chore: refractor
This commit is contained in:
235
ServerScriptService/Actor/ServerChunkManager/init.server.lua
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235
ServerScriptService/Actor/ServerChunkManager/init.server.lua
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--!native
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--!optimize 2
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local Shared = ReplicatedStorage:WaitForChild("Shared")
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local ModsFolder = ReplicatedStorage:WaitForChild("Mods")
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local Util = require(Shared.Util)
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local TG = require("./ServerChunkManager/TerrainGen")
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local Players = game:GetService("Players")
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do
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local workspaceModFolder = game:GetService("Workspace"):WaitForChild("mods")
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for _,v in pairs(workspaceModFolder:GetChildren()) do
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v.Parent = ModsFolder
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end
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workspaceModFolder:Destroy()
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end
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local ML = require(Shared.ModLoader)
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ML.loadModsS()
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do
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local bv = Instance.new("BoolValue")
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bv.Name = "MLLoaded"
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bv.Value = true
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bv.Parent = ReplicatedStorage:WaitForChild("Objects")
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end
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local MAX_CHUNK_DIST = 200
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local FakeChunk = TG:GetFakeChunk(-5,-5,-5)
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task.synchronize()
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ReplicatedStorage.Tick.OnServerEvent:Connect(function(player: Player, v: string)
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if TG.ServerChunkCache[v] then
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pcall(function()
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TG.ServerChunkCache[v].inhabitedTime = tick()
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end)
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end
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end)
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ReplicatedStorage.RecieveChunkPacket.OnServerInvoke = function(plr: Player, x: number, y: number, z: number)
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-- validate xyz type and limit
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if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
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return {}
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end
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if math.abs(x) > MAX_CHUNK_DIST or math.abs(y) > MAX_CHUNK_DIST or math.abs(z) > MAX_CHUNK_DIST then
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return FakeChunk.data
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end
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task.desynchronize()
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local chunk = TG:GetChunk(x, y, z)
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local chunkdata = chunk.data
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task.synchronize()
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return chunkdata
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end
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local tickRemote = ReplicatedStorage.Tick
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local remotes = ReplicatedStorage:WaitForChild("Remotes")
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local placeRemote = remotes:WaitForChild("PlaceBlock")
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local breakRemote = remotes:WaitForChild("BreakBlock")
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local blocksFolder = ReplicatedStorage:WaitForChild("Blocks")
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local function propogate(a, cx, cy, cz, x, y, z, bd)
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task.synchronize()
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tickRemote:FireAllClients(a, cx, cy, cz, x, y, z, bd)
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task.desynchronize()
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end
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local MAX_REACH = 512
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local blockIdMap = {}
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local function rebuildBlockIdMap()
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table.clear(blockIdMap)
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for _, block in ipairs(blocksFolder:GetChildren()) do
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local id = block:GetAttribute("n")
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if id ~= nil then
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blockIdMap[id] = id
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blockIdMap[tostring(id)] = id
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end
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end
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end
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rebuildBlockIdMap()
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blocksFolder.ChildAdded:Connect(rebuildBlockIdMap)
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blocksFolder.ChildRemoved:Connect(rebuildBlockIdMap)
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local function getPlayerPosition(player: Player): Vector3?
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local character = player.Character
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if not character then
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return nil
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end
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local root = character:FindFirstChild("HumanoidRootPart")
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if not root then
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return nil
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end
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return root.Position
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end
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local function isWithinReach(player: Player, cx: number, cy: number, cz: number, x: number, y: number, z: number): boolean
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-- Relaxed reach; always true unless you want to re-enable limits
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return true
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end
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local function resolveBlockId(blockId: any): string | number | nil
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return blockIdMap[blockId]
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end
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local function getServerChunk(cx: number, cy: number, cz: number)
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task.desynchronize()
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local chunk = TG:GetChunk(cx, cy, cz)
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task.synchronize()
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return chunk
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end
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-- local PLAYER_BOX_SIZE = Vector3.new(3, 6, 3)
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local function isBlockInsidePlayer(blockPos: Vector3): boolean
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for _, player in ipairs(Players:GetPlayers()) do
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local character = player.Character
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if character then
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local cf, size = character:GetBoundingBox()
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local localPos = cf:PointToObjectSpace(blockPos)
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if math.abs(localPos.X) <= size.X * 0.5
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and math.abs(localPos.Y) <= size.Y * 0.5
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and math.abs(localPos.Z) <= size.Z * 0.5 then
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return true
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end
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end
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end
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return false
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end
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local DEBUG_PLACEMENT = false
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local function debugPlacementLog(...: any)
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if DEBUG_PLACEMENT then
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Util.StudioLog(...)
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end
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end
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local function debugPlacementWarn(...: any)
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if DEBUG_PLACEMENT then
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Util.StudioWarn(...)
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end
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end
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placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
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local function reject(reason: string)
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debugPlacementWarn("[PLACE][REJECT]", player.Name, reason, "chunk", cx, cy, cz, "block", x, y, z, "id", blockId)
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return
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end
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if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
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return reject("chunk types")
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end
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if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
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return reject("block types")
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end
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if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
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return reject("block bounds")
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end
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if math.abs(cx) > MAX_CHUNK_DIST or math.abs(cy) > MAX_CHUNK_DIST or math.abs(cz) > MAX_CHUNK_DIST then
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return reject("chunk bounds")
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end
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if not isWithinReach(player, cx, cy, cz, x, y, z) then
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return reject("out of reach")
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end
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local resolvedId = resolveBlockId(blockId)
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if not resolvedId then
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return reject("invalid id")
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end
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local blockPos = Util.ChunkPosToCFrame(Vector3.new(cx, cy, cz), Vector3.new(x, y, z)).Position
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if isBlockInsidePlayer(blockPos) then
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return reject("inside player")
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end
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local chunk = getServerChunk(cx, cy, cz)
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local existing = chunk:GetBlockAt(x, y, z)
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if existing and existing.id and existing.id ~= 0 then
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if existing.id == resolvedId then
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-- same block already there; treat as success without changes
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debugPlacementLog("[PLACE][OK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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return
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end
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-- allow replacement when different id: remove then place
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chunk:RemoveBlock(x, y, z)
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end
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local data = {
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id = resolvedId,
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state = {}
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}
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chunk:CreateBlock(x, y, z, data)
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propogate("B_C", cx, cy, cz, x, y, z, data)
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debugPlacementLog("[PLACE][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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end)
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breakRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z)
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if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
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return
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end
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if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
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return
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end
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if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
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return
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end
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if math.abs(cx) > MAX_CHUNK_DIST or math.abs(cy) > MAX_CHUNK_DIST or math.abs(cz) > MAX_CHUNK_DIST then
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return
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end
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if not isWithinReach(player, cx, cy, cz, x, y, z) then
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return
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end
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local chunk = getServerChunk(cx, cy, cz)
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if not chunk:GetBlockAt(x, y, z) then
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task.synchronize()
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tickRemote:FireClient(player, "C_R", cx, cy, cz, 0, 0, 0, 0)
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task.desynchronize()
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debugPlacementLog("[BREAK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z)
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return
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end
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chunk:RemoveBlock(x, y, z)
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propogate("B_D", cx, cy, cz, x, y, z, 0)
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debugPlacementLog("[BREAK][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z)
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end)
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task.desynchronize()
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