RegionIO/internal/world/store.go
Master290 7880531bdb Send three real heightmaps instead of one repeated three times
writeHeightmaps computed "highest non-air" once and wrote the same 37 longs
under all three ids, on the stated assumption that our terrain has no leaves or
transparency. That stopped being true the moment the generator grew trees and
flowers.

Vanilla's three client heightmaps stop at different blocks: WORLD_SURFACE at the
first thing that is not air, MOTION_BLOCKING at the first that blocks motion or
holds fluid, MOTION_BLOCKING_NO_LEAVES at the first such thing that is not a
LeavesBlock -- an instanceof, not the minecraft:leaves tag. The client places
rain and snow particles off MOTION_BLOCKING and lands a fishing bobber on it, so
a tree canopy reported as solid ground rains under itself.

Neither blocksMotion() nor the leaves test is derivable from blocks.json: the
first reads cached VoxelShape collision geometry and the forceSolidOn/Off
properties, the second is a Java class check. So the Java dumper grows three
flag bits and the whole thing is renamed for what it now is -- block state
properties, not just lighting. tools/VanillaBlockStateDump.java writes
internal/world/block_properties.bin at format 2; the light bytes are unchanged
byte for byte and only the previously unused high flag bits moved.

Verified the dumper round trip while doing it: recompiling the old
VanillaLightDump against the jar reproduces the committed binary exactly, so the
data really does come from the runtime registry and not from a stale checkout.
CLAUDE.md now carries the command to rebuild it.
2026-07-27 03:27:09 +03:00

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package world
import (
"encoding/json"
"fmt"
"os"
"path/filepath"
"sync"
"regionio/internal/nbt"
"regionio/internal/registry"
)
// store.go is the persistence layer between the in-memory Chunk model and the
// on-disk Anvil region files. It converts a Chunk to/from the "Level"-nested
// chunk NBT (26.1.2: per-section block_states/biomes, heightmaps, yPos) and
// routes the compressed NBT through RegionFile.
//
// The store keeps one RegionFile per region (32×32 chunks), opened lazily and
// cached for the process lifetime.
// dataVersion26 is the Minecraft world (NBT) DataVersion for 26.1.2, captured
// from versions/.../server.jar's version.json "world_version".
const dataVersion26 = 4790
// generatorVersion identifies the output of the current chunk generator. Every
// chunk we save carries it, and loading rejects any chunk stamped differently.
//
// BUMP THIS in any commit that changes what the generator produces.
//
// Without it a world directory silently pins whatever the generator did the
// first time it ran: chunkAt prefers the store over the generator, so the
// already-explored area around spawn keeps its old terrain and every later fix
// looks like it did nothing in exactly the place you are standing.
const generatorVersion = 7
// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
// because it is ours, not part of the vanilla chunk format.
const generatorVersionTag = "RegionIOGeneratorVersion"
// minYSection is the on-disk "yPos": the section index at MinY (-64 → -4),
// since sections are 16 blocks tall and the overworld is 24 sections from
// section index -4 to 19.
const minYSection = -4
// mkdirAll is a thin wrapper over os.MkdirAll kept here so the persistence
// layer reads as a self-contained unit.
func mkdirAll(path string) error { return os.MkdirAll(path, 0o755) }
// biomeNameByID resolves a numeric biome ID back to its registry name. It scans
// the synced biome registry once per call (cheap; 65 entries). Returns
// "minecraft:plains" as a safe fallback for unknown IDs.
func biomeNameByID(id uint16) string {
for _, reg := range registry.Synced() {
if reg.Name != "minecraft:worldgen/biome" {
continue
}
if int(id) < len(reg.Entries) {
return reg.Entries[id]
}
break
}
return "minecraft:plains"
}
// biomeIDByName is the reverse of biomeNameByID for decoding on-disk chunk NBT.
func biomeIDByName(name string) uint16 {
if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
return uint16(id)
}
return BiomePlains
}
// Store reads and writes chunks under a world directory's region/ folder.
type Store struct {
dir string
mu sync.Mutex
regions map[[2]int]*RegionFile
metaMu sync.Mutex
meta worldMetadata
}
const worldMetadataFile = "regionio-world.json"
type worldMetadata struct {
Format int `json:"format"`
Seed int64 `json:"seed"`
// GameTime and DayTime persist the world clock. A file written before they
// existed simply lacks them, and the world resumes at dawn as it used to.
GameTime int64 `json:"gameTime"`
DayTime int64 `json:"dayTime"`
}
// NewStore opens (or creates) the world directory at dir, ensuring region/
// exists. Chunks are loaded/saved relative to dir/region.
func NewStore(dir string) (*Store, error) {
return newStore(dir, nil)
}
// NewStoreForSeed opens a persistent world and records its generation seed.
// Reopening the same directory with another seed is rejected to prevent seams
// between previously stored chunks and newly generated terrain.
func NewStoreForSeed(dir string, seed int64) (*Store, error) {
return newStore(dir, &seed)
}
func newStore(dir string, seed *int64) (*Store, error) {
regionDir := filepath.Join(dir, "region")
if err := mkdirAll(regionDir); err != nil {
return nil, err
}
store := &Store{dir: dir, regions: make(map[[2]int]*RegionFile)}
if seed != nil {
meta, err := validateWorldMetadata(dir, *seed)
if err != nil {
return nil, err
}
store.meta = meta
}
return store, nil
}
// WorldTime returns the clock stored with the world. It is zero for a world
// opened without a seed (which skips the metadata file) or written before the
// clock was persisted.
func (s *Store) WorldTime() (gameTime, dayTime int64) {
s.metaMu.Lock()
defer s.metaMu.Unlock()
return s.meta.GameTime, s.meta.DayTime
}
// SaveWorldTime rewrites the metadata file with a new clock. It is a no-op for
// a world with no metadata file, which has no seed to write back.
func (s *Store) SaveWorldTime(gameTime, dayTime int64) error {
s.metaMu.Lock()
defer s.metaMu.Unlock()
if s.meta.Format == 0 {
return nil
}
if s.meta.GameTime == gameTime && s.meta.DayTime == dayTime {
return nil
}
meta := s.meta
meta.GameTime, meta.DayTime = gameTime, dayTime
if err := writeWorldMetadata(s.dir, meta); err != nil {
return err
}
s.meta = meta
return nil
}
func validateWorldMetadata(dir string, seed int64) (worldMetadata, error) {
path := filepath.Join(dir, worldMetadataFile)
raw, err := os.ReadFile(path)
if err == nil {
var meta worldMetadata
if err := json.Unmarshal(raw, &meta); err != nil {
return worldMetadata{}, fmt.Errorf("world: decode %s: %w", path, err)
}
if meta.Format != 1 {
return worldMetadata{}, fmt.Errorf("world: unsupported metadata format %d", meta.Format)
}
if meta.Seed != seed {
return worldMetadata{}, fmt.Errorf("world: seed mismatch for %s: stored %d, configured %d", dir, meta.Seed, seed)
}
return meta, nil
}
if !os.IsNotExist(err) {
return worldMetadata{}, err
}
meta := worldMetadata{Format: 1, Seed: seed}
return meta, writeWorldMetadata(dir, meta)
}
// writeWorldMetadata replaces the metadata file atomically: write a temporary
// beside it, fsync, then rename over the original.
func writeWorldMetadata(dir string, meta worldMetadata) error {
path := filepath.Join(dir, worldMetadataFile)
raw, err := json.MarshalIndent(meta, "", " ")
if err != nil {
return err
}
raw = append(raw, '\n')
tmp, err := os.CreateTemp(dir, ".regionio-world-*.tmp")
if err != nil {
return err
}
tmpName := tmp.Name()
defer os.Remove(tmpName)
if _, err := tmp.Write(raw); err != nil {
tmp.Close()
return err
}
if err := tmp.Sync(); err != nil {
tmp.Close()
return err
}
if err := tmp.Close(); err != nil {
return err
}
return os.Rename(tmpName, path)
}
// regionFor returns the cached RegionFile for the chunk's region, opening it on
// first use. Caller is responsible for any higher-level locking; the RegionFile
// itself is goroutine-safe.
func (s *Store) regionFor(cx, cz int32) (*RegionFile, error) {
rx, rz, _, _ := regionIndex(cx, cz)
key := [2]int{rx, rz}
s.mu.Lock()
rf, ok := s.regions[key]
s.mu.Unlock()
if ok {
return rf, nil
}
rf, err := OpenRegion(filepath.Join(s.dir, "region"), rx, rz)
if err != nil {
return nil, err
}
s.mu.Lock()
// Another goroutine may have opened the same region concurrently.
if existing, dup := s.regions[key]; dup {
rf.Close()
rf = existing
} else {
s.regions[key] = rf
}
s.mu.Unlock()
return rf, nil
}
// LoadChunk reads and decodes the chunk at (cx, cz). It returns ErrChunkNotFound
// when the chunk is not stored.
func (s *Store) LoadChunk(cx, cz int32) (*Chunk, error) {
rx, rz, lx, lz := regionIndex(cx, cz)
rf, err := s.regionFor(cx, cz)
if err != nil {
return nil, err
}
raw, err := rf.ReadChunk(lx, lz)
if err != nil {
return nil, err
}
_, tag, err := nbt.UnmarshalNamed(raw)
if err != nil {
return nil, fmt.Errorf("world: decode chunk (%d,%d) NBT: %w", cx, cz, err)
}
root, ok := tag.(*nbt.Compound)
if !ok {
return nil, fmt.Errorf("world: chunk (%d,%d) root is not a compound", cx, cz)
}
return nbtToChunk(root, rx, rz, lx, lz)
}
// SaveChunk encodes the chunk and writes it to its region file.
func (s *Store) SaveChunk(c *Chunk) error {
snapshot, _ := c.snapshot()
return s.saveSnapshot(snapshot)
}
// saveSnapshot writes a detached chunk snapshot without copying it again.
func (s *Store) saveSnapshot(c *Chunk) error {
rf, err := s.regionFor(c.X, c.Z)
if err != nil {
return err
}
raw := nbt.MarshalNamed("", chunkToNBT(c))
_, _, lx, lz := regionIndex(c.X, c.Z)
return rf.WriteChunk(lx, lz, raw)
}
// Close releases all open region files. Called on shutdown.
func (s *Store) Close() error {
s.mu.Lock()
defer s.mu.Unlock()
var firstErr error
for _, rf := range s.regions {
if err := rf.Close(); err != nil && firstErr == nil {
firstErr = err
}
}
s.regions = nil
return firstErr
}
// chunkToNBT builds the Level-nested on-disk NBT for a chunk. The wire Encode()
// format is not reusable here: disk uses named palettes and the 26.1.2 Level
// layout with per-section biomes.
func chunkToNBT(c *Chunk) *nbt.Compound {
level := nbt.NewCompound().
Set("xPos", nbt.Int(c.X)).
Set("zPos", nbt.Int(c.Z)).
Set("yPos", nbt.Int(int32(minYSection))).
Set("Status", nbt.String("minecraft:full")).
Set("LastUpdate", nbt.Long(0)).
Set("InhabitedTime", nbt.Long(0))
if c.lightReady {
level.Set("isLightOn", nbt.Byte(1))
}
// Sections: one compound per vertical section, including empty ones so the
// section Y range is contiguous (vanilla expects all sections present for
// the full height, though absent sections are tolerated as air).
sections := nbt.List{ElemID: nbt.TagCompound}
for si := 0; si < SectionCount; si++ {
sections.Elems = append(sections.Elems, sectionToNBT(c, si))
}
level.Set("sections", sections)
level.Set("Heightmaps", buildHeightmaps(c))
// Required-but-empty fields so vanilla loads the chunk without complaints.
level.Set("block_entities", nbt.List{ElemID: nbt.TagCompound})
level.Set("structures", nbt.NewCompound())
return nbt.NewCompound().
Set("DataVersion", nbt.Int(dataVersion26)).
Set(generatorVersionTag, nbt.Int(generatorVersion)).
Set("Level", level)
}
// sectionToNBT builds one section compound: Y + block_states + biomes. Palettes
// are emitted even for single-value sections (no "data" array) which vanilla
// reads as "the whole section is this one entry".
func sectionToNBT(c *Chunk, si int) *nbt.Compound {
yIdx := int32(si + minYSection)
sec := nbt.NewCompound().Set("Y", nbt.Int(yIdx))
// Block states: build a palette of distinct IDs in the section, then a packed
// long array of indices (only when more than one distinct value).
var palette []uint16
indexOf := map[uint16]int{}
blockStates := nbt.NewCompound()
hasBlocks := c.sections[si] != nil
if hasBlocks {
s := c.sections[si]
// Collect palette in first-seen order.
for _, id := range s {
if _, ok := indexOf[id]; !ok {
indexOf[id] = len(palette)
palette = append(palette, id)
}
}
palList := nbt.List{ElemID: nbt.TagCompound}
for _, id := range palette {
palList.Elems = append(palList.Elems, blockPaletteEntry(id))
}
blockStates.Set("palette", palList)
if len(palette) > 1 {
blockStates.Set("data", packIndices(s[:], indexOf))
}
} else {
// Empty section → air palette, no data.
blockStates.Set("palette", nbt.List{
ElemID: nbt.TagCompound,
Elems: []nbt.Tag{blockPaletteEntry(StateAir)},
})
}
sec.Set("block_states", blockStates)
// Biomes: 4×4×4 cells. Per-section array if present, else the uniform biome.
biomes := nbt.NewCompound()
biomePalette := []uint16{c.biome}
biomeIndexOf := map[uint16]int{c.biome: 0}
if c.biomes[si] != nil {
biomePalette = biomePalette[:0]
biomeIndexOf = map[uint16]int{}
for _, id := range c.biomes[si] {
if _, ok := biomeIndexOf[id]; !ok {
biomeIndexOf[id] = len(biomePalette)
biomePalette = append(biomePalette, id)
}
}
}
biomePalList := nbt.List{ElemID: nbt.TagString}
for _, id := range biomePalette {
biomePalList.Elems = append(biomePalList.Elems, nbt.String(biomeNameByID(id)))
}
biomes.Set("palette", biomePalList)
if c.biomes[si] != nil && len(biomePalette) > 1 {
biomes.Set("data", packIndices(c.biomes[si][:], biomeIndexOf))
}
sec.Set("biomes", biomes)
if c.lightReady {
if sky := c.skyLight[si]; sky != nil {
sec.Set("SkyLight", nbt.ByteArray(append([]byte(nil), sky[:]...)))
}
if block := c.blockLight[si]; block != nil {
sec.Set("BlockLight", nbt.ByteArray(append([]byte(nil), block[:]...)))
}
}
return sec
}
// buildHeightmaps emits a minimal WORLD_SURFACE heightmap (the first non-air
// block per column, packed 9 bits/value, 7 per long like vanilla). Other
// heightmaps are omitted; vanilla recomputes what it needs.
func buildHeightmaps(c *Chunk) *nbt.Compound {
const bits = 9
longs := make(nbt.LongArray, 37) // 256 values × 9 bits / 64 ≈ 36, +1
perLong := 64 / bits // 7
for x := 0; x < 16; x++ {
for z := 0; z < 16; z++ {
h := topNonAirY(c, x, z)
// heightmap value is (y - MinY + 1); store absolute block count.
val := int64(h - MinY + 1)
if val < 0 {
val = 0
}
idx := z*16 + x
longIdx := idx / perLong
bitOff := (idx % perLong) * bits
longs[longIdx] |= val << uint(bitOff)
}
}
return nbt.NewCompound().Set("WORLD_SURFACE", longs)
}
// topNonAirY returns the Y of the highest non-air block in column (x,z), or
// MinY-1 if the column is empty.
func topNonAirY(c *Chunk, x, z int) int {
for si := SectionCount - 1; si >= 0; si-- {
s := c.sections[si]
if s == nil {
continue
}
for ly := 15; ly >= 0; ly-- {
if s[blockIndex(x, MinY+si*16+ly, z)] != StateAir {
return MinY + si*16 + ly
}
}
}
return MinY - 1
}
// packIndices packs a slice of IDs into a long array using the minimum bit width
// for the palette size, mirroring the network paletted-container packing (no
// value spans a long boundary in vanilla's chunk NBT).
func packIndices(ids []uint16, indexOf map[uint16]int) nbt.LongArray {
bits := bitsFor(len(indexOf))
if bits < 1 {
bits = 1
}
perLong := 64 / bits
if perLong == 0 {
perLong = 1
}
numLongs := (len(ids) + perLong - 1) / perLong
longs := make(nbt.LongArray, numLongs)
for i, id := range ids {
idx := int64(indexOf[id])
longIdx := i / perLong
bitOff := (i % perLong) * bits
longs[longIdx] |= idx << uint(bitOff)
}
return longs
}
// nbtToChunk decodes the Level-nested chunk NBT back into a Chunk. The chunk's
// absolute coordinates are derived from the on-disk xPos/zPos (authoritative);
// the region/local coords passed in are used only to validate.
func nbtToChunk(root *nbt.Compound, regionX, regionZ, localX, localZ int) (*Chunk, error) {
// Reject anything the current generator did not produce so the caller
// regenerates instead of serving stale terrain. Chunks written before the
// stamp existed have no tag and decode as 0, so they are invalidated too.
// This is per-chunk on purpose: the world metadata file guards the seed,
// which is a hard mismatch, while a generator change is routine and should
// quietly regenerate rather than refuse to open the world.
if v := nbtAsInt(root, generatorVersionTag); v != generatorVersion {
return nil, ErrChunkNotFound
}
levelTag, ok := root.Get("Level")
if !ok {
return nil, fmt.Errorf("world: chunk NBT missing Level")
}
level, ok := levelTag.(*nbt.Compound)
if !ok {
return nil, fmt.Errorf("world: Level is not a compound")
}
cx := int32(nbtAsInt(level, "xPos"))
cz := int32(nbtAsInt(level, "zPos"))
wantX := int32(regionX*32 + localX)
wantZ := int32(regionZ*32 + localZ)
if cx != wantX || cz != wantZ {
return nil, fmt.Errorf("world: chunk coordinates (%d,%d) do not match region slot (%d,%d)", cx, cz, wantX, wantZ)
}
c := &Chunk{X: cx, Z: cz, biome: BiomePlains}
if lightTag, ok := level.Get("isLightOn"); ok {
if enabled, ok := lightTag.(nbt.Byte); ok && enabled != 0 {
c.lightReady = true
}
}
// Sections.
if secTag, ok := level.Get("sections"); ok {
if secList, ok := secTag.(nbt.List); ok && secList.ElemID == nbt.TagCompound {
for _, st := range secList.Elems {
sc, ok := st.(*nbt.Compound)
if !ok {
continue
}
yIdx := int(nbtAsInt(sc, "Y"))
si := yIdx - minYSection
if si < 0 || si >= SectionCount {
continue
}
readBlockStates(c, si, sc)
readBiomes(c, si, sc)
readLightSection(c, si, sc)
}
}
}
return c, nil
}
func readLightSection(c *Chunk, si int, sc *nbt.Compound) {
read := func(name string) *[2048]byte {
tag, ok := sc.Get(name)
if !ok {
return nil
}
data, ok := tag.(nbt.ByteArray)
if !ok || len(data) != 2048 {
c.lightReady = false
return nil
}
out := new([2048]byte)
copy(out[:], data)
return out
}
c.skyLight[si] = read("SkyLight")
c.blockLight[si] = read("BlockLight")
}
// readBlockStates decodes a section's block_states {palette, data?} into the
// chunk's section array. A palette of size 1 fills the whole section; otherwise
// the packed data array is unpacked.
func readBlockStates(c *Chunk, si int, sc *nbt.Compound) {
bsTag, ok := sc.Get("block_states")
if !ok {
return
}
bs, ok := bsTag.(*nbt.Compound)
if !ok {
return
}
palTag, ok := bs.Get("palette")
if !ok {
return
}
pal, ok := palTag.(nbt.List)
if !ok || pal.ElemID != nbt.TagCompound {
return
}
// Decode palette entries to state IDs.
ids := make([]uint16, len(pal.Elems))
for i, e := range pal.Elems {
ec, ok := e.(*nbt.Compound)
if !ok {
ids[i] = StateAir
continue
}
name := string(nbtAsString(ec, "Name"))
props := readProps(ec)
ids[i] = nameToStateID(name, props)
}
c.section(si) // ensure allocated
s := c.sections[si]
if len(ids) == 1 {
var fill [sectionVol]uint16
for i := range fill {
fill[i] = ids[0]
}
c.sections[si] = &fill
return
}
if dataTag, ok := bs.Get("data"); ok {
if data, ok := dataTag.(nbt.LongArray); ok {
unpackIndices(s[:], ids, data)
}
}
}
// readBiomes decodes a section's biomes {palette, data?} into the per-cell array.
func readBiomes(c *Chunk, si int, sc *nbt.Compound) {
bTag, ok := sc.Get("biomes")
if !ok {
return
}
bc, ok := bTag.(*nbt.Compound)
if !ok {
return
}
palTag, ok := bc.Get("palette")
if !ok {
return
}
pal, ok := palTag.(nbt.List)
if !ok || pal.ElemID != nbt.TagString {
return
}
ids := make([]uint16, len(pal.Elems))
for i, e := range pal.Elems {
ids[i] = biomeIDByName(string(e.(nbt.String)))
}
if len(ids) == 1 {
cells := new([biomeCellsPerSection]uint16)
for i := range cells {
cells[i] = ids[0]
}
c.biomes[si] = cells
return
}
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 := bitsFor(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]
}
}
}