Ports MonsterRoomFeature from bytecode with vanilla draw order and loop structure: shell validation (solid floor and ceiling, one to five open side columns), interior cave_air carving, cobblestone walls with the mossy three-in-four floor roll drawn only where vanilla draws it, chest placement faced away from its single opaque neighbour with the loot-seed long consumed even though block entities are not modelled yet, and the spawner's one-draw mob pick. Writes go through Feature.safeSetBlock semantics against #minecraft:features_cannot_replace, captured verbatim from the jar into the embedded datapack data. The pass slots between geodes and the ores so the rooms' cave_air pockets exist before ore ellipsoids roll their air-exposure discards. The committed fixture's four chunks happen to contain no dungeons, so measured parity holds at 98.028%, but the generator's output can differ elsewhere: generatorVersion bumps to 22. |
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| .github/workflows | ||
| cmd | ||
| internal | ||
| tools | ||
| .gitignore | ||
| CLAUDE.md | ||
| go.mod | ||
| LICENSE | ||
| Makefile | ||
| README.md | ||
A Minecraft Java Edition server core written in Go, targeting version
26.1.2 (protocol 775). RegionIO implements the connection lifecycle
(status → login → configuration → play), multiplayer chunk streaming, shared
block editing, persistent worlds, and an overworld generator built on the real
noise_router final_density tree.
Status
- Network: full handshake/status/login (offline mode)/configuration/play state machine with zlib compression, keep-alive, and chunk streaming.
- Registries: 28 synchronized registries + tags, captured verbatim from the 26.1.2 vanilla server and sent during configuration.
- World: revisioned, concurrency-safe chunk snapshots; memoized
level_chunk_with_lightframes; ticket-aware bounded LRU cache; shared frame admission limit; Anvil.mcapersistence with autosave and seed metadata. - Generation: vanilla-derived overworld terrain from the embedded datapack
(
ImprovedNoise/PerlinNoise/BlendedNoise/NormalNoise+ the density function interpreter), 3D multi-noise biomes, surface-rule interpretation, configured carvers, aquifers, noise-router ore veins, deterministic decoration, and basic template structures. The complete vanilla feature and biome datapack graph is embedded; feature ordering, placement modifiers, vertical anchors/providers, biome filters, and mutable region writes are implemented. Production region replay now covers cross-chunk ores, disks, underwater magma, stage-2 amethyst geodes, and lush-cave moss ground patches directly from their datapack configurations. - Gameplay: four-player session registry; player join/leave and movement synchronization; chunk-scoped visibility for players and mobs; shared creative block place/break; broadcast chat; and hotbar item→block mapping.
- Lighting: stored vanilla nibble arrays for sky and block light; horizontal
and cross-chunk propagation; incremental updates after edits; persisted
SkyLight/BlockLight; load-time border reconciliation; and chunk-scopedlight_updatebroadcasts. - Chunk lifecycle: per-client view and prefetch tickets, strict near-first ring streaming, stale-recenter cutoff, explicit client unload packets, and eviction only after the final owner releases a chunk.
- Safety: duplicate chunk generation is coalesced; corrupt stored chunks are not silently regenerated or overwritten; a world cannot reopen with another seed.
Build & run
go build ./...
go run ./cmd/regionio -seed 12345 -port 25565 -viewdistance 2
The world seed defaults to 0; override it with the -seed flag or the
REGIONIO_SEED environment variable. The server listens on 0.0.0.0:25565.
Changing the seed for an existing world directory is rejected. The server caps
the client-requested chunk radius at 2 by default because cold density-based
generation is expensive; raise it with -viewdistance 3 after the surrounding
world has been generated and cached.
Testing
go test ./...
go test -race -timeout 20m ./...
# or run build, vet, ordinary tests, and race tests:
make verify
# strict block/biome comparison; requires a fixture generated with Java 25:
go run ./cmd/vanillacapture -server server.jar
make parity
The integration suite exercises four clients across two visibility regions:
join, movement, leaving, mob visibility, and local block/light updates. A
two-client scenario separately covers shared block edits and chat. Concurrency
tests cover simultaneous frame encoding, editing, autosave, cache misses, and
session movement/broadcasts. A 16-client lifecycle test exercises overlapping
ticket ownership, bounded global frame work, packet output, and cleanup after
disconnect. Lighting tests compare the initial flat chunk and a 31x31x31
glowstone propagation volume against fixtures captured from the official
vanilla 26.1.2 server. The committed overworld fixture exhaustively compares
393,216 block states, 6,144 biome cells, and three heightmaps across four fixed
chunks. The canonical single-chunk generator currently matches 95.378% of
fixture blocks, while the production region replay path matches 98.028%; both
match all fixture biomes and heightmaps. CI guards the 91% regression floor
while make parity requires exact equality. GitHub Actions runs build/vet/tests,
fixture regression checks, and the full race suite on every push and pull
request. Env-gated diagnostics in internal/world break the remaining gap
down per subsystem (ore paths per state, base-terrain defects with sample
coordinates).
v0.4 scope
RegionIO v0.4 is a small creative multiplayer server core, not a complete vanilla gameplay implementation. Player and mob visibility is chunk-scoped, but there is no interest prioritization or delta-movement compression yet. Lighting matches vanilla's block-state dampening, emission, and face-occlusion properties and reconciles persisted borders when chunks re-enter the live cache. Streaming prioritizes Chebyshev rings and abandons unstarted stale work; an already admitted frame calculation completes atomically rather than being interrupted halfway. Unowned clean chunks remain as an LRU warm cache until capacity pressure evicts them. Structures, placed features, mob AI, authentication, inventory, and survival mechanics remain intentionally partial. The density router, configured carvers, and noise-router ore veins are vanilla-derived. Surface and biome selection are ported but still need broader runtime captures. The production cache now uses atomic batch publication and the datapack-driven region replay path, with cross-chunk writes isolated per target. Underground decoration (ores with deepslate targets, underwater magma, disks) runs from the vanilla stage-6 schedule; the largest remaining fidelity gap is surface decoration — trees, flora, springs, and lakes are still hand-written — plus a few hundred underground cells where our carver or aquifer verdict differs from vanilla. The biome parameter finder uses an exact spatial index and overlapping region requests share a bounded immutable terrain cache, keeping cold 3x3 generation near one second on the reference Ryzen 5 5600X development machine.
The production cache uses atomic batch publication: a miss builds and publishes a complete decorated 3x3 neighborhood, while persisted neighbors still take precedence. This closes the chunk-lifecycle integration boundary without exposing undecorated chunks.
The remaining block-parity gap is entirely inside feature replay: a vanilla capture with every feature and structure set stripped out matches our undecorated pipeline on all 393,216 cells, so density, surface rules, carvers, aquifers, and noise-router veins are already bit-exact. What drifts is the interaction between stages — vanilla opens air pockets (monster rooms, geode voids, lava lakes) before the ores run, and ore ellipsoids crossing that pre-existing air roll air-exposure discard rounds our replay never sees, which is why high-attempt ore drift looks symmetric. The next worldgen milestone is to replay the remaining pre-ore stages, monster rooms first, and raise the 98.028% block parity toward exact equality while keeping cold batch generation within an acceptable latency budget.
Project layout
cmd/regionio/ entry point (config, listener, graceful shutdown)
internal/
protocol/ wire primitives: VarInt, framing, compression, packet IDs
nbt/ NBT encoder/decoder (with modified UTF-8)
registry/ embedded synchronized registries + tags
world/ chunk model, level_chunk encoder, cache, generators, biomes
worldgen/ noise/density core, climate finder, feature datapack runtime
network/ per-connection state machine (handler/conn/play/login/...)
server/ shared core: config, status response, profiles
Notes
The vanilla server.jar and its unpacked libraries//versions/ are not
included (obtain them from Mojang). The embedded data under internal/
(registries, biome parameters, the overworld datapack) is derived from vanilla
reports and is all that is required to build and run.