up3
Build and deploy / Build (push) Has been cancelled
Build and deploy / Update Contributors (push) Has been cancelled
Build and deploy / Deploy (push) Has been cancelled

This commit is contained in:
2026-07-09 08:33:57 +08:00
commit 26ed99fda6
845 changed files with 75419 additions and 0 deletions
+32
View File
@@ -0,0 +1,32 @@
package chunk
// BlockRegistry provides the minimal block registry API required by the chunk package.
//
// Implementations must be safe for concurrent read access after construction/finalization, as chunks and chunk
// encoding/decoding may happen from multiple goroutines.
type BlockRegistry interface {
// BlockCount returns the number of runtime IDs known by the registry.
BlockCount() int
// AirRuntimeID returns the runtime ID representing air.
AirRuntimeID() uint32
// RuntimeIDToState resolves a runtime ID to its (name, properties) state representation.
RuntimeIDToState(runtimeID uint32) (name string, properties map[string]any, found bool)
// StateToRuntimeID resolves a (name, properties) state representation to a runtime ID.
StateToRuntimeID(name string, properties map[string]any) (runtimeID uint32, found bool)
// FilteringBlock returns the light filtering value for the runtime ID.
FilteringBlock(rid uint32) uint8
// LightBlock returns the light emission value for the runtime ID.
LightBlock(rid uint32) uint8
// RandomTickBlock reports whether the runtime ID receives random ticks.
RandomTickBlock(rid uint32) bool
// NBTBlock reports whether the runtime ID uses NBT data and requires NBT-aware encoding/decoding.
NBTBlock(rid uint32) bool
// LiquidDisplacingBlock reports whether the runtime ID displaces liquids.
LiquidDisplacingBlock(rid uint32) bool
// LiquidBlock reports whether the runtime ID represents a liquid block.
LiquidBlock(rid uint32) bool
// HashToRuntimeID resolves a "network block hash" to a runtime ID.
HashToRuntimeID(hash uint32) (rid uint32, ok bool)
// RuntimeIDToHash resolves a runtime ID to its "network block hash".
RuntimeIDToHash(runtimeID uint32) (hash uint32, ok bool)
}
+245
View File
@@ -0,0 +1,245 @@
package chunk
import (
"slices"
"github.com/df-mc/dragonfly/server/block/cube"
)
// Chunk is a segment in the world with a size of 16x16x256 blocks. A chunk contains multiple sub chunks
// and stores other information such as biomes.
// It is not safe to call methods on Chunk simultaneously from multiple goroutines.
type Chunk struct {
// r holds the (vertical) range of the Chunk. It includes both the minimum and maximum coordinates.
r cube.Range
// br is the block registry used for this chunk.
br BlockRegistry
// air is the runtime ID of air.
air uint32
// recalculateHeightMap is true if the chunk's height map should be recalculated on the next call to the HeightMap
// function.
recalculateHeightMap bool
// heightMap is the height map of the chunk.
heightMap HeightMap
// sub holds all sub chunks part of the chunk. The pointers held by the array are nil if no sub chunk is
// allocated at the indices.
sub []*SubChunk
// biomes is an array of biome IDs. There is one biome ID for every column in the chunk.
biomes []*PalettedStorage
}
// New initialises a new chunk and returns it, so that it may be used.
// The BlockRegistry passed must be finalized and must correspond to the runtime IDs used in the chunk's storages.
func New(br BlockRegistry, r cube.Range) *Chunk {
n := (r.Height() >> 4) + 1
sub, biomes := make([]*SubChunk, n), make([]*PalettedStorage, n)
air := br.AirRuntimeID()
for i := 0; i < n; i++ {
sub[i] = NewSubChunk(air)
biomes[i] = emptyStorage(0)
}
return &Chunk{
r: r,
br: br,
air: air,
sub: sub,
biomes: biomes,
recalculateHeightMap: true,
heightMap: make(HeightMap, 256),
}
}
// Clone returns an independent copy of the Chunk.
func (chunk *Chunk) Clone() *Chunk {
clone := &Chunk{
r: chunk.r,
br: chunk.br,
air: chunk.air,
recalculateHeightMap: chunk.recalculateHeightMap,
heightMap: slices.Clone(chunk.heightMap),
sub: make([]*SubChunk, len(chunk.sub)),
biomes: make([]*PalettedStorage, len(chunk.biomes)),
}
for i, sub := range chunk.sub {
clone.sub[i] = sub.Clone()
}
for i, biomes := range chunk.biomes {
clone.biomes[i] = biomes.Clone()
}
return clone
}
// Equals returns if the chunk passed is equal to the current one
func (chunk *Chunk) Equals(c *Chunk) bool {
if !chunk.recalculateHeightMap && !c.recalculateHeightMap && !slices.Equal(c.heightMap, chunk.heightMap) {
return false
}
if c.r != chunk.r || c.air != chunk.air || len(c.sub) != len(chunk.sub) {
return false
}
for i, s := range c.sub {
if !s.Equals(chunk.sub[i]) {
return false
}
}
return true
}
// Range returns the cube.Range of the Chunk as passed to New.
func (chunk *Chunk) Range() cube.Range {
return chunk.r
}
// Sub returns a list of all sub chunks present in the chunk.
func (chunk *Chunk) Sub() []*SubChunk {
return chunk.sub
}
// Block returns the runtime ID of the block at a given x, y and z in a chunk at the given layer. If no
// sub chunk exists at the given y, the block is assumed to be air.
func (chunk *Chunk) Block(x uint8, y int16, z uint8, layer uint8) uint32 {
sub := chunk.SubChunk(y)
if sub.Empty() || uint8(len(sub.storages)) <= layer {
return chunk.air
}
return sub.storages[layer].At(x, uint8(y), z)
}
// SetBlock sets the runtime ID of a block at a given x, y and z in a chunk at the given layer. If no
// SubChunk exists at the given y, a new SubChunk is created and the block is set.
func (chunk *Chunk) SetBlock(x uint8, y int16, z uint8, layer uint8, block uint32) {
sub := chunk.sub[chunk.SubIndex(y)]
if uint8(len(sub.storages)) <= layer && block == chunk.air {
// Air was set at n layer, but there were less than n layers, so there already was air there.
// Don't do anything with this, just return.
return
}
sub.Layer(layer).Set(x, uint8(y), z, block)
chunk.recalculateHeightMap = true
}
// Biome returns the biome ID at a specific column in the chunk.
func (chunk *Chunk) Biome(x uint8, y int16, z uint8) uint32 {
return chunk.biomes[chunk.SubIndex(y)].At(x, uint8(y), z)
}
// SetBiome sets the biome ID at a specific column in the chunk.
func (chunk *Chunk) SetBiome(x uint8, y int16, z uint8, biome uint32) {
chunk.biomes[chunk.SubIndex(y)].Set(x, uint8(y), z, biome)
}
// Light returns the light level at a specific position in the chunk.
func (chunk *Chunk) Light(x uint8, y int16, z uint8) uint8 {
ux, uy, uz, sub := x&0xf, uint8(y&0xf), z&0xf, chunk.SubChunk(y)
sky := sub.SkyLight(ux, uy, uz)
if sky == 15 {
// The skylight was already on the maximum value, so return it without checking block light.
return sky
}
if block := sub.BlockLight(ux, uy, uz); block > sky {
return block
}
return sky
}
// SkyLight returns the skylight level at a specific position in the chunk.
func (chunk *Chunk) SkyLight(x uint8, y int16, z uint8) uint8 {
return chunk.SubChunk(y).SkyLight(x&15, uint8(y&15), z&15)
}
// HighestLightBlocker iterates from the highest non-empty sub chunk downwards to find the Y value of the
// highest block that completely blocks any light from going through. If none is found, the value returned is
// the minimum height.
func (chunk *Chunk) HighestLightBlocker(x, z uint8) int16 {
return chunk.highestLightBlocker(x, z, false)
}
// highestLightBlocker iterates from the highest non-empty sub chunk downwards
// to find the Y value of the highest block that completely blocks any light
// from going through. If none is found, the value returned is the minimum
// height. If addOne is true, one is added to the Y returned if a block was
// found.
func (chunk *Chunk) highestLightBlocker(x, z uint8, addOne bool) int16 {
var plus int16
if addOne {
plus++
}
for index := int16(len(chunk.sub) - 1); index >= 0; index-- {
if sub := chunk.sub[index]; !sub.Empty() {
for y := 15; y >= 0; y-- {
if chunk.br.FilteringBlock(sub.storages[0].At(x, uint8(y), z)) == 15 {
return int16(y) | chunk.SubY(index) + plus
}
}
}
}
return int16(chunk.r[0])
}
// HighestBlock iterates from the highest non-empty sub chunk downwards to find the Y value of the highest
// non-air block at an x and z. If no blocks are present in the column, the minimum height is returned.
func (chunk *Chunk) HighestBlock(x, z uint8) int16 {
for index := int16(len(chunk.sub) - 1); index >= 0; index-- {
if sub := chunk.sub[index]; !sub.Empty() {
for y := 15; y >= 0; y-- {
if rid := sub.storages[0].At(x, uint8(y), z); rid != chunk.air {
return int16(y) | chunk.SubY(index)
}
}
}
}
return int16(chunk.r[0])
}
// HeightMap returns the height map of the chunk. If the chunk is edited, the height map will be recalculated on the
// next call to this function.
func (chunk *Chunk) HeightMap() HeightMap {
if chunk.recalculateHeightMap {
for x := uint8(0); x < 16; x++ {
for z := uint8(0); z < 16; z++ {
chunk.heightMap.Set(x, z, chunk.highestLightBlocker(x, z, true))
}
}
chunk.recalculateHeightMap = false
}
return chunk.heightMap
}
// Compact compacts the chunk as much as possible, getting rid of any sub chunks that are empty, and compacts
// all storages in the sub chunks to occupy as little space as possible.
// Compact should be called right before the chunk is saved in order to optimise the storage space.
func (chunk *Chunk) Compact() {
for i := range chunk.sub {
chunk.sub[i].compact()
}
}
// SubChunk finds the correct SubChunk in the Chunk by a Y value.
func (chunk *Chunk) SubChunk(y int16) *SubChunk {
return chunk.sub[chunk.SubIndex(y)]
}
// SubIndex returns the sub chunk Y index matching the y value passed.
func (chunk *Chunk) SubIndex(y int16) int16 {
return (y - int16(chunk.r[0])) >> 4
}
// SubY returns the sub chunk Y value matching the index passed.
func (chunk *Chunk) SubY(index int16) int16 {
return (index << 4) + int16(chunk.r[0])
}
// HighestFilledSubChunk returns the number of sub chunks up to and including the
// highest sub chunk in the chunk that has any blocks in it. 0 is returned if no
// subchunks have any blocks.
func (chunk *Chunk) HighestFilledSubChunk() uint16 {
for i, sub := range slices.Backward(chunk.sub) {
if !sub.Empty() {
return uint16(i + 1)
}
}
return 0
}
+29
View File
@@ -0,0 +1,29 @@
package chunk
import (
"github.com/df-mc/dragonfly/server/block/cube"
)
type Column struct {
Chunk *Chunk
Entities []Entity
BlockEntities []BlockEntity
Tick int64
ScheduledBlocks []ScheduledBlockUpdate
}
type BlockEntity struct {
Pos cube.Pos
Data map[string]any
}
type Entity struct {
ID int64
Data map[string]any
}
type ScheduledBlockUpdate struct {
Pos cube.Pos
Block uint32
Tick int64
}
+45
View File
@@ -0,0 +1,45 @@
package chunk
import (
"bytes"
_ "embed"
"github.com/sandertv/gophertunnel/minecraft/nbt"
)
// legacyBlockEntry represents a block entry used in versions prior to 1.13.
type legacyBlockEntry struct {
Name string `nbt:"name"`
Meta int16 `nbt:"meta"`
}
var (
//go:embed legacy_states.nbt
legacyMappingsData []byte
// legacyMappings allows simple conversion from a legacy block entry to a new one.
legacyMappings = make(map[legacyBlockEntry]blockEntry)
)
// upgradeLegacyEntry upgrades a legacy block entry to a new one.
func upgradeLegacyEntry(name string, meta int16) (blockEntry, bool) {
entry, ok := legacyMappings[legacyBlockEntry{Name: name, Meta: meta}]
if !ok {
// Also try cases where the meta should be disregarded.
entry, ok = legacyMappings[legacyBlockEntry{Name: name}]
}
return entry, ok
}
// init creates conversions for each legacy and alias entry.
func init() {
var entry struct {
Legacy legacyBlockEntry `nbt:"legacy"`
Updated blockEntry `nbt:"updated"`
}
dec := nbt.NewDecoder(bytes.NewBuffer(legacyMappingsData))
for {
if err := dec.Decode(&entry); err != nil {
break
}
legacyMappings[entry.Legacy] = entry.Updated
}
}
+187
View File
@@ -0,0 +1,187 @@
package chunk
import (
"bytes"
"fmt"
"github.com/df-mc/dragonfly/server/block/cube"
)
// NetworkDecode decodes the network serialised data passed into a Chunk if successful. If not, the chunk
// returned is nil and the error non-nil.
// The sub chunk count passed must be that found in the LevelChunk packet.
// NetworkDecode creates a new buffer and calls NetworkDecodeBuffer.
//
// The BlockRegistry passed must be finalized and must correspond to the runtime IDs used in the chunk data.
// noinspection GoUnusedExportedFunction
func NetworkDecode(br BlockRegistry, data []byte, count int, r cube.Range) (*Chunk, error) {
return NetworkDecodeBuffer(br, bytes.NewBuffer(data), count, r)
}
// NetworkDecodeBuffer decodes the network serialised data from buf passed into a Chunk if successful. If not, the chunk
// returned is nil and the error non-nil.
// The sub chunk count passed must be that found in the LevelChunk packet.
// noinspection GoUnusedExportedFunction
func NetworkDecodeBuffer(br BlockRegistry, buf *bytes.Buffer, count int, r cube.Range) (*Chunk, error) {
var (
c = New(br, r)
err error
)
for i := 0; i < count; i++ {
index := uint8(i)
c.sub[index], err = decodeSubChunk(buf, c, &index, NetworkEncoding)
if err != nil {
return nil, err
}
}
var last *PalettedStorage
for i := 0; i < len(c.sub); i++ {
b, err := decodePalettedStorage(buf, NetworkEncoding, BiomePaletteEncoding)
if err != nil {
return nil, err
}
if b == nil {
// b == nil means this paletted storage had the flag pointing to the previous one. It basically means we should
// inherit whatever palette we decoded last.
if i == 0 {
// This should never happen and there is no way to handle this.
return nil, fmt.Errorf("first biome storage pointed to previous one")
}
b = last
} else {
last = b
}
c.biomes[i] = b
}
return c, nil
}
// DiskDecode decodes the data from a SerialisedData object into a chunk and returns it. If the data was invalid,
// an error is returned.
//
// The BlockRegistry passed must be finalized and must correspond to the runtime IDs used in the chunk data.
func DiskDecode(br BlockRegistry, data SerialisedData, r cube.Range) (*Chunk, error) {
c := New(br, r)
err := decodeBiomes(bytes.NewBuffer(data.Biomes), c, DiskEncoding)
if err != nil {
return nil, err
}
for i, sub := range data.SubChunks {
if len(sub) == 0 {
// No data for this sub chunk.
continue
}
index := uint8(i)
if c.sub[index], err = decodeSubChunk(bytes.NewBuffer(sub), c, &index, DiskEncoding); err != nil {
return nil, err
}
}
return c, nil
}
// decodeSubChunk decodes a SubChunk from a bytes.Buffer. The Encoding passed defines how the block storages of the
// SubChunk are decoded.
func decodeSubChunk(buf *bytes.Buffer, c *Chunk, index *byte, e Encoding) (*SubChunk, error) {
ver, err := buf.ReadByte()
if err != nil {
return nil, fmt.Errorf("error reading version: %w", err)
}
sub := NewSubChunk(c.air)
switch ver {
default:
return nil, fmt.Errorf("unknown sub chunk version %v: can't decode", ver)
case 1:
// Version 1 only has one layer for each sub chunk, but uses the format with palettes.
storage, err := decodePalettedStorage(buf, e, BlockPaletteEncoding{Blocks: c.br})
if err != nil {
return nil, err
}
sub.storages = append(sub.storages, storage)
case 8, 9:
// Version 8 allows up to 256 layers for one sub chunk.
storageCount, err := buf.ReadByte()
if err != nil {
return nil, fmt.Errorf("error reading storage count: %w", err)
}
if ver == 9 {
uIndex, err := buf.ReadByte()
if err != nil {
return nil, fmt.Errorf("error reading sub-chunk index: %w", err)
}
// The index as written here isn't the actual index of the sub-chunk within the chunk. Rather, it is the Y
// value of the sub-chunk. This means that we need to translate it to an index.
*index = uint8(int8(uIndex) - int8(c.r[0]>>4))
}
sub.storages = make([]*PalettedStorage, storageCount)
for i := byte(0); i < storageCount; i++ {
sub.storages[i], err = decodePalettedStorage(buf, e, BlockPaletteEncoding{Blocks: c.br})
if err != nil {
return nil, err
}
}
}
return sub, nil
}
// decodeBiomes reads the paletted storages holding biomes from buf and stores it into the Chunk passed.
func decodeBiomes(buf *bytes.Buffer, c *Chunk, e Encoding) error {
var last *PalettedStorage
if buf.Len() != 0 {
for i := 0; i < len(c.sub); i++ {
b, err := decodePalettedStorage(buf, e, BiomePaletteEncoding)
if err != nil {
return err
}
// b == nil means this paletted storage had the flag pointing to the previous one. It basically means we should
// inherit whatever palette we decoded last.
if i == 0 && b == nil {
// This should never happen and there is no way to handle this.
return fmt.Errorf("first biome storage pointed to previous one")
}
if b == nil {
// This means this paletted storage had the flag pointing to the previous one. It basically means we should
// inherit whatever palette we decoded last.
b = last
} else {
last = b
}
c.biomes[i] = b
}
}
return nil
}
// decodePalettedStorage decodes a PalettedStorage from a bytes.Buffer. The Encoding passed is used to read either a
// network or disk block storage.
func decodePalettedStorage(buf *bytes.Buffer, e Encoding, pe paletteEncoding) (*PalettedStorage, error) {
blockSize, err := buf.ReadByte()
if err != nil {
return nil, fmt.Errorf("error reading block size: %w", err)
}
blockSize >>= 1
if blockSize == 0x7f {
return nil, nil
}
size := paletteSize(blockSize)
if size > 32 {
return nil, fmt.Errorf("cannot read paletted storage (size=%v) %T: size too large", blockSize, pe)
}
uint32Count := size.uint32s()
uint32s := make([]uint32, uint32Count)
byteCount := uint32Count * 4
data := buf.Next(byteCount)
if len(data) != byteCount {
return nil, fmt.Errorf("cannot read paletted storage (size=%v) %T: not enough block data present: expected %v bytes, got %v", blockSize, pe, byteCount, len(data))
}
for i := 0; i < uint32Count; i++ {
// Explicitly don't use the binary package to greatly improve performance of reading the uint32s.
uint32s[i] = uint32(data[i*4]) | uint32(data[i*4+1])<<8 | uint32(data[i*4+2])<<16 | uint32(data[i*4+3])<<24
}
p, err := e.decodePalette(buf, paletteSize(blockSize), pe)
return newPalettedStorage(uint32s, p), err
}
+112
View File
@@ -0,0 +1,112 @@
package chunk
import (
"bytes"
"sync"
)
const (
// SubChunkVersion is the current version of the written sub chunks, specifying the format they are
// written on disk and over network.
SubChunkVersion = 9
// CurrentBlockVersion is the current version of blocks (states) of the game. This version is composed
// of 4 bytes indicating a version, interpreted as a big endian int. The current version represents
// 1.16.0.14 {1, 16, 0, 14}.
CurrentBlockVersion int32 = 18040335
)
var (
// pool is used to pool byte buffers used for encoding chunks.
pool = sync.Pool{
New: func() any {
return bytes.NewBuffer(make([]byte, 0, 1024))
},
}
)
type (
// SerialisedData holds the serialised data of a chunk. It consists of the chunk's block data itself, a height
// map, the biomes and entities and block entities.
SerialisedData struct {
// sub holds the data of the serialised sub chunks in a chunk. Sub chunks that are empty or that otherwise
// don't exist are represented as an empty slice (or technically, nil).
SubChunks [][]byte
// Biomes is the biome data of the chunk, which is composed of a biome storage for each sub-chunk.
Biomes []byte
}
// blockEntry represents a block as found in a disk save of a world.
blockEntry struct {
Name string `nbt:"name"`
State map[string]any `nbt:"states"`
Version int32 `nbt:"version"`
}
)
// Encode encodes Chunk to an intermediate representation SerialisedData. An Encoding may be passed to encode either for
// network or disk purposed, the most notable difference being that the network encoding generally uses varints and no
// NBT.
func Encode(c *Chunk, e Encoding) SerialisedData {
d := SerialisedData{SubChunks: make([][]byte, len(c.sub))}
for i := range c.sub {
d.SubChunks[i] = EncodeSubChunk(c, e, i)
}
d.Biomes = EncodeBiomes(c, e)
return d
}
// EncodeSubChunk encodes a sub-chunk from a chunk into bytes. An Encoding may be passed to encode either for network or
// disk purposed, the most notable difference being that the network encoding generally uses varints and no NBT.
func EncodeSubChunk(c *Chunk, e Encoding, ind int) []byte {
buf := pool.Get().(*bytes.Buffer)
defer func() {
buf.Reset()
pool.Put(buf)
}()
s := c.sub[ind]
_, _ = buf.Write([]byte{SubChunkVersion, byte(len(s.storages)), uint8(ind + (c.r[0] >> 4))})
for _, storage := range s.storages {
encodePalettedStorage(buf, storage, nil, e, BlockPaletteEncoding{Blocks: c.br})
}
sub := make([]byte, buf.Len())
_, _ = buf.Read(sub)
return sub
}
// EncodeBiomes encodes the biomes of a chunk into bytes. An Encoding may be passed to encode either for network or
// disk purposed, the most notable difference being that the network encoding generally uses varints and no NBT.
func EncodeBiomes(c *Chunk, e Encoding) []byte {
buf := pool.Get().(*bytes.Buffer)
defer func() {
buf.Reset()
pool.Put(buf)
}()
var previous *PalettedStorage
for _, b := range c.biomes {
encodePalettedStorage(buf, b, previous, e, BiomePaletteEncoding)
previous = b
}
biomes := make([]byte, buf.Len())
_, _ = buf.Read(biomes)
return biomes
}
// encodePalettedStorage encodes a PalettedStorage into a bytes.Buffer. The Encoding passed is used to write the Palette
// of the PalettedStorage.
func encodePalettedStorage(buf *bytes.Buffer, storage, previous *PalettedStorage, e Encoding, pe paletteEncoding) {
if storage.Equal(previous) {
_, _ = buf.Write([]byte{0x7f<<1 | e.network()})
return
}
b := make([]byte, len(storage.indices)*4+1)
b[0] = byte(storage.bitsPerIndex<<1) | e.network()
for i, v := range storage.indices {
// Explicitly don't use the binary package to greatly improve performance of writing the uint32s.
b[i*4+1], b[i*4+2], b[i*4+3], b[i*4+4] = byte(v), byte(v>>8), byte(v>>16), byte(v>>24)
}
_, _ = buf.Write(b)
e.encodePalette(buf, storage.palette, pe)
}
+184
View File
@@ -0,0 +1,184 @@
package chunk
import (
"bytes"
"encoding/binary"
"fmt"
"github.com/df-mc/worldupgrader/blockupgrader"
"github.com/sandertv/gophertunnel/minecraft/nbt"
"github.com/sandertv/gophertunnel/minecraft/protocol"
)
type (
// Encoding is an encoding type used for Chunk encoding. Implementations of this interface are DiskEncoding and
// NetworkEncoding, which can be used to encode a Chunk to an intermediate disk or network representation respectively.
Encoding interface {
encodePalette(buf *bytes.Buffer, p *Palette, e paletteEncoding)
decodePalette(buf *bytes.Buffer, blockSize paletteSize, e paletteEncoding) (*Palette, error)
network() byte
}
// paletteEncoding is an encoding type used for Chunk encoding. It is used to encode different types of palettes
// (for example, blocks or biomes) differently.
paletteEncoding interface {
encode(buf *bytes.Buffer, v uint32)
decode(buf *bytes.Buffer) (uint32, error)
}
)
var (
// DiskEncoding is the Encoding for writing a Chunk to disk. It writes block palettes using NBT and does not use
// varints.
DiskEncoding diskEncoding
// NetworkEncoding is the Encoding used for sending a Chunk over network. It does not use NBT and writes varints.
NetworkEncoding networkEncoding
// BiomePaletteEncoding is the paletteEncoding used for encoding a palette of biomes.
BiomePaletteEncoding biomePaletteEncoding
)
// biomePaletteEncoding implements the encoding of biome palettes to disk.
type biomePaletteEncoding struct{}
func (biomePaletteEncoding) encode(buf *bytes.Buffer, v uint32) {
_ = binary.Write(buf, binary.LittleEndian, v)
}
func (biomePaletteEncoding) decode(buf *bytes.Buffer) (uint32, error) {
var v uint32
return v, binary.Read(buf, binary.LittleEndian, &v)
}
// BlockPaletteEncoding implements the encoding of block palettes to disk. It requires a BlockRegistry for converting
// between runtime IDs and block states.
type BlockPaletteEncoding struct {
Blocks BlockRegistry
}
func (bpe BlockPaletteEncoding) encode(buf *bytes.Buffer, v uint32) {
_ = nbt.NewEncoderWithEncoding(buf, nbt.LittleEndian).Encode(bpe.EncodeBlockState(v))
}
func (bpe BlockPaletteEncoding) decode(buf *bytes.Buffer) (uint32, error) {
var m map[string]any
if err := nbt.NewDecoderWithEncoding(buf, nbt.LittleEndian).Decode(&m); err != nil {
return 0, fmt.Errorf("error decoding block palette entry: %w", err)
}
return bpe.DecodeBlockState(m)
}
func (bpe BlockPaletteEncoding) EncodeBlockState(v uint32) blockEntry {
// Get the block state registered with the runtime IDs we have in the palette of the block storage
// as we need the name and data value to store.
name, props, _ := bpe.Blocks.RuntimeIDToState(v)
return blockEntry{Name: name, State: props, Version: CurrentBlockVersion}
}
func (bpe BlockPaletteEncoding) DecodeBlockState(m map[string]any) (uint32, error) {
// Decode the name and version of the block entry.
name, _ := m["name"].(string)
version, _ := m["version"].(int32)
// Now check for a state field.
stateI, ok := m["states"]
if version < 17694723 {
// This entry is a pre-1.13 block state, so decode the meta value instead.
meta, _ := m["val"].(int16)
// Upgrade the pre-1.13 state into a post-1.13 state.
state, ok := upgradeLegacyEntry(name, meta)
if !ok {
return 0, fmt.Errorf("cannot find mapping for legacy block entry: %v, %v", name, meta)
}
// Update the name, state, and version.
name = state.Name
stateI = state.State
version = state.Version
} else if !ok {
// The state is a post-1.13 block state, but the states field is missing, likely due to a broken world
// conversion.
stateI = make(map[string]any)
}
state, ok := stateI.(map[string]any)
if !ok {
return 0, fmt.Errorf("invalid state in block entry")
}
// Upgrade the block state if necessary.
upgraded := blockupgrader.Upgrade(blockupgrader.BlockState{
Name: name,
Properties: state,
Version: version,
})
v, ok := bpe.Blocks.StateToRuntimeID(upgraded.Name, upgraded.Properties)
if !ok {
return 0, fmt.Errorf("cannot get runtime ID of block state %v{%+v} %v", upgraded.Name, upgraded.Properties, upgraded.Version)
}
return v, nil
}
// diskEncoding implements the Chunk encoding for writing to disk.
type diskEncoding struct{}
func (diskEncoding) network() byte { return 0 }
func (diskEncoding) encodePalette(buf *bytes.Buffer, p *Palette, e paletteEncoding) {
if p.size != 0 {
_ = binary.Write(buf, binary.LittleEndian, uint32(p.Len()))
}
for _, v := range p.values {
e.encode(buf, v)
}
}
func (diskEncoding) decodePalette(buf *bytes.Buffer, blockSize paletteSize, e paletteEncoding) (*Palette, error) {
paletteCount := uint32(1)
if blockSize != 0 {
if err := binary.Read(buf, binary.LittleEndian, &paletteCount); err != nil {
return nil, fmt.Errorf("error reading palette entry count: %w", err)
}
}
var err error
palette := newPalette(blockSize, make([]uint32, paletteCount))
for i := uint32(0); i < paletteCount; i++ {
palette.values[i], err = e.decode(buf)
if err != nil {
return nil, err
}
}
if paletteCount == 0 {
return palette, fmt.Errorf("invalid palette entry count: found 0, but palette with %v bits per block must have at least 1 value", blockSize)
}
return palette, nil
}
// networkEncoding implements the Chunk encoding for sending over network.
type networkEncoding struct{}
func (networkEncoding) network() byte { return 1 }
func (networkEncoding) encodePalette(buf *bytes.Buffer, p *Palette, _ paletteEncoding) {
if p.size != 0 {
_ = protocol.WriteVarint32(buf, int32(p.Len()))
}
for _, val := range p.values {
_ = protocol.WriteVarint32(buf, int32(val))
}
}
func (networkEncoding) decodePalette(buf *bytes.Buffer, blockSize paletteSize, _ paletteEncoding) (*Palette, error) {
var paletteCount int32 = 1
if blockSize != 0 {
if err := protocol.Varint32(buf, &paletteCount); err != nil {
return nil, fmt.Errorf("error reading palette entry count: %w", err)
}
if paletteCount <= 0 {
return nil, fmt.Errorf("invalid palette entry count %v", paletteCount)
}
}
blocks, temp := make([]uint32, paletteCount), int32(0)
for i := int32(0); i < paletteCount; i++ {
if err := protocol.Varint32(buf, &temp); err != nil {
return nil, fmt.Errorf("error decoding palette entry: %w", err)
}
blocks[i] = uint32(temp)
}
return &Palette{values: blocks, size: blockSize}, nil
}
+46
View File
@@ -0,0 +1,46 @@
package chunk
import (
"math"
)
// HeightMap represents the height map of a chunk. It holds the y value of all the highest blocks in the chunk
// that diffuse or obstruct light.
type HeightMap []int16
// At returns the height map value at a specific column in the chunk.
func (h HeightMap) At(x, z uint8) int16 {
return h[(uint16(x)<<4)|uint16(z)]
}
// Set changes the height map value at a specific column in the chunk.
func (h HeightMap) Set(x, z uint8, val int16) {
h[(uint16(x)<<4)|uint16(z)] = val
}
// HighestNeighbour returns the height map value of the highest directly neighbouring column of the x and z values
// passed.
func (h HeightMap) HighestNeighbour(x, z uint8) int16 {
highest := int16(math.MinInt16)
if x != 15 {
if val := h.At(x+1, z); val > highest {
highest = val
}
}
if x != 0 {
if val := h.At(x-1, z); val > highest {
highest = val
}
}
if z != 15 {
if val := h.At(x, z+1); val > highest {
highest = val
}
}
if z != 0 {
if val := h.At(x, z-1); val > highest {
highest = val
}
}
return highest
}
Binary file not shown.
+131
View File
@@ -0,0 +1,131 @@
package chunk
import "github.com/df-mc/dragonfly/server/block/cube"
// insertBlockLightNodes iterates over the chunk and looks for blocks that have a light level of at least 1.
// If one is found, a node is added for it to the node queue.
func (a *lightArea) insertBlockLightNodes(queue *lightQueue) {
a.iterSubChunks(a.anyLightBlocks, func(pos cube.Pos) {
if level := a.highest(pos, a.br.LightBlock); level > 0 {
queue.push(node(pos, level, BlockLight))
}
})
}
// anyLightBlocks checks if there are any blocks in the SubChunk passed that emit light.
func (a *lightArea) anyLightBlocks(sub *SubChunk) bool {
for _, layer := range sub.storages {
for _, id := range layer.palette.values {
if a.br.LightBlock(id) != 0 {
return true
}
}
}
return false
}
// insertSkyLightNodes iterates over the chunk and inserts a light node anywhere at the highest block in the
// chunk. In addition, any skylight above those nodes will be set to 15.
func (a *lightArea) insertSkyLightNodes(queue *lightQueue) {
a.iterHeightmap(func(x, z int, height, highestNeighbour, highestY, lowestY int) {
pos := cube.Pos{x, height, z}
if height <= a.r.Max() {
// Only set light if we're not at the top of the world.
a.setLight(pos, SkyLight, 15)
if pos[1] > lowestY {
if level := a.highest(pos.Sub(cube.Pos{0, 1}), a.br.FilteringBlock); level != 15 && level != 0 {
// If we hit a block like water or leaves (something that diffuses but does not block light), we
// need a node above this block regardless of the neighbours.
queue.push(node(pos, 15, SkyLight))
}
}
}
for y := pos[1]; y < highestY; y++ {
// We can do a bit of an optimisation here: We don't need to insert nodes if the neighbours are
// lower than the current one, on the same Y level, or one level higher, because light in
// this column can't spread below that anyway.
if pos[1]++; pos[1] < highestNeighbour {
queue.push(node(pos, 15, SkyLight))
continue
}
// Fill the rest with full skylight.
a.setLight(pos, SkyLight, 15)
}
})
}
// insertLightSpreadingNodes inserts light nodes into the node queue passed which, when propagated, will
// spread into the neighbouring chunks.
func (a *lightArea) insertLightSpreadingNodes(queue *lightQueue, lt light) {
a.iterEdges(a.nodesNeeded(lt), func(pa, pb cube.Pos) {
la, lb := a.light(pa, lt), a.light(pb, lt)
if la == lb || la-1 == lb || lb-1 == la {
// No chance for this to spread. Don't check for the highest filtering blocks on the side.
return
}
if filter := a.highest(pb, a.br.FilteringBlock) + 1; la > filter && la-filter > lb {
queue.push(node(pb, la-filter, lt))
} else if filter = a.highest(pa, a.br.FilteringBlock) + 1; lb > filter && lb-filter > la {
queue.push(node(pa, lb-filter, lt))
}
})
}
// nodesNeeded checks if any light nodes of a specific light type are needed between two neighbouring SubChunks when
// spreading light between them.
func (a *lightArea) nodesNeeded(lt light) func(sa, sb *SubChunk) bool {
if lt == SkyLight {
return func(sa, sb *SubChunk) bool {
return &sa.skyLight[0] != &sb.skyLight[0]
}
}
return func(sa, sb *SubChunk) bool {
// Don't add nodes if both sub chunks are either both fully filled with light or have no light at all.
return &sa.blockLight[0] != &sb.blockLight[0]
}
}
// propagate spreads the next light node in the node queue passed through the lightArea a. propagate adds the neighbours
// of the node to the queue for as long as it is able to spread.
func (a *lightArea) propagate(queue *lightQueue) {
n, ok := queue.pop()
if !ok {
return
}
if a.light(n.pos, n.lt) >= n.level {
return
}
a.setLight(n.pos, n.lt, n.level)
x, y, z := n.pos[0], n.pos[1], n.pos[2]
a.propagateNeighbour(queue, n.lt, n.level, x+1, y, z)
a.propagateNeighbour(queue, n.lt, n.level, x-1, y, z)
a.propagateNeighbour(queue, n.lt, n.level, x, y+1, z)
a.propagateNeighbour(queue, n.lt, n.level, x, y-1, z)
a.propagateNeighbour(queue, n.lt, n.level, x, y, z+1)
a.propagateNeighbour(queue, n.lt, n.level, x, y, z-1)
}
func (a *lightArea) propagateNeighbour(queue *lightQueue, lt light, level uint8, x, y, z int) {
if y < a.r.Min() || y > a.r.Max() || x < a.baseX || z < a.baseZ || x >= a.baseX+a.w*16 || z >= a.baseZ+a.w*16 {
return
}
pos := cube.Pos{x, y, z}
filter := a.highest(pos, a.br.FilteringBlock) + 1
if level > filter && a.light(pos, lt) < level-filter {
queue.push(node(pos, level-filter, lt))
}
}
// lightNode is a node pushed to the queue which is used to propagate light.
type lightNode struct {
pos cube.Pos
lt light
level uint8
}
// node creates a new lightNode using the position, level and light type passed.
func node(pos cube.Pos, level uint8, lt light) lightNode {
return lightNode{pos: pos, level: level, lt: lt}
}
+288
View File
@@ -0,0 +1,288 @@
package chunk
import (
"bytes"
"math"
"github.com/df-mc/dragonfly/server/block/cube"
)
// lightArea represents a square area of N*N chunks. It is used for light calculation specifically.
type lightArea struct {
br BlockRegistry
baseX, baseZ int
c []*Chunk
w int
r cube.Range
}
// lightQueue is a FIFO ring buffer used during light propagation.
type lightQueue struct {
nodes []lightNode
head int
tail int
size int
}
// initialLightQueueCapacity is the starting size for light propagation queues. A lightNode is 48 bytes on
// 64-bit platforms, so 1024 entries cost about 48 KiB. This avoids the first grow/copy for busier lighting
// runs while keeping the queue transient and able to grow for larger chunks.
const initialLightQueueCapacity = 1024
// newLightQueue creates an empty queue sized to capacity (at least 1).
func newLightQueue(capacity int) *lightQueue {
if capacity < 1 {
capacity = 1
}
return &lightQueue{nodes: make([]lightNode, capacity)}
}
// push appends a node to the tail, growing storage if full.
func (q *lightQueue) push(n lightNode) {
if q.size == len(q.nodes) {
q.grow()
}
q.nodes[q.tail] = n
q.tail = (q.tail + 1) % len(q.nodes)
q.size++
}
// pop removes and returns the oldest queued node.
func (q *lightQueue) pop() (lightNode, bool) {
if q.size == 0 {
return lightNode{}, false
}
n := q.nodes[q.head]
q.head = (q.head + 1) % len(q.nodes)
q.size--
return n, true
}
// empty returns true when no nodes are queued.
func (q *lightQueue) empty() bool {
return q.size == 0
}
// grow expands the ring buffer and reorders elements to start at index 0.
func (q *lightQueue) grow() {
nodes := make([]lightNode, len(q.nodes)<<1)
if q.head < q.tail {
copy(nodes, q.nodes[q.head:q.tail])
} else {
n := copy(nodes, q.nodes[q.head:])
copy(nodes[n:], q.nodes[:q.tail])
}
q.head = 0
q.tail = q.size
q.nodes = nodes
}
// LightArea creates a lightArea with the lower corner of the lightArea at baseX and baseZ. The length of the Chunk
// slice must be a square of a number, so 1, 4, 9 etc.
func LightArea(c []*Chunk, baseX, baseZ int) *lightArea {
w := int(math.Sqrt(float64(len(c))))
if len(c) != w*w {
panic("area must have a square chunk area")
}
return &lightArea{
br: c[0].br,
c: c,
w: w,
baseX: baseX << 4,
baseZ: baseZ << 4,
r: c[0].r,
}
}
// Fill executes the light 'filling' stage, where the lightArea is filled with light coming only from the
// individual chunks within the lightArea itself, without light crossing chunk borders.
func (a *lightArea) Fill() {
a.initialiseLightSlices()
queue := newLightQueue(initialLightQueueCapacity)
a.insertBlockLightNodes(queue)
a.insertSkyLightNodes(queue)
for !queue.empty() {
a.propagate(queue)
}
}
// Spread executes the light 'spreading' stage, where the lightArea has light spread from every Chunk into the
// neighbouring chunks. The neighbouring chunks must have passed the light 'filling' stage before this
// function is called for an lightArea that includes them.
func (a *lightArea) Spread() {
queue := newLightQueue(initialLightQueueCapacity)
a.insertLightSpreadingNodes(queue, BlockLight)
a.insertLightSpreadingNodes(queue, SkyLight)
for !queue.empty() {
a.propagate(queue)
}
}
// light returns the light at a cube.Pos with the light type l.
func (a *lightArea) light(pos cube.Pos, l light) uint8 {
return l.light(a.sub(pos), uint8(pos[0]&0xf), uint8(pos[1]&0xf), uint8(pos[2]&0xf))
}
// light sets the light at a cube.Pos with the light type l.
func (a *lightArea) setLight(pos cube.Pos, l light, v uint8) {
l.setLight(a.sub(pos), uint8(pos[0]&0xf), uint8(pos[1]&0xf), uint8(pos[2]&0xf), v)
}
// iterSubChunks iterates over all blocks of the lightArea on a per-SubChunk basis. A filter function may be passed to
// specify if a SubChunk should be iterated over. If it returns false, it will not be iterated over.
func (a *lightArea) iterSubChunks(filter func(sub *SubChunk) bool, f func(pos cube.Pos)) {
for cx := 0; cx < a.w; cx++ {
for cz := 0; cz < a.w; cz++ {
baseX, baseZ, c := a.baseX+(cx<<4), a.baseZ+(cz<<4), a.c[a.chunkIndex(cx, cz)]
for index, sub := range c.sub {
if !filter(sub) {
continue
}
baseY := int(c.SubY(int16(index)))
a.iterSubChunk(func(x, y, z int) {
f(cube.Pos{x + baseX, y + baseY, z + baseZ})
})
}
}
}
}
// iterEdges iterates over all chunk edges within the lightArea and calls the function f with the cube.Pos at either
// side of the edge.
func (a *lightArea) iterEdges(filter func(a, b *SubChunk) bool, f func(a, b cube.Pos)) {
minY, maxY := a.r[0]>>4, a.r[1]>>4
// First iterate over chunk X, Y and Z, so we can filter out a complete 16x16 sheet of blocks if the
// filter function returns false.
for cu := 1; cu < a.w; cu++ {
u := cu << 4
for cv := 0; cv < a.w; cv++ {
v := cv << 4
for cy := minY; cy < maxY; cy++ {
baseY := cy << 4
xa, za := cube.Pos{a.baseX + u, baseY, a.baseZ + v}, cube.Pos{a.baseX + v, baseY, a.baseZ + u}
xb, zb := xa.Side(cube.FaceWest), za.Side(cube.FaceNorth)
addX, addZ := filter(a.sub(xa), a.sub(xb)), filter(a.sub(za), a.sub(zb))
if !addX && !addZ {
continue
}
// The order of these loops allows us to take care of block spreading over both the X and Z axis by
// just swapping around the axes.
for addV := 0; addV < 16; addV++ {
for y := 0; y < 16; y++ {
// Finally, iterate over the 16x16 sheet and actually do the per-block checks.
if addX {
f(xa.Add(cube.Pos{0, y, addV}), xb.Add(cube.Pos{0, y, addV}))
}
if addZ {
f(za.Add(cube.Pos{addV, y}), zb.Add(cube.Pos{addV, y}))
}
}
}
}
}
}
}
// iterHeightmap iterates over the height map of the lightArea and calls the function f with the height map value, the
// height map value of the highest neighbour and the Y value of the highest non-empty SubChunk.
func (a *lightArea) iterHeightmap(f func(x, z int, height, highestNeighbour, highestY, lowestY int)) {
m, highestY := a.c[0].HeightMap(), a.c[0].Range().Min()
lowestY := highestY
for index := range a.c[0].sub {
if a.c[0].sub[index].Empty() {
continue
}
highestY = int(a.c[0].SubY(int16(index))) + 15
}
for x := uint8(0); x < 16; x++ {
for z := uint8(0); z < 16; z++ {
f(int(x)+a.baseX, int(z)+a.baseZ, int(m.At(x, z)), int(m.HighestNeighbour(x, z)), highestY, lowestY)
}
}
}
// iterSubChunk iterates over the coordinates of a SubChunk (0-15 on all axes) and calls the function f for each of
// those coordinates.
func (a *lightArea) iterSubChunk(f func(x, y, z int)) {
for y := 0; y < 16; y++ {
for x := 0; x < 16; x++ {
for z := 0; z < 16; z++ {
f(x, y, z)
}
}
}
}
// highest looks up through the blocks at first and second layer at the cube.Pos passed, calls the lightBlocking
// function for each runtime ID, and returns the highest value.
func (a *lightArea) highest(pos cube.Pos, lightBlocking func(rid uint32) uint8) uint8 {
x, y, z, sub := uint8(pos[0]&0xf), uint8(pos[1]&0xf), uint8(pos[2]&0xf), a.sub(pos)
storages, l := sub.storages, len(sub.storages)
switch l {
case 0:
return 0
case 1:
return lightBlocking(storages[0].At(x, y, z))
default:
level := lightBlocking(storages[0].At(x, y, z))
if v := lightBlocking(storages[1].At(x, y, z)); v > level {
return v
}
return level
}
}
var (
fullLight = bytes.Repeat([]byte{0xff}, 2048)
fullLightPtr = &fullLight[0]
noLight = make([]uint8, 2048)
noLightPtr = &noLight[0]
)
// initialiseLightSlices initialises all light slices in the sub chunks of all chunks either with full light if there is
// no sub chunk with any blocks above it, or with empty light if there is. The sub chunks with empty light are then
// ready to be properly calculated.
func (a *lightArea) initialiseLightSlices() {
for _, c := range a.c {
index := len(c.sub) - 1
for index >= 0 {
sub := c.sub[index]
if !sub.Empty() {
// We've hit the topmost empty SubChunk.
break
}
sub.skyLight = fullLight
sub.blockLight = noLight
index--
}
for index >= 0 {
// Fill up the rest of the sub chunks with empty light. We will do light calculation for these sub chunks
// later on.
c.sub[index].skyLight = noLight
c.sub[index].blockLight = noLight
index--
}
}
}
// sub returns the SubChunk corresponding to a cube.Pos.
func (a *lightArea) sub(pos cube.Pos) *SubChunk {
return a.chunk(pos).SubChunk(int16(pos[1]))
}
// chunk returns the Chunk corresponding to a cube.Pos.
func (a *lightArea) chunk(pos cube.Pos) *Chunk {
x, z := pos[0]-a.baseX, pos[2]-a.baseZ
return a.c[a.chunkIndex(x>>4, z>>4)]
}
// chunkIndex finds the index in the chunk slice of an lightArea for a Chunk at a specific x and z.
func (a *lightArea) chunkIndex(x, z int) int {
return x + (z * a.w)
}
+23
View File
@@ -0,0 +1,23 @@
package chunk
var (
// SkyLight holds a light implementation that can be used for propagating sky light through a sub chunk.
SkyLight skyLight
// BlockLight holds a light implementation that can be used for propagating block light through a sub chunk.
BlockLight blockLight
)
type (
// light is a type that can be used to set and retrieve light of a specific type in a sub chunk.
light interface {
light(sub *SubChunk, x, y, z uint8) uint8
setLight(sub *SubChunk, x, y, z, v uint8)
}
skyLight struct{}
blockLight struct{}
)
func (skyLight) light(sub *SubChunk, x, y, z uint8) uint8 { return sub.SkyLight(x, y, z) }
func (skyLight) setLight(sub *SubChunk, x, y, z, v uint8) { sub.SetSkyLight(x, y, z, v) }
func (blockLight) light(sub *SubChunk, x, y, z uint8) uint8 { return sub.BlockLight(x, y, z) }
func (blockLight) setLight(sub *SubChunk, x, y, z, v uint8) { sub.SetBlockLight(x, y, z, v) }
+142
View File
@@ -0,0 +1,142 @@
package chunk
import (
"math"
"slices"
)
// paletteSize is the size of a palette. It indicates the amount of bits occupied per value stored.
type paletteSize byte
// Palette is a palette of values that every PalettedStorage has. Storages hold 'pointers' to indices
// in this palette.
type Palette struct {
last uint32
lastIndex int16
size paletteSize
// values is a map of values. A PalettedStorage points to the index to this value.
values []uint32
}
// newPalette returns a new Palette with size and a slice of added values.
func newPalette(size paletteSize, values []uint32) *Palette {
return &Palette{size: size, values: values, last: math.MaxUint32}
}
// Clone returns an independent copy of the Palette.
func (palette *Palette) Clone() *Palette {
return &Palette{
last: palette.last,
lastIndex: palette.lastIndex,
size: palette.size,
values: slices.Clone(palette.values),
}
}
// Len returns the amount of unique values in the Palette.
func (palette *Palette) Len() int {
return len(palette.values)
}
// Add adds a values to the Palette. It does not first check if the value was already set in the Palette.
// The index at which the value was added is returned. Another bool is returned indicating if the Palette
// was resized as a result of adding the value.
func (palette *Palette) Add(v uint32) (index int16, resize bool) {
i := int16(len(palette.values))
palette.values = append(palette.values, v)
if palette.needsResize() {
palette.increaseSize()
return i, true
}
return i, false
}
// Replace calls the function passed for each value present in the Palette. The value returned by the
// function replaces the value present at the index of the value passed.
func (palette *Palette) Replace(f func(v uint32) uint32) {
// Reset last runtime ID as it now has a different offset.
palette.last = math.MaxUint32
for index, v := range palette.values {
palette.values[index] = f(v)
}
}
// Index loops through the values of the Palette and looks for the index of the given value. If the value could
// not be found, -1 is returned.
func (palette *Palette) Index(runtimeID uint32) int16 {
if runtimeID == palette.last {
// Fast path out.
return palette.lastIndex
}
// Slow path in a separate function allows for inlining the fast path.
return palette.indexSlow(runtimeID)
}
// indexSlow searches the index of a value in the Palette's values by iterating through the Palette's values.
func (palette *Palette) indexSlow(runtimeID uint32) int16 {
l := len(palette.values)
for i := 0; i < l; i++ {
if palette.values[i] == runtimeID {
palette.last = runtimeID
v := int16(i)
palette.lastIndex = v
return v
}
}
return -1
}
// Value returns the value in the Palette at a specific index.
func (palette *Palette) Value(i uint16) uint32 {
return palette.values[i]
}
// needsResize checks if the Palette, and with it the holding PalettedStorage, needs to be resized to a bigger
// size.
func (palette *Palette) needsResize() bool {
return len(palette.values) > (1 << palette.size)
}
var sizes = [...]paletteSize{0, 1, 2, 3, 4, 5, 6, 8, 16}
var offsets = [...]int{0: 0, 1: 1, 2: 2, 3: 3, 4: 4, 5: 5, 6: 6, 8: 7, 16: 8}
// increaseSize increases the size of the Palette to the next palette size.
func (palette *Palette) increaseSize() {
palette.size = sizes[offsets[palette.size]+1]
}
// padded returns true if the Palette size is 3, 5 or 6.
func (p paletteSize) padded() bool {
return p == 3 || p == 5 || p == 6
}
// paletteSizeFor finds a suitable paletteSize for the amount of values passed n.
func paletteSizeFor(n int) paletteSize {
for _, size := range sizes {
if n <= (1 << size) {
return size
}
}
// Should never happen.
return 0
}
// uint32s returns the amount of uint32s needed to represent a storage with this palette size.
func (p paletteSize) uint32s() (n int) {
uint32Count := 0
if p != 0 {
// indicesPerUint32 is the amount of indices that may be stored in a single uint32.
indicesPerUint32 := 32 / int(p)
// uint32Count is the amount of uint32s required to store all indices: 4096 indices need to be stored in
// total.
uint32Count = 4096 / indicesPerUint32
}
if p.padded() {
// We've got one of the padded sizes, so the storage has another uint32 to be able to store
// every index.
uint32Count++
}
return uint32Count
}
+236
View File
@@ -0,0 +1,236 @@
package chunk
import (
"bytes"
"slices"
"unsafe"
)
const (
// uint32ByteSize is the amount of bytes in a uint32.
uint32ByteSize = 4
// uint32BitSize is the amount of bits in a uint32.
uint32BitSize = uint32ByteSize * 8
)
// PalettedStorage is a storage of 4096 blocks encoded in a variable amount of uint32s, storages may have values
// with a bit size per block of 0, 1, 2, 3, 4, 5, 6, 8 or 16 bits.
// 3 of these formats have additional padding in every uint32 and an additional uint32 at the end, to cater
// for the blocks that don't fit. This padding is present when the storage has a block size of 3, 5 or 6
// bytes.
// Methods on PalettedStorage must not be called simultaneously from multiple goroutines.
type PalettedStorage struct {
// bitsPerIndex is the amount of bits required to store one block. The number increases as the block
// storage holds more unique block states.
bitsPerIndex uint16
// filledBitsPerIndex returns the amount of blocks that are actually filled per uint32.
filledBitsPerIndex uint16
// indexMask is the equivalent of 1 << bitsPerIndex - 1.
indexMask uint32
// indicesStart holds an unsafe.Pointer to the first byte in the indices slice below.
indicesStart unsafe.Pointer
// Palette holds all block runtime IDs that the indices in the indices slice point to. These runtime IDs
// point to block states.
palette *Palette
// indices contains all indices in the PalettedStorage. This slice has a variable size, but may not be changed
// unless the whole PalettedStorage is resized, including the Palette.
indices []uint32
}
// newPalettedStorage creates a new block storage using the uint32 slice as the indices and the palette passed.
// The bits per block are calculated using the length of the uint32 slice.
func newPalettedStorage(indices []uint32, palette *Palette) *PalettedStorage {
var (
bitsPerIndex = uint16(len(indices) / uint32BitSize / uint32ByteSize)
indexMask = (uint32(1) << bitsPerIndex) - 1
indicesStart = (unsafe.Pointer)(unsafe.SliceData(indices))
filledBitsPerIndex uint16
)
if bitsPerIndex != 0 {
filledBitsPerIndex = uint32BitSize / bitsPerIndex * bitsPerIndex
}
return &PalettedStorage{filledBitsPerIndex: filledBitsPerIndex, indexMask: indexMask, indicesStart: indicesStart, bitsPerIndex: bitsPerIndex, indices: indices, palette: palette}
}
// emptyStorage creates a PalettedStorage filled completely with a value v.
func emptyStorage(v uint32) *PalettedStorage {
return newPalettedStorage([]uint32{}, newPalette(0, []uint32{v}))
}
// Clone returns an independent copy of the PalettedStorage.
func (storage *PalettedStorage) Clone() *PalettedStorage {
return newPalettedStorage(slices.Clone(storage.indices), storage.palette.Clone())
}
// Palette returns the Palette of the PalettedStorage.
func (storage *PalettedStorage) Palette() *Palette {
return storage.palette
}
// At returns the value of the PalettedStorage at a given x, y and z.
func (storage *PalettedStorage) At(x, y, z byte) uint32 {
return storage.palette.Value(storage.paletteIndex(x&15, y&15, z&15))
}
// Set sets a value at a specific x, y and z. The Palette and PalettedStorage are expanded
// automatically to make space for the value, should that be needed.
func (storage *PalettedStorage) Set(x, y, z byte, v uint32) {
index := storage.palette.Index(v)
if index == -1 {
// The runtime ID was not yet available in the palette. We add it, then check if the block storage
// needs to be resized for the palette pointers to fit.
index = storage.addNew(v)
}
storage.setPaletteIndex(x&15, y&15, z&15, uint16(index))
}
// Equal checks if two PalettedStorages are equal value wise. False is returned
// if either of the storages are nil.
func (storage *PalettedStorage) Equal(other *PalettedStorage) bool {
if storage == nil || other == nil {
return false
}
if len(storage.indices) == 0 || len(other.indices) == 0 || storage.palette.values[0] == 0 || other.palette.values[0] == 0 {
return false
}
indicesA := unsafe.Slice((*byte)(unsafe.Pointer(&storage.indices[0])), len(storage.indices)*4)
indicesB := unsafe.Slice((*byte)(unsafe.Pointer(&other.indices[0])), len(other.indices)*4)
if !bytes.Equal(indicesA, indicesB) {
return false
}
paletteA := unsafe.Slice((*byte)(unsafe.Pointer(&storage.palette.values[0])), len(storage.palette.values)*4)
paletteB := unsafe.Slice((*byte)(unsafe.Pointer(&other.palette.values[0])), len(other.palette.values)*4)
return bytes.Equal(paletteA, paletteB)
}
// addNew adds a new value to the PalettedStorage's Palette and returns its index. If needed, the storage is resized.
func (storage *PalettedStorage) addNew(v uint32) int16 {
index, resize := storage.palette.Add(v)
if resize {
storage.resize(storage.palette.size)
}
return index
}
// paletteIndex looks up the Palette index at a given x, y and z value in the PalettedStorage. This palette
// index is not the value at this offset, but merely an index in the Palette pointing to a value.
func (storage *PalettedStorage) paletteIndex(x, y, z byte) uint16 {
if storage.bitsPerIndex == 0 {
// Unfortunately our default logic cannot deal with 0 bits per index, meaning we'll have to special case
// this. This comes with a little performance hit, but it seems to be the only way to go. An alternative would
// be not to have 0 bits per block storages in memory, but that would cause a strongly increased memory usage
// by biomes.
return 0
}
offset := ((uint16(x) << 8) | (uint16(z) << 4) | uint16(y)) * storage.bitsPerIndex
uint32Offset, bitOffset := offset/storage.filledBitsPerIndex, offset%storage.filledBitsPerIndex
w := *(*uint32)(unsafe.Pointer(uintptr(storage.indicesStart) + uintptr(uint32Offset<<2)))
return uint16((w >> bitOffset) & storage.indexMask)
}
// setPaletteIndex sets the palette index at a given x, y and z to paletteIndex. This index should point
// to a value in the PalettedStorage's Palette.
func (storage *PalettedStorage) setPaletteIndex(x, y, z byte, i uint16) {
if storage.bitsPerIndex == 0 {
return
}
offset := ((uint16(x) << 8) | (uint16(z) << 4) | uint16(y)) * storage.bitsPerIndex
uint32Offset, bitOffset := offset/storage.filledBitsPerIndex, offset%storage.filledBitsPerIndex
ptr := (*uint32)(unsafe.Pointer(uintptr(storage.indicesStart) + uintptr(uint32Offset<<2)))
*ptr = (*ptr &^ (storage.indexMask << bitOffset)) | (uint32(i) << bitOffset)
}
// resize changes the size of a PalettedStorage to newPaletteSize. A new PalettedStorage is constructed,
// and all values available in the current storage are set in their appropriate locations in the
// new storage.
func (storage *PalettedStorage) resize(newPaletteSize paletteSize) {
if newPaletteSize == paletteSize(storage.bitsPerIndex) {
return // Don't resize if the size is already equal.
}
// Construct a new storage and set all values in there manually. We can't easily do this in a better
// way, because all values will be at a different index with a different length.
newStorage := newPalettedStorage(make([]uint32, newPaletteSize.uint32s()), storage.palette)
for x := byte(0); x < 16; x++ {
for y := byte(0); y < 16; y++ {
for z := byte(0); z < 16; z++ {
newStorage.setPaletteIndex(x, y, z, storage.paletteIndex(x, y, z))
}
}
}
// Set the new storage.
*storage = *newStorage
}
// compact clears unused indexes in the palette by scanning for usages in the PalettedStorage. This is a
// relatively heavy task which should only happen right before the sub chunk holding this PalettedStorage is
// saved to disk. compact also shrinks the palette size if possible.
func (storage *PalettedStorage) compact() {
if storage.palette.Len() == 0 {
return
}
if storage.palette.Len() == 1 {
// A single unique value can always be represented using 0 bits per index. This avoids scanning the
// entire storage and drops any backing indices slice.
storage.bitsPerIndex = 0
storage.filledBitsPerIndex = 0
storage.indexMask = 0
storage.indicesStart = nil
storage.indices = nil
storage.palette.size = 0
return
}
usedIndices := make([]bool, storage.palette.Len())
for x := byte(0); x < 16; x++ {
for y := byte(0); y < 16; y++ {
for z := byte(0); z < 16; z++ {
usedIndices[storage.paletteIndex(x, y, z)] = true
}
}
}
usedCount := 0
allUsed := true
for _, used := range usedIndices {
if used {
usedCount++
} else {
allUsed = false
}
}
// If every palette entry is used and the palette size cannot shrink, nothing changes.
// This avoids allocating a new indices slice and palette values slice for already-optimal storages.
size := paletteSizeFor(usedCount)
if allUsed && size == storage.palette.size {
return
}
newRuntimeIDs := make([]uint32, 0, usedCount)
conversion := make([]uint16, len(usedIndices))
for index, used := range usedIndices {
if used {
conversion[index] = uint16(len(newRuntimeIDs))
newRuntimeIDs = append(newRuntimeIDs, storage.palette.values[index])
}
}
// Construct a new storage and set all values in there manually. We can't easily do this in a better
// way, because all values will be at a different index with a different length.
newStorage := newPalettedStorage(make([]uint32, size.uint32s()), newPalette(size, newRuntimeIDs))
for x := byte(0); x < 16; x++ {
for y := byte(0); y < 16; y++ {
for z := byte(0); z < 16; z++ {
// Replace all usages of the old palette indexes with the new indexes using the map we
// produced earlier.
newStorage.setPaletteIndex(x, y, z, conversion[storage.paletteIndex(x, y, z)])
}
}
}
*storage = *newStorage
}
+149
View File
@@ -0,0 +1,149 @@
package chunk
import "slices"
// SubChunk is a cube of blocks located in a chunk. It has a size of 16x16x16 blocks and forms part of a stack
// that forms a Chunk.
type SubChunk struct {
air uint32
storages []*PalettedStorage
blockLight []uint8
skyLight []uint8
}
// Equals returns if the sub chunk passed is equal to the current one.
func (sub *SubChunk) Equals(s *SubChunk) bool {
if s.air != sub.air || len(s.storages) != len(sub.storages) {
return false
}
for i, st := range s.storages {
if !st.Equal(sub.storages[i]) {
return false
}
}
return true
}
// NewSubChunk creates a new sub chunk. All sub chunks should be created through this function.
func NewSubChunk(air uint32) *SubChunk {
return &SubChunk{air: air}
}
// Clone returns an independent copy of the SubChunk.
func (sub *SubChunk) Clone() *SubChunk {
clone := &SubChunk{
air: sub.air,
storages: make([]*PalettedStorage, len(sub.storages)),
blockLight: cloneLight(sub.blockLight),
skyLight: cloneLight(sub.skyLight),
}
for i, storage := range sub.storages {
clone.storages[i] = storage.Clone()
}
return clone
}
func cloneLight(light []uint8) []uint8 {
if len(light) == 0 {
return slices.Clone(light)
}
switch &light[0] {
case noLightPtr:
return noLight
case fullLightPtr:
return fullLight
default:
return slices.Clone(light)
}
}
// Empty checks if the SubChunk is considered empty. This is the case if the SubChunk has 0 block storages or if it has
// a single one that is completely filled with air.
func (sub *SubChunk) Empty() bool {
return len(sub.storages) == 0 || (len(sub.storages) == 1 && len(sub.storages[0].palette.values) == 1 && sub.storages[0].palette.values[0] == sub.air)
}
// Layer returns a certain block storage/layer from a sub chunk. If no storage at the layer exists, the layer
// is created, as well as all layers between the current highest layer and the new highest layer.
func (sub *SubChunk) Layer(layer uint8) *PalettedStorage {
for uint8(len(sub.storages)) <= layer {
// Keep appending to storages until the requested layer is achieved. Makes working with new layers
// much easier.
sub.storages = append(sub.storages, emptyStorage(sub.air))
}
return sub.storages[layer]
}
// Layers returns all layers in the sub chunk. This method may also return an empty slice.
func (sub *SubChunk) Layers() []*PalettedStorage {
return sub.storages
}
// Block returns the runtime ID of the block located at the given X, Y and Z. X, Y and Z must be in a
// range of 0-15.
func (sub *SubChunk) Block(x, y, z byte, layer uint8) uint32 {
if uint8(len(sub.storages)) <= layer {
return sub.air
}
return sub.storages[layer].At(x, y, z)
}
// SetBlock sets the given block runtime ID at the given X, Y and Z. X, Y and Z must be in a range of 0-15.
func (sub *SubChunk) SetBlock(x, y, z byte, layer uint8, block uint32) {
sub.Layer(layer).Set(x, y, z, block)
}
// SetBlockLight sets the block light value at a specific position in the sub chunk.
func (sub *SubChunk) SetBlockLight(x, y, z byte, level uint8) {
if ptr := &sub.blockLight[0]; ptr == noLightPtr {
// Copy the block light as soon as it is changed to create a COW system.
sub.blockLight = append([]byte(nil), sub.blockLight...)
}
index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y)
i := index >> 1
bit := (index & 1) << 2
sub.blockLight[i] = (sub.blockLight[i] & (0xf0 >> bit)) | (level << bit)
}
// BlockLight returns the block light value at a specific value at a specific position in the sub chunk.
func (sub *SubChunk) BlockLight(x, y, z byte) uint8 {
index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y)
return (sub.blockLight[index>>1] >> ((index & 1) << 2)) & 0xf
}
// SetSkyLight sets the skylight value at a specific position in the sub chunk.
func (sub *SubChunk) SetSkyLight(x, y, z byte, level uint8) {
if ptr := &sub.skyLight[0]; ptr == fullLightPtr || ptr == noLightPtr {
// Copy the skylight as soon as it is changed to create a COW system.
sub.skyLight = append([]byte(nil), sub.skyLight...)
}
index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y)
i := index >> 1
bit := (index & 1) << 2
sub.skyLight[i] = (sub.skyLight[i] & (0xf0 >> bit)) | (level << bit)
}
// SkyLight returns the skylight value at a specific value at a specific position in the sub chunk.
func (sub *SubChunk) SkyLight(x, y, z byte) uint8 {
index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y)
return (sub.skyLight[index>>1] >> ((index & 1) << 2)) & 0xf
}
// Compact cleans the garbage from all block storages that sub chunk contains, so that they may be
// cleanly written to a database.
func (sub *SubChunk) compact() {
newStorages := make([]*PalettedStorage, 0, len(sub.storages))
for _, storage := range sub.storages {
storage.compact()
if len(storage.palette.values) == 1 && storage.palette.values[0] == sub.air {
// If the palette has only air in it, it means the storage is empty, so we can ignore it.
continue
}
newStorages = append(newStorages, storage)
}
sub.storages = newStorages
}