add world module for in-memory block storage and integrate getblock command in messenger
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@@ -0,0 +1,178 @@
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package world
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import (
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"bytes"
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"errors"
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"sync"
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"github.com/admin-else/strom/mc/level"
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"github.com/admin-else/strom/mc/proto"
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"github.com/admin-else/strom/mc/proto_generated/v1_21_11"
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)
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var (
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ChunkNotLoadedErr = errors.New("chunk not loaded")
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OutOfBoundsErr = errors.New("coordinates out of bounds")
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)
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// ChunkPos identifies a chunk column.
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type ChunkPos struct {
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X, Z int32
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}
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// World stores a shareable in-memory view of the Minecraft world.
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// Multiple bots can subscribe to the same World and update it from their
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// respective connections.
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type World struct {
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mu sync.RWMutex
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chunks map[ChunkPos]*level.Chunk
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version string
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minY int
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height int
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}
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// NewWorld creates a new World for the given protocol version and vertical
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// bounds. For a 1.21 overworld use minY=-64 and height=384.
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func NewWorld(version string, minY, height int) *World {
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return &World{
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chunks: make(map[ChunkPos]*level.Chunk),
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version: version,
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minY: minY,
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height: height,
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}
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}
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// GetBlock returns the global block state ID at the given world coordinates.
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func (w *World) GetBlock(x, y, z int32) (stateId int32, err error) {
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w.mu.RLock()
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defer w.mu.RUnlock()
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return w.getBlockLocked(x, y, z)
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}
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func (w *World) getBlockLocked(x, y, z int32) (stateId int32, err error) {
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chunkX := floorDiv(x, level.ChunkWidth)
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chunkZ := floorDiv(z, level.ChunkWidth)
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chunk, ok := w.chunks[ChunkPos{chunkX, chunkZ}]
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if !ok {
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err = ChunkNotLoadedErr
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return
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}
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sectionIndex := (int(y) - w.minY) / level.ChunkWidth
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if sectionIndex < 0 || sectionIndex >= len(chunk.Sections) {
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err = OutOfBoundsErr
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return
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}
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lx, ly, lz := blockToLocal(x, y, z)
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index := ly*level.ChunkWidth*level.ChunkWidth + lz*level.ChunkWidth + lx
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return chunk.Sections[sectionIndex].Blocks.Get(index)
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}
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// SetBlock updates the global block state ID at the given world coordinates.
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func (w *World) SetBlock(x, y, z int32, stateId int32) (err error) {
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w.mu.Lock()
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defer w.mu.Unlock()
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chunkX := floorDiv(x, level.ChunkWidth)
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chunkZ := floorDiv(z, level.ChunkWidth)
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chunk, ok := w.chunks[ChunkPos{chunkX, chunkZ}]
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if !ok {
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return ChunkNotLoadedErr
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}
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sectionIndex := (int(y) - w.minY) / level.ChunkWidth
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if sectionIndex < 0 || sectionIndex >= len(chunk.Sections) {
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return OutOfBoundsErr
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}
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lx, ly, lz := blockToLocal(x, y, z)
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index := ly*level.ChunkWidth*level.ChunkWidth + lz*level.ChunkWidth + lx
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return chunk.Sections[sectionIndex].Blocks.Set(index, stateId)
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}
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// Module subscribes to chunk and block-change packets and updates a shared
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// World. Multiple Modules can point to the same World.
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type Module struct {
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*proto.Conn
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world *World
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}
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// GetBlock returns the block state ID at the given world coordinates via the
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// shared World.
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func (m *Module) GetBlock(x, y, z int32) (int32, error) {
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return m.world.GetBlock(x, y, z)
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}
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// Start registers packet handlers on c that update the shared World w.
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func Start(c *proto.Conn, w *World) *Module {
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m := &Module{Conn: c, world: w}
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m.RegisterUntilLatest(m.onMapChunk)
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m.RegisterUntilLatest(m.onBlockChange)
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m.RegisterUntilLatest(m.onMultiBlockChange)
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return m
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}
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func (m *Module) onMapChunk(p *v1_21_11.PlayToClientPacketMapChunk) (err error) {
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chunk, err := level.ReadChunkFromChunkPacketData(
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bytes.NewReader(p.ChunkData.Val),
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m.world.version,
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m.world.height,
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)
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if err != nil {
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return
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}
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m.world.mu.Lock()
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m.world.chunks[ChunkPos{p.X, p.Z}] = chunk
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m.world.mu.Unlock()
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return nil
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}
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func (m *Module) onBlockChange(p *v1_21_11.PlayToClientPacketBlockChange) (err error) {
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return m.world.SetBlock(p.Location.X, int32(p.Location.Y), p.Location.Z, p.Type)
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}
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func (m *Module) onMultiBlockChange(p *v1_21_11.PlayToClientPacketMultiBlockChange) (err error) {
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chunkX := p.ChunkCoordinates.X
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chunkZ := p.ChunkCoordinates.Z
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sectionY := p.ChunkCoordinates.Y
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for _, record := range p.Records {
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packedPos := record & 0xFFF
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stateId := record >> 12
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localX := (packedPos >> 8) & 0xF
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localY := (packedPos >> 4) & 0xF
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localZ := packedPos & 0xF
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x := chunkX*level.ChunkWidth + int32(localX)
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y := sectionY*level.ChunkWidth + int32(localY)
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z := chunkZ*level.ChunkWidth + int32(localZ)
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if err = m.world.SetBlock(x, y, z, stateId); err != nil {
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return
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}
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}
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return nil
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}
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func floorDiv(a, b int32) int32 {
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return (a - ((a%b + b) % b)) / b
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}
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func blockToLocal(x, y, z int32) (lx, ly, lz int32) {
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lx = x % level.ChunkWidth
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if lx < 0 {
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lx += level.ChunkWidth
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}
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ly = y % level.ChunkWidth
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if ly < 0 {
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ly += level.ChunkWidth
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}
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lz = z % level.ChunkWidth
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if lz < 0 {
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lz += level.ChunkWidth
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}
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return
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}
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