Chunk persistence to Anvil .mca region files
The world now survives restarts: chunks load from disk (read-through cache) and player edits persist via async autosave + a final SaveAll on shutdown. RegionIO finally does region I/O. - world/regionfile.go: Anvil .mca container — 8192-byte header (offset + timestamp tables), 4096-byte sectors, zlib chunk records. - world/compress.go: zlib deflate/inflate for chunk payloads. - world/store.go: chunk <-> Level-nested NBT (per-section block_states/biomes palettes, WORLD_SURFACE heightmap, DataVersion 4790, yPos -4) via the existing nbt package; Store opens one RegionFile per region with proper floor-division coords. - world/state_names.go: id->name bridge from the embedded blocks.json report so network int-IDs round-trip through the disk named palette. - world/encode.go: GetBiome read accessor for serialization. - world/cache.go: read-through (disk then generation), dirty tracking, StartAutosave (returns a done channel so the saver exits before Close), SaveAll, NewCacheWithStore. - server.go + main.go: Config.WorldDir (default "world"), -world flag, autosave loop every 30s, SaveAll + store Close on signal. - Tests: region round-trip/absent/overwrite, chunk NBT round-trip, end-to-end save-reload, negative chunk coords, autosave persistence.
This commit is contained in:
parent
4dcf938a85
commit
d1cc29bb60
10 changed files with 305112 additions and 20 deletions
504
internal/world/store.go
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504
internal/world/store.go
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package world
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import (
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"fmt"
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"os"
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"path/filepath"
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"sync"
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"regionio/internal/nbt"
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"regionio/internal/registry"
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)
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// store.go is the persistence layer between the in-memory Chunk model and the
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// on-disk Anvil region files. It converts a Chunk to/from the "Level"-nested
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// chunk NBT (26.1.2: per-section block_states/biomes, heightmaps, yPos) and
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// routes the compressed NBT through RegionFile.
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//
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// The store keeps one RegionFile per region (32×32 chunks), opened lazily and
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// cached for the process lifetime.
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// dataVersion26 is the Minecraft world (NBT) DataVersion for 26.1.2, captured
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// from versions/.../server.jar's version.json "world_version".
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const dataVersion26 = 4790
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// minYSection is the on-disk "yPos": the section index at MinY (-64 → -4),
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// since sections are 16 blocks tall and the overworld is 24 sections from
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// section index -4 to 19.
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const minYSection = -4
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// mkdirAll is a thin wrapper over os.MkdirAll kept here so the persistence
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// layer reads as a self-contained unit.
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func mkdirAll(path string) error { return os.MkdirAll(path, 0o755) }
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// biomeNameByID resolves a numeric biome ID back to its registry name. It scans
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// the synced biome registry once per call (cheap; 65 entries). Returns
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// "minecraft:plains" as a safe fallback for unknown IDs.
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func biomeNameByID(id uint16) string {
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for _, reg := range registry.Synced() {
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if reg.Name != "minecraft:worldgen/biome" {
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continue
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}
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if int(id) < len(reg.Entries) {
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return reg.Entries[id]
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}
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break
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}
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return "minecraft:plains"
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}
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// biomeIDByName is the reverse of biomeNameByID for decoding on-disk chunk NBT.
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func biomeIDByName(name string) uint16 {
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if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
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return uint16(id)
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}
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return BiomePlains
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}
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// Store reads and writes chunks under a world directory's region/ folder.
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type Store struct {
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dir string
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mu sync.Mutex
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regions map[[2]int]*RegionFile
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}
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// NewStore opens (or creates) the world directory at dir, ensuring region/
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// exists. Chunks are loaded/saved relative to dir/region.
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func NewStore(dir string) (*Store, error) {
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regionDir := filepath.Join(dir, "region")
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return &Store{dir: dir, regions: make(map[[2]int]*RegionFile)}, mkdirAll(regionDir)
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}
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// regionFor returns the cached RegionFile for the chunk's region, opening it on
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// first use. Caller is responsible for any higher-level locking; the RegionFile
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// itself is goroutine-safe.
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func (s *Store) regionFor(cx, cz int32) (*RegionFile, error) {
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rx, rz, _, _ := regionIndex(cx, cz)
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key := [2]int{rx, rz}
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s.mu.Lock()
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rf, ok := s.regions[key]
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s.mu.Unlock()
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if ok {
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return rf, nil
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}
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rf, err := OpenRegion(filepath.Join(s.dir, "region"), rx, rz)
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if err != nil {
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return nil, err
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}
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s.mu.Lock()
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// Another goroutine may have opened the same region concurrently.
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if existing, dup := s.regions[key]; dup {
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rf.Close()
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rf = existing
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} else {
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s.regions[key] = rf
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}
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s.mu.Unlock()
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return rf, nil
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}
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// LoadChunk reads and decodes the chunk at (cx, cz). It returns ErrChunkNotFound
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// when the chunk is not stored.
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func (s *Store) LoadChunk(cx, cz int32) (*Chunk, error) {
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rx, rz, lx, lz := regionIndex(cx, cz)
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rf, err := s.regionFor(cx, cz)
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if err != nil {
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return nil, err
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}
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raw, err := rf.ReadChunk(lx, lz)
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if err != nil {
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return nil, 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, fmt.Errorf("world: decode chunk (%d,%d) NBT: %w", cx, cz, 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("world: chunk (%d,%d) root is not a compound", cx, cz)
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}
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return nbtToChunk(root, rx, rz, lx, lz)
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}
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// SaveChunk encodes the chunk and writes it to its region file.
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func (s *Store) SaveChunk(c *Chunk) error {
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rf, err := s.regionFor(c.X, c.Z)
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if err != nil {
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return err
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}
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raw := nbt.MarshalNamed("", chunkToNBT(c))
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_, _, lx, lz := regionIndex(c.X, c.Z)
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return rf.WriteChunk(lx, lz, raw)
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}
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// Close releases all open region files. Called on shutdown.
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func (s *Store) Close() error {
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s.mu.Lock()
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defer s.mu.Unlock()
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var firstErr error
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for _, rf := range s.regions {
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if err := rf.Close(); err != nil && firstErr == nil {
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firstErr = err
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}
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}
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s.regions = nil
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return firstErr
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}
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// chunkToNBT builds the Level-nested on-disk NBT for a chunk. The wire Encode()
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// format is not reusable here: disk uses named palettes and the 26.1.2 Level
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// layout with per-section biomes.
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func chunkToNBT(c *Chunk) *nbt.Compound {
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level := nbt.NewCompound().
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Set("xPos", nbt.Int(c.X)).
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Set("zPos", nbt.Int(c.Z)).
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Set("yPos", nbt.Int(int32(minYSection))).
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Set("Status", nbt.String("minecraft:full")).
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Set("LastUpdate", nbt.Long(0)).
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Set("InhabitedTime", nbt.Long(0))
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// Sections: one compound per vertical section, including empty ones so the
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// section Y range is contiguous (vanilla expects all sections present for
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// the full height, though absent sections are tolerated as air).
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sections := nbt.List{ElemID: nbt.TagCompound}
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for si := 0; si < SectionCount; si++ {
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sections.Elems = append(sections.Elems, sectionToNBT(c, si))
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}
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level.Set("sections", sections)
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level.Set("Heightmaps", buildHeightmaps(c))
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// Required-but-empty fields so vanilla loads the chunk without complaints.
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level.Set("block_entities", nbt.List{ElemID: nbt.TagCompound})
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level.Set("structures", nbt.NewCompound())
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return nbt.NewCompound().
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Set("DataVersion", nbt.Int(dataVersion26)).
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Set("Level", level)
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}
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// sectionToNBT builds one section compound: Y + block_states + biomes. Palettes
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// are emitted even for single-value sections (no "data" array) which vanilla
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// reads as "the whole section is this one entry".
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func sectionToNBT(c *Chunk, si int) *nbt.Compound {
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yIdx := int32(si + minYSection)
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sec := nbt.NewCompound().Set("Y", nbt.Int(yIdx))
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// Block states: build a palette of distinct IDs in the section, then a packed
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// long array of indices (only when more than one distinct value).
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var palette []uint16
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indexOf := map[uint16]int{}
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blockStates := nbt.NewCompound()
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hasBlocks := c.sections[si] != nil
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if hasBlocks {
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s := c.sections[si]
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// Collect palette in first-seen order.
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for _, id := range s {
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if _, ok := indexOf[id]; !ok {
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indexOf[id] = len(palette)
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palette = append(palette, id)
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}
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}
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palList := nbt.List{ElemID: nbt.TagCompound}
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for _, id := range palette {
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palList.Elems = append(palList.Elems, blockPaletteEntry(id))
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}
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blockStates.Set("palette", palList)
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if len(palette) > 1 {
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blockStates.Set("data", packIndices(s[:], indexOf))
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}
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} else {
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// Empty section → air palette, no data.
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blockStates.Set("palette", nbt.List{
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ElemID: nbt.TagCompound,
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Elems: []nbt.Tag{blockPaletteEntry(StateAir)},
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})
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}
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sec.Set("block_states", blockStates)
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// Biomes: 4×4×4 cells. Per-section array if present, else the uniform biome.
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biomes := nbt.NewCompound()
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biomePalette := []uint16{c.biome}
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biomeIndexOf := map[uint16]int{c.biome: 0}
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if c.biomes[si] != nil {
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biomePalette = biomePalette[:0]
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biomeIndexOf = map[uint16]int{}
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for _, id := range c.biomes[si] {
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if _, ok := biomeIndexOf[id]; !ok {
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biomeIndexOf[id] = len(biomePalette)
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biomePalette = append(biomePalette, id)
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}
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}
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}
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biomePalList := nbt.List{ElemID: nbt.TagString}
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for _, id := range biomePalette {
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biomePalList.Elems = append(biomePalList.Elems, nbt.String(biomeNameByID(id)))
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}
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biomes.Set("palette", biomePalList)
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if c.biomes[si] != nil && len(biomePalette) > 1 {
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biomes.Set("data", packIndices(c.biomes[si][:], biomeIndexOf))
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}
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sec.Set("biomes", biomes)
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return sec
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}
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// buildHeightmaps emits a minimal WORLD_SURFACE heightmap (the first non-air
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// block per column, packed 9 bits/value, 7 per long like vanilla). Other
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// heightmaps are omitted; vanilla recomputes what it needs.
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func buildHeightmaps(c *Chunk) *nbt.Compound {
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const bits = 9
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longs := make(nbt.LongArray, 37) // 256 values × 9 bits / 64 ≈ 36, +1
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perLong := 64 / bits // 7
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for x := 0; x < 16; x++ {
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for z := 0; z < 16; z++ {
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h := topNonAirY(c, x, z)
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// heightmap value is (y - MinY + 1); store absolute block count.
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val := int64(h - MinY + 1)
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if val < 0 {
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val = 0
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}
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idx := z*16 + x
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longIdx := idx / perLong
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bitOff := (idx % perLong) * bits
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longs[longIdx] |= val << uint(bitOff)
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}
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}
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return nbt.NewCompound().Set("WORLD_SURFACE", longs)
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}
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// topNonAirY returns the Y of the highest non-air block in column (x,z), or
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// MinY-1 if the column is empty.
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func topNonAirY(c *Chunk, x, z int) int {
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for si := SectionCount - 1; si >= 0; si-- {
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s := c.sections[si]
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if s == nil {
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continue
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}
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for ly := 15; ly >= 0; ly-- {
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if s[blockIndex(x, MinY+si*16+ly, z)] != StateAir {
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return MinY + si*16 + ly
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}
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}
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}
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return MinY - 1
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}
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// packIndices packs a slice of IDs into a long array using the minimum bit width
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// for the palette size, mirroring the network paletted-container packing (no
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// value spans a long boundary in vanilla's chunk NBT).
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func packIndices(ids []uint16, indexOf map[uint16]int) nbt.LongArray {
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bits := bitsNeeded(len(indexOf))
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if bits < 1 {
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bits = 1
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}
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perLong := 64 / bits
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if perLong == 0 {
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perLong = 1
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}
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numLongs := (len(ids) + perLong - 1) / perLong
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longs := make(nbt.LongArray, numLongs)
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for i, id := range ids {
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idx := int64(indexOf[id])
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longIdx := i / perLong
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bitOff := (i % perLong) * bits
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longs[longIdx] |= idx << uint(bitOff)
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}
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return longs
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}
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// bitsNeeded returns ceil(log2(n)) for n>1, or 0 for n<=1.
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func bitsNeeded(n int) int {
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bits := 0
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v := n - 1
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for v > 0 {
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v >>= 1
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bits++
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}
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return bits
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}
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// nbtToChunk decodes the Level-nested chunk NBT back into a Chunk. The chunk's
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// absolute coordinates are derived from the on-disk xPos/zPos (authoritative);
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// the region/local coords passed in are used only to validate.
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func nbtToChunk(root *nbt.Compound, regionX, regionZ, _, _ int) (*Chunk, error) {
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levelTag, ok := root.Get("Level")
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if !ok {
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return nil, fmt.Errorf("world: chunk NBT missing Level")
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}
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level, ok := levelTag.(*nbt.Compound)
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if !ok {
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return nil, fmt.Errorf("world: Level is not a compound")
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}
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cx := int32(nbtAsInt(level, "xPos"))
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cz := int32(nbtAsInt(level, "zPos"))
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c := &Chunk{X: cx, Z: cz, biome: BiomePlains}
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// Sections.
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if secTag, ok := level.Get("sections"); ok {
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if secList, ok := secTag.(nbt.List); ok && secList.ElemID == nbt.TagCompound {
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for _, st := range secList.Elems {
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sc, ok := st.(*nbt.Compound)
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if !ok {
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continue
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}
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yIdx := int(nbtAsInt(sc, "Y"))
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si := yIdx - minYSection
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if si < 0 || si >= SectionCount {
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continue
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}
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readBlockStates(c, si, sc)
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readBiomes(c, si, sc)
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}
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}
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}
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return c, nil
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}
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// readBlockStates decodes a section's block_states {palette, data?} into the
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// chunk's section array. A palette of size 1 fills the whole section; otherwise
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// the packed data array is unpacked.
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func readBlockStates(c *Chunk, si int, sc *nbt.Compound) {
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bsTag, ok := sc.Get("block_states")
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if !ok {
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return
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}
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bs, ok := bsTag.(*nbt.Compound)
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if !ok {
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return
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}
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palTag, ok := bs.Get("palette")
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if !ok {
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return
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}
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pal, ok := palTag.(nbt.List)
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if !ok || pal.ElemID != nbt.TagCompound {
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return
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}
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// Decode palette entries to state IDs.
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ids := make([]uint16, len(pal.Elems))
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for i, e := range pal.Elems {
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ec, ok := e.(*nbt.Compound)
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if !ok {
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ids[i] = StateAir
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continue
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}
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name := string(nbtAsString(ec, "Name"))
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props := readProps(ec)
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ids[i] = nameToStateID(name, props)
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}
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c.section(si) // ensure allocated
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s := c.sections[si]
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if len(ids) == 1 {
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var fill [sectionVol]uint16
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for i := range fill {
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fill[i] = ids[0]
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}
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c.sections[si] = &fill
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return
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}
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if dataTag, ok := bs.Get("data"); ok {
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if data, ok := dataTag.(nbt.LongArray); ok {
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unpackIndices(s[:], ids, data)
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}
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}
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}
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// readBiomes decodes a section's biomes {palette, data?} into the per-cell array.
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func readBiomes(c *Chunk, si int, sc *nbt.Compound) {
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bTag, ok := sc.Get("biomes")
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if !ok {
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return
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}
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bc, ok := bTag.(*nbt.Compound)
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if !ok {
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return
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}
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palTag, ok := bc.Get("palette")
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if !ok {
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return
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}
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pal, ok := palTag.(nbt.List)
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if !ok || pal.ElemID != nbt.TagString {
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return
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}
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ids := make([]uint16, len(pal.Elems))
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for i, e := range pal.Elems {
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ids[i] = biomeIDByName(string(e.(nbt.String)))
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}
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if len(ids) == 1 {
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// Uniform biome for the section: keep the per-cell array nil and set the
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// column fallback when this is the only biome source.
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c.biome = ids[0]
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return
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}
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if dataTag, ok := bc.Get("data"); ok {
|
||||
if data, ok := dataTag.(nbt.LongArray); ok {
|
||||
cells := new([biomeCellsPerSection]uint16)
|
||||
unpackIndices(cells[:], ids, data)
|
||||
c.biomes[si] = cells
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func readProps(c *nbt.Compound) map[string]string {
|
||||
pTag, ok := c.Get("Properties")
|
||||
if !ok {
|
||||
return nil
|
||||
}
|
||||
pc, ok := pTag.(*nbt.Compound)
|
||||
if !ok {
|
||||
return nil
|
||||
}
|
||||
out := make(map[string]string, pc.Len())
|
||||
for _, k := range pc.Keys() {
|
||||
v, _ := pc.Get(k)
|
||||
if s, ok := v.(nbt.String); ok {
|
||||
out[k] = string(s)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func nbtAsInt(c *nbt.Compound, name string) int32 {
|
||||
if t, ok := c.Get(name); ok {
|
||||
if v, ok := t.(nbt.Int); ok {
|
||||
return int32(v)
|
||||
}
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func nbtAsString(c *nbt.Compound, name string) nbt.String {
|
||||
if t, ok := c.Get(name); ok {
|
||||
if v, ok := t.(nbt.String); ok {
|
||||
return v
|
||||
}
|
||||
}
|
||||
return "minecraft:air"
|
||||
}
|
||||
|
||||
// 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))
|
||||
if bits < 1 {
|
||||
bits = 1
|
||||
}
|
||||
perLong := 64 / bits
|
||||
if perLong == 0 {
|
||||
perLong = 1
|
||||
}
|
||||
mask := int64(1)<<uint(bits) - 1
|
||||
for i := range dst {
|
||||
longIdx := i / perLong
|
||||
bitOff := (i % perLong) * bits
|
||||
if longIdx >= len(data) {
|
||||
break
|
||||
}
|
||||
idx := int((data[longIdx] >> uint(bitOff)) & mask)
|
||||
if idx >= 0 && idx < len(ids) {
|
||||
dst[i] = ids[idx]
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue