(viewer, player, h.visibilityRadius()) {
continue
}
currentEntities[player.EntityID] = visibleEntity{
entity: world.Entity{
ID: player.EntityID, UUID: player.Profile.UUID,
TypeID: registry.EntityTypeIndex("minecraft:player"), TypeName: "minecraft:player",
X: player.X, Y: player.Y, Z: player.Z,
Yaw: player.Yaw, Pitch: player.Pitch, HeadYaw: player.Yaw,
},
onGround: player.OnGround,
}
}
for _, entity := range h.srv.Entities().All() {
if entityVisible(viewer, entity, h.visibilityRadius()) {
currentEntities[entity.ID] = visibleEntity{entity: entity, onGround: true}
}
}
for id, current := range currentEntities {
known, exists := h.knownEntities[id]
if !exists {
entity := current.entity
if err := h.sendAddEntity(&entity); err != nil {
return err
}
} else if known != current {
entity := current.entity
if err := h.sendEntityTeleportState(&entity, current.onGround); err != nil {
return err
}
}
}
for id := range h.knownEntities {
if _, visible := currentEntities[id]; !visible {
if err := h.sendRemoveEntity(id); err != nil {
return err
}
}
}
h.knownEntities = currentEntities
for uuid := range h.knownPlayers {
if !currentPlayers[uuid] {
if err := h.sendPlayerInfoRemove(uuid); err != nil {
return err
}
delete(h.knownPlayers, uuid)
}
}
return nil
}
func playerVisible(viewer, target server.PlayerSnapshot, radius int) bool {
return chunksWithin(viewer.X, viewer.Z, target.X, target.Z, radius)
}
func entityVisible(viewer server.PlayerSnapshot, target world.Entity, radius int) bool {
return chunksWithin(viewer.X, viewer.Z, target.X, target.Z, radius)
}
func chunksWithin(ax, az, bx, bz float64, radius int) bool {
acx := int32(int64(math.Floor(ax)) >> 4)
acz := int32(int64(math.Floor(az)) >> 4)
bcx := int32(int64(math.Floor(bx)) >> 4)
bcz := int32(int64(math.Floor(bz)) >> 4)
dx := acx - bcx
if dx < 0 {
dx = -dx
}
dz := acz - bcz
if dz < 0 {
dz = -dz
}
return dx <= int32(radius) && dz <= int32(radius)
}
func (h *handler) sendPlayerInfoAdd(profile server.Profile) error {
w := protocol.NewWriter(64)
w.Byte(0xff) // All eight initialization actions, fixed 8-bit EnumSet.
w.VarInt(1)
w.UUID(profile.UUID)
w.String(profile.Name)
w.VarInt(0) // profile properties
w.Bool(false) // no signed chat session
w.VarInt(1) // creative game mode
w.Bool(true) // listed
w.VarInt(0) // latency
w.Bool(false) // no custom display name
w.VarInt(0) // list order
w.Bool(true) // show hat
return h.conn.SendWriter(protocol.PlayPlayerInfoUpdate, w)
}
func (h *handler) sendPlayerInfoRemove(uuid [16]byte) error {
w := protocol.NewWriter(20)
w.VarInt(1)
w.UUID(uuid)
return h.conn.SendWriter(protocol.PlayPlayerInfoRemove, w)
}
// sendAddEntity sends the minecraft:add_entity packet.
func (h *handler) sendAddEntity(e *world.Entity) error {
w := protocol.NewWriter(64)
@ -187,12 +371,21 @@ func (h *handler) sendAddEntity(e *world.Entity) error {
}
func (h *handler) sendEntityTeleport(e *world.Entity) error {
return h.sendEntityTeleportState(e, true)
}
func (h *handler) sendEntityTeleportState(e *world.Entity, onGround bool) error {
w := protocol.NewWriter(64)
w.VarInt(e.ID)
// PositionMoveRotation: position, deltaMovement, yRot, xRot.
w.Float64(e.X).Float64(e.Y).Float64(e.Z)
w.Byte(byte(e.Yaw * 256.0 / 360.0))
w.Byte(byte(e.Pitch * 256.0 / 360.0))
w.Bool(true) // On ground
w.Float64(float64(e.VelocityX) / 8000.0)
w.Float64(float64(e.VelocityY) / 8000.0)
w.Float64(float64(e.VelocityZ) / 8000.0)
w.Float32(e.Yaw)
w.Float32(e.Pitch)
w.Int32(0) // Relative.SET_STREAM_CODEC uses ByteBufCodecs.INT; no relative flags.
w.Bool(onGround)
return h.conn.SendWriter(protocol.PlayTeleportEntity, w)
}
@ -225,7 +418,6 @@ func (h *handler) handlePlay(pkt protocol.Packet) error {
return nil
case protocol.PlayMovePos, protocol.PlayMovePosRot:
// Both packets begin with the absolute X, Y, Z position.
r := pkt.Body()
x, err := r.Float64()
if err != nil {
@ -239,7 +431,48 @@ func (h *handler) handlePlay(pkt protocol.Packet) error {
if err != nil {
return err
}
return h.onPlayerMove(x, y, z)
snapshot := h.session.Snapshot()
yaw, pitch := snapshot.Yaw, snapshot.Pitch
if pkt.ID == protocol.PlayMovePosRot {
yaw, err = r.Float32()
if err != nil {
return err
}
pitch, err = r.Float32()
if err != nil {
return err
}
}
flags, err := r.ReadByte()
if err != nil {
return err
}
return h.onPlayerMove(x, y, z, yaw, pitch, flags&1 != 0)
case protocol.PlayMoveRot:
r := pkt.Body()
yaw, err := r.Float32()
if err != nil {
return err
}
pitch, err := r.Float32()
if err != nil {
return err
}
flags, err := r.ReadByte()
if err != nil {
return err
}
snapshot := h.session.Snapshot()
return h.onPlayerMove(snapshot.X, snapshot.Y, snapshot.Z, yaw, pitch, flags&1 != 0)
case protocol.PlayMoveStatusOnly:
flags, err := pkt.Body().ReadByte()
if err != nil {
return err
}
snapshot := h.session.Snapshot()
return h.onPlayerMove(snapshot.X, snapshot.Y, snapshot.Z, snapshot.Yaw, snapshot.Pitch, flags&1 != 0)
case protocol.PlayPlayerAction:
return h.handlePlayerAction(pkt)
@ -279,16 +512,15 @@ func (h *handler) handleChat(pkt protocol.Packet) error {
}
line := "<" + h.conn.Profile.Name + "> " + msg
h.log.Info("chat", "msg", line)
return h.sendSystemChat(line)
return h.broadcastSystemChat(line)
}
// sendSystemChat sends a plain-text system chat message. The text component is
// network NBT; a bare string tag is the shorthand for {"text": ...}.
func (h *handler) sendSystemChat(text string) error {
func (h *handler) broadcastSystemChat(text string) error {
w := protocol.NewWriter(len(text) + 8)
w.Raw(nbt.Marshal(nbt.String(text)))
w.Bool(false) // not an action-bar overlay
return h.conn.SendWriter(protocol.PlaySystemChat, w)
w.Bool(false)
h.srv.Broadcast(protocol.PlaySystemChat, w.Bytes())
return nil
}
// handlePlayerAction processes digging. In creative the client sends
@ -315,10 +547,8 @@ func (h *handler) handlePlayerAction(pkt protocol.Packet) error {
const startDig, finishDig = 0, 2
if status == startDig || status == finishDig {
if h.srv.Chunks().SetBlock(x, y, z, world.StateAir) {
if err := h.sendBlockUpdate(x, y, z, world.StateAir); err != nil {
return err
}
if valid, lightChunks := h.srv.Chunks().SetBlockWithLight(x, y, z, world.StateAir); valid {
h.broadcastBlockUpdate(x, y, z, world.StateAir, lightChunks)
h.log.Debug("block broken", "x", x, "y", y, "z", z)
}
}
@ -401,10 +631,8 @@ func (h *handler) handleUseItemOn(pkt protocol.Packet) error {
if state, ok := h.heldBlock(); ok {
off := faceOffsets[face]
px, py, pz := x+off[0], y+off[1], z+off[2]
if h.srv.Chunks().SetBlock(px, py, pz, state) {
if err := h.sendBlockUpdate(px, py, pz, state); err != nil {
return err
}
if valid, lightChunks := h.srv.Chunks().SetBlockWithLight(px, py, pz, state); valid {
h.broadcastBlockUpdate(px, py, pz, state, lightChunks)
h.log.Debug("block placed", "x", px, "y", py, "z", pz, "state", state)
}
}
@ -422,12 +650,18 @@ func (h *handler) heldBlock() (uint16, bool) {
return world.ItemToBlock(itemID)
}
// sendBlockUpdate notifies the client of a single block change.
func (h *handler) sendBlockUpdate(x, y, z int, state uint16) error {
func (h *handler) broadcastBlockUpdate(x, y, z int, state uint16, lightChunks []world.ChunkPos) {
w := protocol.NewWriter(12)
w.Position(x, y, z)
w.VarInt(int32(state))
return h.conn.SendWriter(protocol.PlayBlockUpdate, w)
cx := int32(x >> 4)
cz := int32(z >> 4)
h.srv.BroadcastChunk(cx, cz, protocol.PlayBlockUpdate, w.Bytes())
for _, chunk := range lightChunks {
if light, err := h.srv.Chunks().LightUpdate(chunk.X, chunk.Z); err == nil {
h.srv.BroadcastChunk(chunk.X, chunk.Z, protocol.PlayLightUpdate, light)
}
}
}
// sendBlockChangedAck confirms a block-action sequence so the client does not

View file

@ -6,6 +6,7 @@ import (
"runtime"
"sync"
"regionio/internal/protocol"
"regionio/internal/world"
)
@ -141,6 +142,8 @@ func (s *streamer) run(ctx context.Context) {
func (s *streamer) processRecenter(ctx context.Context, cx, cz int32) {
s.centerX, s.centerZ, s.hasCenter = cx, cz, true
s.sendChunkCacheCenter(cx, cz)
// Build the desired set: everything within genRadius (the union of what we
// send + the pre-gen ring). Sent = within viewRadius; pre-gen = the ring.
order := spiralOrder(cx, cz, s.genRadius)
@ -179,11 +182,32 @@ func (s *streamer) processRecenter(ctx context.Context, cx, cz int32) {
// bounded and avoids re-sending.
for key := range s.loaded {
if !desired[key] {
s.sendForgetLevelChunk(key[0], key[1])
delete(s.loaded, key)
}
}
}
func (s *streamer) sendChunkCacheCenter(cx, cz int32) {
if s.conn == nil {
return
}
w := protocol.NewWriter(8)
w.VarInt(cx)
w.VarInt(cz)
_ = s.conn.SendWriter(protocol.PlayChunkCacheCenter, w)
}
func (s *streamer) sendForgetLevelChunk(cx, cz int32) {
if s.conn == nil {
return
}
w := protocol.NewWriter(8)
w.Int32(cz)
w.Int32(cx)
_ = s.conn.SendWriter(protocol.PlayForgetLevelChunk, w)
}
// parallelSend generates the given chunks across the worker pool and sends each
// frame as soon as it is ready (order is best-effort; the client reassembles).
// Already-loaded chunks are skipped. Returns when all are sent or ctx cancels.
@ -274,14 +298,15 @@ func (s *streamer) parallelGenerate(ctx context.Context, keys [][2]int32) {
return
default:
}
_ = s.cache.Frame(j.cx, j.cz) // warm the cache; discard the frame
_, _ = s.cache.FrameErr(j.cx, j.cz) // warm the cache; discard the frame
}
}()
}
Loop:
for _, j := range pending {
select {
case <-ctx.Done():
break
break Loop
case jobs <- j:
}
}
@ -307,7 +332,14 @@ func (s *streamer) generateWorker(ctx context.Context, jobs <-chan frameJob, res
return
default:
}
frame := s.cache.Frame(j.cx, j.cz)
frame, err := s.cache.FrameErr(j.cx, j.cz)
if err != nil {
select {
case results <- frameResult{cx: j.cx, cz: j.cz, err: err}:
case <-ctx.Done():
}
return
}
if err := s.conn.SendFramed(frame); err != nil {
select {
case results <- frameResult{cx: j.cx, cz: j.cz, err: err}:

View file

@ -70,6 +70,15 @@ func (r *Reader) Uint16() (uint16, error) {
return binary.BigEndian.Uint16(b), nil
}
// Int32 reads a big-endian signed int.
func (r *Reader) Int32() (int32, error) {
b, err := r.readN(4)
if err != nil {
return 0, err
}
return int32(binary.BigEndian.Uint32(b)), nil
}
// Int64 reads a big-endian signed long.
func (r *Reader) Int64() (int64, error) {
b, err := r.readN(8)
@ -119,9 +128,9 @@ func (r *Reader) Position() (x, y, z int, err error) {
if err != nil {
return 0, 0, 0, err
}
x = int(v >> 38) // top 26 bits, sign-extended
y = int(v << 52 >> 52) // low 12 bits, sign-extended
z = int(v << 26 >> 38) // middle 26 bits, sign-extended
x = int(v >> 38) // top 26 bits, sign-extended
y = int(v << 52 >> 52) // low 12 bits, sign-extended
z = int(v << 26 >> 38) // middle 26 bits, sign-extended
return x, y, z, nil
}

View file

@ -31,11 +31,11 @@ const (
// Login, clientbound.
const (
LoginDisconnectID = 0x00
EncryptionRequest = 0x01
LoginSuccessID = 0x02
SetCompressionID = 0x03
LoginPluginReq = 0x04
LoginDisconnectID = 0x00
EncryptionRequest = 0x01
LoginSuccessID = 0x02
SetCompressionID = 0x03
LoginPluginReq = 0x04
CookieRequestLogin = 0x05
)
@ -53,12 +53,12 @@ const (
// Configuration, clientbound.
const (
ConfigCookieRequest = 0x00
ConfigCustomPayloadCB = 0x01
ConfigDisconnect = 0x02
ConfigFinishClientbound = 0x03
ConfigKeepAliveCB = 0x04
ConfigPing = 0x05
ConfigCookieRequest = 0x00
ConfigCustomPayloadCB = 0x01
ConfigDisconnect = 0x02
ConfigFinishClientbound = 0x03
ConfigKeepAliveCB = 0x04
ConfigPing = 0x05
ConfigRegistryData = 0x07
ConfigUpdateEnabledFeatures = 0x0c
ConfigUpdateTags = 0x0d
@ -74,42 +74,46 @@ const (
PlayDefaultSpawnPos = 0x61
PlayChunkCacheCenter = 0x5e
PlayLevelChunk = 0x2d
PlayForgetLevelChunk = 0x25
PlayAbilities = 0x40
PlaySetHeldSlot = 0x69
PlayDisconnect = 0x20
PlayBlockUpdate = 0x08
PlayBlockChangedAck = 0x04
PlaySystemChat = 0x79
PlayLightUpdate = 0x30
PlayPlayerInfoRemove = 0x45
PlayPlayerInfoUpdate = 0x46
// Entity packets
PlayAddEntity = 0x01
PlayTeleportEntity = 0x7D
PlayTeleportEntity = 0x7d
PlayMoveEntityPos = 0x35
PlayMoveEntityPosRot = 0x36
PlayMoveEntityRot = 0x38
PlaySetEntityMotion = 0x65
PlayRemoveEntities = 0x4D
PlayRemoveEntities = 0x4d
PlaySetEntityData = 0x63
PlaySetEquipment = 0x66
)
// Play, serverbound (protocol 775).
const (
PlayAcceptTeleport = 0x00
PlayKeepAliveServer = 0x1c
PlayClientTickEnd = 0x0d
PlayClientInformation = 0x0e
PlayCustomPayload = 0x16
PlayMovePos = 0x1e
PlayMovePosRot = 0x1f
PlayMoveRot = 0x20
PlayMoveStatusOnly = 0x21
PlayPlayerLoaded = 0x2c
PlayPlayerAction = 0x29
PlayUseItemOn = 0x42
PlaySetCreativeSlot = 0x38
PlaySetCarriedItem = 0x35
PlayChatMessage = 0x09
PlayAcceptTeleport = 0x00
PlayKeepAliveServer = 0x1c
PlayClientTickEnd = 0x0d
PlayClientInformation = 0x0e
PlayCustomPayload = 0x16
PlayMovePos = 0x1e
PlayMovePosRot = 0x1f
PlayMoveRot = 0x20
PlayMoveStatusOnly = 0x21
PlayPlayerLoaded = 0x2c
PlayPlayerAction = 0x29
PlayUseItemOn = 0x42
PlaySetCreativeSlot = 0x38
PlaySetCarriedItem = 0x35
PlayChatMessage = 0x09
)
// GameEvent sub-IDs carried by the clientbound game_event packet.

View file

@ -0,0 +1,117 @@
package protocol
import "testing"
func TestPlayPacketIDsProtocol775(t *testing.T) {
clientbound := map[string]int32{
"PlayAddEntity": PlayAddEntity,
"PlayBlockChangedAck": PlayBlockChangedAck,
"PlayBlockUpdate": PlayBlockUpdate,
"PlayDisconnect": PlayDisconnect,
"PlayForgetLevelChunk": PlayForgetLevelChunk,
"PlayGameEvent": PlayGameEvent,
"PlayKeepAliveCB": PlayKeepAliveCB,
"PlayLevelChunk": PlayLevelChunk,
"PlayLogin": PlayLogin,
"PlayMoveEntityPos": PlayMoveEntityPos,
"PlayMoveEntityPosRot": PlayMoveEntityPosRot,
"PlayMoveEntityRot": PlayMoveEntityRot,
"PlayAbilities": PlayAbilities,
"PlayPlayerPosition": PlayPlayerPosition,
"PlayRemoveEntities": PlayRemoveEntities,
"PlayChunkCacheCenter": PlayChunkCacheCenter,
"PlayDefaultSpawnPos": PlayDefaultSpawnPos,
"PlaySetEntityData": PlaySetEntityData,
"PlaySetEntityMotion": PlaySetEntityMotion,
"PlaySetEquipment": PlaySetEquipment,
"PlaySetHeldSlot": PlaySetHeldSlot,
"PlaySystemChat": PlaySystemChat,
"PlayLightUpdate": PlayLightUpdate,
"PlayPlayerInfoRemove": PlayPlayerInfoRemove,
"PlayPlayerInfoUpdate": PlayPlayerInfoUpdate,
"PlayTeleportEntity": PlayTeleportEntity,
}
wantClientbound := map[string]int32{
"PlayAddEntity": 0x01,
"PlayBlockChangedAck": 0x04,
"PlayBlockUpdate": 0x08,
"PlayDisconnect": 0x20,
"PlayForgetLevelChunk": 0x25,
"PlayGameEvent": 0x26,
"PlayKeepAliveCB": 0x2c,
"PlayLevelChunk": 0x2d,
"PlayLogin": 0x31,
"PlayMoveEntityPos": 0x35,
"PlayMoveEntityPosRot": 0x36,
"PlayMoveEntityRot": 0x38,
"PlayAbilities": 0x40,
"PlayPlayerPosition": 0x48,
"PlayRemoveEntities": 0x4d,
"PlayChunkCacheCenter": 0x5e,
"PlayDefaultSpawnPos": 0x61,
"PlaySetEntityData": 0x63,
"PlaySetEntityMotion": 0x65,
"PlaySetEquipment": 0x66,
"PlaySetHeldSlot": 0x69,
"PlaySystemChat": 0x79,
"PlayLightUpdate": 0x30,
"PlayPlayerInfoRemove": 0x45,
"PlayPlayerInfoUpdate": 0x46,
"PlayTeleportEntity": 0x7d,
}
assertIDs(t, "clientbound", clientbound, wantClientbound)
serverbound := map[string]int32{
"PlayAcceptTeleport": PlayAcceptTeleport,
"PlayKeepAliveServer": PlayKeepAliveServer,
"PlayClientTickEnd": PlayClientTickEnd,
"PlayClientInformation": PlayClientInformation,
"PlayCustomPayload": PlayCustomPayload,
"PlayMovePos": PlayMovePos,
"PlayMovePosRot": PlayMovePosRot,
"PlayMoveRot": PlayMoveRot,
"PlayMoveStatusOnly": PlayMoveStatusOnly,
"PlayPlayerLoaded": PlayPlayerLoaded,
"PlayPlayerAction": PlayPlayerAction,
"PlayUseItemOn": PlayUseItemOn,
"PlaySetCreativeSlot": PlaySetCreativeSlot,
"PlaySetCarriedItem": PlaySetCarriedItem,
"PlayChatMessage": PlayChatMessage,
}
wantServerbound := map[string]int32{
"PlayAcceptTeleport": 0x00,
"PlayKeepAliveServer": 0x1c,
"PlayClientTickEnd": 0x0d,
"PlayClientInformation": 0x0e,
"PlayCustomPayload": 0x16,
"PlayMovePos": 0x1e,
"PlayMovePosRot": 0x1f,
"PlayMoveRot": 0x20,
"PlayMoveStatusOnly": 0x21,
"PlayPlayerLoaded": 0x2c,
"PlayPlayerAction": 0x29,
"PlayUseItemOn": 0x42,
"PlaySetCreativeSlot": 0x38,
"PlaySetCarriedItem": 0x35,
"PlayChatMessage": 0x09,
}
assertIDs(t, "serverbound", serverbound, wantServerbound)
}
func assertIDs(t *testing.T, direction string, got, want map[string]int32) {
t.Helper()
seen := make(map[int32]string, len(got))
for name, gotID := range got {
wantID, ok := want[name]
if !ok {
t.Fatalf("%s %s missing expected ID", direction, name)
}
if gotID != wantID {
t.Fatalf("%s %s = %#x, want %#x", direction, name, gotID, wantID)
}
if previous, ok := seen[gotID]; ok {
t.Fatalf("%s duplicate packet ID %#x: %s and %s", direction, gotID, previous, name)
}
seen[gotID] = name
}
}

View file

@ -0,0 +1,25 @@
package registry
import "testing"
func TestEntityTypeIndex(t *testing.T) {
tests := map[string]int{
"minecraft:pig": 100,
"minecraft:player": 155,
"minecraft:zombie": 150,
}
for name, want := range tests {
if got := EntityTypeIndex(name); got != want {
t.Fatalf("EntityTypeIndex(%q) = %d, want %d", name, got, want)
}
}
if got := EntityTypeIndex("minecraft:not_a_real_entity"); got != -1 {
t.Fatalf("unknown entity type = %d, want -1", got)
}
}
func TestEntityTypeIsNotSyncedRegistry(t *testing.T) {
if got := Index("minecraft:entity_type", "minecraft:pig"); got != -1 {
t.Fatalf("synced registry unexpectedly has entity_type pig = %d", got)
}
}

View file

@ -39,11 +39,19 @@ type Registry struct {
// synced is the parsed, ordered list loaded once at init.
var synced []Registry
var syncedLookup map[string]map[string]int
func init() {
if err := json.Unmarshal(syncedJSON, &synced); err != nil {
panic(fmt.Sprintf("registry: parsing embedded synced_registries.json: %v", err))
}
syncedLookup = make(map[string]map[string]int)
for _, reg := range synced {
syncedLookup[reg.Name] = make(map[string]int)
for i, e := range reg.Entries {
syncedLookup[reg.Name][e] = i
}
}
}
// Synced returns the ordered synchronized registries. The slice is shared and
@ -54,14 +62,9 @@ func Synced() []Registry { return synced }
// which is the numeric (network) ID the client assigns it. It returns -1 if
// the registry or entry is unknown.
func Index(registryName, entry string) int {
for _, reg := range synced {
if reg.Name != registryName {
continue
}
for i, e := range reg.Entries {
if e == entry {
return i
}
if regMap, ok := syncedLookup[registryName]; ok {
if idx, ok := regMap[entry]; ok {
return idx
}
}
return -1
@ -77,3 +80,23 @@ type KnownPack struct {
// CorePack is the vanilla built-in pack. Advertising it lets a matching client
// supply registry contents from its own copy.
var CorePack = KnownPack{Namespace: "minecraft", ID: "core", Version: "26.1.2"}
// builtinEntityTypes contains the vanilla 26.1.2 BuiltInRegistries.ENTITY_TYPE
// network IDs needed by gameplay packets. This is intentionally separate from
// the synchronized registries above: minecraft:entity_type is a built-in
// registry in this protocol data set and is not sent in registry_data during
// configuration.
var builtinEntityTypes = map[string]int{
"minecraft:pig": 100,
"minecraft:player": 155,
"minecraft:zombie": 150,
}
// EntityTypeIndex returns the vanilla numeric ID for a built-in entity type, or
// -1 if it is not in the embedded table.
func EntityTypeIndex(name string) int {
if idx, ok := builtinEntityTypes[name]; ok {
return idx
}
return -1
}

View file

@ -4,6 +4,10 @@ package server
import (
"encoding/json"
"errors"
"fmt"
"math"
"strings"
"sync"
"regionio/internal/protocol"
@ -57,31 +61,96 @@ type Server struct {
store *world.Store // nil when persistence is disabled
entities *world.EntityManager
// playerPos tracks the last known position of each player by name.
playerPos sync.Map // map[string][3]float64
playersMu sync.RWMutex
players map[[16]byte]*PlayerSession
playerNames map[string][16]byte
nextPlayerID int32
}
// PacketSender is the connection capability retained by the session registry.
// The network package supplies Conn.Send without introducing an import cycle.
type PacketSender func(id int32, body []byte) error
// PlayerSession is one active play-state client. Position is guarded separately
// so entity ticks can inspect players without holding the server registry lock.
type PlayerSession struct {
EntityID int32
Profile Profile
send PacketSender
mu sync.RWMutex
position [3]float64
yaw float32
pitch float32
onGround bool
viewDist int
}
// PlayerSnapshot is an immutable view of one play-state session.
type PlayerSnapshot struct {
EntityID int32
Profile Profile
X, Y, Z float64
Yaw, Pitch float32
OnGround bool
ViewDistance int
}
var (
ErrServerFull = errors.New("server: player limit reached")
ErrDuplicatePlayer = errors.New("server: player is already connected")
)
// New constructs a Server from cfg. When cfg.WorldDir is set, the world is
// backed by an on-disk store under that directory; otherwise it is in-memory
// only. A returned error (e.g. the world dir cannot be created) is fatal.
func New(cfg Config) (*Server, error) {
if err := validateConfig(cfg); err != nil {
return nil, err
}
gen := world.NewVanillaGenerator(cfg.WorldSeed)
em := world.NewEntityManager()
if cfg.WorldDir == "" {
// No persistence; keep eviction off too (flat/test worlds expect full
// presence). Real servers set WorldDir and MaxCachedChunks together.
return &Server{cfg: cfg, chunks: world.NewCache(int32(cfg.CompressionThreshold), gen), entities: em}, nil
return newServerState(cfg,
world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, nil, cfg.MaxCachedChunks), nil, em), nil
}
store, err := world.NewStore(cfg.WorldDir)
store, err := world.NewStoreForSeed(cfg.WorldDir, cfg.WorldSeed)
if err != nil {
return nil, err
}
return newServerState(cfg,
world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, store, cfg.MaxCachedChunks), store, em), nil
}
// NewWithCache constructs a server around an existing cache. It is useful for
// embedding and integration tests that provide a specialized world generator.
func NewWithCache(cfg Config, chunks *world.Cache) (*Server, error) {
if err := validateConfig(cfg); err != nil {
return nil, err
}
if chunks == nil {
return nil, errors.New("server: nil chunk cache")
}
return newServerState(cfg, chunks, nil, world.NewEntityManager()), nil
}
func validateConfig(cfg Config) error {
if cfg.Port < 1 || cfg.Port > 65535 {
return fmt.Errorf("server: port %d out of range", cfg.Port)
}
if cfg.MaxPlayers < 1 {
return fmt.Errorf("server: max players must be positive")
}
if cfg.MaxCachedChunks < 0 {
return fmt.Errorf("server: max cached chunks must not be negative")
}
return nil
}
func newServerState(cfg Config, chunks *world.Cache, store *world.Store, entities *world.EntityManager) *Server {
return &Server{
cfg: cfg,
chunks: world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, store, cfg.MaxCachedChunks),
store: store,
entities: em,
}, nil
cfg: cfg, chunks: chunks, store: store, entities: entities,
players: make(map[[16]byte]*PlayerSession), playerNames: make(map[string][16]byte),
}
}
// Config returns the active configuration.
@ -93,30 +162,202 @@ func (s *Server) Chunks() *world.Cache { return s.chunks }
// Entities returns the shared entity manager.
func (s *Server) Entities() *world.EntityManager { return s.entities }
// SetPlayerPosition updates the tracked position of a player.
func (s *Server) SetPlayerPosition(name string, x, y, z float64) {
s.playerPos.Store(name, [3]float64{x, y, z})
// RegisterPlayer adds a profile to the active play-state registry.
func (s *Server) RegisterPlayer(profile Profile, send PacketSender) (*PlayerSession, error) {
s.playersMu.Lock()
defer s.playersMu.Unlock()
nameKey := strings.ToLower(profile.Name)
if _, exists := s.players[profile.UUID]; exists {
return nil, ErrDuplicatePlayer
}
if _, exists := s.playerNames[nameKey]; exists {
return nil, ErrDuplicatePlayer
}
if s.cfg.MaxPlayers > 0 && len(s.players) >= s.cfg.MaxPlayers {
return nil, ErrServerFull
}
s.nextPlayerID++
session := &PlayerSession{
EntityID: s.nextPlayerID,
Profile: profile,
send: send,
onGround: true,
viewDist: 4,
}
s.players[profile.UUID] = session
s.playerNames[nameKey] = profile.UUID
return session, nil
}
// RemovePlayerPosition removes a player from tracking.
func (s *Server) RemovePlayerPosition(name string) {
s.playerPos.Delete(name)
// UnregisterPlayer removes exactly the supplied session. Pointer identity keeps
// a delayed disconnect from removing a future session with the same profile.
func (s *Server) UnregisterPlayer(session *PlayerSession) {
if session == nil {
return
}
s.playersMu.Lock()
defer s.playersMu.Unlock()
if current := s.players[session.Profile.UUID]; current == session {
delete(s.players, session.Profile.UUID)
delete(s.playerNames, strings.ToLower(session.Profile.Name))
}
}
// SetPlayerPosition updates a session's authoritative position snapshot.
func (s *Server) SetPlayerPosition(session *PlayerSession, x, y, z float64) {
if session == nil {
return
}
session.mu.Lock()
session.position = [3]float64{x, y, z}
session.mu.Unlock()
}
// SetPlayerTransform updates all movement fields received from the client.
func (s *Server) SetPlayerTransform(session *PlayerSession, x, y, z float64, yaw, pitch float32, onGround bool) {
if session == nil {
return
}
session.mu.Lock()
session.position = [3]float64{x, y, z}
session.yaw = yaw
session.pitch = pitch
session.onGround = onGround
session.mu.Unlock()
}
// SetPlayerViewDistance records the clamped chunk radius used for visibility.
func (s *Server) SetPlayerViewDistance(session *PlayerSession, distance int) {
if session == nil {
return
}
if distance < 2 {
distance = 4
}
if distance > 16 {
distance = 16
}
session.mu.Lock()
session.viewDist = distance
session.mu.Unlock()
}
// Snapshot returns a consistent copy of this session's gameplay state.
func (session *PlayerSession) Snapshot() PlayerSnapshot {
if session == nil {
return PlayerSnapshot{}
}
session.mu.RLock()
snapshot := PlayerSnapshot{
EntityID: session.EntityID,
Profile: session.Profile,
X: session.position[0],
Y: session.position[1],
Z: session.position[2],
Yaw: session.yaw,
Pitch: session.pitch,
OnGround: session.onGround,
ViewDistance: session.viewDist,
}
session.mu.RUnlock()
return snapshot
}
// PlayerSnapshots returns consistent copies of all active play sessions.
func (s *Server) PlayerSnapshots() []PlayerSnapshot {
s.playersMu.RLock()
players := make([]*PlayerSession, 0, len(s.players))
for _, player := range s.players {
players = append(players, player)
}
s.playersMu.RUnlock()
snapshots := make([]PlayerSnapshot, 0, len(players))
for _, player := range players {
snapshots = append(snapshots, player.Snapshot())
}
return snapshots
}
// PlayerCount returns the number of tracked players.
func (s *Server) PlayerCount() int {
s.playersMu.RLock()
defer s.playersMu.RUnlock()
return len(s.players)
}
// Broadcast sends one already-encoded packet body to every active player. A
// failed recipient cannot make another player's gameplay handler fail.
func (s *Server) Broadcast(id int32, body []byte) {
s.playersMu.RLock()
senders := make([]PacketSender, 0, len(s.players))
for _, player := range s.players {
senders = append(senders, player.send)
}
s.playersMu.RUnlock()
for _, send := range senders {
if send != nil {
_ = send(id, body)
}
}
}
// BroadcastChunk sends a packet only to players whose chunk view contains the
// target chunk. It is used for block and light changes.
func (s *Server) BroadcastChunk(cx, cz int32, id int32, body []byte) {
s.playersMu.RLock()
players := make([]*PlayerSession, 0, len(s.players))
for _, player := range s.players {
players = append(players, player)
}
s.playersMu.RUnlock()
for _, player := range players {
snapshot := player.Snapshot()
pcx := int32(int64(math.Floor(snapshot.X)) >> 4)
pcz := int32(int64(math.Floor(snapshot.Z)) >> 4)
if chunkDistance(pcx, pcz, cx, cz) <= int32(snapshot.ViewDistance) && player.send != nil {
_ = player.send(id, body)
}
}
}
func chunkDistance(ax, az, bx, bz int32) int32 {
dx := ax - bx
if dx < 0 {
dx = -dx
}
dz := az - bz
if dz < 0 {
dz = -dz
}
if dz > dx {
return dz
}
return dx
}
// NearestPlayer returns the position of the nearest player to (x, y, z).
// Returns false if no players are online.
func (s *Server) NearestPlayer(x, y, z float64) (pos [3]float64, ok bool) {
minDist := float64(-1)
s.playerPos.Range(func(key, value any) bool {
p := value.([3]float64)
s.playersMu.RLock()
players := make([]*PlayerSession, 0, len(s.players))
for _, player := range s.players {
players = append(players, player)
}
s.playersMu.RUnlock()
for _, player := range players {
player.mu.RLock()
p := player.position
player.mu.RUnlock()
dist := (p[0]-x)*(p[0]-x) + (p[1]-y)*(p[1]-y) + (p[2]-z)*(p[2]-z)
if minDist < 0 || dist < minDist {
minDist = dist
pos = p
ok = true
}
return true
})
}
return
}

View file

@ -0,0 +1,130 @@
package server
import (
"errors"
"sync"
"sync/atomic"
"testing"
"regionio/internal/world"
)
func TestPlayerRegistrySupportsFourPlayersAndEnforcesLimit(t *testing.T) {
cfg := DefaultConfig()
cfg.MaxPlayers = 4
srv, err := NewWithCache(cfg, world.NewCache(-1, world.GenerateFlat))
if err != nil {
t.Fatal(err)
}
var sends atomic.Int32
var sessions []*PlayerSession
for _, name := range []string{"Alice", "Bob", "Carol", "Dave"} {
profile := Profile{Name: name, UUID: OfflineUUID(name)}
session, err := srv.RegisterPlayer(profile, func(int32, []byte) error {
sends.Add(1)
return nil
})
if err != nil {
t.Fatalf("register %s: %v", name, err)
}
sessions = append(sessions, session)
}
if got := srv.PlayerCount(); got != 4 {
t.Fatalf("player count = %d, want 4", got)
}
if _, err := srv.RegisterPlayer(Profile{Name: "Eve", UUID: OfflineUUID("Eve")}, nil); !errors.Is(err, ErrServerFull) {
t.Fatalf("fifth player error = %v, want ErrServerFull", err)
}
srv.Broadcast(1, []byte("packet"))
if got := sends.Load(); got != 4 {
t.Fatalf("broadcast sends = %d, want 4", got)
}
for _, session := range sessions {
srv.UnregisterPlayer(session)
}
if got := srv.PlayerCount(); got != 0 {
t.Fatalf("player count after disconnect = %d, want 0", got)
}
}
func TestConcurrentFourPlayerTransformsAndChunkBroadcast(t *testing.T) {
cfg := DefaultConfig()
cfg.WorldDir = ""
cfg.MaxPlayers = 4
srv, err := NewWithCache(cfg, world.NewCache(-1, world.GenerateFlat))
if err != nil {
t.Fatal(err)
}
var sends [4]atomic.Int32
sessions := make([]*PlayerSession, 4)
for i, name := range []string{"Alice", "Bob", "Carol", "Dave"} {
i := i
sessions[i], err = srv.RegisterPlayer(Profile{Name: name, UUID: OfflineUUID(name)}, func(int32, []byte) error {
sends[i].Add(1)
return nil
})
if err != nil {
t.Fatal(err)
}
srv.SetPlayerViewDistance(sessions[i], 2)
}
var wg sync.WaitGroup
for i, session := range sessions {
i, session := i, session
wg.Add(1)
go func() {
defer wg.Done()
for step := 0; step < 500; step++ {
srv.SetPlayerTransform(session, float64(i*16+step), 80, float64(-step), float32(step%360), 10, step%2 == 0)
_ = srv.PlayerSnapshots()
srv.BroadcastChunk(int32(step>>4), int32(-step>>4), 1, nil)
}
}()
}
wg.Wait()
if got := len(srv.PlayerSnapshots()); got != 4 {
t.Fatalf("snapshot count = %d, want 4", got)
}
for i, session := range sessions {
x := float64(i * 160)
srv.SetPlayerTransform(session, x, 80, 0, 0, 0, true)
before := sends[i].Load()
srv.BroadcastChunk(0, 0, 2, nil)
got := sends[i].Load() - before
if i == 0 && got != 1 {
t.Fatalf("near player received %d packets, want 1", got)
}
if i > 0 && got != 0 {
t.Fatalf("far player %d received %d packets, want 0", i, got)
}
}
}
func TestPlayerRegistryRejectsDuplicateName(t *testing.T) {
cfg := DefaultConfig()
srv, err := NewWithCache(cfg, world.NewCache(-1, world.GenerateFlat))
if err != nil {
t.Fatal(err)
}
first := Profile{Name: "Alice", UUID: OfflineUUID("Alice")}
if _, err := srv.RegisterPlayer(first, nil); err != nil {
t.Fatal(err)
}
duplicate := Profile{Name: "ALICE", UUID: OfflineUUID("ALICE")}
if _, err := srv.RegisterPlayer(duplicate, nil); !errors.Is(err, ErrDuplicatePlayer) {
t.Fatalf("duplicate error = %v, want ErrDuplicatePlayer", err)
}
}
func TestServerRejectsNegativeCacheLimit(t *testing.T) {
cfg := DefaultConfig()
cfg.MaxCachedChunks = -1
if _, err := NewWithCache(cfg, world.NewCache(-1, world.GenerateFlat)); err == nil {
t.Fatal("negative cache limit was accepted")
}
}

View file

@ -1,6 +1,7 @@
package server
import (
"context"
"math"
"math/rand"
"time"
@ -10,92 +11,102 @@ import (
)
// StartSpawning begins the entity tick and spawn loops.
func (s *Server) StartSpawning() {
go s.entityTickLoop()
go s.mobSpawnLoop()
func (s *Server) StartSpawning(ctx context.Context) {
go s.entityTickLoop(ctx)
go s.mobSpawnLoop(ctx)
}
func (s *Server) entityTickLoop() {
func (s *Server) entityTickLoop(ctx context.Context) {
ticker := time.NewTicker(50 * time.Millisecond) // 20 TPS
defer ticker.Stop()
for range ticker.C {
all := s.entities.All()
for _, e := range all {
// Apply gravity
yBelow := int(e.Y - 0.1) // slightly below the entity
blockBelow := s.chunks.GetBlock(int(e.X), yBelow, int(e.Z))
if blockBelow == world.StateAir || blockBelow == world.StateWater { // Air or Water
e.VelocityY -= 80 // gravity acceleration
if e.VelocityY < -3000 {
e.VelocityY = -3000 // terminal velocity
}
} else {
e.VelocityY = 0
e.Y = float64(yBelow + 1)
// Basic random wandering or player tracking when on ground
pos, ok := s.NearestPlayer(e.X, e.Y, e.Z)
if ok && e.TypeName == "minecraft:zombie" {
// Zombies move towards the player
dx := pos[0] - e.X
dz := pos[2] - e.Z
dist := math.Sqrt(dx*dx + dz*dz)
if dist > 1.0 && dist < 32.0 {
e.X += (dx / dist) * 0.15
e.Z += (dz / dist) * 0.15
// Simple yaw calculation
e.Yaw = float32(math.Atan2(-dx, dz) * (180 / math.Pi))
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
all := s.entities.All()
for i := range all {
snapshot := all[i]
yBelow := int(math.Floor(snapshot.Y - 0.1))
blockBelow := s.chunks.GetBlock(int(math.Floor(snapshot.X)), yBelow, int(math.Floor(snapshot.Z)))
nearest, hasPlayer := s.NearestPlayer(snapshot.X, snapshot.Y, snapshot.Z)
s.entities.Update(all[i].ID, func(e *world.Entity) {
// Apply gravity
if blockBelow == world.StateAir || blockBelow == world.StateWater { // Air or Water
e.VelocityY -= 80 // gravity acceleration
if e.VelocityY < -3000 {
e.VelocityY = -3000 // terminal velocity
}
} else {
e.VelocityY = 0
e.Y = float64(yBelow + 1)
// Basic random wandering or player tracking when on ground
if hasPlayer && e.TypeName == "minecraft:zombie" {
// Zombies move towards the player
dx := nearest[0] - e.X
dz := nearest[2] - e.Z
dist := math.Sqrt(dx*dx + dz*dz)
if dist > 1.0 && dist < 32.0 {
e.X += (dx / dist) * 0.15
e.Z += (dz / dist) * 0.15
// Simple yaw calculation
e.Yaw = float32(math.Atan2(-dx, dz) * (180 / math.Pi))
}
} else {
// Random wander
e.X += (rand.Float64() - 0.5) * 0.2
e.Z += (rand.Float64() - 0.5) * 0.2
e.Yaw += float32((rand.Float64() - 0.5) * 10.0)
}
}
} else {
// Random wander
e.X += (rand.Float64() - 0.5) * 0.2
e.Z += (rand.Float64() - 0.5) * 0.2
e.Yaw += float32((rand.Float64() - 0.5) * 10.0)
}
}
if e.VelocityY != 0 {
e.Y += float64(e.VelocityY) / 8000.0
if e.VelocityY != 0 {
e.Y += float64(e.VelocityY) / 8000.0
}
})
}
}
}
}
func (s *Server) mobSpawnLoop() {
func (s *Server) mobSpawnLoop(ctx context.Context) {
ticker := time.NewTicker(2 * time.Second)
defer ticker.Stop()
pigType := registry.Index("minecraft:entity_type", "minecraft:pig")
zombieType := registry.Index("minecraft:entity_type", "minecraft:zombie")
pigType := registry.EntityTypeIndex("minecraft:pig")
zombieType := registry.EntityTypeIndex("minecraft:zombie")
if pigType < 0 || zombieType < 0 {
return
}
for range ticker.C {
all := s.entities.All()
if len(all) > 50 {
continue // limit to 50 entities
}
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
if s.PlayerCount() == 0 || s.entities.Count() >= 50 {
continue // limit to 50 entities
}
// Spawn near the spawn point (8.5, 200, 8.5)
x := (rand.Float64() - 0.5) * 30.0
z := (rand.Float64() - 0.5) * 30.0
t := pigType
name := "minecraft:pig"
if rand.Float32() < 0.5 {
t = zombieType
name = "minecraft:zombie"
}
// Spawn near the spawn point (8.5, 200, 8.5)
x := (rand.Float64() - 0.5) * 30.0
z := (rand.Float64() - 0.5) * 30.0
s.entities.Add(&world.Entity{
TypeID: t,
TypeName: name,
X: x + 8.5,
Y: 200.0, // They float for now since there's no gravity
Z: z + 8.5,
})
t := pigType
name := "minecraft:pig"
if rand.Float32() < 0.5 {
t = zombieType
name = "minecraft:zombie"
}
s.entities.Add(&world.Entity{
TypeID: t,
TypeName: name,
X: x + 8.5,
Y: 200.0,
Z: z + 8.5,
})
}
}
}

View file

@ -3,6 +3,8 @@ package world
import (
"container/list"
"context"
"errors"
"fmt"
"log/slog"
"sync"
"time"
@ -36,13 +38,23 @@ type Cache struct {
store *Store // nil = in-memory only (tests, flat worlds)
maxChunks int // LRU capacity; 0 = unbounded
mu sync.Mutex
chunks map[[2]int32]*Chunk
frames map[[2]int32][]byte
dirty map[[2]int32]struct{}
mu sync.Mutex
lightMu sync.Mutex
chunks map[[2]int32]*Chunk
frames map[[2]int32][]byte
dirty map[[2]int32]uint64
// LRU bookkeeping: order is MRU(front)→LRU(back); index gives O(1) lookup.
order *list.List // elements are *[2]int32; nil when maxChunks==0
order *list.List // elements are *[2]int32; nil when maxChunks==0
index map[[2]int32]*list.Element
loads map[[2]int32]*chunkLoad
}
// chunkLoad coordinates concurrent misses for the same coordinate. The first
// caller performs disk I/O or generation; all others wait for that exact result.
type chunkLoad struct {
done chan struct{}
ch *Chunk
err error
}
// NewCache returns a world cache that frames packets at the given compression
@ -54,7 +66,8 @@ func NewCache(threshold int32, gen Generator) *Cache {
gen: gen,
chunks: make(map[[2]int32]*Chunk),
frames: make(map[[2]int32][]byte),
dirty: make(map[[2]int32]struct{}),
dirty: make(map[[2]int32]uint64),
loads: make(map[[2]int32]*chunkLoad),
}
return c
}
@ -74,6 +87,9 @@ func NewCacheWithStore(threshold int32, gen Generator, store *Store) *Cache {
// ≈ maxChunks×200KiB.
func NewCacheWithLimit(threshold int32, gen Generator, store *Store, maxChunks int) *Cache {
c := NewCacheWithStore(threshold, gen, store)
if maxChunks < 0 {
maxChunks = 0
}
c.maxChunks = maxChunks
if maxChunks > 0 {
c.order = list.New()
@ -84,7 +100,7 @@ func NewCacheWithLimit(threshold int32, gen Generator, store *Store, maxChunks i
// touch marks key as most-recently-used. Must be called under c.mu.
func (c *Cache) touch(key [2]int32) {
if c.maxChunks == 0 {
if c.maxChunks <= 0 {
return
}
if e, ok := c.index[key]; ok {
@ -98,10 +114,11 @@ func (c *Cache) touch(key [2]int32) {
// Dirty chunks are skipped (moved back to MRU and the eviction halts) so the
// autosave can persist them first. Must be called under c.mu.
func (c *Cache) evictIfNeeded() {
if c.maxChunks == 0 {
if c.maxChunks <= 0 {
return
}
for len(c.chunks) > c.maxChunks {
checked := 0
for len(c.chunks) > c.maxChunks && checked < len(c.chunks) {
back := c.order.Back()
if back == nil {
return
@ -112,12 +129,14 @@ func (c *Cache) evictIfNeeded() {
// next eviction pass can reclaim it.
if _, dirty := c.dirty[key]; dirty && c.store != nil {
c.order.MoveToFront(back)
break
checked++
continue
}
delete(c.chunks, key)
delete(c.frames, key)
c.order.Remove(back)
delete(c.index, key)
checked = 0
}
}
@ -125,66 +144,110 @@ func (c *Cache) evictIfNeeded() {
// disk (if a store is attached) → generation. Generation and disk reads run
// outside the lock.
func (c *Cache) chunkAt(cx, cz int32) *Chunk {
ch, _ := c.chunkAtErr(cx, cz)
return ch
}
// chunkAtErr is the error-preserving form used by network and mutation paths.
// A corrupt or unreadable stored chunk is never replaced by generated terrain.
func (c *Cache) chunkAtErr(cx, cz int32) (*Chunk, error) {
key := [2]int32{cx, cz}
c.mu.Lock()
if ch, ok := c.chunks[key]; ok {
c.touch(key)
c.mu.Unlock()
return ch
return ch, nil
}
if pending, ok := c.loads[key]; ok {
c.mu.Unlock()
<-pending.done
return pending.ch, pending.err
}
pending := &chunkLoad{done: make(chan struct{})}
c.loads[key] = pending
c.mu.Unlock()
// Try disk before generation so saved edits survive restarts.
var ch *Chunk
var loadErr error
if c.store != nil {
if loaded, err := c.store.LoadChunk(cx, cz); err == nil {
ch = loaded
} else if !errors.Is(err, ErrChunkNotFound) {
loadErr = fmt.Errorf("world: load chunk (%d,%d): %w", cx, cz, err)
}
}
if ch == nil {
if ch == nil && loadErr == nil {
ch = c.gen(cx, cz) // generate outside the lock
if ch == nil {
loadErr = fmt.Errorf("world: generator returned nil chunk (%d,%d)", cx, cz)
}
}
c.mu.Lock()
defer c.mu.Unlock()
if existing, ok := c.chunks[key]; ok {
if loadErr == nil {
c.chunks[key] = ch
c.touch(key)
return existing // another goroutine won the race
c.evictIfNeeded()
}
c.chunks[key] = ch
c.touch(key)
c.evictIfNeeded()
return ch
pending.ch, pending.err = ch, loadErr
delete(c.loads, key)
close(pending.done)
c.mu.Unlock()
return ch, loadErr
}
// Frame returns the prebuilt level_chunk packet for (cx, cz), building it on
// first request and caching until the chunk is edited. The slice must not be
// mutated.
func (c *Cache) Frame(cx, cz int32) []byte {
frame, _ := c.FrameErr(cx, cz)
return frame
}
// FrameErr returns a framed chunk packet while preserving storage failures.
// Callers serving clients should prefer it to Frame so corruption is observable.
func (c *Cache) FrameErr(cx, cz int32) ([]byte, error) {
key := [2]int32{cx, cz}
c.mu.Lock()
if f, ok := c.frames[key]; ok {
c.touch(key)
for {
c.mu.Lock()
if f, ok := c.frames[key]; ok {
c.touch(key)
c.mu.Unlock()
return f, nil
}
c.mu.Unlock()
return f
}
c.mu.Unlock()
ch := c.chunkAt(cx, cz)
frame := protocol.AppendPacket(nil, c.threshold, protocol.PlayLevelChunk, ch.Encode())
ch, err := c.chunkAtErr(cx, cz)
if err != nil {
return nil, err
}
if err := c.ensureLight(ch); err != nil {
return nil, err
}
snapshot, revision := ch.snapshot()
frame := protocol.AppendPacket(nil, c.threshold, protocol.PlayLevelChunk, snapshot.encode())
c.mu.Lock()
defer c.mu.Unlock()
if existing, ok := c.frames[key]; ok {
c.mu.Lock()
if existing, ok := c.frames[key]; ok {
c.touch(key)
c.mu.Unlock()
return existing, nil
}
// An edit or eviction while the frame was being built makes it stale.
// Retry from a fresh snapshot instead of publishing old bytes forever.
if c.chunks[key] != ch || ch.currentRevision() != revision {
c.mu.Unlock()
continue
}
c.frames[key] = frame
c.touch(key)
return existing
c.evictIfNeeded()
c.mu.Unlock()
return frame, nil
}
c.frames[key] = frame
c.touch(key)
c.evictIfNeeded()
return frame
}
// GetBlock returns the block state at world coordinates (x, y, z).
@ -195,32 +258,82 @@ func (c *Cache) GetBlock(x, y, z int) uint16 {
}
cx := int32(x >> 4)
cz := int32(z >> 4)
ch := c.chunkAt(cx, cz)
ch, err := c.chunkAtErr(cx, cz)
if err != nil {
return StateAir
}
return ch.GetBlock(x, y, z)
}
// SetBlock changes the block at world coordinates (x, y, z), invalidating the
// affected chunk's cached frame and marking it dirty for autosave. It reports
// whether a chunk was actually touched (false if y is out of range).
// LightUpdate returns the standalone light_update body for a loaded chunk.
func (c *Cache) LightUpdate(cx, cz int32) ([]byte, error) {
ch, err := c.chunkAtErr(cx, cz)
if err != nil {
return nil, err
}
if err := c.ensureLight(ch); err != nil {
return nil, err
}
return ch.EncodeLightUpdate(), nil
}
// SetBlock changes a block and incrementally updates lighting. Callers that need
// to broadcast every affected light chunk should use SetBlockWithLight.
func (c *Cache) SetBlock(x, y, z int, state uint16) bool {
valid, _ := c.SetBlockWithLight(x, y, z, state)
return valid
}
// ChunkPos identifies a chunk changed by a lighting update.
type ChunkPos struct {
X, Z int32
}
// SetBlockWithLight changes a block and returns the loaded chunks whose stored
// light changed. Lighting operations are serialized so concurrent edits cannot
// publish mutually stale propagation results.
func (c *Cache) SetBlockWithLight(x, y, z int, state uint16) (bool, []ChunkPos) {
if y < MinY || y >= MinY+WorldHeight {
return false
return false, nil
}
cx := int32(x >> 4)
cz := int32(z >> 4)
ch := c.chunkAt(cx, cz)
ch, err := c.chunkAtErr(cx, cz)
if err != nil {
return false, nil
}
ch.SetBlock(x, y, z, state)
c.lightMu.Lock()
defer c.lightMu.Unlock()
live := c.cachedLightNeighborhood(cx, cz)
for _, neighbor := range live {
if err := c.ensureLightLocked(neighbor); err != nil {
return false, nil
}
}
_, changed := ch.setBlock(x, y, z, state)
if !changed {
return true, nil
}
lightChanged, err := c.updateLightAfterBlockLocked(x, y, z, live)
if err != nil {
// The block edit is still valid and dirty; a later Frame call will rebuild
// its light from the authoritative blocks.
ch.mu.Lock()
ch.lightReady = false
ch.mu.Unlock()
lightChanged = []ChunkPos{{X: cx, Z: cz}}
}
c.mu.Lock()
key := [2]int32{cx, cz}
delete(c.frames, key)
if c.store != nil {
c.dirty[key] = struct{}{}
c.dirty[key] = ch.currentRevision()
}
c.touch(key) // edited chunk is most-recently-used
c.mu.Unlock()
return true
return true, lightChanged
}
// markDirty flags the chunk at (cx, cz) for the next autosave. Public so tests
@ -230,7 +343,10 @@ func (c *Cache) markDirty(cx, cz int32) {
return
}
c.mu.Lock()
c.dirty[[2]int32{cx, cz}] = struct{}{}
key := [2]int32{cx, cz}
if ch := c.chunks[key]; ch != nil {
c.dirty[key] = ch.currentRevision()
}
c.mu.Unlock()
}
@ -277,22 +393,32 @@ func (c *Cache) flushDirty() error {
for _, k := range keys {
chunks[k] = c.chunks[k]
}
c.dirty = make(map[[2]int32]struct{})
c.mu.Unlock()
var firstErr error
for _, k := range keys {
ch := chunks[k]
if ch == nil {
c.mu.Lock()
delete(c.dirty, k)
c.mu.Unlock()
continue
}
if err := c.store.SaveChunk(ch); err != nil {
c.mu.Lock()
c.dirty[k] = struct{}{} // re-mark; retry next cycle
c.mu.Unlock()
return err
snapshot, savedRevision := ch.snapshot()
if err := c.store.saveSnapshot(snapshot); err != nil {
if firstErr == nil {
firstErr = err
}
continue
}
c.mu.Lock()
if dirtyRevision, ok := c.dirty[k]; ok && dirtyRevision <= savedRevision {
delete(c.dirty, k)
}
c.evictIfNeeded()
c.mu.Unlock()
}
return nil
return firstErr
}
// SaveAll synchronously persists every chunk currently in memory. Used at
@ -301,24 +427,5 @@ func (c *Cache) SaveAll() error {
if c.store == nil {
return nil
}
c.mu.Lock()
keys := make([][2]int32, 0, len(c.chunks))
for k := range c.chunks {
keys = append(keys, k)
}
chunks := make(map[[2]int32]*Chunk, len(keys))
for _, k := range keys {
chunks[k] = c.chunks[k]
}
c.mu.Unlock()
var firstErr error
for _, k := range keys {
if ch := chunks[k]; ch != nil {
if err := c.store.SaveChunk(ch); err != nil && firstErr == nil {
firstErr = err
}
}
}
return firstErr
return c.flushDirty()
}

View file

@ -0,0 +1,174 @@
package world
import (
"errors"
"fmt"
"sort"
)
// ensureLight calculates an exact center-chunk solution from a 3x3 block
// neighborhood. Light attenuates to zero within 15 blocks, so chunks outside
// that neighborhood cannot affect the center chunk.
func (c *Cache) ensureLight(chunk *Chunk) error {
c.lightMu.Lock()
defer c.lightMu.Unlock()
return c.ensureLightLocked(chunk)
}
func (c *Cache) ensureLightLocked(chunk *Chunk) error {
for {
center, revision := chunk.snapshot()
if center.lightReady {
return nil
}
chunks := make(map[[2]int32]*Chunk, 9)
for dz := int32(-1); dz <= 1; dz++ {
for dx := int32(-1); dx <= 1; dx++ {
key := [2]int32{chunk.X + dx, chunk.Z + dz}
if dx == 0 && dz == 0 {
chunks[key] = center
continue
}
snapshot, err := c.lightInputSnapshot(key[0], key[1])
if err != nil {
return err
}
chunks[key] = snapshot
}
}
volume := newLightVolume(int(chunk.X-1), int(chunk.Z-1), 3, 3, chunks)
clear(volume.sky)
clear(volume.block)
volume.calculate()
chunk.mu.Lock()
if chunk.revision.Load() != revision {
chunk.mu.Unlock()
continue
}
chunk.installLight(volume)
chunk.mu.Unlock()
c.mu.Lock()
delete(c.frames, [2]int32{chunk.X, chunk.Z})
c.mu.Unlock()
return nil
}
}
// lightInputSnapshot returns blocks for a neighboring chunk without inserting
// a cache miss into the LRU. This keeps lighting correct even for very small
// cache limits and avoids an eight-chunk eviction cascade per frame.
func (c *Cache) lightInputSnapshot(cx, cz int32) (*Chunk, error) {
key := [2]int32{cx, cz}
c.mu.Lock()
if chunk := c.chunks[key]; chunk != nil {
c.touch(key)
c.mu.Unlock()
snapshot, _ := chunk.snapshot()
return snapshot, nil
}
if pending := c.loads[key]; pending != nil {
c.mu.Unlock()
<-pending.done
if pending.err != nil {
return nil, pending.err
}
snapshot, _ := pending.ch.snapshot()
return snapshot, nil
}
c.mu.Unlock()
if c.store != nil {
loaded, err := c.store.LoadChunk(cx, cz)
if err == nil {
snapshot, _ := loaded.snapshot()
return snapshot, nil
}
if !errors.Is(err, ErrChunkNotFound) {
return nil, fmt.Errorf("world: load light neighbor (%d,%d): %w", cx, cz, err)
}
}
generated := c.gen(cx, cz)
if generated == nil {
return nil, fmt.Errorf("world: generator returned nil light neighbor (%d,%d)", cx, cz)
}
snapshot, _ := generated.snapshot()
return snapshot, nil
}
func (c *Cache) cachedLightNeighborhood(cx, cz int32) map[[2]int32]*Chunk {
c.mu.Lock()
defer c.mu.Unlock()
chunks := make(map[[2]int32]*Chunk, 9)
for dz := int32(-1); dz <= 1; dz++ {
for dx := int32(-1); dx <= 1; dx++ {
key := [2]int32{cx + dx, cz + dz}
if chunk := c.chunks[key]; chunk != nil {
chunks[key] = chunk
c.touch(key)
}
}
}
return chunks
}
func (c *Cache) updateLightAfterBlockLocked(x, y, z int, live map[[2]int32]*Chunk) ([]ChunkPos, error) {
cx, cz := int32(x>>4), int32(z>>4)
inputs := make(map[[2]int32]*Chunk, 9)
for dz := int32(-1); dz <= 1; dz++ {
for dx := int32(-1); dx <= 1; dx++ {
key := [2]int32{cx + dx, cz + dz}
if chunk := live[key]; chunk != nil {
snapshot, _ := chunk.snapshot()
inputs[key] = snapshot
continue
}
snapshot, err := c.lightInputSnapshot(key[0], key[1])
if err != nil {
return nil, err
}
inputs[key] = snapshot
}
}
volume := newLightVolume(int(cx-1), int(cz-1), 3, 3, inputs)
volume.relaxBlockChange(x-volume.minX, y, z-volume.minZ)
keys := make([][2]int32, 0, len(live))
for key := range live {
keys = append(keys, key)
}
sort.Slice(keys, func(i, j int) bool {
if keys[i][0] != keys[j][0] {
return keys[i][0] < keys[j][0]
}
return keys[i][1] < keys[j][1]
})
changed := make([]ChunkPos, 0, len(keys))
for _, key := range keys {
chunk := live[key]
chunk.mu.Lock()
didChange := chunk.installLight(volume)
if didChange {
chunk.revision.Add(1)
changed = append(changed, ChunkPos{X: key[0], Z: key[1]})
}
revision := chunk.revision.Load()
chunk.mu.Unlock()
if didChange {
c.mu.Lock()
delete(c.frames, key)
if c.store != nil {
c.dirty[key] = revision
}
c.touch(key)
c.mu.Unlock()
}
}
return changed, nil
}

View file

@ -1,7 +1,13 @@
package world
import (
"bytes"
"sync"
"sync/atomic"
"testing"
"time"
"regionio/internal/protocol"
)
// flatGen returns a generator that produces distinct chunks keyed by coordinate,
@ -173,3 +179,72 @@ func TestEvictionReloadPreservesEdits(t *testing.T) {
t.Errorf("after eviction+reload, edited block = %d, want bedrock %d", got, StateBedrock)
}
}
func TestConcurrentMissGeneratesChunkOnce(t *testing.T) {
var targetCalls atomic.Int32
gen := func(cx, cz int32) *Chunk {
if cx == 4 && cz == -7 {
targetCalls.Add(1)
}
time.Sleep(10 * time.Millisecond)
return NewChunk(cx, cz, BiomePlains)
}
c := NewCache(256, gen)
var wg sync.WaitGroup
for i := 0; i < 16; i++ {
wg.Add(1)
go func() {
defer wg.Done()
if frame, err := c.FrameErr(4, -7); err != nil || len(frame) == 0 {
t.Errorf("FrameErr = %d bytes, %v", len(frame), err)
}
}()
}
wg.Wait()
if got := targetCalls.Load(); got != 1 {
t.Fatalf("target generator calls = %d, want 1", got)
}
}
func TestConcurrentFrameAndBlockEdits(t *testing.T) {
c := NewCache(256, flatGen())
if len(c.Frame(0, 0)) == 0 {
t.Fatal("initial frame is empty")
}
var wg sync.WaitGroup
wg.Add(2)
go func() {
defer wg.Done()
for i := 0; i < 250; i++ {
state := StateStone
if i%2 == 0 {
state = StateBedrock
}
c.SetBlock(3, SeaLevel, 3, state)
}
}()
go func() {
defer wg.Done()
for i := 0; i < 100; i++ {
if len(c.Frame(0, 0)) == 0 {
t.Error("frame became empty")
return
}
}
}()
wg.Wait()
c.SetBlock(3, SeaLevel, 3, StateBedrock)
if got := c.GetBlock(3, SeaLevel, 3); got != StateBedrock {
t.Fatalf("final block = %d, want %d", got, StateBedrock)
}
finalFrame := c.Frame(0, 0)
if len(finalFrame) == 0 {
t.Fatal("final frame is empty")
}
snapshot, _ := c.chunkAt(0, 0).snapshot()
wantFrame := protocol.AppendPacket(nil, 256, protocol.PlayLevelChunk, snapshot.encode())
if !bytes.Equal(finalFrame, wantFrame) {
t.Fatal("cached frame does not represent the final chunk revision")
}
}

View file

@ -13,10 +13,10 @@ func GenerateFlat(cx, cz int32) *Chunk {
c := NewChunk(cx, cz, BiomePlains)
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
c.SetBlock(lx, MinY+0, lz, StateBedrock)
c.SetBlock(lx, MinY+1, lz, StateDirt)
c.SetBlock(lx, MinY+2, lz, StateDirt)
c.SetBlock(lx, FlatSurfaceY, lz, StateGrass)
c.setBlockRaw(lx, MinY+0, lz, StateBedrock)
c.setBlockRaw(lx, MinY+1, lz, StateDirt)
c.setBlockRaw(lx, MinY+2, lz, StateDirt)
c.setBlockRaw(lx, FlatSurfaceY, lz, StateGrass)
}
}
return c

View file

@ -10,12 +10,16 @@ import (
// default compression for Anvil .mca chunk records (compression type 2).
// zlibDeflate compresses src into a new byte slice.
func zlibDeflate(src []byte) []byte {
func zlibDeflate(src []byte) ([]byte, error) {
var buf bytes.Buffer
w := zlib.NewWriter(&buf)
_, _ = w.Write(src)
_ = w.Close()
return buf.Bytes()
if _, err := w.Write(src); err != nil {
return nil, err
}
if err := w.Close(); err != nil {
return nil, err
}
return buf.Bytes(), nil
}
// zlibInflate decompresses src (a zlib stream). It returns an error if src is

View file

@ -2,6 +2,8 @@ package world
import (
"math/bits"
"sync"
"sync/atomic"
"regionio/internal/protocol"
)
@ -37,6 +39,7 @@ const (
StateSnow uint16 = 6919 // snow, layers=1
StateSnowBlock uint16 = 6928
StateIce uint16 = 6927
StateGlowstone uint16 = 7016
StateMycelium uint16 = 8919
StateTerracotta uint16 = 12912
StateRedSandstone uint16 = 13247
@ -57,19 +60,24 @@ const totalBlockStates = 29873
// the biome direct-palette bit width.
const (
biomeCellSize = 4
biomeCellsXZ = 16 / biomeCellSize // 4
biomeCellsXZ = 16 / biomeCellSize // 4
biomeCellsPerSection = biomeCellsXZ * biomeCellsXZ * biomeCellsXZ // 64
totalBiomes = 65 // synced minecraft:worldgen/biome registry size
totalBiomes = 65 // synced minecraft:worldgen/biome registry size
)
// Chunk is a 16xWorldHeightx16 column of block states. Each section may carry a
// per-cell biome array (4×4×4); when biomes[si] is nil the section falls back to
// the column-wide biome field (used by flat/simple generators).
type Chunk struct {
X, Z int32
sections [SectionCount]*[sectionVol]uint16
biomes [SectionCount]*[biomeCellsPerSection]uint16
biome uint16 // fallback uniform biome when biomes[si] is nil
mu sync.RWMutex
revision atomic.Uint64
X, Z int32
sections [SectionCount]*[sectionVol]uint16
biomes [SectionCount]*[biomeCellsPerSection]uint16
skyLight [SectionCount]*[2048]byte
blockLight [SectionCount]*[2048]byte
lightReady bool
biome uint16 // fallback uniform biome when biomes[si] is nil
}
// NewChunk returns an empty (all-air) chunk at (x, z) with the given biome.
@ -91,6 +99,13 @@ func (c *Chunk) section(i int) *[sectionVol]uint16 {
// GetBlock returns the block state at local (lx, lz) and world height y, or
// StateAir if the section is empty or y is out of range.
func (c *Chunk) GetBlock(lx, y, lz int) uint16 {
c.mu.RLock()
defer c.mu.RUnlock()
return c.getBlock(lx, y, lz)
}
// getBlock is the lock-free form used while operating on a private snapshot.
func (c *Chunk) getBlock(lx, y, lz int) uint16 {
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return StateAir
@ -106,6 +121,8 @@ func (c *Chunk) GetBlock(lx, y, lz int) uint16 {
// mirrors GetBlock: the per-section biome array if present, else the column's
// uniform fallback biome. Needed for on-disk chunk serialization.
func (c *Chunk) GetBiome(lx, y, lz int) uint16 {
c.mu.RLock()
defer c.mu.RUnlock()
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return c.biome
@ -119,6 +136,18 @@ func (c *Chunk) GetBiome(lx, y, lz int) uint16 {
// SetBlock sets the block at local (lx, lz) and absolute world height y.
func (c *Chunk) SetBlock(lx, y, lz int, state uint16) {
_, changed := c.setBlock(lx, y, lz, state)
if changed {
c.mu.Lock()
c.lightReady = false
c.mu.Unlock()
}
}
// setBlockRaw writes to an unpublished chunk during generation. Generators call
// it only after their parallel sampling phases have joined and before the chunk
// enters Cache, avoiding a mutex operation for every solid terrain block.
func (c *Chunk) setBlockRaw(lx, y, lz int, state uint16) {
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return
@ -126,6 +155,24 @@ func (c *Chunk) SetBlock(lx, y, lz int, state uint16) {
c.section(si)[blockIndex(lx, y, lz)] = state
}
// setBlock changes a block and returns the resulting revision. The changed flag
// lets the cache avoid dirtying a chunk for a no-op client prediction.
func (c *Chunk) setBlock(lx, y, lz int, state uint16) (revision uint64, changed bool) {
c.mu.Lock()
defer c.mu.Unlock()
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return c.revision.Load(), false
}
idx := blockIndex(lx, y, lz)
s := c.section(si)
if s[idx] == state {
return c.revision.Load(), false
}
s[idx] = state
return c.revision.Add(1), true
}
// biomeIndex maps a block within a section to its YZX-ordered 4×4×4 biome cell.
// Coordinates are folded into 0..15 (block coords) then divided to cell coords.
func biomeIndex(lx, ly, lz int) int {
@ -142,18 +189,70 @@ const biomeCellsXZBits = 2 // biomeCellsXZ=4 → 2 bits
// section's per-cell biome array is allocated lazily on first write. Any block
// in the cell shares its biome, matching the 4-block resolution vanilla uses.
func (c *Chunk) SetBiome(lx, y, lz int, biome uint16) {
c.mu.Lock()
defer c.mu.Unlock()
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return
}
if c.biomes[si] == nil {
c.biomes[si] = new([biomeCellsPerSection]uint16)
cells := new([biomeCellsPerSection]uint16)
for i := range cells {
cells[i] = c.biome
}
c.biomes[si] = cells
}
idx := biomeIndex(lx, y, lz)
if c.biomes[si][idx] != biome {
c.biomes[si][idx] = biome
c.revision.Add(1)
}
c.biomes[si][biomeIndex(lx, y, lz)] = biome
}
// Encode serializes the level_chunk_with_light body for this chunk.
func (c *Chunk) Encode() []byte {
snapshot, _ := c.snapshot()
return snapshot.encode()
}
// snapshot returns a detached, immutable copy and the revision it represents.
// Section arrays are copied so encoding and persistence never race block edits.
func (c *Chunk) snapshot() (*Chunk, uint64) {
c.mu.RLock()
defer c.mu.RUnlock()
revision := c.revision.Load()
clone := &Chunk{X: c.X, Z: c.Z, biome: c.biome}
clone.revision.Store(revision)
for i := 0; i < SectionCount; i++ {
if c.sections[i] != nil {
section := *c.sections[i]
clone.sections[i] = &section
}
if c.biomes[i] != nil {
biomes := *c.biomes[i]
clone.biomes[i] = &biomes
}
if c.skyLight[i] != nil {
light := *c.skyLight[i]
clone.skyLight[i] = &light
}
if c.blockLight[i] != nil {
light := *c.blockLight[i]
clone.blockLight[i] = &light
}
}
clone.lightReady = c.lightReady
return clone, revision
}
// currentRevision returns the latest mutation revision.
func (c *Chunk) currentRevision() uint64 {
return c.revision.Load()
}
// encode serializes a detached snapshot.
func (c *Chunk) encode() []byte {
w := protocol.NewWriter(8192)
w.Int32(c.X).Int32(c.Z)
c.writeHeightmaps(w)
@ -173,8 +272,8 @@ func (c *Chunk) Encode() []byte {
// Heightmap.Types ordinals sent to the client.
const (
hmWorldSurface = 1
hmMotionBlocking = 4
hmWorldSurface = 1
hmMotionBlocking = 4
hmMotionBlockingNoLeaves = 5
)
@ -232,8 +331,8 @@ func packHeightmap(h [256]uint16) []uint64 {
func (c *Chunk) writeSection(w *protocol.Writer, i int) {
s := c.sections[i]
if s == nil {
w.Uint16(0) // non-air block count
w.Uint16(0) // reserved 2-byte field (always 0 in vanilla)
w.Uint16(0) // non-air block count
w.Uint16(0) // reserved 2-byte field (always 0 in vanilla)
writeSingleValued(w, uint32(StateAir))
} else {
w.Uint16(uint16(nonAirCount(s)))

View file

@ -3,22 +3,21 @@ package world
import (
"crypto/rand"
"sync"
"sync/atomic"
)
// Entity represents an in-game movable entity (mob, animal, etc).
type Entity struct {
ID int32
UUID [16]byte
TypeID int // Network ID from the minecraft:entity_type registry
TypeID int // Network ID from the built-in minecraft:entity_type registry
TypeName string
X, Y, Z float64
Pitch, Yaw float32
HeadYaw float32
VelocityX int16
VelocityY int16
VelocityZ int16
X, Y, Z float64
Pitch, Yaw float32
HeadYaw float32
VelocityX int16
VelocityY int16
VelocityZ int16
}
// EntityManager tracks active entities in the server and manages thread-safe access.
@ -40,7 +39,8 @@ func NewEntityManager() *EntityManager {
func (em *EntityManager) Add(e *Entity) int32 {
em.mu.Lock()
defer em.mu.Unlock()
e.ID = atomic.AddInt32(&em.nextID, 1)
em.nextID++
e.ID = em.nextID
if e.UUID == [16]byte{} {
rand.Read(e.UUID[:])
// Version 4 UUID
@ -58,20 +58,41 @@ func (em *EntityManager) Remove(id int32) {
delete(em.entities, id)
}
// Get retrieves an entity by ID, or nil if not found.
// Get retrieves a snapshot of an entity by ID, or nil if not found.
func (em *EntityManager) Get(id int32) *Entity {
em.mu.RLock()
defer em.mu.RUnlock()
return em.entities[id]
e := em.entities[id]
if e == nil {
return nil
}
copy := *e
return &copy
}
// Update executes a function on an entity under a write lock.
func (em *EntityManager) Update(id int32, fn func(*Entity)) {
em.mu.Lock()
defer em.mu.Unlock()
if e, ok := em.entities[id]; ok {
fn(e)
}
}
// All returns a snapshot slice of all active entities.
func (em *EntityManager) All() []*Entity {
func (em *EntityManager) All() []Entity {
em.mu.RLock()
defer em.mu.RUnlock()
list := make([]*Entity, 0, len(em.entities))
list := make([]Entity, 0, len(em.entities))
for _, e := range em.entities {
list = append(list, e)
list = append(list, *e)
}
return list
}
// Count returns the number of active entities.
func (em *EntityManager) Count() int {
em.mu.RLock()
defer em.mu.RUnlock()
return len(em.entities)
}

View file

@ -28,7 +28,7 @@ var oreSpecs = []oreSpec{
{"minecraft:gold_ore", MinY, MinY + 32, 4, 4, 0.25},
{"minecraft:redstone_ore", MinY, MinY + 16, 4, 4, 0.3},
{"minecraft:lapis_ore", MinY, MinY + 32, 3, 4, 0.25},
{"minecraft:diamond_ore", MinY, MinY - 16 + 16, 3, 3, 0.2}, // -64..-16-ish
{"minecraft:diamond_ore", MinY, MinY + 16, 3, 3, 0.2}, // -64..-48
{"minecraft:emerald_ore", MinY + 16, MinY + 48, 1, 1, 0.15},
}

View file

@ -26,10 +26,50 @@ func extractSectionData(t *testing.T, body []byte) []byte {
return body[8+consumed : 8+consumed+int(size)]
}
// TestGoldenAgainstVanilla asserts our flat-chunk section data is byte-for-byte
// identical to a chunk captured from the official 26.1.2 server (same world
// coordinate). This guards the paletted-container and heightmap encoding.
// Light is intentionally not compared (we send full-bright, which differs).
// extractLightData returns the complete LightData tail of level_chunk_with_light.
func extractLightData(t *testing.T, body []byte) []byte {
t.Helper()
r := protocol.NewReader(body[8:])
heightmaps, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
for i := int32(0); i < heightmaps; i++ {
if _, err := r.VarInt(); err != nil {
t.Fatal(err)
}
longs, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
for j := int32(0); j < longs; j++ {
if _, err := r.Int64(); err != nil {
t.Fatal(err)
}
}
}
sectionBytes, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
for i := int32(0); i < sectionBytes; i++ {
if _, err := r.ReadByte(); err != nil {
t.Fatal(err)
}
}
blockEntities, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
if blockEntities != 0 {
t.Fatalf("fixture has %d block entities; extractor only supports zero", blockEntities)
}
offset := len(body) - r.Remaining()
return body[offset:]
}
// TestGoldenAgainstVanilla asserts our flat chunk's section and light data are
// byte-for-byte identical to a capture from the official 26.1.2 server.
func TestGoldenAgainstVanilla(t *testing.T) {
vanilla, err := os.ReadFile("testdata/vanilla_flat_chunk.bin")
if err != nil {
@ -43,4 +83,54 @@ func TestGoldenAgainstVanilla(t *testing.T) {
if !bytes.Equal(want, got) {
t.Fatalf("section data differs: vanilla=%d bytes, ours=%d bytes", len(want), len(got))
}
wantLight := extractLightData(t, vanilla)
gotLight := extractLightData(t, ours)
if !bytes.Equal(wantLight, gotLight) {
first := 0
for first < len(wantLight) && first < len(gotLight) && wantLight[first] == gotLight[first] {
first++
}
t.Fatalf("light data differs at byte %d: vanilla=%d bytes %v %x, ours=%d bytes %v %x", first, len(wantLight), lightSummary(t, wantLight), wantLight[:24], len(gotLight), lightSummary(t, gotLight), gotLight[:24])
}
}
func lightSummary(t *testing.T, data []byte) [6]uint64 {
t.Helper()
r := protocol.NewReader(data)
var summary [6]uint64
for i := 0; i < 4; i++ {
longs, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
for j := int32(0); j < longs; j++ {
value, err := r.Int64()
if err != nil {
t.Fatal(err)
}
if j == 0 {
summary[i] = uint64(value)
}
}
}
for i := 0; i < 2; i++ {
count, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
summary[4+i] = uint64(count)
for j := int32(0); j < count; j++ {
length, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
for k := int32(0); k < length; k++ {
if _, err := r.ReadByte(); err != nil {
t.Fatal(err)
}
}
}
}
return summary
}

View file

@ -2,119 +2,484 @@ package world
import "regionio/internal/protocol"
// lightSections is the number of light subchunks: one below the world and one
// above, plus one per block section.
// Light is stored as vanilla nibble arrays: one 2048-byte array per 16^3
// section. The two protocol-only sections below and above the world are added
// while encoding.
const lightSections = SectionCount + 2
// writeLight computes and emits simple lighting data. It does a vertical pass
// for sky light (sunlight propagating downward) and a single-block pass for
// block light (emissive blocks), without horizontal flood-fill.
func (c *Chunk) writeLight(w *protocol.Writer) {
skyLight := make([]*[2048]byte, lightSections)
blockLight := make([]*[2048]byte, lightSections)
type lightVolume struct {
minX, minZ int
width int
depth int
blocks []uint16
sky []byte
block []byte
}
// Section lightSections-1 is above the world, fully lit by the sky.
skyLight[lightSections-1] = new([2048]byte)
for i := range skyLight[lightSections-1] {
skyLight[lightSections-1][i] = 0xFF
type lightNode struct {
x, y, z int
}
var lightDirections = [...]lightNode{
{0, -1, 0},
{0, 1, 0},
{0, 0, -1},
{0, 0, 1},
{-1, 0, 0},
{1, 0, 0},
}
func newLightVolume(minCX, minCZ, chunksWide, chunksDeep int, chunks map[[2]int32]*Chunk) *lightVolume {
v := &lightVolume{
minX: minCX * 16,
minZ: minCZ * 16,
width: chunksWide * 16,
depth: chunksDeep * 16,
}
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
// Sky light pass
currentSky := byte(15)
for y := MinY + WorldHeight - 1; y >= MinY; y-- {
block := c.GetBlock(lx, y, lz)
op := blockOpacity[block]
if op >= currentSky {
currentSky = 0
} else {
currentSky -= op
}
if currentSky > 0 {
si := (y - MinY) >> 4
lsi := si + 1
if skyLight[lsi] == nil {
skyLight[lsi] = new([2048]byte)
}
idx := blockIndex(lx, y, lz)
if idx%2 == 0 {
skyLight[lsi][idx/2] |= currentSky
} else {
skyLight[lsi][idx/2] |= currentSky << 4
}
}
// Block light pass
em := blockEmission[block]
if em > 0 {
si := (y - MinY) >> 4
lsi := si + 1
if blockLight[lsi] == nil {
blockLight[lsi] = new([2048]byte)
}
idx := blockIndex(lx, y, lz)
if idx%2 == 0 {
blockLight[lsi][idx/2] |= em
} else {
blockLight[lsi][idx/2] |= em << 4
count := v.width * WorldHeight * v.depth
v.blocks = make([]uint16, count)
v.sky = make([]byte, count)
v.block = make([]byte, count)
for key, chunk := range chunks {
baseX := int(key[0])*16 - v.minX
baseZ := int(key[1])*16 - v.minZ
for y := MinY; y < MinY+WorldHeight; y++ {
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
idx := v.indexLocal(baseX+x, y, baseZ+z)
v.blocks[idx] = chunk.getBlock(x, y, z)
if chunk.lightReady {
v.sky[idx] = chunk.getLight(false, x, y, z)
v.block[idx] = chunk.getLight(true, x, y, z)
}
}
}
}
}
return v
}
var skyMask, blockMask, emptySkyMask, emptyBlockMask uint64
var skyCount, blockCount int
func (v *lightVolume) indexLocal(x, y, z int) int {
return ((y-MinY)*v.depth+z)*v.width + x
}
for i := 0; i < lightSections; i++ {
if skyLight[i] != nil {
skyMask |= 1 << i
skyCount++
} else {
emptySkyMask |= 1 << i
func (v *lightVolume) inside(x, y, z int) bool {
return x >= 0 && x < v.width && z >= 0 && z < v.depth && y >= MinY && y < MinY+WorldHeight
}
func (v *lightVolume) calculate() {
v.calculateSky()
v.calculateBlock()
}
func (v *lightVolume) calculateSky() {
queue := make([]int, 0, len(v.sky)/2)
for z := 0; z < v.depth; z++ {
for x := 0; x < v.width; x++ {
from := StateAir
for y := MinY + WorldHeight - 1; y >= MinY; y-- {
idx := v.indexLocal(x, y, z)
state := v.blocks[idx]
if lightOpacity(state) != 0 || lightShapeOccludes(from, state, 0) {
break
}
v.sky[idx] = 15
queue = append(queue, idx)
from = state
}
}
}
v.propagateIncreases(v.sky, queue)
}
if blockLight[i] != nil {
blockMask |= 1 << i
blockCount++
} else {
emptyBlockMask |= 1 << i
func (v *lightVolume) calculateBlock() {
queue := make([]int, 0, 256)
for idx, state := range v.blocks {
if emission := lightEmission(state); emission > 0 {
v.block[idx] = emission
queue = append(queue, idx)
}
}
v.propagateIncreases(v.block, queue)
}
func (v *lightVolume) propagateIncreases(levels []byte, queue []int) {
for head := 0; head < len(queue); head++ {
idx := queue[head]
level := levels[idx]
if level <= 1 {
continue
}
x, y, z := v.coordinates(idx)
from := v.blocks[idx]
for direction, delta := range lightDirections {
nx, ny, nz := x+delta.x, y+delta.y, z+delta.z
if !v.inside(nx, ny, nz) {
continue
}
nidx := v.indexLocal(nx, ny, nz)
into := v.blocks[nidx]
attenuation := lightOpacity(into)
if attenuation < 1 {
attenuation = 1
}
if attenuation >= level || lightShapeOccludes(from, into, direction) {
continue
}
candidate := level - attenuation
if candidate > levels[nidx] {
levels[nidx] = candidate
queue = append(queue, nidx)
}
}
}
}
func (v *lightVolume) coordinates(idx int) (x, y, z int) {
x = idx % v.width
row := idx / v.width
z = row % v.depth
y = row/v.depth + MinY
return
}
func (v *lightVolume) relaxBlockChange(x, y, z int) {
skySources := v.skySources()
blockSeeds := make([]int, 0, 7)
if v.inside(x, y, z) {
idx := v.indexLocal(x, y, z)
blockSeeds = append(blockSeeds, idx)
for _, delta := range lightDirections {
if v.inside(x+delta.x, y+delta.y, z+delta.z) {
blockSeeds = append(blockSeeds, v.indexLocal(x+delta.x, y+delta.y, z+delta.z))
}
}
}
v.relax(v.block, nil, blockSeeds)
skySeeds := make([]int, 0, WorldHeight*2)
for sy := MinY; sy < MinY+WorldHeight; sy++ {
idx := v.indexLocal(x, sy, z)
skySeeds = append(skySeeds, idx)
for _, direction := range []int{4, 5, 2, 3} {
delta := lightDirections[direction]
if v.inside(x+delta.x, sy, z+delta.z) {
skySeeds = append(skySeeds, v.indexLocal(x+delta.x, sy, z+delta.z))
}
}
}
v.relax(v.sky, skySources, skySeeds)
}
func (v *lightVolume) skySources() []bool {
sources := make([]bool, len(v.sky))
for z := 0; z < v.depth; z++ {
for x := 0; x < v.width; x++ {
from := StateAir
for y := MinY + WorldHeight - 1; y >= MinY; y-- {
idx := v.indexLocal(x, y, z)
state := v.blocks[idx]
if lightOpacity(state) != 0 || lightShapeOccludes(from, state, 0) {
break
}
sources[idx] = true
from = state
}
}
}
return sources
}
func (v *lightVolume) relax(levels []byte, sources []bool, seeds []int) {
queued := make([]bool, len(levels))
queue := make([]int, 0, len(seeds)*2)
for _, idx := range seeds {
if idx >= 0 && idx < len(levels) && !queued[idx] {
queued[idx] = true
queue = append(queue, idx)
}
}
for head := 0; head < len(queue); head++ {
idx := queue[head]
queued[idx] = false
desired := v.desiredLight(levels, sources, idx)
if desired == levels[idx] {
continue
}
levels[idx] = desired
x, y, z := v.coordinates(idx)
for _, delta := range lightDirections {
nx, ny, nz := x+delta.x, y+delta.y, z+delta.z
if !v.inside(nx, ny, nz) {
continue
}
nidx := v.indexLocal(nx, ny, nz)
if !queued[nidx] {
queued[nidx] = true
queue = append(queue, nidx)
}
}
}
}
func (v *lightVolume) desiredLight(levels []byte, sources []bool, idx int) byte {
state := v.blocks[idx]
desired := lightEmission(state)
if sources != nil {
desired = 0
if sources[idx] {
desired = 15
}
}
attenuation := lightOpacity(state)
if attenuation < 1 {
attenuation = 1
}
x, y, z := v.coordinates(idx)
opposite := [...]int{1, 0, 3, 2, 5, 4}
for direction, delta := range lightDirections {
nx, ny, nz := x+delta.x, y+delta.y, z+delta.z
if !v.inside(nx, ny, nz) {
continue
}
nidx := v.indexLocal(nx, ny, nz)
neighbor := levels[nidx]
if neighbor <= attenuation || lightShapeOccludes(v.blocks[nidx], state, opposite[direction]) {
continue
}
candidate := neighbor - attenuation
if candidate > desired {
desired = candidate
}
}
return desired
}
func (c *Chunk) getLight(block bool, x, y, z int) byte {
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return 0
}
layers := &c.skyLight
if block {
layers = &c.blockLight
}
section := layers[si]
if section == nil {
return 0
}
idx := blockIndex(x, y, z)
b := section[idx>>1]
if idx&1 == 0 {
return b & 0x0f
}
return b >> 4
}
func (c *Chunk) setLight(block bool, x, y, z int, value byte) bool {
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return false
}
layers := &c.skyLight
if block {
layers = &c.blockLight
}
section := layers[si]
if section == nil {
if value == 0 {
return false
}
section = new([2048]byte)
layers[si] = section
}
idx := blockIndex(x, y, z)
old := section[idx>>1]
if idx&1 == 0 {
section[idx>>1] = old&0xf0 | value&0x0f
} else {
section[idx>>1] = old&0x0f | value<<4
}
return old != section[idx>>1]
}
// LightAt returns the stored sky and block light at a local block coordinate.
func (c *Chunk) LightAt(x, y, z int) (sky, block byte, ready bool) {
c.mu.RLock()
defer c.mu.RUnlock()
return c.getLight(false, x, y, z), c.getLight(true, x, y, z), c.lightReady
}
func (c *Chunk) installLight(v *lightVolume) bool {
changed := !c.lightReady
var sky [SectionCount]*[2048]byte
var block [SectionCount]*[2048]byte
baseX := int(c.X)*16 - v.minX
baseZ := int(c.Z)*16 - v.minZ
for y := MinY; y < MinY+WorldHeight; y++ {
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
idx := v.indexLocal(baseX+x, y, baseZ+z)
installNibble(&sky, x, y, z, v.sky[idx])
installNibble(&block, x, y, z, v.block[idx])
}
}
}
if !lightLayersEqual(c.skyLight, sky) || !lightLayersEqual(c.blockLight, block) {
changed = true
}
c.skyLight = sky
c.blockLight = block
c.lightReady = true
return changed
}
func installNibble(layers *[SectionCount]*[2048]byte, x, y, z int, value byte) {
if value == 0 {
return
}
si := (y - MinY) >> 4
if layers[si] == nil {
layers[si] = new([2048]byte)
}
idx := blockIndex(x, y, z)
if idx&1 == 0 {
layers[si][idx>>1] |= value
} else {
layers[si][idx>>1] |= value << 4
}
}
func lightLayersEqual(a, b [SectionCount]*[2048]byte) bool {
for i := 0; i < SectionCount; i++ {
if a[i] == nil || b[i] == nil {
if a[i] != nil || b[i] != nil {
return false
}
continue
}
if *a[i] != *b[i] {
return false
}
}
return true
}
func (c *Chunk) writeLight(w *protocol.Writer) {
sky, block, highest := c.skyLight, c.blockLight, c.highestFilledSection()
if !c.lightReady {
chunks := map[[2]int32]*Chunk{{c.X, c.Z}: c}
v := newLightVolume(int(c.X), int(c.Z), 1, 1, chunks)
v.calculate()
standalone := &Chunk{X: c.X, Z: c.Z}
standalone.installLight(v)
sky, block = standalone.skyLight, standalone.blockLight
}
maxLightSection := highest + 2
if maxLightSection < 0 {
maxLightSection = 0
}
writeLightLayers(w, sky, block, maxLightSection)
}
func (c *Chunk) highestFilledSection() int {
for si := SectionCount - 1; si >= 0; si-- {
if c.sections[si] == nil {
continue
}
for _, state := range c.sections[si] {
if state != StateAir {
return si
}
}
}
return -1
}
func writeLightLayers(w *protocol.Writer, sky, block [SectionCount]*[2048]byte, maxLightSection int) {
if maxLightSection >= lightSections {
maxLightSection = lightSections - 1
}
var skySections [lightSections]*[2048]byte
var blockSections [lightSections]*[2048]byte
for i := 0; i < SectionCount && i+1 <= maxLightSection; i++ {
skySections[i+1] = sky[i]
blockSections[i+1] = block[i]
}
if maxLightSection == lightSections-1 {
skySections[maxLightSection] = new([2048]byte)
for i := range skySections[maxLightSection] {
skySections[maxLightSection][i] = 0xff
}
}
var skyMask, blockMask, emptySkyMask, emptyBlockMask uint64
for i := 0; i <= maxLightSection; i++ {
if skySections[i] == nil {
emptySkyMask |= 1 << i
} else {
skyMask |= 1 << i
}
if blockSections[i] == nil {
emptyBlockMask |= 1 << i
} else {
blockMask |= 1 << i
}
}
writeBitSet(w, []uint64{skyMask})
writeBitSet(w, []uint64{blockMask})
writeBitSet(w, []uint64{emptySkyMask})
writeBitSet(w, []uint64{emptyBlockMask})
writeLightArrays(w, skySections[:])
writeLightArrays(w, blockSections[:])
}
w.VarInt(int32(skyCount))
for i := 0; i < lightSections; i++ {
if skyLight[i] != nil {
w.VarInt(2048)
w.Raw(skyLight[i][:])
func writeLightArrays(w *protocol.Writer, sections []*[2048]byte) {
count := 0
for _, section := range sections {
if section != nil {
count++
}
}
w.VarInt(int32(blockCount))
for i := 0; i < lightSections; i++ {
if blockLight[i] != nil {
w.VarInt(int32(count))
for _, section := range sections {
if section != nil {
w.VarInt(2048)
w.Raw(blockLight[i][:])
w.Raw(section[:])
}
}
}
// allSectionsMask returns a bitset (as longs) with the low lightSections bits set.
// EncodeLightUpdate serializes a standalone light_update packet body from a
// consistent chunk snapshot.
func (c *Chunk) EncodeLightUpdate() []byte {
snapshot, _ := c.snapshot()
w := protocol.NewWriter(8192)
w.VarInt(snapshot.X)
w.VarInt(snapshot.Z)
sky, block := snapshot.skyLight, snapshot.blockLight
if !snapshot.lightReady {
chunks := map[[2]int32]*Chunk{{snapshot.X, snapshot.Z}: snapshot}
volume := newLightVolume(int(snapshot.X), int(snapshot.Z), 1, 1, chunks)
volume.calculate()
standalone := &Chunk{X: snapshot.X, Z: snapshot.Z}
standalone.installLight(volume)
sky, block = standalone.skyLight, standalone.blockLight
}
writeLightLayers(w, sky, block, lightSections-1)
return w.Bytes()
}
func allSectionsMask() []uint64 {
return []uint64{(uint64(1) << lightSections) - 1}
}
// writeBitSet emits a length-prefixed array of longs.
func writeBitSet(w *protocol.Writer, longs []uint64) {
for len(longs) > 0 && longs[len(longs)-1] == 0 {
longs = longs[:len(longs)-1]
}
w.VarInt(int32(len(longs)))
for _, v := range longs {
w.Int64(int64(v))
for _, value := range longs {
w.Int64(int64(value))
}
}

File diff suppressed because one or more lines are too long

Binary file not shown.

View file

@ -0,0 +1,113 @@
package world
import (
_ "embed"
"encoding/binary"
"fmt"
)
// lightPropertiesBinary is generated by tools/VanillaLightDump.java directly
// from the 26.1.2 runtime block-state registry.
//
//go:embed light_properties.bin
var lightPropertiesBinary []byte
var (
blockOpacity [totalBlockStates]byte
blockEmission [totalBlockStates]byte
blockLightFlags [totalBlockStates]byte
blockLightShape [totalBlockStates]uint16
lightFaceShapes [][lightShapeBytes]byte
)
const (
lightPropertiesMagic = 0x52494f4c // RIOL
lightPropertiesVersion = 1
lightShapeBytes = 6 * 32 // six 16x16 face masks
)
func init() {
if err := decodeLightProperties(lightPropertiesBinary); err != nil {
panic(fmt.Sprintf("world: decode vanilla light properties: %v", err))
}
}
func decodeLightProperties(data []byte) error {
if len(data) < 16 {
return fmt.Errorf("header is truncated")
}
if binary.BigEndian.Uint32(data[0:4]) != lightPropertiesMagic {
return fmt.Errorf("invalid magic")
}
if version := binary.BigEndian.Uint32(data[4:8]); version != lightPropertiesVersion {
return fmt.Errorf("unsupported version %d", version)
}
states := int(binary.BigEndian.Uint32(data[8:12]))
shapes := int(binary.BigEndian.Uint32(data[12:16]))
if states != totalBlockStates {
return fmt.Errorf("state count %d, want %d", states, totalBlockStates)
}
want := 16 + states*5 + shapes*lightShapeBytes
if len(data) != want {
return fmt.Errorf("length %d, want %d", len(data), want)
}
offset := 16
for id := 0; id < states; id++ {
blockOpacity[id] = data[offset]
blockEmission[id] = data[offset+1]
blockLightFlags[id] = data[offset+2]
blockLightShape[id] = binary.BigEndian.Uint16(data[offset+3 : offset+5])
if int(blockLightShape[id]) >= shapes {
return fmt.Errorf("state %d references shape %d of %d", id, blockLightShape[id], shapes)
}
offset += 5
}
lightFaceShapes = make([][lightShapeBytes]byte, shapes)
for i := range lightFaceShapes {
copy(lightFaceShapes[i][:], data[offset:offset+lightShapeBytes])
offset += lightShapeBytes
}
return nil
}
func lightOpacity(state uint16) byte {
if int(state) >= len(blockOpacity) {
return 15
}
return blockOpacity[state]
}
func lightEmission(state uint16) byte {
if int(state) >= len(blockEmission) {
return 0
}
return blockEmission[state]
}
// lightShapeOccludes mirrors Shapes.faceShapeOccludes for the 1/16-resolution
// face masks emitted from vanilla's VoxelShape data.
func lightShapeOccludes(from, into uint16, direction int) bool {
if direction < 0 || direction >= 6 {
return false
}
var fromShape, intoShape [lightShapeBytes]byte
// Vanilla substitutes an empty shape unless both flags are true. Ordinary
// full cubes are handled by dampening; only shape-aware blocks (slabs,
// stairs, etc.) participate in face occlusion.
if int(from) < len(blockLightFlags) && blockLightFlags[from]&6 == 6 {
fromShape = lightFaceShapes[blockLightShape[from]]
}
if int(into) < len(blockLightFlags) && blockLightFlags[into]&6 == 6 {
intoShape = lightFaceShapes[blockLightShape[into]]
}
opposite := [...]int{1, 0, 3, 2, 5, 4}
fromOffset := direction * 32
intoOffset := opposite[direction] * 32
for i := 0; i < 32; i++ {
if fromShape[fromOffset+i]|intoShape[intoOffset+i] != 0xff {
return false
}
}
return true
}

View file

@ -0,0 +1,207 @@
package world
import (
_ "embed"
"testing"
"regionio/internal/protocol"
)
// Captured from vanilla 26.1.2 after placing minecraft:glowstone at
// (15,100,8). Layout is YZX over [0..30]x[85..115]x[-7..23].
//
//go:embed testdata/vanilla_glowstone_block_light.bin
var vanillaGlowstoneBlockLight []byte
func TestIncrementalBlockLightAgainstVanillaFixture(t *testing.T) {
const minX, minY, minZ, size = 0, 85, -7, 31
if len(vanillaGlowstoneBlockLight) != size*size*size {
t.Fatalf("vanilla fixture length = %d, want %d", len(vanillaGlowstoneBlockLight), size*size*size)
}
cache := NewCache(-1, func(cx, cz int32) *Chunk {
return NewChunk(cx, cz, BiomePlains)
})
for cz := int32(-1); cz <= 1; cz++ {
for cx := int32(-1); cx <= 1; cx++ {
cache.chunkAt(cx, cz)
}
}
glowstone := nameToStateID("minecraft:glowstone", nil)
if valid, _ := cache.SetBlockWithLight(15, 100, 8, glowstone); !valid {
t.Fatal("glowstone edit rejected")
}
fixtureIndex := 0
mismatches := 0
for y := minY; y < minY+size; y++ {
for z := minZ; z < minZ+size; z++ {
for x := minX; x < minX+size; x++ {
chunk := cache.chunkAt(int32(x>>4), int32(z>>4))
_, got, ready := chunk.LightAt(x, y, z)
want := vanillaGlowstoneBlockLight[fixtureIndex]
fixtureIndex++
if !ready || got != want {
if mismatches < 10 {
t.Errorf("block light (%d,%d,%d) = %d, ready=%v; vanilla=%d", x, y, z, got, ready, want)
}
mismatches++
}
}
}
}
if mismatches > 10 {
t.Errorf("... and %d additional light mismatches", mismatches-10)
}
}
func TestIncrementalBlockLightCrossesChunkBoundaryAndClears(t *testing.T) {
cache := NewCache(-1, func(cx, cz int32) *Chunk {
return NewChunk(cx, cz, BiomePlains)
})
left := cache.chunkAt(0, 0)
right := cache.chunkAt(1, 0)
if _, err := cache.FrameErr(0, 0); err != nil {
t.Fatal(err)
}
if _, err := cache.FrameErr(1, 0); err != nil {
t.Fatal(err)
}
glowstone := nameToStateID("minecraft:glowstone", nil)
if emission := lightEmission(glowstone); emission != 15 {
t.Fatalf("glowstone emission = %d, want 15", emission)
}
valid, changed := cache.SetBlockWithLight(15, 0, 8, glowstone)
if !valid || !containsChunkPos(changed, 0, 0) || !containsChunkPos(changed, 1, 0) {
t.Fatalf("place changed = %v, valid=%v; want chunks (0,0) and (1,0)", changed, valid)
}
assertLight(t, left, 15, 0, 8, 15)
assertLight(t, right, 0, 0, 8, 14)
assertLight(t, right, 1, 0, 8, 13)
valid, changed = cache.SetBlockWithLight(15, 0, 8, StateAir)
if !valid || !containsChunkPos(changed, 0, 0) || !containsChunkPos(changed, 1, 0) {
t.Fatalf("remove changed = %v, valid=%v; want chunks (0,0) and (1,0)", changed, valid)
}
assertLight(t, left, 15, 0, 8, 0)
assertLight(t, right, 0, 0, 8, 0)
}
func TestIncrementalSkyLightSpreadsUnderRoofAcrossChunkBoundary(t *testing.T) {
cache := NewCache(-1, func(cx, cz int32) *Chunk {
chunk := NewChunk(cx, cz, BiomePlains)
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
chunk.setBlockRaw(x, 1, z, StateStone)
}
}
return chunk
})
left := cache.chunkAt(0, 0)
right := cache.chunkAt(1, 0)
if _, err := cache.FrameErr(0, 0); err != nil {
t.Fatal(err)
}
if _, err := cache.FrameErr(1, 0); err != nil {
t.Fatal(err)
}
assertSky(t, right, 0, 0, 8, 0)
valid, changed := cache.SetBlockWithLight(15, 1, 8, StateAir)
if !valid || !containsChunkPos(changed, 0, 0) || !containsChunkPos(changed, 1, 0) {
t.Fatalf("open changed = %v, valid=%v; want chunks (0,0) and (1,0)", changed, valid)
}
assertSky(t, left, 15, 0, 8, 15)
assertSky(t, right, 0, 0, 8, 14)
assertSky(t, right, 1, 0, 8, 13)
valid, changed = cache.SetBlockWithLight(15, 1, 8, StateStone)
if !valid || !containsChunkPos(changed, 0, 0) || !containsChunkPos(changed, 1, 0) {
t.Fatalf("close changed = %v, valid=%v; want chunks (0,0) and (1,0)", changed, valid)
}
assertSky(t, left, 15, 0, 8, 0)
assertSky(t, right, 0, 0, 8, 0)
}
func assertLight(t *testing.T, chunk *Chunk, x, y, z int, want byte) {
t.Helper()
_, got, ready := chunk.LightAt(x, y, z)
if !ready || got != want {
t.Fatalf("block light (%d,%d,%d) = %d, ready=%v; want %d", x, y, z, got, ready, want)
}
}
func assertSky(t *testing.T, chunk *Chunk, x, y, z int, want byte) {
t.Helper()
got, _, ready := chunk.LightAt(x, y, z)
if !ready || got != want {
t.Fatalf("sky light (%d,%d,%d) = %d, ready=%v; want %d", x, y, z, got, ready, want)
}
}
func containsChunkPos(chunks []ChunkPos, x, z int32) bool {
for _, chunk := range chunks {
if chunk.X == x && chunk.Z == z {
return true
}
}
return false
}
func TestEncodeLightUpdateLayout(t *testing.T) {
chunk := NewChunk(-2, 3, BiomePlains)
r := protocol.NewReader(chunk.EncodeLightUpdate())
if x, err := r.VarInt(); err != nil || x != -2 {
t.Fatalf("chunk x = %d, %v; want -2", x, err)
}
if z, err := r.VarInt(); err != nil || z != 3 {
t.Fatalf("chunk z = %d, %v; want 3", z, err)
}
masks := make([]uint64, 4)
for i := range masks {
length, err := r.VarInt()
if err != nil || length < 0 || length > 1 {
t.Fatalf("mask[%d] length = %d, %v; want 0 or 1", i, length, err)
}
if length == 1 {
value, err := r.Int64()
if err != nil {
t.Fatalf("mask[%d]: %v", i, err)
}
masks[i] = uint64(value)
}
}
if masks[0] == 0 || masks[2] == 0 {
t.Fatalf("sky masks were not populated: data=%#x empty=%#x", masks[0], masks[2])
}
if masks[1] != 0 || masks[3] != (uint64(1)<<lightSections)-1 {
t.Fatalf("block masks = data %#x, empty %#x", masks[1], masks[3])
}
consumeLightArrays(t, r)
consumeLightArrays(t, r)
if r.Remaining() != 0 {
t.Fatalf("light update trailing bytes = %d", r.Remaining())
}
}
func consumeLightArrays(t *testing.T, r *protocol.Reader) {
t.Helper()
count, err := r.VarInt()
if err != nil {
t.Fatal(err)
}
for i := int32(0); i < count; i++ {
length, err := r.VarInt()
if err != nil || length != 2048 {
t.Fatalf("light array[%d] length = %d, %v; want 2048", i, length, err)
}
for j := int32(0); j < length; j++ {
if _, err := r.ReadByte(); err != nil {
t.Fatalf("light array[%d] byte %d: %v", i, j, err)
}
}
}
}

View file

@ -86,6 +86,13 @@ func locationIndex(localX, localZ int) int { return (localZ << 5) | localX }
// ReadChunk returns the decompressed NBT payload for the chunk, or
// ErrChunkNotFound when the chunk is absent.
func (r *RegionFile) ReadChunk(localX, localZ int) ([]byte, error) {
if localX < 0 || localX > 31 || localZ < 0 || localZ > 31 {
return nil, fmt.Errorf("world: local coordinates out of bounds")
}
r.mu.Lock()
defer r.mu.Unlock()
loc := r.offsets[locationIndex(localX, localZ)]
if loc == 0 {
return nil, ErrChunkNotFound
@ -96,9 +103,6 @@ func (r *RegionFile) ReadChunk(localX, localZ int) ([]byte, error) {
return nil, fmt.Errorf("world: invalid sector offset %d", sectorOffset)
}
r.mu.Lock()
defer r.mu.Unlock()
// 4-byte length then payload (compression byte + compressed data).
var lenBuf [4]byte
if _, err := r.f.ReadAt(lenBuf[:], int64(sectorOffset)*sectorSize); err != nil {
@ -124,7 +128,14 @@ func (r *RegionFile) ReadChunk(localX, localZ int) ([]byte, error) {
// WriteChunk stores the NBT payload for the chunk, allocating (or reusing)
// sectors and updating the offset + timestamp tables.
func (r *RegionFile) WriteChunk(localX, localZ int, nbt []byte) error {
compressed := append([]byte{compressionZlib}, zlibDeflate(nbt)...)
if localX < 0 || localX > 31 || localZ < 0 || localZ > 31 {
return fmt.Errorf("world: local coordinates out of bounds")
}
deflated, err := zlibDeflate(nbt)
if err != nil {
return err
}
compressed := append([]byte{compressionZlib}, deflated...)
// +4 for the length prefix; sectors needed to hold everything.
totalLen := 4 + len(compressed)
sectorsNeeded := (totalLen + sectorSize - 1) / sectorSize
@ -229,4 +240,4 @@ var _ = io.EOF
// (zlib helpers live in compress.go to keep this file format-focused; the
// references below are satisfied there.)
var _ = bytes.Equal
var _ = bytes.Equal

View file

@ -23,8 +23,9 @@ type stateName struct {
}
var (
stateByIDOnce sync.Once
stateByIDImpl map[uint16]stateName
stateByIDOnce sync.Once
stateByIDImpl map[uint16]stateName
idsByName map[string][]uint16
)
// stateByID returns the named form of a block-state ID, building the lookup
@ -49,12 +50,15 @@ func buildStateTable() {
panic("world: parsing embedded blocks.json: " + err.Error())
}
stateByIDImpl = make(map[uint16]stateName, 30000)
idsByName = make(map[string][]uint16, len(blocks))
for name, b := range blocks {
for _, s := range b.States {
if s.ID < 0 || s.ID > 65535 {
continue
}
stateByIDImpl[uint16(s.ID)] = stateName{Name: name, Properties: s.Properties}
id := uint16(s.ID)
stateByIDImpl[id] = stateName{Name: name, Properties: s.Properties}
idsByName[name] = append(idsByName[name], id)
}
}
}
@ -89,19 +93,14 @@ type paletteEntryKey struct {
// Chunk. Unknown names/properties map to air (0).
func nameToStateID(name string, props map[string]string) uint16 {
stateByIDOnce.Do(buildStateTable)
for id, s := range stateByIDImpl {
if s.Name != name {
continue
}
if propsMatch(s.Properties, props) {
ids := idsByName[name]
for _, id := range ids {
if propsMatch(stateByIDImpl[id].Properties, props) {
return id
}
}
// Fall back to any state of that block if properties don't match exactly.
for id, s := range stateByIDImpl {
if s.Name == name {
return id
}
if len(ids) > 0 {
return ids[0]
}
return StateAir
}

View file

@ -1,6 +1,7 @@
package world
import (
"encoding/json"
"fmt"
"os"
"path/filepath"
@ -62,11 +63,82 @@ type Store struct {
regions map[[2]int]*RegionFile
}
const worldMetadataFile = "regionio-world.json"
type worldMetadata struct {
Format int `json:"format"`
Seed int64 `json:"seed"`
}
// NewStore opens (or creates) the world directory at dir, ensuring region/
// exists. Chunks are loaded/saved relative to dir/region.
func NewStore(dir string) (*Store, error) {
return newStore(dir, nil)
}
// NewStoreForSeed opens a persistent world and records its generation seed.
// Reopening the same directory with another seed is rejected to prevent seams
// between previously stored chunks and newly generated terrain.
func NewStoreForSeed(dir string, seed int64) (*Store, error) {
return newStore(dir, &seed)
}
func newStore(dir string, seed *int64) (*Store, error) {
regionDir := filepath.Join(dir, "region")
return &Store{dir: dir, regions: make(map[[2]int]*RegionFile)}, mkdirAll(regionDir)
if err := mkdirAll(regionDir); err != nil {
return nil, err
}
if seed != nil {
if err := validateWorldMetadata(dir, *seed); err != nil {
return nil, err
}
}
return &Store{dir: dir, regions: make(map[[2]int]*RegionFile)}, nil
}
func validateWorldMetadata(dir string, seed int64) error {
path := filepath.Join(dir, worldMetadataFile)
raw, err := os.ReadFile(path)
if err == nil {
var meta worldMetadata
if err := json.Unmarshal(raw, &meta); err != nil {
return fmt.Errorf("world: decode %s: %w", path, err)
}
if meta.Format != 1 {
return fmt.Errorf("world: unsupported metadata format %d", meta.Format)
}
if meta.Seed != seed {
return fmt.Errorf("world: seed mismatch for %s: stored %d, configured %d", dir, meta.Seed, seed)
}
return nil
}
if !os.IsNotExist(err) {
return err
}
raw, err = json.MarshalIndent(worldMetadata{Format: 1, Seed: seed}, "", " ")
if err != nil {
return err
}
raw = append(raw, '\n')
tmp, err := os.CreateTemp(dir, ".regionio-world-*.tmp")
if err != nil {
return err
}
tmpName := tmp.Name()
defer os.Remove(tmpName)
if _, err := tmp.Write(raw); err != nil {
tmp.Close()
return err
}
if err := tmp.Sync(); err != nil {
tmp.Close()
return err
}
if err := tmp.Close(); err != nil {
return err
}
return os.Rename(tmpName, path)
}
// regionFor returns the cached RegionFile for the chunk's region, opening it on
@ -122,6 +194,12 @@ func (s *Store) LoadChunk(cx, cz int32) (*Chunk, error) {
// SaveChunk encodes the chunk and writes it to its region file.
func (s *Store) SaveChunk(c *Chunk) error {
snapshot, _ := c.snapshot()
return s.saveSnapshot(snapshot)
}
// saveSnapshot writes a detached chunk snapshot without copying it again.
func (s *Store) saveSnapshot(c *Chunk) error {
rf, err := s.regionFor(c.X, c.Z)
if err != nil {
return err
@ -156,6 +234,9 @@ func chunkToNBT(c *Chunk) *nbt.Compound {
Set("Status", nbt.String("minecraft:full")).
Set("LastUpdate", nbt.Long(0)).
Set("InhabitedTime", nbt.Long(0))
if c.lightReady {
level.Set("isLightOn", nbt.Byte(1))
}
// Sections: one compound per vertical section, including empty ones so the
// section Y range is contiguous (vanilla expects all sections present for
@ -238,6 +319,14 @@ func sectionToNBT(c *Chunk, si int) *nbt.Compound {
biomes.Set("data", packIndices(c.biomes[si][:], biomeIndexOf))
}
sec.Set("biomes", biomes)
if c.lightReady {
if sky := c.skyLight[si]; sky != nil {
sec.Set("SkyLight", nbt.ByteArray(append([]byte(nil), sky[:]...)))
}
if block := c.blockLight[si]; block != nil {
sec.Set("BlockLight", nbt.ByteArray(append([]byte(nil), block[:]...)))
}
}
return sec
}
@ -287,7 +376,7 @@ func topNonAirY(c *Chunk, x, z int) int {
// for the palette size, mirroring the network paletted-container packing (no
// value spans a long boundary in vanilla's chunk NBT).
func packIndices(ids []uint16, indexOf map[uint16]int) nbt.LongArray {
bits := bitsNeeded(len(indexOf))
bits := bitsFor(len(indexOf))
if bits < 1 {
bits = 1
}
@ -306,21 +395,10 @@ func packIndices(ids []uint16, indexOf map[uint16]int) nbt.LongArray {
return longs
}
// bitsNeeded returns ceil(log2(n)) for n>1, or 0 for n<=1.
func bitsNeeded(n int) int {
bits := 0
v := n - 1
for v > 0 {
v >>= 1
bits++
}
return bits
}
// nbtToChunk decodes the Level-nested chunk NBT back into a Chunk. The chunk's
// absolute coordinates are derived from the on-disk xPos/zPos (authoritative);
// the region/local coords passed in are used only to validate.
func nbtToChunk(root *nbt.Compound, regionX, regionZ, _, _ int) (*Chunk, error) {
func nbtToChunk(root *nbt.Compound, regionX, regionZ, localX, localZ int) (*Chunk, error) {
levelTag, ok := root.Get("Level")
if !ok {
return nil, fmt.Errorf("world: chunk NBT missing Level")
@ -331,8 +409,18 @@ func nbtToChunk(root *nbt.Compound, regionX, regionZ, _, _ int) (*Chunk, error)
}
cx := int32(nbtAsInt(level, "xPos"))
cz := int32(nbtAsInt(level, "zPos"))
wantX := int32(regionX*32 + localX)
wantZ := int32(regionZ*32 + localZ)
if cx != wantX || cz != wantZ {
return nil, fmt.Errorf("world: chunk coordinates (%d,%d) do not match region slot (%d,%d)", cx, cz, wantX, wantZ)
}
c := &Chunk{X: cx, Z: cz, biome: BiomePlains}
if lightTag, ok := level.Get("isLightOn"); ok {
if enabled, ok := lightTag.(nbt.Byte); ok && enabled != 0 {
c.lightReady = true
}
}
// Sections.
if secTag, ok := level.Get("sections"); ok {
@ -349,12 +437,32 @@ func nbtToChunk(root *nbt.Compound, regionX, regionZ, _, _ int) (*Chunk, error)
}
readBlockStates(c, si, sc)
readBiomes(c, si, sc)
readLightSection(c, si, sc)
}
}
}
return c, nil
}
func readLightSection(c *Chunk, si int, sc *nbt.Compound) {
read := func(name string) *[2048]byte {
tag, ok := sc.Get(name)
if !ok {
return nil
}
data, ok := tag.(nbt.ByteArray)
if !ok || len(data) != 2048 {
c.lightReady = false
return nil
}
out := new([2048]byte)
copy(out[:], data)
return out
}
c.skyLight[si] = read("SkyLight")
c.blockLight[si] = read("BlockLight")
}
// readBlockStates decodes a section's block_states {palette, data?} into the
// chunk's section array. A palette of size 1 fills the whole section; otherwise
// the packed data array is unpacked.
@ -427,9 +535,11 @@ func readBiomes(c *Chunk, si int, sc *nbt.Compound) {
ids[i] = biomeIDByName(string(e.(nbt.String)))
}
if len(ids) == 1 {
// Uniform biome for the section: keep the per-cell array nil and set the
// column fallback when this is the only biome source.
c.biome = ids[0]
cells := new([biomeCellsPerSection]uint16)
for i := range cells {
cells[i] = ids[0]
}
c.biomes[si] = cells
return
}
if dataTag, ok := bc.Get("data"); ok {
@ -481,7 +591,7 @@ func nbtAsString(c *nbt.Compound, name string) nbt.String {
// unpackIndices reverses packIndices: fills dst with palette IDs using the
// packed long array.
func unpackIndices(dst []uint16, ids []uint16, data nbt.LongArray) {
bits := bitsNeeded(len(ids))
bits := bitsFor(len(ids))
if bits < 1 {
bits = 1
}

View file

@ -1,10 +1,13 @@
package world
import (
"bytes"
"context"
"log/slog"
"os"
"path/filepath"
"sync"
"sync/atomic"
"testing"
"time"
@ -100,7 +103,8 @@ func TestStoreChunkRoundTrip(t *testing.T) {
if !ok {
t.Fatal("root not compound")
}
decoded, err := nbtToChunk(root, 0, 0, 0, 0)
rx, rz, lx, lz := regionIndex(original.X, original.Z)
decoded, err := nbtToChunk(root, rx, rz, lx, lz)
if err != nil {
t.Fatalf("nbtToChunk: %v", err)
}
@ -117,6 +121,68 @@ func TestStoreChunkRoundTrip(t *testing.T) {
if decoded.X != 10 || decoded.Z != -5 {
t.Errorf("coords = (%d,%d), want (10,-5)", decoded.X, decoded.Z)
}
if decoded.lightReady {
t.Error("legacy chunk without isLightOn loaded as light-ready")
}
}
func TestStoreLightRoundTrip(t *testing.T) {
dir := t.TempDir()
store, err := NewStore(dir)
if err != nil {
t.Fatal(err)
}
cache := NewCacheWithStore(-1, func(cx, cz int32) *Chunk {
return NewChunk(cx, cz, BiomePlains)
}, store)
left := cache.chunkAt(0, 0)
right := cache.chunkAt(1, 0)
if _, err := cache.FrameErr(0, 0); err != nil {
t.Fatal(err)
}
if _, err := cache.FrameErr(1, 0); err != nil {
t.Fatal(err)
}
glowstone := nameToStateID("minecraft:glowstone", nil)
if valid, _ := cache.SetBlockWithLight(15, 0, 8, glowstone); !valid {
t.Fatal("glowstone edit rejected")
}
wantLeftSky, wantLeftBlock, ready := left.LightAt(15, 0, 8)
if !ready || wantLeftBlock != 15 {
t.Fatalf("pre-save source light = sky %d block %d ready %v", wantLeftSky, wantLeftBlock, ready)
}
wantRightSky, wantRightBlock, ready := right.LightAt(0, 0, 8)
if !ready || wantRightBlock != 14 {
t.Fatalf("pre-save neighbor light = sky %d block %d ready %v", wantRightSky, wantRightBlock, ready)
}
if err := cache.SaveAll(); err != nil {
t.Fatal(err)
}
if err := store.Close(); err != nil {
t.Fatal(err)
}
store, err = NewStore(dir)
if err != nil {
t.Fatal(err)
}
defer store.Close()
loadedLeft, err := store.LoadChunk(0, 0)
if err != nil {
t.Fatal(err)
}
gotSky, gotBlock, gotReady := loadedLeft.LightAt(15, 0, 8)
if !gotReady || gotSky != wantLeftSky || gotBlock != wantLeftBlock {
t.Fatalf("loaded source light = sky %d block %d ready %v; want sky %d block %d ready", gotSky, gotBlock, gotReady, wantLeftSky, wantLeftBlock)
}
loadedRight, err := store.LoadChunk(1, 0)
if err != nil {
t.Fatal(err)
}
gotSky, gotBlock, gotReady = loadedRight.LightAt(0, 0, 8)
if !gotReady || gotSky != wantRightSky || gotBlock != wantRightBlock {
t.Fatalf("loaded neighbor light = sky %d block %d ready %v; want sky %d block %d ready", gotSky, gotBlock, gotReady, wantRightSky, wantRightBlock)
}
}
// TestStoreSaveLoadIntegration is the end-to-end "world survives restart" test:
@ -207,8 +273,8 @@ func TestCacheAutosavePersistsEdits(t *testing.T) {
// Wait for at least one autosave cycle.
time.Sleep(250 * time.Millisecond)
cancel() // stop the autosave loop so it releases the store
<-autosaveDone // wait for the goroutine to fully exit
cancel() // stop the autosave loop so it releases the store
<-autosaveDone // wait for the goroutine to fully exit
store.Close()
// Fresh cache over the same store should see the edit without SaveAll.
@ -223,3 +289,130 @@ func TestCacheAutosavePersistsEdits(t *testing.T) {
t.Errorf("autosaved block = %d, want bedrock %d", got, StateBedrock)
}
}
func TestStoreRejectsSeedMismatch(t *testing.T) {
dir := t.TempDir()
store, err := NewStoreForSeed(dir, 12345)
if err != nil {
t.Fatal(err)
}
if err := store.Close(); err != nil {
t.Fatal(err)
}
store, err = NewStoreForSeed(dir, 12345)
if err != nil {
t.Fatalf("reopen with matching seed: %v", err)
}
if err := store.Close(); err != nil {
t.Fatal(err)
}
if _, err := NewStoreForSeed(dir, 54321); err == nil {
t.Fatal("opening a world with a different seed succeeded")
}
}
func TestCacheDoesNotRegenerateCorruptStoredChunk(t *testing.T) {
dir := t.TempDir()
regionDir := filepath.Join(dir, "region")
rf, err := OpenRegion(regionDir, 0, 0)
if err != nil {
t.Fatal(err)
}
corrupt := []byte("not an nbt document")
if err := rf.WriteChunk(0, 0, corrupt); err != nil {
t.Fatal(err)
}
if err := rf.Close(); err != nil {
t.Fatal(err)
}
store, err := NewStore(dir)
if err != nil {
t.Fatal(err)
}
defer store.Close()
var generated atomic.Bool
cache := NewCacheWithStore(256, func(cx, cz int32) *Chunk {
generated.Store(true)
return NewChunk(cx, cz, BiomePlains)
}, store)
if _, err := cache.FrameErr(0, 0); err == nil {
t.Fatal("FrameErr succeeded for corrupt stored chunk")
}
if generated.Load() {
t.Fatal("generator ran after a stored chunk read error")
}
if cache.SetBlock(0, SeaLevel, 0, StateBedrock) {
t.Fatal("SetBlock accepted an edit over a corrupt stored chunk")
}
if err := cache.SaveAll(); err != nil {
t.Fatal(err)
}
_, _, lx, lz := regionIndex(0, 0)
rf = store.regions[[2]int{0, 0}]
raw, err := rf.ReadChunk(lx, lz)
if err != nil {
t.Fatal(err)
}
if !bytes.Equal(raw, corrupt) {
t.Fatalf("stored corrupt payload was overwritten: %q", raw)
}
}
func TestConcurrentAutosavePreservesLatestEdit(t *testing.T) {
dir := t.TempDir()
store, err := NewStore(dir)
if err != nil {
t.Fatal(err)
}
cache := NewCacheWithStore(256, flatGen(), store)
cache.chunkAt(0, 0)
done := make(chan struct{})
var wg sync.WaitGroup
wg.Add(2)
go func() {
defer wg.Done()
for i := 0; i < 100; i++ {
state := StateStone
if i%2 == 0 {
state = StateDirt
}
cache.SetBlock(5, SeaLevel, 5, state)
}
close(done)
}()
go func() {
defer wg.Done()
for {
select {
case <-done:
return
default:
_ = cache.flushDirty()
}
}
}()
wg.Wait()
cache.SetBlock(5, SeaLevel, 5, StateBedrock)
if err := cache.SaveAll(); err != nil {
t.Fatal(err)
}
if err := store.Close(); err != nil {
t.Fatal(err)
}
store, err = NewStore(dir)
if err != nil {
t.Fatal(err)
}
defer store.Close()
loaded, err := store.LoadChunk(0, 0)
if err != nil {
t.Fatal(err)
}
if got := loaded.GetBlock(5, SeaLevel, 5); got != StateBedrock {
t.Fatalf("persisted final block = %d, want %d", got, StateBedrock)
}
}

View file

@ -47,7 +47,7 @@ func generateFromDensity(d worldgen.DensityFunction, cx, cz int32) *Chunk {
col := &columns[lx][lz]
for i := 0; i < WorldHeight; i++ {
if s := col[i]; s != StateAir {
c.SetBlock(lx, MinY+i, lz, s)
c.setBlockRaw(lx, MinY+i, lz, s)
}
}
}

Binary file not shown.

View file

@ -15,7 +15,7 @@ import (
const (
cellWidth = 4
cellHeight = 8
cellsXZ = 16 / cellWidth // 4
cellsXZ = 16 / cellWidth // 4
cellsY = WorldHeight / cellHeight // 48
)
@ -82,8 +82,8 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
surfaceRule, ruleErr := od.SurfaceRule()
var columns [16][16][WorldHeight]uint16
var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable)
var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable)
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
@ -105,7 +105,7 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
col := &columns[lx][lz]
for i := 0; i < WorldHeight; i++ {
if s := col[i]; s != StateAir {
c.SetBlock(lx, MinY+i, lz, s)
c.setBlockRaw(lx, MinY+i, lz, s)
}
}
}

111
tools/VanillaLightDump.java Normal file
View file

@ -0,0 +1,111 @@
import java.io.BufferedOutputStream;
import java.io.DataOutputStream;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import net.minecraft.SharedConstants;
import net.minecraft.core.Direction;
import net.minecraft.server.Bootstrap;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.phys.AABB;
import net.minecraft.world.phys.shapes.VoxelShape;
// Dumps protocol-775 lighting properties directly from vanilla runtime state.
// Compile/run against the unpacked 26.1.2 server classpath and redirect stdout
// to internal/world/light_properties.bin.
public final class VanillaLightDump {
private record MaskKey(byte[] data) {
@Override public boolean equals(Object other) {
return other instanceof MaskKey key && Arrays.equals(data, key.data);
}
@Override public int hashCode() { return Arrays.hashCode(data); }
}
public static void main(String[] args) throws Exception {
SharedConstants.tryDetectVersion();
Bootstrap.bootStrap();
int count = Block.BLOCK_STATE_REGISTRY.size();
byte[] dampening = new byte[count];
byte[] emission = new byte[count];
byte[] flags = new byte[count];
int[] shapeIndex = new int[count];
List<byte[]> shapes = new ArrayList<>();
Map<MaskKey, Integer> indices = new HashMap<>();
for (BlockState state : Block.BLOCK_STATE_REGISTRY) {
int id = Block.getId(state);
dampening[id] = (byte) state.getLightDampening();
emission[id] = (byte) state.getLightEmission();
int stateFlags = 0;
if (state.propagatesSkylightDown()) stateFlags |= 1;
if (state.canOcclude()) stateFlags |= 2;
if (state.useShapeForLightOcclusion()) stateFlags |= 4;
flags[id] = (byte) stateFlags;
byte[] masks = faceMasks(state);
MaskKey key = new MaskKey(masks);
Integer index = indices.get(key);
if (index == null) {
index = shapes.size();
indices.put(key, index);
shapes.add(masks);
}
shapeIndex[id] = index;
}
DataOutputStream out = new DataOutputStream(new BufferedOutputStream(System.out));
out.writeInt(0x52494f4c); // RIOL
out.writeInt(1);
out.writeInt(count);
out.writeInt(shapes.size());
for (int id = 0; id < count; id++) {
out.writeByte(dampening[id]);
out.writeByte(emission[id]);
out.writeByte(flags[id]);
out.writeShort(shapeIndex[id]);
}
for (byte[] shape : shapes) out.write(shape);
out.flush();
}
private static byte[] faceMasks(BlockState state) {
byte[] result = new byte[Direction.values().length * 32];
for (Direction direction : Direction.values()) {
VoxelShape shape = state.getFaceOcclusionShape(direction);
List<AABB> boxes = shape.toAabbs();
int base = direction.get3DDataValue() * 32;
for (int v = 0; v < 16; v++) {
for (int u = 0; u < 16; u++) {
double du = (u + 0.5) / 16.0;
double dv = (v + 0.5) / 16.0;
if (covered(boxes, direction, du, dv)) {
int bit = v * 16 + u;
result[base + bit / 8] |= (byte) (1 << (bit % 8));
}
}
}
}
return result;
}
private static boolean covered(List<AABB> boxes, Direction direction, double u, double v) {
for (AABB box : boxes) {
boolean inside = switch (direction.getAxis()) {
case Y -> contains(box.minX, box.maxX, u) && contains(box.minZ, box.maxZ, v);
case Z -> contains(box.minX, box.maxX, u) && contains(box.minY, box.maxY, v);
case X -> contains(box.minZ, box.maxZ, u) && contains(box.minY, box.maxY, v);
};
if (inside) return true;
}
return false;
}
private static boolean contains(double min, double max, double value) {
return value >= min - 1.0e-7 && value <= max + 1.0e-7;
}
}

View file

@ -0,0 +1,148 @@
// Command vanilla_light_fixture extracts a compact block-light parity fixture
// from a vanilla world containing glowstone at (15,100,8).
package main
import (
"flag"
"fmt"
"os"
"path/filepath"
"regionio/internal/nbt"
"regionio/internal/world"
)
const (
minX, minY, minZ = 0, 85, -7
sizeX, sizeY, sizeZ = 31, 31, 31
)
type lightChunk struct {
sections map[int][]byte
}
func main() {
worldDir := flag.String("world", "", "vanilla overworld directory")
output := flag.String("output", "", "fixture output path")
flag.Parse()
if *worldDir == "" || *output == "" {
fmt.Fprintln(os.Stderr, "usage: go run ./tools/vanilla_light_fixture.go -world <dir> -output <file>")
os.Exit(2)
}
chunks := make(map[[2]int]*lightChunk)
data := make([]byte, 0, sizeX*sizeY*sizeZ)
for y := minY; y < minY+sizeY; y++ {
for z := minZ; z < minZ+sizeZ; z++ {
for x := minX; x < minX+sizeX; x++ {
key := [2]int{x >> 4, z >> 4}
chunk := chunks[key]
if chunk == nil {
var err error
chunk, err = readLightChunk(*worldDir, key[0], key[1])
if err != nil {
panic(err)
}
chunks[key] = chunk
}
section := chunk.sections[y>>4]
if section == nil {
data = append(data, 0)
continue
}
idx := (y&15)<<8 | (z&15)<<4 | (x & 15)
value := section[idx>>1]
if idx&1 == 0 {
data = append(data, value&0x0f)
} else {
data = append(data, value>>4)
}
}
}
}
if err := os.WriteFile(*output, data, 0o644); err != nil {
panic(err)
}
}
func readLightChunk(worldDir string, cx, cz int) (*lightChunk, error) {
rx, rz := floorDiv(cx, 32), floorDiv(cz, 32)
regionDir := filepath.Join(worldDir, "dimensions", "minecraft", "overworld", "region")
if _, err := os.Stat(regionDir); err != nil {
regionDir = filepath.Join(worldDir, "region")
}
region, err := world.OpenRegion(regionDir, rx, rz)
if err != nil {
return nil, err
}
defer region.Close()
raw, err := region.ReadChunk(cx-rx*32, cz-rz*32)
if err != nil {
return nil, fmt.Errorf("chunk (%d,%d): %w", cx, cz, err)
}
_, tag, err := nbt.UnmarshalNamed(raw)
if err != nil {
return nil, err
}
root, ok := tag.(*nbt.Compound)
if !ok {
return nil, fmt.Errorf("chunk (%d,%d): root is not a compound", cx, cz)
}
if level, ok := root.Get("Level"); ok {
root, _ = level.(*nbt.Compound)
}
sectionsTag, ok := root.Get("sections")
if !ok {
return nil, fmt.Errorf("chunk (%d,%d): missing sections", cx, cz)
}
sections, ok := sectionsTag.(nbt.List)
if !ok {
return nil, fmt.Errorf("chunk (%d,%d): sections is not a list", cx, cz)
}
out := &lightChunk{sections: make(map[int][]byte)}
for _, sectionTag := range sections.Elems {
section, ok := sectionTag.(*nbt.Compound)
if !ok {
continue
}
yTag, ok := section.Get("Y")
if !ok {
continue
}
y, ok := integerTag(yTag)
if !ok {
continue
}
lightTag, ok := section.Get("BlockLight")
if !ok {
continue
}
light, ok := lightTag.(nbt.ByteArray)
if !ok || len(light) != 2048 {
return nil, fmt.Errorf("chunk (%d,%d) section %d: invalid BlockLight", cx, cz, y)
}
out.sections[y] = append([]byte(nil), light...)
}
return out, nil
}
func integerTag(tag nbt.Tag) (int, bool) {
switch value := tag.(type) {
case nbt.Byte:
return int(value), true
case nbt.Short:
return int(value), true
case nbt.Int:
return int(value), true
default:
return 0, false
}
}
func floorDiv(value, divisor int) int {
quotient := value / divisor
if value < 0 && value%divisor != 0 {
quotient--
}
return quotient
}

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