165 lines
5.3 KiB
Go
165 lines
5.3 KiB
Go
// Package server holds the RegionIO core: configuration, shared state, and the
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// data shown to clients (status, MOTD).
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package server
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import (
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"encoding/json"
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"sync"
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"regionio/internal/protocol"
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"regionio/internal/world"
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)
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// Config holds operator-tunable settings for a RegionIO instance.
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type Config struct {
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Host string
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Port int
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MOTD string
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MaxPlayers int
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// CompressionThreshold is the minimum uncompressed packet size (bytes) that
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// triggers zlib compression. Negative disables compression entirely.
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CompressionThreshold int
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// WorldSeed seeds terrain generation.
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WorldSeed int64
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// WorldDir is the on-disk world directory. When non-empty, chunks are
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// read from and written to <WorldDir>/region/*.mca and player edits
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// survive restarts. Empty disables persistence (in-memory only).
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WorldDir string
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// MaxCachedChunks bounds the in-memory chunk+frame cache (LRU). 0 means
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// unbounded (use only for tests/flat worlds). At ~200KiB/chunk, 1024 ≈ 200MB.
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MaxCachedChunks int
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}
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// DefaultConfig returns sensible defaults matching vanilla expectations.
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func DefaultConfig() Config {
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return Config{
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Host: "0.0.0.0",
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Port: 25565,
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MOTD: "RegionIO — a Minecraft server in Go",
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MaxPlayers: 20,
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CompressionThreshold: 256,
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// WorldSeed defaults to 0 for backward compatibility; operators override
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// it via the REGIONIO_SEED env var or the -seed flag.
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WorldSeed: 0,
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// WorldDir defaults to "world" so the world persists by default;
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// set to "" for a throwaway in-memory world.
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WorldDir: "world",
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// MaxCachedChunks keeps the live cache near 200MB at the default; the
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// streamer's pre-gen ring and player view distance comfortably fit.
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MaxCachedChunks: 1024,
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}
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}
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// Server is the top-level core shared across all connections.
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type Server struct {
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cfg Config
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chunks *world.Cache
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store *world.Store // nil when persistence is disabled
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entities *world.EntityManager
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// playerPos tracks the last known position of each player by name.
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playerPos sync.Map // map[string][3]float64
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}
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// New constructs a Server from cfg. When cfg.WorldDir is set, the world is
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// backed by an on-disk store under that directory; otherwise it is in-memory
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// only. A returned error (e.g. the world dir cannot be created) is fatal.
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func New(cfg Config) (*Server, error) {
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gen := world.NewVanillaGenerator(cfg.WorldSeed)
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em := world.NewEntityManager()
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if cfg.WorldDir == "" {
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// No persistence; keep eviction off too (flat/test worlds expect full
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// presence). Real servers set WorldDir and MaxCachedChunks together.
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return &Server{cfg: cfg, chunks: world.NewCache(int32(cfg.CompressionThreshold), gen), entities: em}, nil
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}
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store, err := world.NewStore(cfg.WorldDir)
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if err != nil {
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return nil, err
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}
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return &Server{
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cfg: cfg,
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chunks: world.NewCacheWithLimit(int32(cfg.CompressionThreshold), gen, store, cfg.MaxCachedChunks),
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store: store,
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entities: em,
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}, nil
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}
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// Config returns the active configuration.
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func (s *Server) Config() Config { return s.cfg }
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// Chunks returns the shared chunk cache.
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func (s *Server) Chunks() *world.Cache { return s.chunks }
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// Entities returns the shared entity manager.
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func (s *Server) Entities() *world.EntityManager { return s.entities }
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// SetPlayerPosition updates the tracked position of a player.
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func (s *Server) SetPlayerPosition(name string, x, y, z float64) {
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s.playerPos.Store(name, [3]float64{x, y, z})
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}
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// RemovePlayerPosition removes a player from tracking.
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func (s *Server) RemovePlayerPosition(name string) {
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s.playerPos.Delete(name)
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}
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// NearestPlayer returns the position of the nearest player to (x, y, z).
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// Returns false if no players are online.
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func (s *Server) NearestPlayer(x, y, z float64) (pos [3]float64, ok bool) {
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minDist := float64(-1)
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s.playerPos.Range(func(key, value any) bool {
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p := value.([3]float64)
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dist := (p[0]-x)*(p[0]-x) + (p[1]-y)*(p[1]-y) + (p[2]-z)*(p[2]-z)
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if minDist < 0 || dist < minDist {
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minDist = dist
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pos = p
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ok = true
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}
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return true
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})
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return
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}
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// Store returns the on-disk world store, or nil if persistence is disabled.
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func (s *Server) Store() *world.Store { return s.store }
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// statusResponse mirrors the JSON shape the client expects for the server-list
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// ping. Field names and nesting are part of the protocol contract.
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type statusResponse struct {
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Version statusVersion `json:"version"`
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Players statusPlayers `json:"players"`
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Description statusText `json:"description"`
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// EnforcesSecureChat is read by the client; false keeps unsigned chat working.
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EnforcesSecureChat bool `json:"enforcesSecureChat"`
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}
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type statusVersion struct {
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Name string `json:"name"`
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Protocol int `json:"protocol"`
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}
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type statusPlayers struct {
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Max int `json:"max"`
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Online int `json:"online"`
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}
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type statusText struct {
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Text string `json:"text"`
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}
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// StatusJSON returns the marshaled status response for the server-list ping.
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func (s *Server) StatusJSON(onlinePlayers int) ([]byte, error) {
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resp := statusResponse{
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Version: statusVersion{
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Name: protocol.GameVersion,
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Protocol: protocol.ProtocolVersion,
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},
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Players: statusPlayers{
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Max: s.cfg.MaxPlayers,
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Online: onlinePlayers,
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},
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Description: statusText{Text: s.cfg.MOTD},
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EnforcesSecureChat: false,
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}
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return json.Marshal(resp)
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}
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