forked from EXTERNAL/bareiron
better sync client/server block state
This commit is contained in:
@@ -78,10 +78,10 @@ void handlePacket (int client_fd, int length, int packet_id) {
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float spawn_yaw = 0.0f, spawn_pitch = 0.0f;
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if (player->y == -32767) { // is this a new player?
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int _x = 8 / chunk_size;
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int _z = 8 / chunk_size;
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int rx = 8 % chunk_size;
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int rz = 8 % chunk_size;
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int _x = 8 / CHUNK_SIZE;
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int _z = 8 / CHUNK_SIZE;
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int rx = 8 % CHUNK_SIZE;
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int rz = 8 % CHUNK_SIZE;
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spawn_y = getHeightAt(rx, rz, _x, _z, getChunkHash(_x, _z)) + 1;
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} else {
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spawn_x = player->x > 0 ? (float)player->x + 0.5 : (float)player->x - 0.5;
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@@ -405,6 +405,14 @@ int sc_setContainerSlot (int client_fd, int window_id, uint16_t slot, uint8_t co
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}
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// S->C Block Update
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int sc_blockUpdate (int client_fd, int64_t x, int64_t y, int64_t z, uint8_t block) {
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writeVarInt(client_fd, 9 + sizeVarInt(block_palette[block]));
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writeByte(client_fd, 0x08);
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writeUint64(client_fd, ((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF));
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writeVarInt(client_fd, block_palette[block]);
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}
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// C->S Player Action
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int cs_playerAction (int client_fd) {
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@@ -490,31 +498,37 @@ int cs_useItemOn (int client_fd) {
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return 0;
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}
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switch (face) {
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case 0: y -= 1; break;
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case 1: y += 1; break;
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case 2: z -= 1; break;
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case 3: z += 1; break;
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case 4: x -= 1; break;
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case 5: x += 1; break;
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default: break;
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}
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PlayerData *player;
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if (getPlayerData(client_fd, &player)) return 1;
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uint16_t item = player->inventory_items[player->hotbar];
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uint8_t block = I_to_B(item);
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// check if the player is in the way
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if (x == player->x && (y == player->y || y == player->y + 1) && z == player->z) return 0;
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uint16_t *item = &player->inventory_items[player->hotbar];
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uint8_t *count = &player->inventory_count[player->hotbar];
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uint8_t block = I_to_B(*item);
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// if the selected item doesn't correspond to a block, exit
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if (block == 0) return 0;
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// if the selected slot doesn't hold any items, exit
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if (player->inventory_count[player->hotbar] == 0) return 0;
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if (*count == 0) return 0;
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// decrease item amount in selected slot
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player->inventory_count[player->hotbar] --;
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*count -= 1;
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// clear item id in slot if amount is zero
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if (player->inventory_count[player->hotbar] == 0)
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player->inventory_items[player->hotbar] = 0;
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if (*count == 0) *item = 0;
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switch (face) {
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case 0: makeBlockChange(x, y - 1, z, block); break;
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case 1: makeBlockChange(x, y + 1, z, block); break;
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case 2: makeBlockChange(x, y, z - 1, block); break;
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case 3: makeBlockChange(x, y, z + 1, block); break;
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case 4: makeBlockChange(x - 1, y, z, block); break;
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case 5: makeBlockChange(x + 1, y, z, block); break;
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default: break;
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}
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makeBlockChange(x, y, z, block);
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sc_setContainerSlot(client_fd, 0, serverSlotToClientSlot(0, player->hotbar), *count, *item);
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return 0;
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@@ -27,6 +27,7 @@ int sc_chunkDataAndUpdateLight (int client_fd, int _x, int _z);
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int sc_keepAlive (int client_fd);
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int sc_setContainerSlot (int client_fd, int window_id, uint16_t slot, uint8_t count, uint16_t item);
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int sc_setHeldItem (int client_fd, uint8_t slot);
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int sc_blockUpdate (int client_fd, int64_t x, int64_t y, int64_t z, uint8_t block);
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int sc_openScreen (int client_fd, uint8_t window, const char *title, uint16_t length);
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int sc_registries(int client_fd);
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33
src/tools.c
33
src/tools.c
@@ -14,6 +14,7 @@
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#include "registries.h"
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#include "varnum.h"
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#include "packets.h"
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#include "worldgen.h"
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#include "tools.h"
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static uint64_t htonll (uint64_t value) {
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@@ -298,17 +299,47 @@ uint8_t getBlockChange (short x, short y, short z) {
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void makeBlockChange (short x, short y, short z, uint8_t block) {
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// Transmit block update to all managed clients
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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sc_blockUpdate(player_data[i].client_fd, x, y, z, block);
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}
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// Calculate terrain at these coordinates and compare it to the input block.
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// Since block changes get overlayed on top of terrain, we don't want to
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// store blocks that don't differ from the base terrain.
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ChunkAnchor anchor = {
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x / CHUNK_SIZE,
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z / CHUNK_SIZE
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};
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if (x % CHUNK_SIZE < 0) anchor.x --;
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if (z % CHUNK_SIZE < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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uint8_t is_base_block = block == getTerrainAt(x, y, z, anchor);
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// Look for existing block change entries and replace them
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// 0xFF indicates a missing/restored entry
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for (int i = 0; i < block_changes_count; i ++) {
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if (block_changes[i].block == 0xFF && !is_base_block) {
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block_changes[i].x = x;
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block_changes[i].y = y;
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block_changes[i].z = z;
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block_changes[i].block = block;
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return;
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}
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if (
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block_changes[i].x == x &&
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block_changes[i].y == y &&
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block_changes[i].z == z
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) {
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block_changes[i].block = block;
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if (is_base_block) block_changes[i].block = 0xFF;
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else block_changes[i].block = block;
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return;
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}
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}
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// Don't create a new entry if it contains the base terrain block
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if (is_base_block) return;
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block_changes[block_changes_count].x = x;
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block_changes[block_changes_count].y = y;
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block_changes[block_changes_count].z = z;
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@@ -25,7 +25,7 @@ int getCornerHeight (uint32_t hash) {
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// Use parts of the hash as random values for the height variation.
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// We stack multiple different numbers to stabilize the distribution
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// while allowing for occasional variances.
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int height = terrain_base_height + (
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int height = TERRAIN_BASE_HEIGHT + (
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(hash & 3) +
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(hash >> 4 & 3) +
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(hash >> 8 & 3) +
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@@ -41,9 +41,9 @@ int getCornerHeight (uint32_t hash) {
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}
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int interpolate (int a, int b, int c, int d, int x, int z) {
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int top = a * (chunk_size - x) + b * x;
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int bottom = c * (chunk_size - x) + d * x;
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return (top * (chunk_size - z) + bottom * z) / (chunk_size * chunk_size);
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int top = a * (CHUNK_SIZE - x) + b * x;
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int bottom = c * (CHUNK_SIZE - x) + d * x;
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return (top * (CHUNK_SIZE - z) + bottom * z) / (CHUNK_SIZE * CHUNK_SIZE);
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}
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int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash) {
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@@ -62,40 +62,34 @@ int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash) {
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}
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typedef struct {
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short x;
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short z;
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uint32_t hash;
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} ChunkAnchor;
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uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor) {
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if (y > 80) return B_air;
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int rx = x % chunk_size;
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int rz = z % chunk_size;
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if (rx < 0) rx += chunk_size;
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if (rz < 0) rz += chunk_size;
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int rx = x % CHUNK_SIZE;
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int rz = z % CHUNK_SIZE;
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if (rx < 0) rx += CHUNK_SIZE;
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if (rz < 0) rz += CHUNK_SIZE;
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int height = getHeightAt(rx, rz, anchor.x, anchor.z, anchor.hash);
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if (y >= 64 && y >= height) {
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uint8_t tree_position = anchor.hash % (chunk_size * chunk_size);
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uint8_t tree_position = anchor.hash % (CHUNK_SIZE * CHUNK_SIZE);
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short tree_x = tree_position % chunk_size;
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if (tree_x < 3 || tree_x > chunk_size - 3) goto skip_tree;
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short tree_z = tree_position / chunk_size;
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if (tree_z < 3 || tree_z > chunk_size - 3) goto skip_tree;
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short tree_x = tree_position % CHUNK_SIZE;
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if (tree_x < 3 || tree_x > CHUNK_SIZE - 3) goto skip_tree;
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short tree_z = tree_position / CHUNK_SIZE;
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if (tree_z < 3 || tree_z > CHUNK_SIZE - 3) goto skip_tree;
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uint8_t tree_short = (anchor.hash >> (tree_x + tree_z)) & 1;
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tree_x += anchor.x * chunk_size;
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tree_z += anchor.z * chunk_size;
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tree_x += anchor.x * CHUNK_SIZE;
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tree_z += anchor.z * CHUNK_SIZE;
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uint8_t tree_y = getHeightAt(
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tree_x < 0 ? tree_x % chunk_size + chunk_size : tree_x % chunk_size,
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tree_z < 0 ? tree_z % chunk_size + chunk_size : tree_z % chunk_size,
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tree_x < 0 ? tree_x % CHUNK_SIZE + CHUNK_SIZE : tree_x % CHUNK_SIZE,
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tree_z < 0 ? tree_z % CHUNK_SIZE + CHUNK_SIZE : tree_z % CHUNK_SIZE,
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anchor.x, anchor.z, anchor.hash
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) + 1;
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if (tree_y < 64) goto skip_tree;
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@@ -128,8 +122,8 @@ skip_tree:
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// Starting at 4 blocks below terrain level, generate minerals and caves
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if (y <= height - 4) {
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// Caves use the same shape as surface terrain, just mirrored
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int8_t gap = height - terrain_base_height;
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if (y < cave_base_depth + gap && y > cave_base_depth - gap) return B_air;
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int8_t gap = height - TERRAIN_BASE_HEIGHT;
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if (y < CAVE_BASE_DEPTH + gap && y > CAVE_BASE_DEPTH - gap) return B_air;
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// The chunk-relative X and Z coordinates are used in a bit shift on the hash
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// The sum of these is then used to get the Y coordinate of the ore in this column
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@@ -171,11 +165,11 @@ uint8_t getBlockAt (int x, int y, int z) {
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if (block_change != 0xFF) return block_change;
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ChunkAnchor anchor = {
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x / chunk_size,
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z / chunk_size
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x / CHUNK_SIZE,
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z / CHUNK_SIZE
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};
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if (x % chunk_size < 0) anchor.x --;
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if (z % chunk_size < 0) anchor.z --;
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if (x % CHUNK_SIZE < 0) anchor.x --;
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if (z % CHUNK_SIZE < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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return getTerrainAt(x, y, z, anchor);
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@@ -183,19 +177,19 @@ uint8_t getBlockAt (int x, int y, int z) {
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}
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uint8_t chunk_section[4096];
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ChunkAnchor chunk_anchors[256 / (chunk_size * chunk_size)];
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ChunkAnchor chunk_anchors[256 / (CHUNK_SIZE * CHUNK_SIZE)];
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void buildChunkSection (int cx, int cy, int cz) {
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// Precompute the hashes and anchors for each minichunk
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int anchor_index = 0;
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for (int i = cz; i < cz + 16; i += chunk_size) {
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for (int j = cx; j < cx + 16; j += chunk_size) {
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for (int i = cz; i < cz + 16; i += CHUNK_SIZE) {
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for (int j = cx; j < cx + 16; j += CHUNK_SIZE) {
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ChunkAnchor *anchor = chunk_anchors + anchor_index;
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anchor->x = j / chunk_size;
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anchor->z = i / chunk_size;
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anchor->x = j / CHUNK_SIZE;
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anchor->z = i / CHUNK_SIZE;
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anchor->hash = getChunkHash(anchor->x, anchor->z);
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anchor_index ++;
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@@ -211,7 +205,7 @@ void buildChunkSection (int cx, int cy, int cz) {
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// The client expects "big-endian longs", which in our
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// case means reversing the order in which we store/send
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// each 8 block sequence.
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anchor_index = (j % 16) / chunk_size + (j / 16 % 16) / chunk_size * 2;
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anchor_index = (j % 16) / CHUNK_SIZE + (j / 16 % 16) / CHUNK_SIZE * 2;
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for (int offset = 7; offset >= 0; offset--) {
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int k = j + offset;
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int x = k % 16 + cx;
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@@ -3,15 +3,22 @@
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#include <stdint.h>
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// For best performance, chunk_size should be a power of 2
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#define chunk_size 8
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// For best performance, CHUNK_SIZE should be a power of 2
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#define CHUNK_SIZE 8
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// Terrain low point - should start a bit below sea level for rivers/lakes
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#define terrain_base_height 60
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#define TERRAIN_BASE_HEIGHT 60
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// Center point of cave generation
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#define cave_base_depth 24
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#define CAVE_BASE_DEPTH 24
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typedef struct {
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short x;
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short z;
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uint32_t hash;
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} ChunkAnchor;
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uint32_t getChunkHash (short x, short z);
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int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash);
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uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor);
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uint8_t getBlockAt (int x, int y, int z);
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extern uint8_t chunk_section[4096];
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Reference in New Issue
Block a user