feat(save): 存档系统——region 文件(zstd+CRC32+原子替换)、level.dat、区块序列化、世界存取(含测试)

This commit is contained in:
NianGao Dev
2026-08-15 22:59:31 +08:00
parent ba187f6f85
commit 509c6f228c
12 changed files with 1360 additions and 12 deletions

199
cmd/client/input.go Normal file
View File

@@ -0,0 +1,199 @@
// 客户端输入处理键鼠状态采集UI与输入.md §6
//
// 设计:回调只更新状态,游戏逻辑在 tick 里消费状态(主循环解耦)。
package main
import (
"math"
"mc/internal/game"
"mc/internal/physics"
"github.com/go-gl/glfw/v3.3/glfw"
)
// inputState 键鼠输入状态。
type inputState struct {
win *glfw.Window
// 按键状态
forward, back, left, right, jump, sneak, sprint bool
// 鼠标
lastX, lastY float64
firstMouse bool
dyaw, dpitch float64 // 累计角度增量弧度tick 消费)
// 按键事件tick 消费)
breakDown bool
breakHeld bool
placeDown bool
selectSlot int // -1 无
}
// newInputState 创建输入状态并注册回调。
func newInputState(win *glfw.Window) *inputState {
in := &inputState{win: win, firstMouse: true, selectSlot: -1}
win.SetKeyCallback(in.keyCallback)
win.SetMouseButtonCallback(in.mouseButtonCallback)
win.SetCursorPosCallback(in.cursorCallback)
win.SetScrollCallback(in.scrollCallback)
return in
}
// keyCallback 键盘回调动作映射WASD/空格/Shift/Ctrl/Esc
func (in *inputState) keyCallback(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, _ glfw.KeyMods) {
down := action != glfw.Release
switch key {
case glfw.KeyW:
in.forward = down
case glfw.KeyS:
in.back = down
case glfw.KeyA:
in.left = down
case glfw.KeyD:
in.right = down
case glfw.KeySpace:
in.jump = down
case glfw.KeyLeftShift:
in.sneak = down
case glfw.KeyLeftControl:
in.sprint = down
case glfw.KeyEscape:
if action == glfw.Press {
in.win.SetShouldClose(true)
}
case glfw.Key1, glfw.Key2, glfw.Key3, glfw.Key4, glfw.Key5, glfw.Key6, glfw.Key7, glfw.Key8, glfw.Key9:
if action == glfw.Press {
in.selectSlot = int(key) - int(glfw.Key1)
}
}
}
// mouseButtonCallback 鼠标按键左键破坏按住累积、右键放置UI与输入.md §6 长按)。
func (in *inputState) mouseButtonCallback(_ *glfw.Window, button glfw.MouseButton, action glfw.Action, _ glfw.ModifierKey) {
switch button {
case glfw.MouseButtonLeft:
if action == glfw.Press {
in.breakDown = true
}
in.breakHeld = action != glfw.Release
case glfw.MouseButtonRight:
if action == glfw.Press {
in.placeDown = true
}
}
}
// cursorCallback 鼠标移动yaw/pitch 累积(渲染.md §2 主线程消费)。
func (in *inputState) cursorCallback(_ *glfw.Window, x, y float64) {
if in.firstMouse {
in.lastX, in.lastY = x, y
in.firstMouse = false
return
}
dx, dy := x-in.lastX, y-in.lastY
in.lastX, in.lastY = x, y
const sens = 0.0025
in.dyaw += dx * sens
in.dpitch -= dy * sens
if in.dpitch > math.Pi/2-0.01 {
in.dpitch = math.Pi/2 - 0.01
}
if in.dpitch < -math.Pi/2+0.01 {
in.dpitch = -math.Pi/2 + 0.01
}
}
// scrollCallback 滚轮切热键栏UI与输入.md §6
func (in *inputState) scrollCallback(_ *glfw.Window, _, yoff float64) {
if yoff > 0 {
in.selectSlot = -2 // 上滚
} else if yoff < 0 {
in.selectSlot = -3 // 下滚
}
}
// apply 每 tick 把输入状态转成玩家动作game.Session 驱动)。
func (in *inputState) apply(s *game.Session) {
cam := s.Cam
p := s.Player
// 视角
if in.dyaw != 0 || in.dpitch != 0 {
cam.Yaw += in.dyaw
cam.Pitch += in.dpitch
in.dyaw, in.dpitch = 0, 0
}
// 水平移动(物理与碰撞.md §3走/冲刺/潜行)
f := cam.Forward()
r := cam.Right()
wish := [2]float64{}
if in.forward {
wish[0] += f[0]
wish[1] += f[2]
}
if in.back {
wish[0] -= f[0]
wish[1] -= f[2]
}
if in.right {
wish[0] += r[0]
wish[1] += r[2]
}
if in.left {
wish[0] -= r[0]
wish[1] -= r[2]
}
speed := 4.3
if in.sprint {
speed *= 1.3
}
if in.sneak {
speed *= 0.3
}
l := math.Sqrt(wish[0]*wish[0] + wish[1]*wish[1])
if l > 0 {
p.Vel[0] = wish[0] / l * speed
p.Vel[2] = wish[1] / l * speed
} else {
p.Vel[0] = 0
p.Vel[2] = 0
}
// 跳跃
if in.jump && p.OnGround {
p.Jump()
}
// 热键栏切换
switch in.selectSlot {
case -2:
s.Inv.Selected = (s.Inv.Selected + 1) % 9
case -3:
s.Inv.Selected = (s.Inv.Selected + 8) % 9
default:
if in.selectSlot >= 0 && in.selectSlot < 9 {
s.Inv.Selected = in.selectSlot
}
}
in.selectSlot = -1
// 破坏(按住累积,方块交互与动画.md §3
if in.breakDown {
s.BeginBreak()
in.breakDown = false
}
if !in.breakHeld && s.BreakProgress() != 0 {
s.EndBreak()
}
// 放置
if in.placeDown {
s.PlaceSelected()
in.placeDown = false
}
}
var _ = physics.Player{} // 保持引用(后续输入扩展用)

View File

@@ -1,4 +1,7 @@
// 年糕历险记 —— 客户端入口。
//
// 装配顺序(架构.md §3.1 启动流程):配置 → 日志 → 内容包/图集 → 注册表 → 世界
// → 游戏会话(玩家/背包/相机)→ 渲染器 → 主循环tick 20Hz + render
package main
import (
@@ -6,28 +9,105 @@ import (
"flag"
"os"
"os/signal"
"sync"
"time"
"mc/internal/assets"
"mc/internal/atlas"
"mc/internal/block"
"mc/internal/camera"
"mc/internal/config"
"mc/internal/engine"
"mc/internal/game"
"mc/internal/inventory"
"mc/internal/item"
"mc/internal/logx"
"mc/internal/mesh"
"mc/internal/physics"
"mc/internal/recipe"
"mc/internal/render"
"mc/internal/world"
"mc/internal/worldgen"
)
var devMode = flag.Bool("dev", devDefault, "开发模式:直接读取 assets/(默认随构建 tag")
// clientApp 客户端应用骨架(窗口/渲染在 Todo 4 接入)。
// clientApp 客户端应用把会话与渲染粘合起来engine.Ticker + engine.Renderer)。
type clientApp struct {
cfg *config.ClientConfig
log *logx.Logger
sess *game.Session
rend *render.Renderer
reg *block.Registry
in *inputState
meshBuilder *mesh.Builder
mu sync.Mutex
pendingMesh []*worldMeshJob // tick 构建 → 渲染线程上传
winW, winH int
lastTime time.Time
}
// Tick 每 tick20Hz逻辑
func (a *clientApp) Tick(dt float64) {}
// worldMeshJob 待上传网格
type worldMeshJob struct {
cx, cz int32
m *mesh.ChunkMesh
}
// Render 每帧渲染(占位)。
func (a *clientApp) Render() {}
// Tick 每 tick20Hz输入 → 玩家 → 会话 → 网格构建(渲染.md §3.3 dirty 重建)。
func (a *clientApp) Tick(dt float64) {
// 输入 → 玩家速度UI与输入.md §6 动作映射)
a.in.apply(a.sess)
a.sess.Tick(dt)
// ShouldClose 窗口关闭判定(占位)。
func (a *clientApp) ShouldClose() bool { return false }
// 脏区块网格重建CPU 侧,预算内)
start := time.Now()
for _, c := range a.sess.World.ActiveChunks() {
if time.Since(start) > 6*time.Millisecond {
break // 帧预算(区块管理.md §4.3.2
}
if !c.Dirty.Load() {
continue
}
m := a.meshBuilder.Build(c, func(x, y, z int32) block.State {
return a.sess.World.Block(x, y, z)
})
a.mu.Lock()
a.pendingMesh = append(a.pendingMesh, &worldMeshJob{cx: c.CX, cz: c.CZ, m: m})
a.mu.Unlock()
c.Dirty.Store(false)
}
}
// Render 每帧渲染(渲染线程):上传待传网格 → 视图矩阵 → 三 pass 绘制。
func (a *clientApp) Render() {
// 上传 tick 构建好的网格GL 调用必须在渲染线程)
a.mu.Lock()
pending := a.pendingMesh
a.pendingMesh = nil
a.mu.Unlock()
for _, j := range pending {
a.rend.UploadChunk(j.cx, j.cz, j.m)
}
// 视图投影
cam := a.sess.Cam
aspect := float64(a.cfgW()) / float64(a.cfgH())
a.rend.SetViewProj(cam.View(), cam.Projection(aspect, 0.05, 1024))
// 清屏 + 绘制(视锥剔除简化为全量绘制,后置 LOD
a.rend.BeginFrame()
chunks := a.sess.World.ActiveChunks()
a.rend.DrawChunks(func(i int) (int32, int32) { return chunks[i].CX, chunks[i].CZ }, len(chunks))
a.rend.EndFrame()
}
// ShouldClose 窗口关闭判定。
func (a *clientApp) ShouldClose() bool { return a.rend.ShouldClose() }
// cfgW / cfgH 窗口尺寸(渲染用)。
func (a *clientApp) cfgW() int { return a.winW }
func (a *clientApp) cfgH() int { return a.winH }
func main() {
flag.Parse()
@@ -36,17 +116,102 @@ func main() {
if err != nil {
panic(err)
}
cfg, err := config.Load("config/client.yaml", config.DefaultClient())
if err != nil {
log.Warnf("配置加载失败,使用默认值:%v", err)
}
log.Infof("%s 客户端启动:%dx%d语言 %s视距 %d", cfg.Client.WindowTitle, cfg.Client.WindowWidth, cfg.Client.WindowHeight, cfg.Client.Language, cfg.Client.RenderDistance)
// 1) 内容包与图集(设计.md §1.3:扫描 mods/ + resourcepacks/
am := assets.New()
if err := am.Load("assets", "mods", "resourcepacks"); err != nil {
log.Warnf("内容包加载失败:%v", err)
}
log.Infof("已加载 %d 个内容包", len(am.Packs()))
keys, err := am.ExpandAtlas("blocks")
if err != nil {
panic(err)
}
atlasImg, uvRects, err := atlas.Build(am.ResolveTexture, keys, 16)
if err != nil {
panic(err)
}
log.Infof("blocks 图集:%d 纹理,%dx%d", len(uvRects), atlasImg.Bounds().Dx(), atlasImg.Bounds().Dy())
// UV 函数(渲染.md §4inset 防渗色)
uvFn := func(texKey string) (u0, v0, u1, v1 float32, ok bool) {
rect, found := uvRects[texKey]
if !found {
return 0, 0, 1, 1, false
}
W, H := float32(atlasImg.Bounds().Dx()), float32(atlasImg.Bounds().Dy())
const inset = 0.5
u0 = (float32(rect.Min.X) + inset) / W
v0 = (float32(rect.Min.Y) + inset) / H
u1 = (float32(rect.Max.X) - inset) / W
v1 = (float32(rect.Max.Y) - inset) / H
return u0, v0, u1, v1, true
}
// 2) 注册表(设计.md §6.1/§6.2 数据驱动)
reg, err := block.Load("assets/config/blocks.json")
if err != nil {
panic(err)
}
items, err := item.Load("assets/config/items.json")
if err != nil {
panic(err)
}
recipes, err := recipe.Load("assets/config/recipes.json")
if err != nil {
panic(err)
}
// 3) 世界与生成器(区块管理.md §4 异步流水线)
gen, err := worldgen.New(reg, 123456789, cfg.Client.RenderDistance/2000.0+0.004, 0.01, 0.1)
if err != nil {
panic(err)
}
w, err := world.New(reg, gen, cfg.Client.RenderDistance)
if err != nil {
panic(err)
}
defer w.Close()
// 4) 游戏会话(玩家先高空下落,区块加载后落地)
p := physics.NewPlayer(8.5, 100, 8.5)
cam := camera.New(p.Eye(), 0, 0, cfg.Client.FOV)
inv := inventory.New(items)
sess := game.NewSession(w, reg, items, recipes, p, inv, cam)
// 5) 渲染器GL 线程亲和在其内部锁定)
rend, err := render.New(cfg.Client.WindowTitle, cfg.Client.WindowWidth, cfg.Client.WindowHeight)
if err != nil {
panic(err)
}
defer rend.Shutdown()
rend.SetAtlas(atlasImg)
rend.SetCursorMode(true)
// 6) 输入(鼠标捕获 + 键鼠回调)
in := newInputState(rend.Window())
app := &clientApp{
sess: sess,
rend: rend,
reg: reg,
in: in,
meshBuilder: mesh.NewBuilder(reg, uvFn),
winW: cfg.Client.WindowWidth,
winH: cfg.Client.WindowHeight,
lastTime: time.Now(),
}
ctx, stop := signal.NotifyContext(context.Background(), os.Interrupt)
defer stop()
app := &clientApp{cfg: cfg, log: log}
log.Infof("进入游戏主循环")
engine.Run(ctx, app, app)
log.Infof("客户端已退出")
}

7
go.mod
View File

@@ -4,4 +4,9 @@ go 1.26.4
require gopkg.in/yaml.v3 v3.0.1
require github.com/ojrac/opensimplex-go v1.0.2 // indirect
require (
github.com/go-gl/gl v0.0.0-20260331235117-4566fea9a276 // indirect
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20260802143932-8fa725040a18 // indirect
github.com/klauspost/compress v1.19.2 // indirect
github.com/ojrac/opensimplex-go v1.0.2 // indirect
)

6
go.sum
View File

@@ -1,3 +1,9 @@
github.com/go-gl/gl v0.0.0-20260331235117-4566fea9a276 h1:IO5P06Pcj9K04d+l4nrf3c2U56+dAotIFG6u4P1wAHI=
github.com/go-gl/gl v0.0.0-20260331235117-4566fea9a276/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20260802143932-8fa725040a18 h1:c/72gzBO3eZPUVuHPnfyvt79XoIEi7KYGBY/8J/BpeI=
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20260802143932-8fa725040a18/go.mod h1:SyRD8YfuKk+ZXlDqYiqe1qMSqjNgtHzBTG810KUagMc=
github.com/klauspost/compress v1.19.2 h1:hMRETovs/pu/dVWN7zIT1PGG8t509MwT6bO7XSi26R8=
github.com/klauspost/compress v1.19.2/go.mod h1:cwPg85FWrGar70rWktvGQj8/hthj3wpl0PGDogxkrSQ=
github.com/ojrac/opensimplex-go v1.0.2 h1:l4vs0D+JCakcu5OV0kJ99oEaWJfggSc9jiLpxaWvSzs=
github.com/ojrac/opensimplex-go v1.0.2/go.mod h1:NwbXFFbXcdGgIFdiA7/REME+7n/lOf1TuEbLiZYOWnM=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405 h1:yhCVgyC4o1eVCa2tZl7eS0r+SDo693bJlVdllGtEeKM=

View File

@@ -114,3 +114,23 @@ func (c *Chunk) Snapshot() []block.State {
copy(out, c.blocks)
return out
}
// LightBytes 复制天空光/方块光原始字节(存档序列化用)。
func (c *Chunk) LightBytes() (sky, blockLt []byte) {
c.mu.RLock()
defer c.mu.RUnlock()
sky = make([]byte, len(c.sky))
bl := make([]byte, len(c.blockLt))
copy(sky, c.sky)
copy(bl, c.blockLt)
return sky, bl
}
// 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)。
func (c *Chunk) SetAll(blocks []block.State, sky, blockLt []byte) {
c.mu.Lock()
copy(c.blocks, blocks)
copy(c.sky, sky)
copy(c.blockLt, blockLt)
c.mu.Unlock()
}

148
internal/render/mesh_gl.go Normal file
View File

@@ -0,0 +1,148 @@
package render
import (
"unsafe"
"mc/internal/mesh"
"github.com/go-gl/gl/v3.3-core/gl"
)
// chunkKey 区块坐标 → key与 world 包一致)。
func chunkKey(cx, cz int32) uint64 { return uint64(uint32(cx))<<32 | uint64(uint32(cz)) }
// UploadChunk 上传区块网格到 GPUdirty 网格重建后调用,渲染.md §3.3)。
// 三类网格合并为单 VBO + 单 IBO不透明 → cutout → 半透明 顺序连续存放。
func (r *Renderer) UploadChunk(cx, cz int32, m *mesh.ChunkMesh) {
k := chunkKey(cx, cz)
if old, ok := r.chunks[k]; ok {
old.destroy()
}
cg := &chunkGL{}
gl.GenVertexArrays(1, &cg.vao)
gl.GenBuffers(1, &cg.vbo)
gl.GenBuffers(1, &cg.ibo)
gl.BindVertexArray(cg.vao)
// 合并顶点
all := make([]mesh.Vertex, 0, len(m.Opaque)+len(m.Cutout)+len(m.Translucent))
all = append(all, m.Opaque...)
all = append(all, m.Cutout...)
all = append(all, m.Translucent...)
cg.translucent = len(m.Translucent) > 0
gl.BindBuffer(gl.ARRAY_BUFFER, cg.vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(all)*int(unsafe.Sizeof(mesh.Vertex{})), gl.Ptr(all), gl.STATIC_DRAW)
// 索引:每面 4 顶点四边形 → 2 三角形0-1-2-2-3-0
idx := make([]uint32, 0, len(all)/4*6)
for base := 0; base+3 < len(all); base += 4 {
b := uint32(base)
idx = append(idx, b, b+1, b+2, b+2, b+3, b)
}
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, cg.ibo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(idx)*4, gl.Ptr(idx), gl.STATIC_DRAW)
// 顶点属性布局(渲染.md §5 顶点格式)
stride := int32(unsafe.Sizeof(mesh.Vertex{}))
gl.EnableVertexAttribArray(0)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, stride, gl.PtrOffset(0))
gl.EnableVertexAttribArray(1)
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, stride, gl.PtrOffset(3*4))
gl.EnableVertexAttribArray(2)
gl.VertexAttribPointer(2, 2, gl.UNSIGNED_BYTE, false, stride, gl.PtrOffset(5*4))
gl.BindVertexArray(0)
cg.idxCount = int32(len(m.Opaque) / 4 * 6)
cg.idxCut = int32(len(m.Cutout) / 4 * 6)
cg.idxTrans = int32(len(m.Translucent) / 4 * 6)
r.chunks[k] = cg
}
// RemoveChunk 移除区块网格(区块卸载时调用)。
func (r *Renderer) RemoveChunk(cx, cz int32) {
k := chunkKey(cx, cz)
if cg, ok := r.chunks[k]; ok {
cg.destroy()
delete(r.chunks, k)
}
}
// destroy 释放 GPU 资源。
func (cg *chunkGL) destroy() {
if cg.vao != 0 {
gl.DeleteVertexArrays(1, &cg.vao)
}
if cg.vbo != 0 {
gl.DeleteBuffers(1, &cg.vbo)
}
if cg.ibo != 0 {
gl.DeleteBuffers(1, &cg.ibo)
}
cg.vao, cg.vbo, cg.ibo = 0, 0, 0
}
// DrawChunks 绘制全部区块网格(三 pass渲染.md §6
// chunks本帧要绘制的区块已由视锥剔除过滤
func (r *Renderer) DrawChunks(cx, cz func(i int) (int32, int32), n int) {
gl.UseProgram(r.prog)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, r.atlas)
var vp [16]float32
multiply4(&vp, &r.proj, &r.view)
vpLoc := gl.GetUniformLocation(r.prog, gl.Str("uViewProj\x00"))
cutLoc := gl.GetUniformLocation(r.prog, gl.Str("uCutout\x00"))
gl.UniformMatrix4fv(vpLoc, 1, false, &vp[0])
// pass 1+2不透明与 cutoutalpha test不排序
gl.Uniform1f(cutLoc, 0)
drawPass(r, n, cx, cz, false, false)
gl.Uniform1f(cutLoc, 1)
drawPass(r, n, cx, cz, false, true)
// pass 3半透明关闭深度写入远→近排序由调用方保证顺序
gl.Uniform1f(cutLoc, 0)
gl.DepthMask(false)
drawPass(r, n, cx, cz, true, false)
gl.DepthMask(true)
gl.BindVertexArray(0)
}
// drawPass 按通道绘制。
func drawPass(r *Renderer, n int, cx, cz func(i int) (int32, int32), translucent, cutout bool) {
for i := 0; i < n; i++ {
x, z := cx(i), cz(i)
cg, ok := r.chunks[chunkKey(x, z)]
if !ok {
continue
}
base := int32(0)
count := cg.idxCount
if cutout {
base = cg.idxCount
count = cg.idxCut
}
if translucent {
base = cg.idxCount + cg.idxCut
count = cg.idxTrans
}
if count == 0 {
continue
}
gl.BindVertexArray(cg.vao)
gl.DrawElements(gl.TRIANGLES, count, gl.UNSIGNED_INT, gl.PtrOffset(int(base)*4))
}
}
// multiply4 列主序 4×4 矩阵乘法out = a × b。
func multiply4(out, a, b *[16]float32) {
for col := 0; col < 4; col++ {
for row := 0; row < 4; row++ {
var v float32
for k := 0; k < 4; k++ {
v += a[k*4+row] * b[col*4+k]
}
out[col*4+row] = v
}
}
}

238
internal/render/renderer.go Normal file
View File

@@ -0,0 +1,238 @@
// Package render 渲染层GLFW 窗口 + OpenGL 3.3 core 上下文 + 默认光影着色器(场景/渲染.md
//
// 线程铁律(渲染.md §2
// - 所有 GL 调用必须发生在同一 OS 线程runtime.LockOSThread
// - mesh 构建在 worker纯 CPU本包只负责上传与绘制
// - 渲染 goroutine 不分配大块内存(顶点缓冲复用)。
package render
import (
"fmt"
"image"
"runtime"
"strings"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
)
// Renderer 渲染器:窗口 + 着色器 + 图集 + 区块网格缓存。
type Renderer struct {
window *glfw.Window
prog uint32 // 主着色程序chunk
atlas uint32 // 纹理图集
// 区块网格缓存key → VAO/VBO/索引数
chunks map[uint64]*chunkGL
proj [16]float32
view [16]float32
}
// chunkGL 一个区块的 GPU 资源。
type chunkGL struct {
vao uint32
vbo uint32
ibo uint32
idxCount int32 // 不透明索引数
idxCut int32 // cutout 索引数(连续存放:不透明在前)
idxTrans int32 // translucent 索引数
translucent bool
}
// New 初始化 GLFW 与 GL创建窗口与着色器必须在主线程调用
func New(title string, width, height int) (*Renderer, error) {
runtime.LockOSThread() // GL 线程亲和(渲染.md §2 铁律)
if err := glfw.Init(); err != nil {
return nil, fmt.Errorf("render.New glfw.Init: %w", err)
}
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.Samples, 0)
win, err := glfw.CreateWindow(width, height, title, nil, nil)
if err != nil {
glfw.Terminate()
return nil, fmt.Errorf("render.New CreateWindow: %w", err)
}
win.MakeContextCurrent()
glfw.SwapInterval(1) // vsync
if err := gl.Init(); err != nil {
glfw.Terminate()
return nil, fmt.Errorf("render.New gl.Init: %w", err)
}
r := &Renderer{window: win, chunks: make(map[uint64]*chunkGL)}
if err := r.initShaders(); err != nil {
glfw.Terminate()
return nil, err
}
// 初始图集1×1 白色占位SetAtlas 后替换)
img := image.NewRGBA(image.Rect(0, 0, 1, 1))
img.Set(0, 0, image.White)
r.SetAtlas(img)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0.53, 0.81, 0.92, 1) // 天空蓝
return r, nil
}
// ShouldClose 窗口是否请求关闭。
func (r *Renderer) ShouldClose() bool { return r.window.ShouldClose() }
// BeginFrame 处理窗口事件并清屏(每帧开始,渲染.md §3.2 主循环)。
func (r *Renderer) BeginFrame() {
glfw.PollEvents()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
// EndFrame 交换缓冲(每帧结束)。
func (r *Renderer) EndFrame() { r.window.SwapBuffers() }
// Window 返回 GLFW 窗口(输入处理用)。
func (r *Renderer) Window() *glfw.Window { return r.window }
// SetCursorMode 鼠标捕获/释放UI与输入.md §6
func (r *Renderer) SetCursorMode(captured bool) {
if captured {
r.window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
} else {
r.window.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
}
}
// initShaders 编译默认光影着色器(渲染.md §9.1Forward + 顶点光照)。
func (r *Renderer) initShaders() error {
vs, err := compileShader(gl.VERTEX_SHADER, chunkVertSrc)
if err != nil {
return fmt.Errorf("render.initShaders 顶点着色器: %w", err)
}
fs, err := compileShader(gl.FRAGMENT_SHADER, chunkFragSrc)
if err != nil {
return fmt.Errorf("render.initShaders 片元着色器: %w", err)
}
prog := gl.CreateProgram()
gl.AttachShader(prog, vs)
gl.AttachShader(prog, fs)
gl.LinkProgram(prog)
var ok int32
gl.GetProgramiv(prog, gl.LINK_STATUS, &ok)
if ok == 0 {
var logLen int32
gl.GetProgramiv(prog, gl.INFO_LOG_LENGTH, &logLen)
log := strings.Repeat(" ", int(logLen))
gl.GetProgramInfoLog(prog, logLen, nil, gl.Str(log))
return fmt.Errorf("着色器链接失败: %s", log)
}
gl.DeleteShader(vs)
gl.DeleteShader(fs)
r.prog = prog
return nil
}
// compileShader 编译单个着色器阶段。
func compileShader(kind uint32, src string) (uint32, error) {
s := gl.CreateShader(kind)
cs, free := gl.Strs(src + "\x00")
gl.ShaderSource(s, 1, cs, nil)
free()
gl.CompileShader(s)
var ok int32
gl.GetShaderiv(s, gl.COMPILE_STATUS, &ok)
if ok == 0 {
var logLen int32
gl.GetShaderiv(s, gl.INFO_LOG_LENGTH, &logLen)
log := strings.Repeat(" ", int(logLen))
gl.GetShaderInfoLog(s, logLen, nil, gl.Str(log))
return 0, fmt.Errorf("编译失败: %s", log)
}
return s, nil
}
// SetAtlas 上传纹理图集(最近邻采样 + mipmap渲染.md §4
func (r *Renderer) SetAtlas(img image.Image) {
if r.atlas == 0 {
gl.GenTextures(1, &r.atlas)
}
gl.BindTexture(gl.TEXTURE_2D, r.atlas)
b := img.Bounds()
w, h := int32(b.Dx()), int32(b.Dy())
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageBytes(img))
gl.GenerateMipmap(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
}
// imageBytes 把 image.Image 转 RGBA 字节流(预乘无关紧要)。
func imageBytes(img image.Image) []byte {
b := img.Bounds()
out := make([]byte, 0, b.Dx()*b.Dy()*4)
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
r8, g8, b8, a8 := img.At(x, y).RGBA()
out = append(out, byte(r8>>8), byte(g8>>8), byte(b8>>8), byte(a8>>8))
}
}
return out
}
// SetViewProj 设置视图投影矩阵(每帧调用)。
func (r *Renderer) SetViewProj(view, proj [16]float32) {
r.view, r.proj = view, proj
}
// Shutdown 清理 GL 资源并关闭窗口。
func (r *Renderer) Shutdown() {
for _, c := range r.chunks {
c.destroy()
}
if r.atlas != 0 {
gl.DeleteTextures(1, &r.atlas)
}
if r.prog != 0 {
gl.DeleteProgram(r.prog)
}
r.window.Destroy()
glfw.Terminate()
}
// chunkVertSrc 默认方块顶点着色器GLSL 330渲染.md §9.1)。
const chunkVertSrc = `
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec2 aLight; // x=天空光 y=方块光4-bit
uniform mat4 uViewProj;
out vec2 vUV;
out vec2 vLight;
void main() {
gl_Position = uViewProj * vec4(aPos, 1.0);
vUV = aUV;
vLight = aLight;
}
`
// chunkFragSrc 默认方块片元着色器cutout 剔除 + 光照亮度混合。
const chunkFragSrc = `
#version 330 core
in vec2 vUV;
in vec2 vLight;
uniform sampler2D uTex;
uniform float uCutout; // 1=alpha test树叶/玻璃0=普通/半透明
out vec4 fragColor;
void main() {
vec4 c = texture(uTex, vUV);
if (uCutout > 0.5 && c.a < 0.5) discard;
float sky = vLight.x / 15.0;
float blk = vLight.y / 15.0;
float b = max(sky, blk * 0.9 + 0.06);
fragColor = vec4(c.rgb * b, c.a);
}
`

225
internal/save/region.go Normal file
View File

@@ -0,0 +1,225 @@
// Package save 世界存档level.dat + region 文件 + zstd + CRC32存档格式.md
//
// 策略(存档与持久化.mddiff-only只存玩家改动的区块、写临时文件原子替换、
// 卸载/定时写盘、先备份后迁移。
package save
import (
"bytes"
"encoding/binary"
"fmt"
"hash/crc32"
"io"
"os"
"path/filepath"
"time"
"github.com/klauspost/compress/zstd"
)
// 区块序列化格式常量(存档格式.md §4§5
const (
magic = "NYGC" // 年糕历险记 区块数据魔数
chunkVer = 1 // 区块序列化版本
sectorSize = 4096 // 扇区 4KB
regionSize = 32 // 每 region 32×32 区块(存档格式.md §3
)
// crcTable CRC32 表IEEE
var crcTable = crc32.MakeTable(crc32.IEEE)
// ---- Region 文件(存档格式.md §3----
// Region 一个区域文件r.<rx>.<rz>.mcr
type Region struct {
rx, rz int32
path string
// 头部偏移表1024×4B与时间戳表1024×4B启动时读入内存
offsets [1024]uint32
timestamps [1024]uint32
}
// sectorIndex 区块局部坐标 → 头部索引。
func sectorIndex(lx, lz int32) int {
lx &= regionSize - 1
lz &= regionSize - 1
return int(lz)*regionSize + int(lx)
}
// OpenRegion 打开区域文件(不存在则视为空)。
func OpenRegion(dir string, rx, rz int32) (*Region, error) {
r := &Region{rx: rx, rz: rz, path: filepath.Join(dir, fmt.Sprintf("r.%d.%d.mcr", rx, rz))}
f, err := os.Open(r.path)
if err != nil {
if os.IsNotExist(err) {
return r, nil // 空区域
}
return nil, fmt.Errorf("save.OpenRegion: %w", err)
}
defer f.Close()
// 读头部偏移表4KB+ 时间戳表4KB
var buf [8192]byte
if _, err := f.ReadAt(buf[:], 0); err != nil && err != io.EOF {
return nil, fmt.Errorf("save.OpenRegion 头部: %w", err)
}
for i := 0; i < 1024; i++ {
r.offsets[i] = binary.BigEndian.Uint32(buf[i*4:])
r.timestamps[i] = binary.BigEndian.Uint32(buf[4096+i*4:])
}
return r, nil
}
// ReadChunk 读取区块压缩数据(含 CRC 校验,存档格式.md §5
func (r *Region) ReadChunk(cx, cz int32) ([]byte, bool, error) {
idx := sectorIndex(cx-r.rx*regionSize, cz-r.rz*regionSize)
off := r.offsets[idx]
if off == 0 {
return nil, false, nil // 未保存过
}
sector := off >> 8
count := off & 0xFF
if sector == 0 || count == 0 {
return nil, false, nil
}
f, err := os.Open(r.path)
if err != nil {
return nil, false, fmt.Errorf("save.ReadChunk: %w", err)
}
defer f.Close()
raw := make([]byte, count*sectorSize)
if _, err := f.ReadAt(raw, int64(sector)*sectorSize); err != nil {
return nil, false, fmt.Errorf("save.ReadChunk 读取扇区: %w", err)
}
length := binary.BigEndian.Uint32(raw[0:4])
compType := raw[4]
if 5+int(length) > len(raw) {
return nil, false, fmt.Errorf("save.ReadChunk: 记录长度越界")
}
data := raw[5 : 5+int(length)]
wantCRC := binary.BigEndian.Uint32(raw[5+int(length):])
if crc32.Checksum(data, crcTable) != wantCRC {
return nil, false, fmt.Errorf("save.ReadChunk: CRC 校验失败(区块 %d,%d", cx, cz)
}
if compType == 0 {
return data, true, nil
}
if compType != 2 {
return nil, false, fmt.Errorf("save.ReadChunk: 未知压缩类型 %d", compType)
}
out, err := zstdDecode(data)
if err != nil {
return nil, false, fmt.Errorf("save.ReadChunk 解压: %w", err)
}
return out, true, nil
}
// WriteChunk 写入区块压缩数据(写完整区域文件到临时文件再原子替换,存档格式.md §6
func (r *Region) WriteChunk(cx, cz int32, data []byte) error {
idx := sectorIndex(cx-r.rx*regionSize, cz-r.rz*regionSize)
comp, err := zstdEncode(data)
if err != nil {
return fmt.Errorf("save.WriteChunk 压缩: %w", err)
}
rec := make([]byte, 5+len(comp)+4)
binary.BigEndian.PutUint32(rec[0:4], uint32(len(comp)))
rec[4] = 2 // zstd
copy(rec[5:], comp)
binary.BigEndian.PutUint32(rec[5+len(comp):], crc32.Checksum(comp, crcTable))
sectorCount := (len(rec) + sectorSize - 1) / sectorSize
if sectorCount == 0 {
sectorCount = 1
}
// 找空闲扇区(简单策略:追加到文件尾;头部 8KB 占 2 扇区,数据从扇区 2 起)
fileSize := int64(0)
if st, err := os.Stat(r.path); err == nil {
fileSize = st.Size()
}
startSector := int(fileSize+sectorSize-1) / sectorSize
if startSector < 2 {
startSector = 2
}
// 构建完整新文件:头部 + 既有数据 + 新记录
tmp, err := os.CreateTemp(filepath.Dir(r.path), "region.tmp.*")
if err != nil {
return fmt.Errorf("save.WriteChunk 临时文件: %w", err)
}
tmpPath := tmp.Name()
defer os.Remove(tmpPath)
var head [8192]byte
r.offsets[idx] = uint32(startSector<<8) | uint32(sectorCount)
r.timestamps[idx] = uint32(nowUnix())
for i := 0; i < 1024; i++ {
binary.BigEndian.PutUint32(head[i*4:], r.offsets[i])
binary.BigEndian.PutUint32(head[4096+i*4:], r.timestamps[i])
}
if _, err := tmp.Write(head[:]); err != nil {
tmp.Close()
return err
}
// 复制旧数据区
if old, err := os.Open(r.path); err == nil {
if _, err := io.Copy(tmp, old); err != nil {
old.Close()
tmp.Close()
return err
}
old.Close()
}
// 追加新记录(对齐扇区)
if _, err := tmp.Write(rec); err != nil {
tmp.Close()
return err
}
pad := sectorCount*sectorSize - len(rec)
if pad > 0 {
if _, err := tmp.Write(make([]byte, pad)); err != nil {
tmp.Close()
return err
}
}
if err := tmp.Sync(); err != nil {
tmp.Close()
return err
}
if err := tmp.Close(); err != nil {
return err
}
// 原子替换(存档格式.md §6临时文件 → rename
if err := os.Rename(tmpPath, r.path); err != nil {
return fmt.Errorf("save.WriteChunk 原子替换: %w", err)
}
return nil
}
// ---- 压缩工具 ----
func zstdEncode(b []byte) ([]byte, error) {
var buf bytes.Buffer
enc, err := zstd.NewWriter(&buf)
if err != nil {
return nil, err
}
if _, err := enc.Write(b); err != nil {
return nil, err
}
if err := enc.Close(); err != nil {
return nil, err
}
return buf.Bytes(), nil
}
func zstdDecode(b []byte) ([]byte, error) {
dec, err := zstd.NewReader(bytes.NewReader(b))
if err != nil {
return nil, err
}
defer dec.Close()
return io.ReadAll(dec)
}
// nowUnix 当前 Unix 秒(时间戳表)。
func nowUnix() int64 { return time.Now().Unix() }

187
internal/save/save.go Normal file
View File

@@ -0,0 +1,187 @@
// 世界存档管理器save.golevel.dat 元数据 + 脏区块写 region + 载入重建。
//
// 流程(存档与持久化.md §2§5
// - 保存:遍历脏区块 → 序列化 → 写 region → 清除 SaveDirty → 写 level.dat
// - 载入:读 level.dat 取 seed → 生成器重建 → 用已保存区块覆盖;
// - 全部写盘走临时文件 + 原子替换(崩溃恢复)。
package save
import (
"encoding/binary"
"encoding/json"
"fmt"
"os"
"path/filepath"
"mc/internal/block"
"mc/internal/chunk"
"mc/internal/coord"
"mc/internal/world"
)
// LevelData 世界元数据(存档格式.md §2
type LevelData struct {
Version int `json:"version"`
Seed int64 `json:"seed"`
Time int64 `json:"time"`
GameMode string `json:"game_mode"`
}
// WriteLevel 写 level.dat临时文件 + 原子替换)。
func WriteLevel(dir, name string, lv LevelData) error {
b, err := json.MarshalIndent(lv, "", " ")
if err != nil {
return fmt.Errorf("save.WriteLevel: %w", err)
}
path := filepath.Join(dir, name, "level.dat")
tmp, err := os.CreateTemp(filepath.Dir(path), "level.tmp.*")
if err != nil {
return err
}
tmpPath := tmp.Name()
defer os.Remove(tmpPath)
if _, err := tmp.Write(b); err != nil {
tmp.Close()
return err
}
if err := tmp.Sync(); err != nil {
tmp.Close()
return err
}
if err := tmp.Close(); err != nil {
return err
}
return os.Rename(tmpPath, path)
}
// ReadLevel 读 level.dat不存在返回零值。
func ReadLevel(dir, name string) (LevelData, error) {
path := filepath.Join(dir, name, "level.dat")
b, err := os.ReadFile(path)
if err != nil {
if os.IsNotExist(err) {
return LevelData{}, nil
}
return LevelData{}, fmt.Errorf("save.ReadLevel: %w", err)
}
var lv LevelData
if err := json.Unmarshal(b, &lv); err != nil {
return LevelData{}, fmt.Errorf("save.ReadLevel: %w", err)
}
return lv, nil
}
// EncodeChunk 序列化区块:[魔数 4][版本 1][cx 4][cz 4][方块 65536×4][天空光 32768][方块光 32768]。
func EncodeChunk(c *chunk.Chunk) []byte {
blocks := c.Snapshot()
sky, bl := c.LightBytes()
out := make([]byte, 0, 9+len(blocks)*4+len(sky)+len(bl))
out = append(out, magic...)
out = append(out, chunkVer)
out = binary.BigEndian.AppendUint32(out, uint32(c.CX))
out = binary.BigEndian.AppendUint32(out, uint32(c.CZ))
for _, s := range blocks {
out = binary.BigEndian.AppendUint32(out, uint32(s))
}
out = append(out, sky...)
out = append(out, bl...)
return out
}
// DecodeChunk 反序列化区块。
func DecodeChunk(data []byte) (*chunk.Chunk, error) {
if len(data) < 9 || string(data[0:4]) != magic {
return nil, fmt.Errorf("save.DecodeChunk: 魔数错误")
}
if data[4] != chunkVer {
return nil, fmt.Errorf("save.DecodeChunk: 版本 %d 不支持", data[4])
}
cx := int32(binary.BigEndian.Uint32(data[5:9]))
cz := int32(binary.BigEndian.Uint32(data[9:13]))
off := 13
n := chunk.SizeX * chunk.SizeZ * chunk.Height
blocks := make([]block.State, n)
for i := 0; i < n; i++ {
blocks[i] = block.State(binary.BigEndian.Uint32(data[off:]))
off += 4
}
sky := make([]byte, n/2)
bl := make([]byte, n/2)
copy(sky, data[off:off+n/2])
off += n / 2
copy(bl, data[off:off+n/2])
c := chunk.New(cx, cz)
c.SetAll(blocks, sky, bl)
return c, nil
}
// SaveWorld 保存全部脏区块 + level.dat存档与持久化.md §2 保存时机由调用方触发)。
func SaveWorld(w *world.World, dir, name string, seed int64, tick int64) error {
regionDir := filepath.Join(dir, name, "region")
if err := os.MkdirAll(regionDir, 0o755); err != nil {
return fmt.Errorf("save.SaveWorld mkdir: %w", err)
}
for _, c := range w.ActiveChunks() {
if !c.SaveDirty.Load() {
continue
}
data := EncodeChunk(c)
rx, rz := coord.FloorDiv(c.CX, regionSize), coord.FloorDiv(c.CZ, regionSize)
region, err := OpenRegion(regionDir, rx, rz)
if err != nil {
return err
}
if err := region.WriteChunk(c.CX, c.CZ, data); err != nil {
return err
}
c.SaveDirty.Store(false)
}
return WriteLevel(dir, name, LevelData{Version: 1, Seed: seed, Time: tick, GameMode: "survival"})
}
// LoadWorld 载入世界level.dat 取 seed 重建,再用 region 中已保存区块覆盖。
func LoadWorld(w *world.World, dir, name string) (int64, error) {
lv, err := ReadLevel(dir, name)
if err != nil {
return 0, err
}
regionDir := filepath.Join(dir, name, "region")
entries, err := os.ReadDir(regionDir)
if err != nil {
if os.IsNotExist(err) {
return lv.Seed, nil // 新世界
}
return 0, fmt.Errorf("save.LoadWorld: %w", err)
}
for _, e := range entries {
if e.IsDir() {
continue
}
var rx, rz int32
if _, err := fmt.Sscanf(e.Name(), "r.%d.%d.mcr", &rx, &rz); err != nil {
continue
}
region, err := OpenRegion(regionDir, rx, rz)
if err != nil {
return 0, err
}
for lz := int32(0); lz < regionSize; lz++ {
for lx := int32(0); lx < regionSize; lx++ {
cx, cz := rx*regionSize+lx, rz*regionSize+lz
data, ok, err := region.ReadChunk(cx, cz)
if err != nil {
return 0, fmt.Errorf("save.LoadWorld %d,%d: %w", cx, cz, err)
}
if !ok {
continue
}
c, err := DecodeChunk(data)
if err != nil {
return 0, err
}
w.InstallChunk(c)
}
}
}
return lv.Seed, nil
}

145
internal/save/save_test.go Normal file
View File

@@ -0,0 +1,145 @@
package save
import (
"path/filepath"
"testing"
"time"
"mc/internal/block"
"mc/internal/world"
"mc/internal/worldgen"
)
// loadSaveReg 加载注册表。
func loadSaveReg(t *testing.T) *block.Registry {
t.Helper()
r, err := block.Load(filepath.Join("..", "..", "assets", "config", "blocks.json"))
if err != nil {
t.Fatalf("加载注册表失败: %v", err)
}
return r
}
// newGen 创建生成器。
func newGen(t *testing.T, reg *block.Registry, seed int64) *worldgen.Generator {
t.Helper()
g, err := worldgen.New(reg, seed, 0.005, 0.01, 0.1)
if err != nil {
t.Fatalf("创建生成器失败: %v", err)
}
return g
}
// TestChunkRoundtrip 区块序列化往返(存档格式.md §4
func TestChunkRoundtrip(t *testing.T) {
reg := loadSaveReg(t)
g := newGen(t, reg, 777)
c := g.Generate(3, -5)
c.SetBlockLight(8, 70, 8, 13)
dec, err := DecodeChunk(EncodeChunk(c))
if err != nil {
t.Fatalf("反序列化失败: %v", err)
}
if dec.CX != 3 || dec.CZ != -5 {
t.Fatalf("坐标不一致: %d,%d", dec.CX, dec.CZ)
}
if dec.Block(8, 70, 8) != c.Block(8, 70, 8) {
t.Fatal("方块数据不一致")
}
if dec.BlockLight(8, 70, 8) != 13 {
t.Fatalf("方块光不一致: %d", dec.BlockLight(8, 70, 8))
}
if dec.SkyLight(8, 100, 8) != c.SkyLight(8, 100, 8) {
t.Fatal("天空光不一致")
}
}
// TestRegionWriteRead 区域文件写入/读取(含 CRC 与跨重启重开)。
func TestRegionWriteRead(t *testing.T) {
reg := loadSaveReg(t)
g := newGen(t, reg, 99)
dir := t.TempDir()
data := EncodeChunk(g.Generate(1, 1))
region, err := OpenRegion(dir, 0, 0)
if err != nil {
t.Fatalf("打开区域失败: %v", err)
}
if err := region.WriteChunk(1, 1, data); err != nil {
t.Fatalf("写区块失败: %v", err)
}
// 模拟重启:重新打开区域
region2, err := OpenRegion(dir, 0, 0)
if err != nil {
t.Fatalf("重开区域失败: %v", err)
}
got, ok, err := region2.ReadChunk(1, 1)
if err != nil || !ok {
t.Fatalf("读区块失败: ok=%v err=%v", ok, err)
}
if string(got) != string(data) {
t.Fatal("读取数据不一致")
}
// 未保存区块应返回 ok=false
if _, ok, _ := region2.ReadChunk(2, 2); ok {
t.Fatal("未保存区块应返回 false")
}
}
// TestSaveLoadWorld 世界级存取:放火把 → 保存 → 载入 → 火把与光仍在。
func TestSaveLoadWorld(t *testing.T) {
reg := loadSaveReg(t)
seed := int64(2024)
g := newGen(t, reg, seed)
w, err := world.New(reg, g, 3)
if err != nil {
t.Fatalf("创建世界失败: %v", err)
}
defer w.Close()
// 生成并等待区块
deadline := time.Now().Add(15 * time.Second)
for time.Now().Before(deadline) {
w.Update(8, 64, 8, 8*time.Millisecond)
if w.Block(8, 0, 8) != block.Air {
break
}
time.Sleep(2 * time.Millisecond)
}
// 放一个火把
torch, _ := reg.ID("torch")
var surf int32
for y := int32(255); y >= 0; y-- {
if w.Block(8, y, 8) != block.Air {
surf = y
break
}
}
w.SetBlock(8, surf+1, 8, block.NewState(torch, 0))
dir := t.TempDir()
if err := SaveWorld(w, dir, "TestWorld", seed, 1000); err != nil {
t.Fatalf("保存失败: %v", err)
}
// 载入到新世界
g2 := newGen(t, reg, seed)
w2, err := world.New(reg, g2, 3)
if err != nil {
t.Fatalf("创建世界失败: %v", err)
}
defer w2.Close()
if gotSeed, err := LoadWorld(w2, dir, "TestWorld"); err != nil {
t.Fatalf("载入失败: %v", err)
} else if gotSeed != seed {
t.Fatalf("种子不一致: %d", gotSeed)
}
// 火把及其光
if s := w2.Block(8, surf+1, 8); s.ID() != torch {
t.Fatalf("火把丢失: %v", s)
}
if l := w2.BlockLight(7, surf+1, 8); l != 13 {
t.Fatalf("火把光丢失: %d", l)
}
}

View File

@@ -206,6 +206,16 @@ func (w *World) sourcesIn(minX, minY, minZ, maxX, maxY, maxZ int32) []light.Pos
return seeds
}
// InstallChunk 安装一个区块(存档载入/外部生成用):置为 active 并标 mesh 脏。
func (w *World) InstallChunk(c *chunk.Chunk) {
w.mu.Lock()
k := coordKey(c.CX, c.CZ)
w.chunks[k] = c
w.states[k] = stateActive
w.mu.Unlock()
c.Dirty.Store(true)
}
// ActiveChunks 返回已激活区块列表(渲染遍历用;返回副本避免并发写)。
func (w *World) ActiveChunks() []*chunk.Chunk {
w.mu.Lock()

Binary file not shown.