Files
bworld/client/level/client_level.ts
T
2026-09-25 17:41:36 -03:00

719 lines
21 KiB
TypeScript

import { block_value, chunk_key, default_block_value } from "$/common/utils.ts";
import { AIR_ID, BlockChange } from "$/common/protocol.ts";
import {
block_light_emission,
block_light_opacity,
BlockRegistry,
EverythingRegistry,
RENDER_LAYERS,
RenderLayer,
} from "$/common/everything_registry.ts";
import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, Faces, ID_MASK, VOID } from "../../common/constants.ts";
import { AssetManager } from "../assets.ts";
import { ChunkWorkerPool } from "../chunk_workers.ts";
import { worldgen_mods } from "../mods.ts";
import { type FromChunkWorker, TERRAIN_VERTEX_FLOATS } from "../workers/chunk_messages.ts";
import { create_index_buffer, create_vertex_buffer, destroy_buffer, Texture } from "../renderer/mod.ts";
import { crosses_planes } from "../workers/translucent_sort.ts";
import { Camera } from "../camera.ts";
import type { Entity } from "../entity/entity.ts";
export interface Block {
id: string;
x: number;
y: number;
z: number;
}
export { CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE };
export interface Chunk {
x: number;
z: number;
blocks: Uint32Array;
generated: boolean;
dirty: boolean;
// bumped on every mesh request so late results from older requests get ignored
mesh_version: number;
meshes: Partial<Record<RenderLayer, ChunkMesh>>;
// only for translucent meshes that have to be sorted again as the camera moves
translucent_sort?: TranslucentSort;
// blocks its generation put in neighboring chunks (leaves), as x, y, z, numeric id. kept so a neighbor that
// generates later, or unloads and comes back, still gets them
spills?: Int32Array;
}
export interface ChunkMesh {
vertex_buffer: GPUBuffer;
quad_count: number;
// the translucent layer's quads sorted back to front, the others are drawn in order
index_buffer?: GPUBuffer;
}
interface TranslucentSort {
// the mesh_version of the mesh these are for
mesh_version: number;
centers: Float32Array;
planes: [Float32Array, Float32Array, Float32Array];
// where the camera was for the last sort that was requested
camera: number[];
// sorts come back out of order, older ones than what's shown get skipped
requested: number;
applied: number;
}
const FLOATS_PER_QUAD = 4 * TERRAIN_VERTEX_FLOATS;
export { chunk_key };
// the block being looked at and which face of it
export interface BlockHitResult {
x: number;
y: number;
z: number;
block: number;
face: Faces;
}
const NEIGHBOR_OFFSETS = [[-1, 0], [1, 0], [0, -1], [0, 1]] as const;
// light spreads diagonally too, so meshing and lighting need all 8
const ALL_NEIGHBOR_OFFSETS = [...NEIGHBOR_OFFSETS, [-1, -1], [1, -1], [-1, 1], [1, 1]] as const;
// what minecraft calls the ClientLevel: this client's copy of the world, its chunks and the entities in it
export class ClientLevel {
image: Texture = AssetManager.instance.get("bworld:textures");
chunks = new Map<number, Chunk>();
second_timer = 0;
tick_timer = 0;
seed: string;
// blocks players changed from the generated terrain, per chunk, so they survive reloading chunks
changes = new Map<string, Map<string, BlockChange>>();
workers: ChunkWorkerPool;
#blocks = EverythingRegistry.get_registry<BlockRegistry>("blocks");
// chunks being generated by a worker, by chunk key
pending_generation = new Map<number, { x: number; z: number }>();
// every entity this client knows about, the local player included, by id
entities = new Map<string, Entity>();
constructor(seed = "seed") {
this.seed = seed;
this.workers = new ChunkWorkerPool((message) => this.#on_worker_message(message));
const blocks_registry = EverythingRegistry.get_registry<BlockRegistry>("blocks");
const block_ids: Record<string, number> = {};
blocks_registry.forEach((block, nid) => block_ids[block.id] = nid);
// sent once instead of with every mesh request
this.workers.broadcast({
type: "init",
blocks_registry: strip_functions(blocks_registry),
block_ids,
textures_info: AssetManager.instance.get("bworld:textures_info"),
image: { width: this.image.width, height: this.image.height },
worldgen_scripts: worldgen_mods.scripts,
ores: worldgen_mods.ores,
});
}
add_entity(entity: Entity) {
this.entities.set(entity.id, entity);
}
remove_entity(id: string) {
this.entities.delete(id);
}
tick() {
for (const entity of this.entities.values()) {
entity.save_previous_position();
entity.tick();
}
}
// generates the chunks around a position and forgets the ones too far away. one extra ring past the render
// distance gets generated so the edge has neighbors to mesh against
update_loaded_chunks(x: number, z: number, render_distance: number) {
const center_x = Math.floor(x / CHUNK_SIZE);
const center_z = Math.floor(z / CHUNK_SIZE);
const load_distance = render_distance + 1;
const out_of_range = (cx: number, cz: number) =>
Math.max(Math.abs(cx - center_x), Math.abs(cz - center_z)) > load_distance;
// collect first, deleting from the map while iterating it skips entries
const to_unload = [...this.chunks.values()].filter((chunk) => out_of_range(chunk.x, chunk.z));
for (const chunk of to_unload) {
this.unload_chunk(chunk.x, chunk.z);
}
for (const pending of [...this.pending_generation.values()]) {
if (out_of_range(pending.x, pending.z)) {
this.cancel_chunk_request(pending.x, pending.z);
}
}
// dont queue up the whole area at once, so walking somewhere new gets the close chunks first
const max_in_flight = this.workers.size * 2;
if (this.pending_generation.size >= max_in_flight) {
return;
}
const missing: { x: number; z: number; distance: number }[] = [];
for (let cx = center_x - load_distance; cx <= center_x + load_distance; cx += 1) {
for (let cz = center_z - load_distance; cz <= center_z + load_distance; cz += 1) {
if (!this.is_generated(cx, cz) && !this.is_generating(cx, cz)) {
const dx = cx - center_x;
const dz = cz - center_z;
missing.push({ x: cx, z: cz, distance: dx * dx + dz * dz });
}
}
}
missing.sort((a, b) => a.distance - b.distance);
for (const chunk of missing.slice(0, max_in_flight - this.pending_generation.size)) {
this.request_chunk(chunk.x, chunk.z);
}
}
dispose() {
this.workers.terminate();
for (const chunk of this.chunks.values()) {
this.delete_chunk_mesh(chunk);
}
this.chunks.clear();
this.pending_generation.clear();
}
add_chunk(x: number, z: number, blocks: Uint32Array = new Uint32Array(CHUNK_AREA * CHUNK_HEIGHT)) {
const chunk: Chunk = {
x,
z,
blocks,
dirty: true,
generated: false,
mesh_version: 0,
meshes: {},
};
this.chunks.set(chunk_key(x, z), chunk);
return chunk;
}
get_chunk(x: number, z: number) {
return this.chunks.get(chunk_key(x, z));
}
// state is the block's state bits, its defaults when not given
add_block(block: Block, state?: number) {
const block_chunk_x = Math.floor(block.x / CHUNK_SIZE);
const block_chunk_z = Math.floor(block.z / CHUNK_SIZE);
let chunk = this.get_chunk(block_chunk_x, block_chunk_z);
if (!chunk) {
chunk = this.add_chunk(block_chunk_x, block_chunk_z);
}
const [nid, info] = EverythingRegistry.get_full<BlockRegistry>("blocks", block.id)!;
const lx = block.x - block_chunk_x * CHUNK_SIZE;
const lz = block.z - block_chunk_z * CHUNK_SIZE;
const ly = block.y;
const index = ly * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx;
const old_nid = chunk.blocks[index] & ID_MASK;
chunk.blocks[index] = state === undefined ? default_block_value(nid, info) : block_value(nid, state);
chunk.dirty = true;
this.#mark_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz, old_nid, nid);
}
// the id with its state bits, VOID outside loaded chunks
get_block_value(x: number, y: number, z: number) {
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(chunk_x, chunk_z);
if (!chunk) {
return VOID;
}
return chunk.blocks[y * CHUNK_AREA + (z - chunk_z * CHUNK_SIZE) * CHUNK_SIZE + (x - chunk_x * CHUNK_SIZE)] ??
AIR;
}
get_block(x: number, y: number, z: number) {
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(chunk_x, chunk_z);
if (!chunk) {
return VOID;
}
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
const ly = y;
const index = ly * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx;
return chunk.blocks[index] & ID_MASK;
}
// whether entities bump into the block there. unloaded chunks count as solid, so nothing falls out of the world
has_collision(x: number, y: number, z: number) {
const block = this.get_block(x, y, z);
return block === VOID || (block !== AIR && (this.#blocks[block]?.has_collision ?? true));
}
// only changes what this client shows, drops and everything else happen on the server
break_block(x: number, y: number, z: number) {
const block_chunk_x = Math.floor(x / CHUNK_SIZE);
const block_chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(block_chunk_x, block_chunk_z);
if (!chunk) {
return;
}
const lx = x - block_chunk_x * CHUNK_SIZE;
const lz = z - block_chunk_z * CHUNK_SIZE;
const ly = y;
const index = ly * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx;
const old_nid = chunk.blocks[index] & ID_MASK;
chunk.blocks[index] = AIR;
chunk.dirty = true;
this.#mark_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz, old_nid, AIR);
}
// a block that lets through or gives off a different amount of light changes the light up to 15 blocks
// away, so in every neighbor. otherwise only a block on a chunk's edge matters, for its neighbor's faces
#mark_neighbors_dirty(
block_chunk_x: number,
block_chunk_z: number,
lx: number,
lz: number,
old_nid: number,
new_nid: number,
) {
const old_block = this.#blocks[old_nid];
const new_block = this.#blocks[new_nid];
if (
block_light_opacity(old_block) !== block_light_opacity(new_block) ||
block_light_emission(old_block) !== block_light_emission(new_block)
) {
for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
const n = this.get_chunk(block_chunk_x + dx, block_chunk_z + dz);
if (n) {
n.dirty = true;
}
}
return;
}
if (lx === 0) {
const n = this.get_chunk(block_chunk_x - 1, block_chunk_z);
if (n) {
n.dirty = true;
}
} else if (lx === CHUNK_SIZE - 1) {
const n = this.get_chunk(block_chunk_x + 1, block_chunk_z);
if (n) {
n.dirty = true;
}
}
if (lz === 0) {
const n = this.get_chunk(block_chunk_x, block_chunk_z - 1);
if (n) {
n.dirty = true;
}
} else if (lz === CHUNK_SIZE - 1) {
const n = this.get_chunk(block_chunk_x, block_chunk_z + 1);
if (n) {
n.dirty = true;
}
}
}
index_to_xyz(index: number) {
const y = Math.floor(index / CHUNK_AREA);
const rem = index % CHUNK_AREA;
const z = Math.floor(rem / CHUNK_SIZE);
const x = rem % CHUNK_SIZE;
return [x, y, z];
}
record_change(x: number, y: number, z: number, id: string, state = 0) {
const chunk_key = `${Math.floor(x / CHUNK_SIZE)},${Math.floor(z / CHUNK_SIZE)}`;
let chunk_changes = this.changes.get(chunk_key);
if (!chunk_changes) {
chunk_changes = new Map();
this.changes.set(chunk_key, chunk_changes);
}
chunk_changes.set(`${x},${y},${z}`, [x, y, z, id, state]);
}
// set a block the server told us about
apply_change(x: number, y: number, z: number, id: string, state = 0) {
const chunk = this.get_chunk(Math.floor(x / CHUNK_SIZE), Math.floor(z / CHUNK_SIZE));
if (!chunk || !chunk.generated) {
return;
}
const current = this.get_block(x, y, z);
if (id === AIR_ID) {
if (current !== AIR) {
this.break_block(x, y, z);
}
return;
}
const nid = EverythingRegistry.get_id("blocks", id);
if (nid === undefined || block_value(nid, state) === this.get_block_value(x, y, z)) {
return;
}
this.add_block({ x, y, z, id }, state);
}
apply_chunk_changes(cx: number, cz: number) {
for (const [x, y, z, id, state] of this.changes.get(`${cx},${cz}`)?.values() ?? []) {
this.apply_change(x, y, z, id, state);
}
}
is_generated(cx: number, cz: number) {
return this.get_chunk(cx, cz)?.generated ?? false;
}
is_generating(cx: number, cz: number) {
return this.pending_generation.has(chunk_key(cx, cz));
}
// generation happens in a worker, the chunk shows up in #on_generated
request_chunk(cx: number, cz: number) {
const key = chunk_key(cx, cz);
if (this.pending_generation.has(key) || this.chunks.get(key)?.generated) {
return;
}
this.pending_generation.set(key, { x: cx, z: cz });
this.workers.post({ type: "generate", chunk_x: cx, chunk_z: cz, seed: this.seed });
}
cancel_chunk_request(cx: number, cz: number) {
this.pending_generation.delete(chunk_key(cx, cz));
}
unload_chunk(cx: number, cz: number) {
const key = chunk_key(cx, cz);
const chunk = this.chunks.get(key);
if (!chunk) {
return;
}
this.delete_chunk_mesh(chunk);
this.chunks.delete(key);
}
// a chunk is only meshed once all its neighbors exist, otherwise its border faces and light would be
// wrong and it would have to be meshed again as each neighbor loads
can_mesh(chunk: Chunk) {
if (!chunk.generated) {
return false;
}
for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
if (!this.is_generated(chunk.x + dx, chunk.z + dz)) {
return false;
}
}
return true;
}
// sends every dirty chunk that can be meshed to the workers
request_meshes(camera: Camera) {
for (const chunk of this.chunks.values()) {
if (!chunk.dirty || !this.can_mesh(chunk)) {
continue;
}
chunk.dirty = false;
chunk.mesh_version += 1;
// copies, the worker lights the whole 3x3 area
const chunks: (Uint32Array | null)[] = [];
for (let dz = -1; dz <= 1; dz++) {
for (let dx = -1; dx <= 1; dx++) {
chunks.push(this.get_chunk(chunk.x + dx, chunk.z + dz)?.blocks.slice() ?? null);
}
}
this.workers.post({
type: "mesh",
chunk_x: chunk.x,
chunk_z: chunk.z,
version: chunk.mesh_version,
chunks,
camera: [camera.x, camera.y, camera.z],
}, chunks.filter((blocks) => blocks !== null).map((blocks) => blocks.buffer));
}
}
// like sodium, a chunk's translucent quads only change order when the camera crosses one of the
// planes they lie on, so that's the only time they get sorted again
update_translucent_sorting(camera: Camera) {
const position = [camera.x, camera.y, camera.z];
for (const chunk of this.chunks.values()) {
const sort = chunk.translucent_sort;
if (!sort || !crosses_planes(sort.planes, sort.camera, position)) {
continue;
}
sort.camera = position;
sort.requested += 1;
this.workers.post({
type: "sort",
chunk_x: chunk.x,
chunk_z: chunk.z,
version: sort.mesh_version,
sort_version: sort.requested,
centers: sort.centers,
camera: position,
});
}
}
#on_worker_message(message: FromChunkWorker) {
if (message.type === "generated") {
this.#on_generated(message.chunk_x, message.chunk_z, message.blocks, message.spills);
} else if (message.type === "meshed") {
this.#on_meshed(message);
} else {
this.#on_sorted(message);
}
}
#on_generated(cx: number, cz: number, blocks: Uint32Array, spills: Int32Array) {
const key = chunk_key(cx, cz);
// unloaded or cancelled while the worker was busy
if (!this.pending_generation.delete(key)) {
return;
}
let chunk = this.chunks.get(key);
if (chunk) {
// blocks placed here before it generated, keep them where generation left air
const existing = chunk.blocks;
for (let i = 0; i < blocks.length; i++) {
if (blocks[i] !== AIR) {
existing[i] = blocks[i];
}
}
} else {
chunk = this.add_chunk(cx, cz, blocks);
}
chunk.generated = true;
chunk.dirty = true;
chunk.spills = spills;
// the same rules as the server (server/game/world.ts): a chunk's own blocks, then what its neighbors'
// features put in it, only where it has air. both ways, since the neighbors may have generated first
for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
const neighbor_spills = this.get_chunk(cx + dx, cz + dz)?.spills;
if (neighbor_spills) {
this.#apply_spills(neighbor_spills, chunk);
}
}
for (let i = 0; i < spills.length; i += 4) {
this.#set_block_raw(spills[i], spills[i + 1], spills[i + 2], spills[i + 3]);
}
for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
const neighbor = this.get_chunk(cx + dx, cz + dz);
if (neighbor && neighbor.generated) {
neighbor.dirty = true;
}
}
// features spill into neighboring chunks, so their changes need reapplying too
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
this.apply_chunk_changes(cx + dx, cz + dz);
}
}
}
#on_meshed(message: Extract<FromChunkWorker, { type: "meshed" }>) {
const chunk = this.get_chunk(message.chunk_x, message.chunk_z);
// unloaded, or remeshed again since this was requested
if (!chunk || chunk.mesh_version !== message.version) {
return;
}
this.delete_chunk_mesh(chunk);
for (const layer of RENDER_LAYERS) {
const { vertices, quad_count } = message[layer];
if (quad_count === 0) {
continue;
}
chunk.meshes[layer] = {
vertex_buffer: create_vertex_buffer(vertices.subarray(0, quad_count * FLOATS_PER_QUAD)),
quad_count,
};
}
const translucent = message.translucent;
if (translucent.quad_count === 0) {
return;
}
chunk.meshes.translucent!.index_buffer = create_index_buffer(translucent.indices);
if (translucent.sort_type === "dynamic") {
chunk.translucent_sort = {
mesh_version: message.version,
centers: translucent.centers,
planes: translucent.planes,
camera: message.camera,
requested: 0,
applied: 0,
};
}
}
#on_sorted(message: Extract<FromChunkWorker, { type: "sorted" }>) {
const chunk = this.get_chunk(message.chunk_x, message.chunk_z);
const sort = chunk?.translucent_sort;
const mesh = chunk?.meshes.translucent;
// remeshed since, or a newer sort already came back
if (!sort || !mesh || sort.mesh_version !== message.version || message.sort_version <= sort.applied) {
return;
}
sort.applied = message.sort_version;
if (mesh.index_buffer) {
destroy_buffer(mesh.index_buffer);
}
mesh.index_buffer = create_index_buffer(message.indices);
}
// blocks a neighbor's features put here, only fill air so the result doesn't depend on which chunk loaded first.
// the server builds chunks the same way (server/game/world.ts)
#set_block_raw(x: number, y: number, z: number, nid: number) {
if (y < 0 || y >= CHUNK_HEIGHT) {
return;
}
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(chunk_x, chunk_z);
// a chunk that isn't generated yet takes it from our spills when it is
if (!chunk?.generated) {
return;
}
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
const index = y * CHUNK_AREA + lz * CHUNK_SIZE + lx;
if (chunk.blocks[index] === AIR) {
chunk.blocks[index] = nid;
chunk.dirty = true;
this.#mark_neighbors_dirty(chunk_x, chunk_z, lx, lz, AIR, nid & ID_MASK);
}
}
// the spills that land in chunk
#apply_spills(spills: Int32Array, chunk: Chunk) {
for (let i = 0; i < spills.length; i += 4) {
if (Math.floor(spills[i] / CHUNK_SIZE) === chunk.x && Math.floor(spills[i + 2] / CHUNK_SIZE) === chunk.z) {
this.#set_block_raw(spills[i], spills[i + 1], spills[i + 2], spills[i + 3]);
}
}
}
delete_chunk_mesh(chunk: Chunk) {
for (const mesh of Object.values(chunk.meshes)) {
destroy_buffer(mesh.vertex_buffer);
if (mesh.index_buffer) {
destroy_buffer(mesh.index_buffer);
}
}
chunk.meshes = {};
chunk.translucent_sort = undefined;
}
// the first block along the view of something at x/y/z looking at yaw/pitch, like minecraft's pick
pick(
x: number,
y: number,
z: number,
yaw: number,
pitch: number,
max_distance = 6,
step = 0.05,
): BlockHitResult | undefined {
const cos_pitch = Math.cos(pitch);
const dx = -Math.sin(yaw) * cos_pitch;
const dy = Math.sin(pitch);
const dz = -Math.cos(yaw) * cos_pitch;
let prev_bx = Math.floor(x);
let prev_by = Math.floor(y);
let prev_bz = Math.floor(z);
let dist = 0;
while (dist <= max_distance) {
x += dx * step;
y += dy * step;
z += dz * step;
dist += step;
const bx = Math.floor(x);
const by = Math.floor(y);
const bz = Math.floor(z);
if (bx === prev_bx && by === prev_by && bz === prev_bz) {
continue;
}
const block = this.get_block(bx, by, bz);
if (block && block !== AIR && block !== VOID) {
let face: Faces;
if (bx > prev_bx) {
face = "west";
} else if (bx < prev_bx) {
face = "east";
} else if (by > prev_by) {
face = "bottom";
} else if (by < prev_by) {
face = "top";
} else if (bz > prev_bz) {
face = "north";
} else {
face = "south";
}
return { x: bx, y: by, z: bz, face, block };
}
prev_bx = bx;
prev_by = by;
prev_bz = bz;
}
return undefined;
}
}
// functions cant be sent to workers
// deno-lint-ignore no-explicit-any
function strip_functions<T extends Record<string, any>>(obj: T): T {
// deno-lint-ignore no-explicit-any
const out: any = Array.isArray(obj) ? [] : {};
for (const k in obj) {
const v = obj[k];
if (typeof v === "function") continue;
if (v && typeof v === "object") {
out[k] = strip_functions(v);
} else {
out[k] = v;
}
}
return out;
}