Merge pull request #2744 from ludovic111/refactor/cut-chunk-extras

🤖 Agent: verify passed. Move only: ChunkExtras and RolledLoot go from save.rs to chunk.rs (re-exported from save), cutting chunk -> save (step A of the cycle plan). pr_ready --quick green (1315 tests). Ready to merge once parity is green.
This commit is contained in:
Ludovic Marie
2026-10-27 11:59:22 +01:00
committed by GitHub
2 changed files with 57 additions and 54 deletions
+56 -1
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@@ -2,6 +2,7 @@
//! threads can mesh and light immutable snapshots while the game thread edits
//! (copy-on-write through `Arc::make_mut`).
use horizon_core::paletted::{PalettedContainer, Strategy};
use horizon_world::nbt::{Compound, Tag};
use horizon_world::registry::BlockStateId;
use std::sync::{Arc, OnceLock};
@@ -155,7 +156,7 @@ pub struct Chunk {
/// positions, applied once by LevelChunk.postProcessGeneration.
pub postprocess: Vec<[i32; 3]>,
/// Saved data Horizon keeps but does not simulate (save.rs).
pub saved: Option<Arc<crate::save::ChunkExtras>>,
pub saved: Option<Arc<ChunkExtras>>,
/// Entities read from a save (vanilla entity NBT), spawned on arrival.
pub entities: Vec<horizon_world::nbt::Tag>,
/// Structure starts reaching into this chunk (`structures.References`):
@@ -432,3 +433,57 @@ mod tests {
}
}
}
/// A container's loot table and what Horizon rolled from it. Vanilla keeps
/// `LootTable` and `LootTableSeed` until the container is first opened;
/// Horizon rolls when it generates or loads the chunk, and saves the table
/// again while the container still holds exactly the rolled items.
#[derive(Clone, Debug, PartialEq)]
pub struct RolledLoot {
pub pos: (i32, i32, i32),
pub table: String,
/// The saved `LootTableSeed`, written back unless 0 (trySaveLootTable).
pub seed: Option<i64>,
/// The rolled `Items`.
pub items: Tag,
}
impl RolledLoot {
/// Puts the loot table back in place of `Items` while they are still the
/// roll; false once the container holds anything else.
pub fn restore(&self, map: &mut Compound) -> bool {
if map.get(&"Items".into()) != Some(&self.items) {
return false;
}
map.remove(&"Items".into());
map.insert("LootTable".into(), Tag::String(self.table.as_str().into()));
if let Some(seed) = self.seed.filter(|s| *s != 0) {
map.insert("LootTableSeed".into(), Tag::Long(seed));
}
true
}
}
/// Save data loaded with a chunk that Horizon keeps but does not simulate.
#[derive(Clone, Debug, Default)]
pub struct ChunkExtras {
/// Chunk root keys written back as loaded (structures, PostProcessing,
/// InhabitedTime, blending data, ...).
pub root: Compound,
/// Block entities Horizon does not model.
pub block_entities: Vec<Tag>,
/// The NBT of the modelled block entities as loaded, to restore the fields and
/// detail Horizon does not model when it saves them (`block_entity_nbt::overlay`).
pub block_entity_sources: Vec<((i32, i32, i32), Tag)>,
/// Every saved block entity's position in the order of the save's list,
/// the order `SerializableChunkData` puts them in the chunk's maps.
pub block_entity_order: Vec<(i32, i32, i32)>,
/// Scheduled ticks (`block_ticks`/`fluid_ticks`): delays relative to the
/// save time. Registered with the level's tick scheduler on arrival and
/// replaced with the scheduler's pending ticks when saving.
pub block_ticks: Vec<horizon_core::ticks::SavedTick>,
pub fluid_ticks: Vec<horizon_core::ticks::SavedTick>,
/// Game time written as `LastUpdate`.
pub last_update: i64,
/// Containers still holding their loot table's roll.
pub rolled_loot: Vec<RolledLoot>,
}
+1 -53
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@@ -339,59 +339,7 @@ impl SaveTables {
}
}
/// A container's loot table and what Horizon rolled from it. Vanilla keeps
/// `LootTable` and `LootTableSeed` until the container is first opened;
/// Horizon rolls when it generates or loads the chunk, and saves the table
/// again while the container still holds exactly the rolled items.
#[derive(Clone, Debug, PartialEq)]
pub struct RolledLoot {
pub pos: (i32, i32, i32),
pub table: String,
/// The saved `LootTableSeed`, written back unless 0 (trySaveLootTable).
pub seed: Option<i64>,
/// The rolled `Items`.
pub items: Tag,
}
impl RolledLoot {
/// Puts the loot table back in place of `Items` while they are still the
/// roll; false once the container holds anything else.
pub fn restore(&self, map: &mut Compound) -> bool {
if map.get(&"Items".into()) != Some(&self.items) {
return false;
}
map.remove(&"Items".into());
map.insert("LootTable".into(), string(&self.table));
if let Some(seed) = self.seed.filter(|s| *s != 0) {
map.insert("LootTableSeed".into(), Tag::Long(seed));
}
true
}
}
/// Save data loaded with a chunk that Horizon keeps but does not simulate.
#[derive(Clone, Debug, Default)]
pub struct ChunkExtras {
/// Chunk root keys written back as loaded (structures, PostProcessing,
/// InhabitedTime, blending data, ...).
pub root: Compound,
/// Block entities Horizon does not model.
pub block_entities: Vec<Tag>,
/// The NBT of the modelled block entities as loaded, to restore the fields and
/// detail Horizon does not model when it saves them (`block_entity_nbt::overlay`).
pub block_entity_sources: Vec<((i32, i32, i32), Tag)>,
/// Every saved block entity's position in the order of the save's list,
/// the order `SerializableChunkData` puts them in the chunk's maps.
pub block_entity_order: Vec<(i32, i32, i32)>,
/// Scheduled ticks (`block_ticks`/`fluid_ticks`): delays relative to the
/// save time. Registered with the level's tick scheduler on arrival and
/// replaced with the scheduler's pending ticks when saving.
pub block_ticks: Vec<SavedTick>,
pub fluid_ticks: Vec<SavedTick>,
/// Game time written as `LastUpdate`.
pub last_update: i64,
/// Containers still holding their loot table's roll.
pub rolled_loot: Vec<RolledLoot>,
}
pub use crate::chunk::{ChunkExtras, RolledLoot};
fn tick_list(ticks: &[SavedTick], name: impl Fn(u32) -> Option<String>) -> Tag {
Tag::List(