Handle loading / unloading chunks better
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5184d4a173
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@ -65,21 +65,19 @@ def tick(global_state):
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target = None
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# make sure current chunks are loaded for physics
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if not g.chunks.check_loaded(p, 288):
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if not g.chunks.check_loaded(g.info.render_distance):
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if not g.chunks.loading:
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print('Loading chunks', end='', flush=True)
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g.chunks.loading = True
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g.chunks.loading = time.time()
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packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=0, yaw=0, on_ground=True)
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g.connection.write_packet(packet, force=True)
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return
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else:
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if g.chunks.loading:
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print()
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print('Chunks loaded.')
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print('Chunks loaded in', round(time.time() - g.chunks.loading, 2), 's')
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g.chunks.loading = False
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g.chunks.unload_chunks(p)
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########## object physics ##########
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# note: it's possible the chunk data is out of date when this runs
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@ -149,7 +149,9 @@ class Commands:
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## !loaded - replies with the current loaded area
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if command == 'loaded':
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reply = str(self.g.chunks.get_loaded_area())
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l = self.g.chunks.get_loaded_area()
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reply = '{}, {}, {} to {}, {}, {}'.format(*l[0], *l[1])
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reply += ' - ' + str(len(self.g.chunks.chunks)//16) + ' chunks'
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## !players - prints the current players
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## !players clear - clears the current player list
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@ -15,7 +15,7 @@ from mosfet.protocol.packets import (
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ClientWindowConfirmationPacket, EntityMetadataPacket,
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SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket,
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EntityActionPacket, EntityTeleport, InteractEntityPacket, TradeListPacket,
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SelectTradePacket, DisconnectPacket,
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SelectTradePacket, DisconnectPacket, UnloadChunkPacket,
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)
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from mosfet.protocol.types import Slot
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@ -58,6 +58,7 @@ class Game:
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#register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket)
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register(self.handle_trade_list, TradeListPacket)
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register(self.handle_disconnect, DisconnectPacket)
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register(self.handle_unload_chunk, UnloadChunkPacket)
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#register(self.handle_packet, Packet, early=True)
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@ -486,6 +487,7 @@ class Game:
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def handle_respawn(self, packet):
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print(packet)
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self.g.dimension = packet.world_name.replace('minecraft:', '')
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self.g.chunks.unload_all_chunks()
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def handle_player_list(self, packet):
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for action in packet.actions:
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@ -532,6 +534,9 @@ class Game:
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import os
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os._exit(1)
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def handle_unload_chunk(self, packet):
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self.g.chunks.unload_chunk(packet.chunk_x, packet.chunk_z)
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def tick(self):
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if self.g.breaking:
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self.animate()
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@ -20,6 +20,7 @@ def get_packets(old_get_packets):
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mc_packets.add(packets.EntityTeleport)
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mc_packets.add(packets.TradeListPacket)
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mc_packets.add(packets.DisconnectPacket)
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mc_packets.add(packets.UnloadChunkPacket)
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return mc_packets
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@ -70,7 +70,6 @@ class ChunksManager:
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for item_id, locations in chunk.sub_index.items():
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if item_id not in self.index:
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self.index[item_id] = []
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for l in locations:
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coords = (dx + l%16, dy + l//256, dz + l%256//16)
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self.index[item_id].append(coords)
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@ -122,28 +121,21 @@ class ChunksManager:
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self.index[block] = []
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self.index[block].append((x, y, z))
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def check_loaded(self, position, steps=1):
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x, y, z = utils.pint(position)
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player_chunk = (x//16, 1, z//16)
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for i in range(steps): # TODO: base off render_distance?
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offset = utils.spiral(i)
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check = utils.padd(player_chunk, offset)
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def check_loaded(self, chunk_distance):
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num = (chunk_distance * 2 + 1) ** 2
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num_subchunks = num * 16
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return len(self.chunks) >= num_subchunks
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if check not in self.chunks:
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return False
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return True
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def unload_chunks(self, position):
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x, y, z = utils.pint(position)
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player_chunk = (x//16, 0, z//16)
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loaded_chunks = list(self.chunks.keys())
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for chunk in loaded_chunks:
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check = (chunk[0], 0, chunk[2])
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if utils.phyp_king(player_chunk, check) > 20:
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del self.chunks[chunk]
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def unload_chunk(self, x, z):
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for y in range(16):
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try:
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del self.chunks[(x, y, z)]
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except KeyError:
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pass
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def unload_all_chunks(self):
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self.chunks = {}
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self.index = {}
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class ChunkNotLoadedException(Exception):
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def __str__(self):
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@ -31,10 +31,10 @@ class ChunkDataPacket(Packet):
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self.biomes.append(VarInt.read(file_object))
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size = VarInt.read(file_object)
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self.data = file_object.read(size)
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size_entities = VarInt.read(file_object)
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self.entities = []
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for i in range(size_entities):
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self.entities.append(Nbt.read(file_object))
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#size_entities = VarInt.read(file_object)
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#self.entities = []
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#for i in range(size_entities):
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# self.entities.append(Nbt.read(file_object))
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self.decode_chunk_data()
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@ -49,9 +49,9 @@ class ChunkDataPacket(Packet):
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Integer.send(self.biomes[i], packet_buffer)
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VarInt.send(len(self.data), packet_buffer)
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packet_buffer.send(self.data)
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VarInt.send(len(self.entities), packet_buffer)
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for e in self.entities:
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Nbt.send(e, packet_buffer)
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#VarInt.send(len(self.entities), packet_buffer)
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#for e in self.entities:
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# Nbt.send(e, packet_buffer)
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def decode_chunk_data(self):
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packet_data = PacketBuffer()
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@ -64,9 +64,9 @@ class ChunkDataPacket(Packet):
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if self.bit_mask_y & (1 << i):
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self.chunks[i].read(packet_data)
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for e in self.entities:
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y = e['y']
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self.chunks[floor(y/16)].entities.append(e)
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#for e in self.entities:
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# y = e['y']
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# self.chunks[floor(y/16)].entities.append(e)
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class Chunk:
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position = multi_attribute_alias(Vector, 'x', 'y', 'z')
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@ -458,3 +458,15 @@ class DisconnectPacket(Packet):
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definition = [
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{'reason': String},
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]
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class UnloadChunkPacket(Packet):
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# Tells the client to unload a chunk column
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# https://wiki.vg/Protocol#Unload_Chunk
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id = 0x1C
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packet_name = 'unload chunk'
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definition = [
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{'chunk_x': Integer},
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{'chunk_z': Integer},
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]
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