RegionIO/internal/server/server.go

437 lines
13 KiB
Go

// Package server holds the RegionIO core: configuration, shared state, and the
// data shown to clients (status, MOTD).
package server
import (
"encoding/json"
"errors"
"fmt"
"math"
"strings"
"sync"
"regionio/internal/protocol"
"regionio/internal/world"
)
// Config holds operator-tunable settings for a RegionIO instance.
type Config struct {
Host string
Port int
MOTD string
MaxPlayers int
// CompressionThreshold is the minimum uncompressed packet size (bytes) that
// triggers zlib compression. Negative disables compression entirely.
CompressionThreshold int
// WorldSeed seeds terrain generation.
WorldSeed int64
// WorldDir is the on-disk world directory. When non-empty, chunks are
// read from and written to <WorldDir>/region/*.mca and player edits
// survive restarts. Empty disables persistence (in-memory only).
WorldDir string
// MaxCachedChunks bounds the in-memory chunk+frame cache (LRU). 0 means
// unbounded (use only for tests/flat worlds). At ~200KiB/chunk, 1024 ≈ 200MB.
MaxCachedChunks int
// MaxViewDistance caps the client-requested chunk radius. Generation is much
// more expensive than vanilla's pregenerated worlds, so the server owns the
// upper bound instead of accepting the client's render distance verbatim.
MaxViewDistance int
}
// DefaultConfig returns sensible defaults matching vanilla expectations.
func DefaultConfig() Config {
return Config{
Host: "0.0.0.0",
Port: 25565,
MOTD: "RegionIO — a Minecraft server in Go",
MaxPlayers: 20,
CompressionThreshold: 256,
// WorldSeed defaults to 0 for backward compatibility; operators override
// it via the REGIONIO_SEED env var or the -seed flag.
WorldSeed: 0,
// WorldDir defaults to "world" so the world persists by default;
// set to "" for a throwaway in-memory world.
WorldDir: "world",
// MaxCachedChunks keeps the live cache near 200MB at the default; the
// streamer's pre-gen ring and player view distance comfortably fit.
MaxCachedChunks: 1024,
MaxViewDistance: 2,
}
}
// Server is the top-level core shared across all connections.
type Server struct {
cfg Config
chunks *world.Cache
store *world.Store // nil when persistence is disabled
entities *world.EntityManager
playersMu sync.RWMutex
players map[[16]byte]*PlayerSession
playerNames map[string][16]byte
nextPlayerID int32
clock worldClock
}
// 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, batchGen := world.NewVanillaRegionGenerators(cfg.WorldSeed)
em := world.NewEntityManager()
if cfg.WorldDir == "" {
chunks := world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, nil, cfg.MaxCachedChunks)
chunks.SetBatchGenerator(batchGen)
return newServerState(cfg, chunks, nil, em), nil
}
store, err := world.NewStoreForSeed(cfg.WorldDir, cfg.WorldSeed)
if err != nil {
return nil, err
}
chunks := world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, store, cfg.MaxCachedChunks)
chunks.SetBatchGenerator(batchGen)
return newServerState(cfg, chunks, 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")
}
if cfg.MaxViewDistance < 2 || cfg.MaxViewDistance > 16 {
return fmt.Errorf("server: max view distance must be between 2 and 16")
}
if cfg.CompressionThreshold < -1 || cfg.CompressionThreshold > protocol.MaxPacketSize {
return fmt.Errorf("server: compression threshold must be -1 or between 0 and %d", protocol.MaxPacketSize)
}
return nil
}
func newServerState(cfg Config, chunks *world.Cache, store *world.Store, entities *world.EntityManager) *Server {
s := &Server{
cfg: cfg, chunks: chunks, store: store, entities: entities,
players: make(map[[16]byte]*PlayerSession), playerNames: make(map[string][16]byte),
}
// Resume the world clock where it was saved, so a restart does not throw
// the sky back to dawn.
if store != nil {
gameTime, dayTime := store.WorldTime()
s.SetWorldTime(gameTime, dayTime)
}
return s
}
// SaveWorldTime persists the current clock. It is a no-op without a store.
func (s *Server) SaveWorldTime() error {
if s.store == nil {
return nil
}
gameTime, dayTime := s.WorldTime()
return s.store.SaveWorldTime(gameTime, dayTime)
}
// Config returns the active configuration.
func (s *Server) Config() Config { return s.cfg }
// Chunks returns the shared chunk cache.
func (s *Server) Chunks() *world.Cache { return s.chunks }
// Entities returns the shared entity manager.
func (s *Server) Entities() *world.EntityManager { return s.entities }
// 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
}
// 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.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
}
// Store returns the on-disk world store, or nil if persistence is disabled.
func (s *Server) Store() *world.Store { return s.store }
// statusResponse mirrors the JSON shape the client expects for the server-list
// ping. Field names and nesting are part of the protocol contract.
type statusResponse struct {
Version statusVersion `json:"version"`
Players statusPlayers `json:"players"`
Description statusText `json:"description"`
// EnforcesSecureChat is read by the client; false keeps unsigned chat working.
EnforcesSecureChat bool `json:"enforcesSecureChat"`
}
type statusVersion struct {
Name string `json:"name"`
Protocol int `json:"protocol"`
}
type statusPlayers struct {
Max int `json:"max"`
Online int `json:"online"`
}
type statusText struct {
Text string `json:"text"`
}
// StatusJSON returns the marshaled status response for the server-list ping.
func (s *Server) StatusJSON(onlinePlayers int) ([]byte, error) {
resp := statusResponse{
Version: statusVersion{
Name: protocol.GameVersion,
Protocol: protocol.ProtocolVersion,
},
Players: statusPlayers{
Max: s.cfg.MaxPlayers,
Online: onlinePlayers,
},
Description: statusText{Text: s.cfg.MOTD},
EnforcesSecureChat: false,
}
return json.Marshal(resp)
}