Implement multiplayer persistence and vanilla lighting
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8f7cacf9d9
commit
cae06eb97e
47 changed files with 3784 additions and 465 deletions
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@ -4,6 +4,10 @@ package server
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import (
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"encoding/json"
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"errors"
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"fmt"
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"math"
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"strings"
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"sync"
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"regionio/internal/protocol"
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@ -57,31 +61,96 @@ type Server struct {
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store *world.Store // nil when persistence is disabled
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entities *world.EntityManager
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// playerPos tracks the last known position of each player by name.
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playerPos sync.Map // map[string][3]float64
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playersMu sync.RWMutex
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players map[[16]byte]*PlayerSession
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playerNames map[string][16]byte
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nextPlayerID int32
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}
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// PacketSender is the connection capability retained by the session registry.
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// The network package supplies Conn.Send without introducing an import cycle.
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type PacketSender func(id int32, body []byte) error
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// PlayerSession is one active play-state client. Position is guarded separately
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// so entity ticks can inspect players without holding the server registry lock.
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type PlayerSession struct {
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EntityID int32
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Profile Profile
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send PacketSender
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mu sync.RWMutex
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position [3]float64
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yaw float32
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pitch float32
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onGround bool
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viewDist int
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}
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// PlayerSnapshot is an immutable view of one play-state session.
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type PlayerSnapshot struct {
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EntityID int32
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Profile Profile
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X, Y, Z float64
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Yaw, Pitch float32
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OnGround bool
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ViewDistance int
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}
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var (
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ErrServerFull = errors.New("server: player limit reached")
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ErrDuplicatePlayer = errors.New("server: player is already connected")
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)
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// New constructs a Server from cfg. When cfg.WorldDir is set, the world is
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// backed by an on-disk store under that directory; otherwise it is in-memory
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// only. A returned error (e.g. the world dir cannot be created) is fatal.
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func New(cfg Config) (*Server, error) {
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if err := validateConfig(cfg); err != nil {
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return nil, err
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}
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gen := world.NewVanillaGenerator(cfg.WorldSeed)
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em := world.NewEntityManager()
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if cfg.WorldDir == "" {
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// No persistence; keep eviction off too (flat/test worlds expect full
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// presence). Real servers set WorldDir and MaxCachedChunks together.
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return &Server{cfg: cfg, chunks: world.NewCache(int32(cfg.CompressionThreshold), gen), entities: em}, nil
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return newServerState(cfg,
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world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, nil, cfg.MaxCachedChunks), nil, em), nil
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}
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store, err := world.NewStore(cfg.WorldDir)
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store, err := world.NewStoreForSeed(cfg.WorldDir, cfg.WorldSeed)
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if err != nil {
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return nil, err
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}
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return newServerState(cfg,
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world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, store, cfg.MaxCachedChunks), store, em), nil
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}
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// NewWithCache constructs a server around an existing cache. It is useful for
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// embedding and integration tests that provide a specialized world generator.
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func NewWithCache(cfg Config, chunks *world.Cache) (*Server, error) {
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if err := validateConfig(cfg); err != nil {
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return nil, err
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}
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if chunks == nil {
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return nil, errors.New("server: nil chunk cache")
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}
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return newServerState(cfg, chunks, nil, world.NewEntityManager()), nil
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}
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func validateConfig(cfg Config) error {
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if cfg.Port < 1 || cfg.Port > 65535 {
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return fmt.Errorf("server: port %d out of range", cfg.Port)
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}
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if cfg.MaxPlayers < 1 {
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return fmt.Errorf("server: max players must be positive")
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}
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if cfg.MaxCachedChunks < 0 {
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return fmt.Errorf("server: max cached chunks must not be negative")
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}
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return nil
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}
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func newServerState(cfg Config, chunks *world.Cache, store *world.Store, entities *world.EntityManager) *Server {
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return &Server{
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cfg: cfg,
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chunks: world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, store, cfg.MaxCachedChunks),
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store: store,
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entities: em,
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}, nil
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cfg: cfg, chunks: chunks, store: store, entities: entities,
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players: make(map[[16]byte]*PlayerSession), playerNames: make(map[string][16]byte),
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}
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}
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// Config returns the active configuration.
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@ -93,30 +162,202 @@ func (s *Server) Chunks() *world.Cache { return s.chunks }
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// Entities returns the shared entity manager.
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func (s *Server) Entities() *world.EntityManager { return s.entities }
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// SetPlayerPosition updates the tracked position of a player.
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func (s *Server) SetPlayerPosition(name string, x, y, z float64) {
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s.playerPos.Store(name, [3]float64{x, y, z})
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// RegisterPlayer adds a profile to the active play-state registry.
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func (s *Server) RegisterPlayer(profile Profile, send PacketSender) (*PlayerSession, error) {
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s.playersMu.Lock()
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defer s.playersMu.Unlock()
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nameKey := strings.ToLower(profile.Name)
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if _, exists := s.players[profile.UUID]; exists {
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return nil, ErrDuplicatePlayer
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}
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if _, exists := s.playerNames[nameKey]; exists {
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return nil, ErrDuplicatePlayer
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}
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if s.cfg.MaxPlayers > 0 && len(s.players) >= s.cfg.MaxPlayers {
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return nil, ErrServerFull
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}
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s.nextPlayerID++
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session := &PlayerSession{
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EntityID: s.nextPlayerID,
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Profile: profile,
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send: send,
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onGround: true,
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viewDist: 4,
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}
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s.players[profile.UUID] = session
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s.playerNames[nameKey] = profile.UUID
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return session, nil
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}
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// RemovePlayerPosition removes a player from tracking.
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func (s *Server) RemovePlayerPosition(name string) {
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s.playerPos.Delete(name)
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// UnregisterPlayer removes exactly the supplied session. Pointer identity keeps
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// a delayed disconnect from removing a future session with the same profile.
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func (s *Server) UnregisterPlayer(session *PlayerSession) {
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if session == nil {
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return
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}
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s.playersMu.Lock()
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defer s.playersMu.Unlock()
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if current := s.players[session.Profile.UUID]; current == session {
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delete(s.players, session.Profile.UUID)
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delete(s.playerNames, strings.ToLower(session.Profile.Name))
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}
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}
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// SetPlayerPosition updates a session's authoritative position snapshot.
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func (s *Server) SetPlayerPosition(session *PlayerSession, x, y, z float64) {
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if session == nil {
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return
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}
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session.mu.Lock()
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session.position = [3]float64{x, y, z}
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session.mu.Unlock()
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}
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// SetPlayerTransform updates all movement fields received from the client.
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func (s *Server) SetPlayerTransform(session *PlayerSession, x, y, z float64, yaw, pitch float32, onGround bool) {
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if session == nil {
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return
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}
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session.mu.Lock()
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session.position = [3]float64{x, y, z}
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session.yaw = yaw
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session.pitch = pitch
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session.onGround = onGround
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session.mu.Unlock()
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}
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// SetPlayerViewDistance records the clamped chunk radius used for visibility.
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func (s *Server) SetPlayerViewDistance(session *PlayerSession, distance int) {
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if session == nil {
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return
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}
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if distance < 2 {
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distance = 4
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}
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if distance > 16 {
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distance = 16
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}
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session.mu.Lock()
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session.viewDist = distance
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session.mu.Unlock()
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}
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// Snapshot returns a consistent copy of this session's gameplay state.
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func (session *PlayerSession) Snapshot() PlayerSnapshot {
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if session == nil {
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return PlayerSnapshot{}
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}
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session.mu.RLock()
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snapshot := PlayerSnapshot{
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EntityID: session.EntityID,
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Profile: session.Profile,
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X: session.position[0],
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Y: session.position[1],
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Z: session.position[2],
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Yaw: session.yaw,
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Pitch: session.pitch,
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OnGround: session.onGround,
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ViewDistance: session.viewDist,
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}
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session.mu.RUnlock()
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return snapshot
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}
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// PlayerSnapshots returns consistent copies of all active play sessions.
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func (s *Server) PlayerSnapshots() []PlayerSnapshot {
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s.playersMu.RLock()
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players := make([]*PlayerSession, 0, len(s.players))
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for _, player := range s.players {
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players = append(players, player)
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}
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s.playersMu.RUnlock()
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snapshots := make([]PlayerSnapshot, 0, len(players))
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for _, player := range players {
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snapshots = append(snapshots, player.Snapshot())
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}
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return snapshots
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}
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// PlayerCount returns the number of tracked players.
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func (s *Server) PlayerCount() int {
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s.playersMu.RLock()
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defer s.playersMu.RUnlock()
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return len(s.players)
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}
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// Broadcast sends one already-encoded packet body to every active player. A
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// failed recipient cannot make another player's gameplay handler fail.
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func (s *Server) Broadcast(id int32, body []byte) {
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s.playersMu.RLock()
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senders := make([]PacketSender, 0, len(s.players))
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for _, player := range s.players {
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senders = append(senders, player.send)
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}
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s.playersMu.RUnlock()
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for _, send := range senders {
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if send != nil {
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_ = send(id, body)
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}
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}
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}
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// BroadcastChunk sends a packet only to players whose chunk view contains the
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// target chunk. It is used for block and light changes.
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func (s *Server) BroadcastChunk(cx, cz int32, id int32, body []byte) {
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s.playersMu.RLock()
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players := make([]*PlayerSession, 0, len(s.players))
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for _, player := range s.players {
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players = append(players, player)
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}
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s.playersMu.RUnlock()
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for _, player := range players {
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snapshot := player.Snapshot()
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pcx := int32(int64(math.Floor(snapshot.X)) >> 4)
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pcz := int32(int64(math.Floor(snapshot.Z)) >> 4)
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if chunkDistance(pcx, pcz, cx, cz) <= int32(snapshot.ViewDistance) && player.send != nil {
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_ = player.send(id, body)
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}
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}
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}
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func chunkDistance(ax, az, bx, bz int32) int32 {
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dx := ax - bx
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if dx < 0 {
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dx = -dx
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}
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dz := az - bz
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if dz < 0 {
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dz = -dz
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}
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if dz > dx {
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return dz
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}
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return dx
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}
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// NearestPlayer returns the position of the nearest player to (x, y, z).
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// Returns false if no players are online.
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func (s *Server) NearestPlayer(x, y, z float64) (pos [3]float64, ok bool) {
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minDist := float64(-1)
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s.playerPos.Range(func(key, value any) bool {
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p := value.([3]float64)
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s.playersMu.RLock()
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players := make([]*PlayerSession, 0, len(s.players))
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for _, player := range s.players {
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players = append(players, player)
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}
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s.playersMu.RUnlock()
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for _, player := range players {
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player.mu.RLock()
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p := player.position
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player.mu.RUnlock()
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dist := (p[0]-x)*(p[0]-x) + (p[1]-y)*(p[1]-y) + (p[2]-z)*(p[2]-z)
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if minDist < 0 || dist < minDist {
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minDist = dist
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pos = p
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ok = true
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}
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return true
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})
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}
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return
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}
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