RegionIO/internal/world/heightmap_test.go
Master290 9e91425c5d Write the section fluid count instead of a hardcoded zero
LevelChunkSection puts two shorts in front of every section: nonEmptyBlockCount
and fluidCount. We wrote the first and then a literal 0 for the second, under a
comment claiming it was a reserved field that vanilla always leaves at zero.
It is not reserved and vanilla does not.

So every client was told every section is fluid-free, in a world where the
aquifer now fills oceans, lakes and flooded caves. The golden test did not catch
it because its fixture is a superflat chunk whose real fluid count is zero.

The count is per block state, not per block: a waterlogged stair holds a fluid
while a dry one does not, and the flag for that comes from the block-state dump
added with the heightmaps.
2026-07-27 03:28:49 +03:00

148 lines
5.6 KiB
Go

package world
import "testing"
// TestHeightmapsDiffer is the check the old code could not pass: the three
// heightmaps sent to the client are different maps. They were all written from
// one "highest non-air" array, on the stated assumption that our terrain has no
// leaves or transparency — untrue the moment the generator grew trees and
// flowers.
//
// The client reads MOTION_BLOCKING to place rain and snow and to land a fishing
// bobber, and MOTION_BLOCKING_NO_LEAVES to decide what counts as sky cover.
func TestHeightmapsDiffer(t *testing.T) {
c := NewChunk(0, 0, BiomePlains)
const floor = 64
dandelion := nameToStateID("minecraft:dandelion", nil)
if dandelion == StateAir {
t.Fatal("dandelion is missing from the block table")
}
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
c.SetBlock(lx, floor, lz, StateStone)
}
}
// A flower: non-air, but it neither blocks motion nor holds fluid.
c.SetBlock(1, floor+1, 1, dandelion)
// A canopy: leaves block motion, so MOTION_BLOCKING counts them and
// MOTION_BLOCKING_NO_LEAVES does not.
c.SetBlock(2, floor+3, 2, StateOakLeaf)
// Water blocks neither entities nor light but does hold fluid, so it
// counts for both motion maps.
c.SetBlock(3, floor+1, 3, StateWater)
surface, motion, noLeaves := c.heightmaps()
at := func(h [256]uint16, lx, lz int) int { return int(h[lz*16+lx]) + MinY }
cases := []struct {
name string
lx, lz int
wantSurface, wantMotion, wantNo int
}{
{"plain stone: all three agree", 0, 0, floor + 1, floor + 1, floor + 1},
{"flower: only the surface map sees it", 1, 1, floor + 2, floor + 1, floor + 1},
{"leaves: no-leaves map falls through to the stone", 2, 2, floor + 4, floor + 4, floor + 1},
{"water: counts as fluid for both motion maps", 3, 3, floor + 2, floor + 2, floor + 2},
}
for _, c := range cases {
gotS := at(surface, c.lx, c.lz)
gotM := at(motion, c.lx, c.lz)
gotN := at(noLeaves, c.lx, c.lz)
if gotS != c.wantSurface || gotM != c.wantMotion || gotN != c.wantNo {
t.Errorf("%s: surface=%d motion=%d noLeaves=%d, want %d/%d/%d",
c.name, gotS, gotM, gotN, c.wantSurface, c.wantMotion, c.wantNo)
}
}
// A column with no matching block at all stores zero, not the world floor.
// A chunk of pure air is the clearest case, and it also exercises the
// nil-section fast path.
emptySurface, emptyMotion, emptyNoLeaves := NewChunk(0, 0, BiomePlains).heightmaps()
for i := range emptySurface {
if emptySurface[i] != 0 || emptyMotion[i] != 0 || emptyNoLeaves[i] != 0 {
t.Fatalf("empty chunk column %d reported %d/%d/%d, want all zero",
i, emptySurface[i], emptyMotion[i], emptyNoLeaves[i])
}
}
}
// TestBlockStatePredicates spot-checks the flags the dump carries against
// blocks whose behaviour is not in doubt. A silently wrong dump would make the
// heightmaps wrong everywhere at once.
func TestBlockStatePredicates(t *testing.T) {
cases := []struct {
name string
state uint16
motion, noLeaves, isLeaves bool
}{
{"stone", StateStone, true, true, false},
{"grass block", StateGrass, true, true, false},
{"oak log", StateOakLog, true, true, false},
{"oak leaves", StateOakLeaf, true, false, true},
{"water", StateWater, true, true, false},
{"lava", StateLava, true, true, false},
{"air", StateAir, false, false, false},
}
for _, c := range cases {
if got := blocksMotionOrFluid(c.state); got != c.motion {
t.Errorf("%s: blocksMotionOrFluid = %v, want %v", c.name, got, c.motion)
}
if got := blocksMotionNoLeaves(c.state); got != c.noLeaves {
t.Errorf("%s: blocksMotionNoLeaves = %v, want %v", c.name, got, c.noLeaves)
}
if got := stateFlags(c.state)&flagLeaves != 0; got != c.isLeaves {
t.Errorf("%s: leaves flag = %v, want %v", c.name, got, c.isLeaves)
}
}
// A flower is the case that separates WORLD_SURFACE from MOTION_BLOCKING.
dandelion := nameToStateID("minecraft:dandelion", nil)
if dandelion == StateAir {
t.Fatal("dandelion is missing from the block table")
}
if blocksMotionOrFluid(dandelion) {
t.Error("dandelion blocks motion; it should not")
}
}
// TestSectionFluidCount checks the second short of a chunk section. It was
// written as a constant zero under a comment calling it reserved, so every
// client was told every section is fluid-free.
func TestSectionFluidCount(t *testing.T) {
c := NewChunk(0, 0, BiomePlains)
const y = 20
// One section: stone floor, water above it, and one waterlogged block —
// which counts as fluid even though it is not a fluid block.
stairs := nameToStateID("minecraft:oak_stairs", map[string]string{
"facing": "north", "half": "bottom", "shape": "straight", "waterlogged": "true",
})
if stairs == StateAir {
t.Fatal("waterlogged oak stairs are missing from the block table")
}
if stateFlags(stairs)&flagFluid == 0 {
t.Fatal("waterlogged stairs do not carry the fluid flag; the dump is wrong")
}
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
c.SetBlock(lx, y, lz, StateStone)
c.SetBlock(lx, y+1, lz, StateWater)
}
}
c.SetBlock(0, y+2, 0, stairs)
si := (y - MinY) >> 4
nonEmpty, fluid := sectionCounts(c.sections[si])
if want := uint16(16*16*2 + 1); nonEmpty != want {
t.Errorf("nonEmptyBlockCount = %d, want %d", nonEmpty, want)
}
if want := uint16(16*16 + 1); fluid != want {
t.Errorf("fluidCount = %d, want %d (256 water + 1 waterlogged)", fluid, want)
}
// A section of dry stone still reports zero, and an absent section too.
dry := NewChunk(0, 0, BiomePlains)
dry.SetBlock(0, y, 0, StateStone)
if _, fluid := sectionCounts(dry.sections[si]); fluid != 0 {
t.Errorf("dry section fluidCount = %d, want 0", fluid)
}
}