RegionIO/CLAUDE.md
Master290 90e9380ae7 Stop the saved world from masking generator changes
chunkAt prefers the store over the generator, and nothing invalidated a stored
chunk when the generator changed. Combined with four region files committed to
the repo, the chunks around spawn were frozen output from an older generator:
worldgen fixes looked like they did nothing in exactly the area you land in when
you join, and a fresh clone inherited that world.

Chunks now carry a RegionIOGeneratorVersion stamp, written on save and checked on
load; a mismatch returns ErrChunkNotFound so the caller regenerates. Chunks
written before the stamp existed have no tag, decode as 0, and are invalidated
the same way. Bump the constant in any commit that changes generator output.

This is deliberately per-chunk and deliberately quiet. The world metadata file
already guards the seed, where a mismatch means two incompatible terrains and
refusing to open is right. A generator change is routine by comparison and should
just regenerate.

world/region/*.mca and chat.md are untracked (left on disk) and /world/ is
gitignored, superseding the narrower /world/regionio-world.json rule, along with
/.refjava/ and root-level session transcripts.

CLAUDE.md covers the parts of working here that README does not: the
no-dependencies rule, the version-stamp rule and why forgetting it looks like a
failed fix, where the vanilla ground truth lives and how to query the jar
directly with unzip and javap, the precedent for dumping runtime constants with a
throwaway Java program, and an honest list of which layers are bit-exact versus
approximated.
2026-07-27 01:28:05 +03:00

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RegionIO — working notes

A Minecraft Java Edition server core in Go, targeting 26.1.2 / protocol 775. The goal is vanilla fidelity, not a lookalike: where vanilla behaviour is known, match it exactly.

README.md describes what the server does. This file is about how to work on it.

Commands

go build ./... && go vet ./...
make test          # go test ./...
make test-race     # the race-sensitive subset
make verify        # both

go run ./cmd/regionio -seed 12345            # serves on 0.0.0.0:25565
go run ./cmd/regionio -seed 12345 -world ""  # in-memory world, nothing read from or written to disk
go run ./cmd/gendump                         # client-free generator diagnostics

Hard rules

No third-party dependencies. go.mod has none. NBT, zlib framing, MD5 seeding, noise, the density-function interpreter — all in-tree. Keep it that way.

Bump generatorVersion whenever the generator's output changes. It lives in internal/world/store.go and is stamped into every saved chunk; a mismatch makes the chunk regenerate. Without a bump, the chunks already on disk keep their old terrain and your change looks like it did nothing in exactly the area you are standing in — chunkAt prefers the store over the generator. TestGeneratorVersionStampRejectsStaleChunks covers the mechanism. For quick iteration, -world "" sidesteps persistence entirely. (The seed is guarded separately, by the world metadata file, and a seed mismatch is a hard error rather than a regeneration.)

Verify vanilla behaviour against the jar; don't recall it. See below.

Vanilla ground truth

None of these are redistributable, so all are gitignored. Obtain server.jar from Mojang.

Source What it gives you
.refjava/ Decompiled classes for the parts we port: Climate, SurfaceRules, SurfaceSystem, Aquifer, DensityFunctions, NoiseRouterData, NoiseBasedChunkGenerator, TerrainProvider, PalettedContainer, LevelChunkSection, ClientboundLevelChunkPacketData
versions/26.1.2/server-26.1.2.jar The real (deobfuscated) server. The outer server.jar is only a bundler
generated/reports/ Datagen output: blocks.json, registries.json, packets.json, biome_parameters/

The inner jar also carries the complete worldgen datapack, which is the source for everything we still approximate: 259 placed_feature, 222 configured_feature, 66 biome (with per-stage features and carvers), 5 configured_carver, 35 structure, 1359 structure NBTs — 648 KB for the feature/biome/carver set.

Three ways in, cheapest first:

unzip -p versions/26.1.2/server-26.1.2.jar data/minecraft/worldgen/biome/plains.json
javap -p -c -classpath versions/26.1.2/server-26.1.2.jar net.minecraft.world.level.chunk.Strategy

javap settles questions the decompiled subset does not cover. It is how the biome palette threshold was pinned down: Strategy$2 switches {0..3} and everything above falls through to the global palette, which .refjava/ alone could not show.

When a constant has to come from vanilla's runtime rather than its source or reports, dump it with a throwaway Java program run against the jar. tools/VanillaLightDump.java is the precedent — it walks the block-state registry and emits opacity, emission and voxel face shapes into internal/world/light_properties.bin. Substring-matching block names is how the light table was wrong before (grass_block matched "grass", bedrock matched "bed"); don't reintroduce that shape of guess anywhere.

Layout

cmd/regionio/     entry point (flags, listener, graceful shutdown)
cmd/gendump/      client-free generator diagnostics — biome spread, surface blocks,
                  subsurface banding, deep-layer composition, bedrock band, cross-section
cmd/genblocks/    generates internal/worldgen/generated_blocks.go from the block report
cmd/genlight/     legacy light-table generator, superseded by tools/VanillaLightDump.java
tools/            Java dumpers run against the jar, plus their Go-side fixtures
internal/protocol/  VarInt, framing, compression, packet IDs
internal/nbt/       NBT codec (modified UTF-8)
internal/registry/  28 embedded synced registries + tags, verbatim from vanilla
internal/world/     chunk model, wire encoder, cache + tickets, Anvil store, lighting,
                    the chunk generator itself (vanilla.go), decoration
internal/worldgen/  the library: noise, density-function interpreter, surface rules,
                    climate/biome finder, embedded datapack under data/
internal/network/   per-connection state machine
internal/server/    shared core: config, sessions, status, profiles, entity loops

Note the split: internal/worldgen is a library over the datapack; the chunk generator that drives it is internal/world/vanilla.go.

Fidelity status

Bit-exact and parity-tested — treat as settled, change only with a vanilla reference in hand: random.go (Xoroshiro128++, upgradeSeedTo128bit, MD5 seeding), improved_noise.go, perlin_noise.go, normal_noise.go, blended.go, spline.go, density.go, the 4×8×4 cell grid with trilinear interpolation, the climate/biome finder, and the chunk wire encoder (TestGoldenAgainstVanilla compares bytes against a real vanilla chunk).

Known gaps, roughly in order of how visible they are:

  • Aquifers are absent. vanilla.go floods every air block below sea level with water, so every cave below y=63 is solid water and there are no lava lakes. Vanilla resolves fluid per position through Aquifer.computeSubstance; the datapack ships all four router keys (barrier, fluid_level_floodedness, fluid_level_spread, lava) and they are not parsed.
  • above_preliminary_surface is wrong, so there is no subsurface banding: every land column is one grass block directly on stone, no dirt, no sandstone under sand. Vanilla is blockY >= preliminarySurfaceLevel + surfaceDepth - 8; we compare against the actual top block, which gates the whole biome surface subtree to a single block per column. gendump prints this.
  • Several surface-rule conditions are stubs: hole is hardcoded false (vanilla is surfaceDepth <= 0), steep is never assigned, water uses sea level instead of the column's real water height, and 6 of the 7 noise_threshold noises are unsupported so calcite, ice, packed ice, powder snow, swamp water and gravel patches never appear. bandlands is a 4-colour cycle rather than the 192-band array.
  • No carvers and no ore veins. Caves come only from the density router; configured_carver and the vein_* router keys are unimplemented.
  • Decoration is hand-written heuristics, not the vanilla feature system: oak trees only and without a biome check (so oaks grow in deserts), ores that cannot generate below y≈0 because they only replace stone and never deepslate, and no grass, flowers, lakes or springs.

Testing worldgen

make verify is the gate, but most generator defects are invisible to it — they show up as terrain that looks wrong. cmd/gendump exists for that: biome distribution, top surface blocks, subsurface banding, deep-layer composition, the bedrock band, and an ASCII cross-section, with no client involved. Add an assertion to it whenever you fix a class of defect; the bedrock-band check is the model — it prints per-layer counts and fails loudly on any air or water in the floor.

internal/world/vanilla_parity_test.go compares surface heights against a capture from the official server and skips when the capture is absent. Note it reads a hardcoded /tmp path, so on Windows it never runs. A capture is produced by running the vanilla server headless at a known seed and reading its region files back with our own regionfile.go + nbt.