RegionIO/internal/network/play.go
Master290 d7c80a8858 Background predictive chunk streaming
Chunk generation and sending no longer block the read loop. The read
loop pushes a non-blocking recenter request and stays free to handle
movement, chat, and keep-alive acks immediately; a per-connection
streamer goroutine generates chunks in a worker pool and sends them
serially under the write mutex.

- network/streamer.go: per-connection streamer. spiralOrder emits
  chunks centre-outward; parallelSend fans Cache.Frame across a worker
  pool (Cache.Frame is already goroutine-safe), parallelGenerate warms
  a one-ring predictive border so movement finds ready chunks; the
  loaded-set is owned solely by the streamer.
- network/play.go: beginPlay launches the streamer and pushes an
  initial recenter instead of the old blocking streamAround;
  onPlayerMove now just calls requestRecenter (non-blocking).
- network/handler.go: ctx (connection lifetime) + streamer field; the
  streamer stops when the read loop ends (cancel on serve exit).
- network/configuration.go: client view_distance is saved (clamped
  2..16) and drives the streamer radius.
- Tests: spiral order (centre-first, ring structure) and the
  non-blocking recenter guarantee the read loop relies on.
2026-06-25 00:54:57 +03:00

368 lines
11 KiB
Go

package network
import (
"math"
"time"
"regionio/internal/nbt"
"regionio/internal/protocol"
"regionio/internal/registry"
"regionio/internal/world"
)
// Spawn coordinates. Y sits above the maximum terrain height so the player
// drops onto the generated surface rather than spawning inside it.
const (
spawnX = 8.5
spawnY = 200.0
spawnZ = 8.5
)
// beginPlay sends the join sequence once the client enters the Play phase and
// hands chunk streaming off to the background streamer. The streamer stops when
// h.ctx (the connection lifetime context) is cancelled.
func (h *handler) beginPlay() error {
for i := range h.hotbar {
h.hotbar[i] = -1 // empty
}
if err := h.sendPlayLogin(); err != nil {
return err
}
// "Start waiting for level chunks": tells the client to show the loading
// screen until chunks arrive.
if err := h.sendGameEvent(protocol.GameEventStartWaitingChunks, 0); err != nil {
return err
}
if err := h.sendPlayerPosition(1); err != nil {
return err
}
// Launch the background chunk streamer. It owns generation + sending so the
// read loop stays free; requestRecenter is a non-blocking push.
h.streamer = newStreamer(h.srv.Chunks(), h.conn, h.log, h.viewDistance)
go h.streamer.run(h.ctx)
h.streamer.requestRecenter(0, 0)
go h.keepAliveLoop()
return nil
}
// onPlayerMove recenters the streamer when the player crosses into a new chunk.
// It is a non-blocking push; the read loop never waits on generation.
func (h *handler) onPlayerMove(x, z float64) error {
cx := int32(int64(math.Floor(x)) >> 4)
cz := int32(int64(math.Floor(z)) >> 4)
if h.streamer != nil {
h.streamer.requestRecenter(cx, cz)
}
return nil
}
// sendPlayLogin writes the clientbound play "login" packet. Field layout was
// confirmed against the 26.1.2 vanilla server capture.
func (h *handler) sendPlayLogin() error {
dimTypeIdx := registry.Index("minecraft:dimension_type", "minecraft:overworld")
if dimTypeIdx < 0 {
dimTypeIdx = 0
}
w := protocol.NewWriter(128)
w.Int32(1) // entity ID
w.Bool(false) // is hardcore
// Dimension names: the worlds available on this server.
dims := []string{"minecraft:overworld", "minecraft:the_end", "minecraft:the_nether"}
w.VarInt(int32(len(dims)))
for _, d := range dims {
w.String(d)
}
w.VarInt(int32(h.srv.Config().MaxPlayers)) // max players (legacy)
w.VarInt(10) // view distance
w.VarInt(10) // simulation distance
w.Bool(false) // reduced debug info
w.Bool(true) // enable respawn screen
w.Bool(false) // do limited crafting
w.VarInt(int32(dimTypeIdx)) // dimension type (registry index)
w.String("minecraft:overworld") // dimension name (this world)
w.Int64(0) // hashed seed
w.Byte(1) // game mode: creative (instant break, creative inventory)
w.Byte(0xFF) // previous game mode: -1 (none)
w.Bool(false) // is debug
w.Bool(false) // is flat
w.Bool(false) // has death location
w.VarInt(0) // portal cooldown
w.VarInt(63) // sea level (overworld)
w.Bool(false) // enforces secure chat
return h.conn.SendWriter(protocol.PlayLogin, w)
}
// sendGameEvent writes a game_event packet (event id + float value).
func (h *handler) sendGameEvent(event byte, value float32) error {
w := protocol.NewWriter(5)
w.Byte(event)
w.Float32(value)
return h.conn.SendWriter(protocol.PlayGameEvent, w)
}
// sendPlayerPosition teleports the player to spawn. The client must echo the
// teleport ID back via accept_teleportation.
func (h *handler) sendPlayerPosition(teleportID int32) error {
w := protocol.NewWriter(64)
w.VarInt(teleportID)
w.Float64(spawnX).Float64(spawnY).Float64(spawnZ) // position
w.Float64(0).Float64(0).Float64(0) // velocity
w.Float32(0) // yaw
w.Float32(0) // pitch
w.Int32(0) // relative flags
return h.conn.SendWriter(protocol.PlayPlayerPosition, w)
}
// keepAliveLoop sends a keep-alive every 15 seconds. It exits as soon as a send
// fails, which happens when the connection closes.
func (h *handler) keepAliveLoop() {
ticker := time.NewTicker(15 * time.Second)
defer ticker.Stop()
for range ticker.C {
id := time.Now().UnixMilli()
w := protocol.NewWriter(8)
w.Int64(id)
if err := h.conn.SendWriter(protocol.PlayKeepAliveCB, w); err != nil {
return
}
}
}
// handlePlay dispatches serverbound play packets. Most are tolerated for now;
// teleport and keep-alive are acknowledged/logged.
func (h *handler) handlePlay(pkt protocol.Packet) error {
switch pkt.ID {
case protocol.PlayAcceptTeleport:
id, err := pkt.Body().VarInt()
if err != nil {
return err
}
h.log.Debug("teleport confirmed", "id", id)
return nil
case protocol.PlayKeepAliveServer:
// A response to our keep-alive; presence is enough for liveness.
h.log.Debug("keep-alive ack")
return nil
case protocol.PlayPlayerLoaded:
h.log.Info("player loaded into world", "name", h.conn.Profile.Name)
return nil
case protocol.PlayMovePos, protocol.PlayMovePosRot:
// Both packets begin with the absolute X, Y, Z position.
r := pkt.Body()
x, err := r.Float64()
if err != nil {
return err
}
if _, err := r.Float64(); err != nil { // feet Y, unused for streaming
return err
}
z, err := r.Float64()
if err != nil {
return err
}
return h.onPlayerMove(x, z)
case protocol.PlayPlayerAction:
return h.handlePlayerAction(pkt)
case protocol.PlayChatMessage:
return h.handleChat(pkt)
case protocol.PlayUseItemOn:
return h.handleUseItemOn(pkt)
case protocol.PlaySetCarriedItem:
slot, err := pkt.Body().Uint16()
if err != nil {
return err
}
if slot < 9 {
h.heldSlot = int32(slot)
}
return nil
case protocol.PlaySetCreativeSlot:
return h.handleCreativeSlot(pkt)
default:
h.log.Debug("play packet ignored", "id", pkt.ID)
return nil
}
}
// handleChat reads a chat message (only the leading text field is needed) and
// echoes it to the player as a system message prefixed with their name. Once a
// player registry exists this will broadcast to everyone.
func (h *handler) handleChat(pkt protocol.Packet) error {
msg, err := pkt.Body().String()
if err != nil {
return err
}
line := "<" + h.conn.Profile.Name + "> " + msg
h.log.Info("chat", "msg", line)
return h.sendSystemChat(line)
}
// sendSystemChat sends a plain-text system chat message. The text component is
// network NBT; a bare string tag is the shorthand for {"text": ...}.
func (h *handler) sendSystemChat(text string) error {
w := protocol.NewWriter(len(text) + 8)
w.Raw(nbt.Marshal(nbt.String(text)))
w.Bool(false) // not an action-bar overlay
return h.conn.SendWriter(protocol.PlaySystemChat, w)
}
// handlePlayerAction processes digging. In creative the client sends
// START_DESTROY_BLOCK (status 0) for an instant break; survival also sends
// STOP/FINISH (status 2). Either way we clear the block, push a block_update,
// and acknowledge the sequence so the client keeps its predicted change.
func (h *handler) handlePlayerAction(pkt protocol.Packet) error {
r := pkt.Body()
status, err := r.VarInt()
if err != nil {
return err
}
x, y, z, err := r.Position()
if err != nil {
return err
}
if _, err := r.ReadByte(); err != nil { // face
return err
}
seq, err := r.VarInt()
if err != nil {
return err
}
const startDig, finishDig = 0, 2
if status == startDig || status == finishDig {
if h.srv.Chunks().SetBlock(x, y, z, world.StateAir) {
if err := h.sendBlockUpdate(x, y, z, world.StateAir); err != nil {
return err
}
h.log.Debug("block broken", "x", x, "y", y, "z", z)
}
}
return h.sendBlockChangedAck(seq)
}
// hotbarInvStart is the inventory slot index of hotbar slot 0.
const hotbarInvStart = 36
// handleCreativeSlot records the item a creative player placed into a slot so we
// know what block to place. The packet is: Short slot, then an item stack
// (VarInt count; if non-empty, VarInt item id followed by components we ignore).
func (h *handler) handleCreativeSlot(pkt protocol.Packet) error {
r := pkt.Body()
slot, err := r.Uint16()
if err != nil {
return err
}
hotbarIdx := int(slot) - hotbarInvStart
if hotbarIdx < 0 || hotbarIdx >= len(h.hotbar) {
return nil // not a hotbar slot; ignored
}
count, err := r.VarInt()
if err != nil {
return err
}
if count <= 0 {
h.hotbar[hotbarIdx] = -1 // emptied
return nil
}
itemID, err := r.VarInt()
if err != nil {
return err
}
h.hotbar[hotbarIdx] = itemID // remaining component data is not needed
return nil
}
// faceOffsets maps a Direction (block face) to the unit offset of the block
// placed against it: DOWN, UP, NORTH, SOUTH, WEST, EAST.
var faceOffsets = [6][3]int{
{0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}, {-1, 0, 0}, {1, 0, 0},
}
// handleUseItemOn places the held block against the clicked face. Layout
// (captured from the client): Hand, Position, Face, cursor XYZ floats,
// insideBlock bool, worldBorderHit bool, sequence.
func (h *handler) handleUseItemOn(pkt protocol.Packet) error {
r := pkt.Body()
if _, err := r.VarInt(); err != nil { // hand
return err
}
x, y, z, err := r.Position()
if err != nil {
return err
}
face, err := r.VarInt()
if err != nil {
return err
}
// Skip cursor (3 floats) + insideBlock + worldBorderHit, then read sequence.
for i := 0; i < 3; i++ {
if _, err := r.Float32(); err != nil {
return err
}
}
if _, err := r.Bool(); err != nil {
return err
}
if _, err := r.Bool(); err != nil {
return err
}
seq, err := r.VarInt()
if err != nil {
return err
}
if face >= 0 && int(face) < len(faceOffsets) {
if state, ok := h.heldBlock(); ok {
off := faceOffsets[face]
px, py, pz := x+off[0], y+off[1], z+off[2]
if h.srv.Chunks().SetBlock(px, py, pz, state) {
if err := h.sendBlockUpdate(px, py, pz, state); err != nil {
return err
}
h.log.Debug("block placed", "x", px, "y", py, "z", pz, "state", state)
}
}
}
return h.sendBlockChangedAck(seq)
}
// heldBlock returns the block state for the currently held item, if it is a
// placeable block.
func (h *handler) heldBlock() (uint16, bool) {
itemID := h.hotbar[h.heldSlot]
if itemID < 0 {
return 0, false
}
return world.ItemToBlock(itemID)
}
// sendBlockUpdate notifies the client of a single block change.
func (h *handler) sendBlockUpdate(x, y, z int, state uint16) error {
w := protocol.NewWriter(12)
w.Position(x, y, z)
w.VarInt(int32(state))
return h.conn.SendWriter(protocol.PlayBlockUpdate, w)
}
// sendBlockChangedAck confirms a block-action sequence so the client does not
// roll back its predicted change.
func (h *handler) sendBlockChangedAck(sequence int32) error {
w := protocol.NewWriter(4)
w.VarInt(sequence)
return h.conn.SendWriter(protocol.PlayBlockChangedAck, w)
}