Implement multiplayer persistence and vanilla lighting
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commit
cae06eb97e
47 changed files with 3784 additions and 465 deletions
148
tools/vanilla_light_fixture.go
Normal file
148
tools/vanilla_light_fixture.go
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@ -0,0 +1,148 @@
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// Command vanilla_light_fixture extracts a compact block-light parity fixture
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// from a vanilla world containing glowstone at (15,100,8).
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package main
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import (
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"flag"
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"fmt"
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"os"
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"path/filepath"
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"regionio/internal/nbt"
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"regionio/internal/world"
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)
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const (
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minX, minY, minZ = 0, 85, -7
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sizeX, sizeY, sizeZ = 31, 31, 31
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)
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type lightChunk struct {
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sections map[int][]byte
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}
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func main() {
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worldDir := flag.String("world", "", "vanilla overworld directory")
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output := flag.String("output", "", "fixture output path")
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flag.Parse()
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if *worldDir == "" || *output == "" {
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fmt.Fprintln(os.Stderr, "usage: go run ./tools/vanilla_light_fixture.go -world <dir> -output <file>")
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os.Exit(2)
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}
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chunks := make(map[[2]int]*lightChunk)
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data := make([]byte, 0, sizeX*sizeY*sizeZ)
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for y := minY; y < minY+sizeY; y++ {
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for z := minZ; z < minZ+sizeZ; z++ {
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for x := minX; x < minX+sizeX; x++ {
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key := [2]int{x >> 4, z >> 4}
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chunk := chunks[key]
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if chunk == nil {
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var err error
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chunk, err = readLightChunk(*worldDir, key[0], key[1])
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if err != nil {
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panic(err)
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}
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chunks[key] = chunk
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}
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section := chunk.sections[y>>4]
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if section == nil {
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data = append(data, 0)
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continue
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}
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idx := (y&15)<<8 | (z&15)<<4 | (x & 15)
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value := section[idx>>1]
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if idx&1 == 0 {
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data = append(data, value&0x0f)
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} else {
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data = append(data, value>>4)
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}
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}
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}
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}
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if err := os.WriteFile(*output, data, 0o644); err != nil {
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panic(err)
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}
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}
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func readLightChunk(worldDir string, cx, cz int) (*lightChunk, error) {
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rx, rz := floorDiv(cx, 32), floorDiv(cz, 32)
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regionDir := filepath.Join(worldDir, "dimensions", "minecraft", "overworld", "region")
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if _, err := os.Stat(regionDir); err != nil {
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regionDir = filepath.Join(worldDir, "region")
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}
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region, err := world.OpenRegion(regionDir, rx, rz)
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if err != nil {
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return nil, err
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}
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defer region.Close()
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raw, err := region.ReadChunk(cx-rx*32, cz-rz*32)
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if err != nil {
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return nil, fmt.Errorf("chunk (%d,%d): %w", cx, cz, err)
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}
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_, tag, err := nbt.UnmarshalNamed(raw)
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if err != nil {
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return nil, err
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}
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root, ok := tag.(*nbt.Compound)
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if !ok {
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return nil, fmt.Errorf("chunk (%d,%d): root is not a compound", cx, cz)
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}
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if level, ok := root.Get("Level"); ok {
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root, _ = level.(*nbt.Compound)
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}
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sectionsTag, ok := root.Get("sections")
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if !ok {
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return nil, fmt.Errorf("chunk (%d,%d): missing sections", cx, cz)
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}
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sections, ok := sectionsTag.(nbt.List)
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if !ok {
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return nil, fmt.Errorf("chunk (%d,%d): sections is not a list", cx, cz)
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}
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out := &lightChunk{sections: make(map[int][]byte)}
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for _, sectionTag := range sections.Elems {
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section, ok := sectionTag.(*nbt.Compound)
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if !ok {
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continue
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}
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yTag, ok := section.Get("Y")
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if !ok {
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continue
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}
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y, ok := integerTag(yTag)
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if !ok {
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continue
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}
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lightTag, ok := section.Get("BlockLight")
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if !ok {
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continue
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}
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light, ok := lightTag.(nbt.ByteArray)
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if !ok || len(light) != 2048 {
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return nil, fmt.Errorf("chunk (%d,%d) section %d: invalid BlockLight", cx, cz, y)
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}
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out.sections[y] = append([]byte(nil), light...)
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}
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return out, nil
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}
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func integerTag(tag nbt.Tag) (int, bool) {
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switch value := tag.(type) {
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case nbt.Byte:
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return int(value), true
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case nbt.Short:
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return int(value), true
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case nbt.Int:
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return int(value), true
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default:
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return 0, false
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}
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}
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func floorDiv(value, divisor int) int {
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quotient := value / divisor
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if value < 0 && value%divisor != 0 {
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quotient--
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}
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return quotient
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}
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