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