Implement multiplayer persistence and vanilla lighting

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Master290 2026-07-21 09:21:44 +03:00
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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