2026-08-15 22:32:50 +08:00
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// Package chunk 区块数据结构:一维数组 + 每区块独立锁(场景/区块管理.md §2)。
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//
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// 布局:16×16×256 一维 []block.State(索引 (y*16+z)*16+x),
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// 天空光/方块光各 4-bit 打包存储(每字节 2 个方块)。
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package chunk
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import (
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"sync"
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"sync/atomic"
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"mc/internal/block"
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)
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// 区块尺寸常量(设计.md §4.1)。
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const (
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SizeX = 16 // 水平 X 大小
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SizeZ = 16 // 水平 Z 大小
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Height = 256 // 垂直高度
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SectionY = Height / 16 // section 数量(16×16×16)
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)
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// Chunk 一个区块。锁粒度:每 Chunk 一个 RWMutex(禁止全局锁,性能与内存.md §3)。
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type Chunk struct {
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CX, CZ int32
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mu sync.RWMutex
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blocks []block.State // 方块状态(一维数组,cache 友好)
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sky []uint8 // 天空光 4-bit 打包
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blockLt []uint8 // 方块光 4-bit 打包
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Dirty atomic.Bool // mesh 需重建(渲染.md §3.3)
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LightDirty atomic.Bool // 光照需重算(光照.md)
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SaveDirty atomic.Bool // 需写盘(存档与持久化.md §2)
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}
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// New 创建全空气区块。
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func New(cx, cz int32) *Chunk {
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return &Chunk{
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CX: cx,
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CZ: cz,
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blocks: make([]block.State, SizeX*SizeZ*Height),
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sky: make([]uint8, SizeX*SizeZ*Height/2),
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blockLt: make([]uint8, SizeX*SizeZ*Height/2),
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}
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}
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// Index 计算方块数组索引:(y*16+z)*16+x。
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func Index(x, y, z int) int { return (y*SizeZ+z)*SizeX + x }
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2026-08-15 23:39:43 +08:00
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// Block 读取方块(读锁;越界返回空气,防 mesh/光照边界查询崩溃)。
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2026-08-15 22:32:50 +08:00
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func (c *Chunk) Block(x, y, z int) block.State {
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2026-08-15 23:39:43 +08:00
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if x < 0 || x >= SizeX || y < 0 || y >= Height || z < 0 || z >= SizeZ {
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return block.Air
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}
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2026-08-15 22:32:50 +08:00
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c.mu.RLock()
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defer c.mu.RUnlock()
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return c.blocks[Index(x, y, z)]
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}
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// SetBlock 写入方块并标脏(mesh + 光照 + 存档)。
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func (c *Chunk) SetBlock(x, y, z int, s block.State) {
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c.mu.Lock()
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c.blocks[Index(x, y, z)] = s
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c.mu.Unlock()
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c.Dirty.Store(true)
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c.LightDirty.Store(true)
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c.SaveDirty.Store(true)
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}
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// Fill 初始化填充(生成器专用,不标存档脏:生成结果属纯函数可重算)。
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func (c *Chunk) Fill(x, y, z int, s block.State) {
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c.blocks[Index(x, y, z)] = s
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}
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// FillAll 整块填充(生成器初始化)。
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func (c *Chunk) FillAll(s block.State) {
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for i := range c.blocks {
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c.blocks[i] = s
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}
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}
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// SkyLight 读取天空光(4-bit,0–15)。
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func (c *Chunk) SkyLight(x, y, z int) uint8 { return nibble(c.sky, Index(x, y, z)) }
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// SetSkyLight 写入天空光。
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func (c *Chunk) SetSkyLight(x, y, z int, v uint8) { setNibble(c.sky, Index(x, y, z), v) }
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// BlockLight 读取方块光(4-bit,0–15)。
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func (c *Chunk) BlockLight(x, y, z int) uint8 { return nibble(c.blockLt, Index(x, y, z)) }
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// SetBlockLight 写入方块光。
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func (c *Chunk) SetBlockLight(x, y, z int, v uint8) { setNibble(c.blockLt, Index(x, y, z), v) }
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// nibble 读取半字节(偶数索引 → 低 4 位,奇数索引 → 高 4 位)。
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func nibble(arr []uint8, idx int) uint8 {
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if idx&1 == 0 {
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return arr[idx/2] & 0xF
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}
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return arr[idx/2] >> 4
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}
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// setNibble 写入半字节。
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func setNibble(arr []uint8, idx int, v uint8) {
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v &= 0xF
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if idx&1 == 0 {
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arr[idx/2] = (arr[idx/2] & 0xF0) | v
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} else {
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arr[idx/2] = (arr[idx/2] & 0x0F) | (v << 4)
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}
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}
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// Snapshot 无锁快照(mesh 构建 goroutine 读取用;调用方需保证期间无写入)。
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func (c *Chunk) Snapshot() []block.State {
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c.mu.RLock()
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defer c.mu.RUnlock()
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out := make([]block.State, len(c.blocks))
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copy(out, c.blocks)
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return out
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}
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2026-08-15 22:59:31 +08:00
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// LightBytes 复制天空光/方块光原始字节(存档序列化用)。
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func (c *Chunk) LightBytes() (sky, blockLt []byte) {
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c.mu.RLock()
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defer c.mu.RUnlock()
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sky = make([]byte, len(c.sky))
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bl := make([]byte, len(c.blockLt))
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copy(sky, c.sky)
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copy(bl, c.blockLt)
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return sky, bl
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}
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// SetAll 整体覆盖方块与光照数据(存档载入用;不标脏——载入即当前状态)。
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func (c *Chunk) SetAll(blocks []block.State, sky, blockLt []byte) {
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c.mu.Lock()
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copy(c.blocks, blocks)
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copy(c.sky, sky)
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copy(c.blockLt, blockLt)
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c.mu.Unlock()
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}
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