core: some fixes

This commit is contained in:
2026-01-09 17:02:35 +02:00
parent 2a0dd51659
commit 4785795640
10 changed files with 166 additions and 96 deletions

View File

@@ -13,6 +13,7 @@ local Globals = require(script.Parent:WaitForChild("Globals"))
local remote = game:GetService("ReplicatedStorage"):WaitForChild("RecieveChunkPacket")
local tickremote = game:GetService("ReplicatedStorage"):WaitForChild("Tick")
local Players = game:GetService("Players")
local ChunkFolder = Instance.new("Folder")
ChunkFolder.Name = "$blockscraft_client"
@@ -23,7 +24,7 @@ local CHUNK_RADIUS = Globals.RenderDistance or 5
local LOAD_BATCH = Globals.LoadBatch or 8
local RESYNC_INTERVAL = Globals.ResyncInterval or 5
local RESYNC_RADIUS = Globals.ResyncRadius or 2
local DEBUG_RESYNC = true
local DEBUG_RESYNC = false
local FORCELOAD_CHUNKS = {
{0, 1, 0}
}
@@ -35,7 +36,11 @@ local lastChunkKey: string? = nil
local lastHeavyTick = 0
local HEAVY_TICK_INTERVAL = 1.5
local lastUnloadSweep = 0
local UNLOAD_SWEEP_INTERVAL = 1.5
local UNLOAD_SWEEP_INTERVAL = 3 -- slower sweep cadence
local MAX_LOADED_CHUNKS = 0
local SPAWN_CHUNK_KEY: string? = nil
local playerFrozen = false
local storedMovementState = nil
local function worldToChunkCoord(v: number): number
return math.floor((v + 16) / 32)
@@ -53,6 +58,11 @@ do
table.sort(CHUNK_OFFSETS, function(a, b)
return a[4] < b[4]
end)
MAX_LOADED_CHUNKS = math.max(1, math.floor(#CHUNK_OFFSETS * 2)) -- tighter cap than full render cube
if FORCELOAD_CHUNKS[1] then
local forced = FORCELOAD_CHUNKS[1]
SPAWN_CHUNK_KEY = `{forced[1]},{forced[2]},{forced[3]}`
end
end
function ChunkManager:UnloadAllNow()
@@ -77,6 +87,126 @@ local function Swait(l)
end
end
local function setCharacterFrozen(shouldFreeze: boolean)
local player = Players.LocalPlayer
if not player then
return
end
local character = player.Character
if not character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
local root = character:FindFirstChild("HumanoidRootPart")
if not humanoid or not root then
return
end
if shouldFreeze == playerFrozen then
return
end
if shouldFreeze then
if not storedMovementState then
storedMovementState = {
walkSpeed = humanoid.WalkSpeed,
autoRotate = humanoid.AutoRotate,
}
if humanoid.UseJumpPower then
storedMovementState.jumpPower = humanoid.JumpPower
else
storedMovementState.jumpHeight = humanoid.JumpHeight
end
end
humanoid.AutoRotate = false
humanoid.WalkSpeed = 0
if humanoid.UseJumpPower then
humanoid.JumpPower = 0
else
humanoid.JumpHeight = 0
end
root.Anchored = true
else
root.Anchored = false
if storedMovementState then
humanoid.AutoRotate = storedMovementState.autoRotate
humanoid.WalkSpeed = storedMovementState.walkSpeed
if humanoid.UseJumpPower and storedMovementState.jumpPower then
humanoid.JumpPower = storedMovementState.jumpPower
elseif storedMovementState.jumpHeight then
humanoid.JumpHeight = storedMovementState.jumpHeight
end
end
storedMovementState = nil
end
playerFrozen = shouldFreeze
end
local function getLocalPlayerChunkPos()
local player = Players.LocalPlayer
if not player then
return nil
end
local character = player.Character
if not character then
return nil
end
local root = character:FindFirstChild("HumanoidRootPart")
if not root then
return nil
end
local pos = root.Position
return {
x = worldToChunkCoord(pos.X),
y = worldToChunkCoord(pos.Y),
z = worldToChunkCoord(pos.Z)
}
end
local function isWithinRenderDistance(chunkPos: Vector3, centerChunkPos): boolean
if not centerChunkPos then
return false
end
return math.abs(chunkPos.X - centerChunkPos.x) <= CHUNK_RADIUS
and math.abs(chunkPos.Y - centerChunkPos.y) <= CHUNK_RADIUS
and math.abs(chunkPos.Z - centerChunkPos.z) <= CHUNK_RADIUS
end
local function shouldSkipUnload(key: string): boolean
return SPAWN_CHUNK_KEY ~= nil and key == SPAWN_CHUNK_KEY
end
local function scheduleChunkUnload(key: string, chunk)
if not chunk or unloadingChunks[key] then
return
end
unloadingChunks[key] = true
task.defer(function()
chunk:Unload()
chunk:Destroy()
Chunk.AllChunks[key] = nil
unloadingChunks[key] = nil
end)
end
local function evictOutOfRangeChunks(centerChunkPos)
if not centerChunkPos then
return
end
local loadedCount = 0
for key, loadedChunk in pairs(Chunk.AllChunks) do
if loadedChunk.loaded and not shouldSkipUnload(key) then
local inRange = isWithinRenderDistance(loadedChunk.pos, centerChunkPos)
if inRange then
loadedCount += 1
if loadedCount > MAX_LOADED_CHUNKS then
scheduleChunkUnload(key, loadedChunk)
end
else
scheduleChunkUnload(key, loadedChunk)
end
end
end
end
function ChunkManager:GetChunk(x, y, z)
local key = `{x},{y},{z}`
if Chunk.AllChunks[key] then
@@ -112,7 +242,10 @@ local function ensureNeighboringChunksLoaded(x, y, z)
for _, offset in ipairs(offsets) do
local nx, ny, nz = x + offset[1], y + offset[2], z + offset[3]
ChunkManager:GetChunk(nx, ny, nz):Tick()
local neighbor = ChunkManager:GetChunk(nx, ny, nz)
if neighbor then
neighbor:Tick()
end
end
end
@@ -136,6 +269,7 @@ function ChunkManager:LoadChunk(x, y, z)
chunk.instance = instance
chunk.loaded = true
unloadingChunks[key] = nil
evictOutOfRangeChunks(getLocalPlayerChunkPos())
end)
end
@@ -251,7 +385,7 @@ end
function ChunkManager:Tick()
ChunkManager:ForceTick()
local player = game:GetService("Players").LocalPlayer
local player = Players.LocalPlayer
if not player.Character then
return
end
@@ -263,6 +397,7 @@ function ChunkManager:Tick()
z = worldToChunkCoord(pos.Z)
}
local ck = `{chunkPos.x},{chunkPos.y},{chunkPos.z}`
local currentChunk = Chunk.AllChunks[ck]
local now = tick()
local shouldHeavyTick = (ck ~= lastChunkKey) or (now - lastHeavyTick >= HEAVY_TICK_INTERVAL)
lastChunkKey = ck
@@ -270,26 +405,29 @@ function ChunkManager:Tick()
lastHeavyTick = now
end
setCharacterFrozen(not (currentChunk and currentChunk.loaded))
if shouldHeavyTick then
task.defer(function()
local processed = 0
for _, offset in ipairs(CHUNK_OFFSETS) do
local cx, cy, cz = chunkPos.x + offset[1], chunkPos.y + offset[2], chunkPos.z + offset[3]
local chunk = ChunkManager:GetChunk(cx, cy, cz)
chunk.inhabitedTime = now
if not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
processed += 1
if processed % LOAD_BATCH == 0 then
Swait(1)
if chunk then
chunk.inhabitedTime = now
if not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
processed += 1
if processed % LOAD_BATCH == 0 then
Swait(1)
end
end
end
end
end)
else
local current = Chunk.AllChunks[ck]
if current then
current.inhabitedTime = now
if currentChunk then
currentChunk.inhabitedTime = now
end
end
@@ -318,14 +456,8 @@ function ChunkManager:Tick()
if now - lastUnloadSweep >= UNLOAD_SWEEP_INTERVAL then
lastUnloadSweep = now
for key, loadedChunk in pairs(Chunk.AllChunks) do
if now - loadedChunk.inhabitedTime > 15 and not unloadingChunks[key] then
unloadingChunks[key] = true
task.defer(function()
loadedChunk:Unload()
loadedChunk:Destroy()
Chunk.AllChunks[key] = nil
unloadingChunks[key] = nil
end)
if now - loadedChunk.inhabitedTime > 30 and not unloadingChunks[key] and not shouldSkipUnload(key) then -- keep chunks around longer before unloading
scheduleChunkUnload(key, loadedChunk)
end
end
end

View File

@@ -6,7 +6,7 @@ local PlacementManager = {}
local ChunkManager = require("./ChunkManager")
local Util = require("./Util")
local DEBUG_PLACEMENT = true
local DEBUG_PLACEMENT = false
local function debugPlacementLog(...: any)
if DEBUG_PLACEMENT then
Util.StudioLog(...)

View File

@@ -1,18 +1,19 @@
local RunService = game:GetService("RunService")
local IS_STUDIO = RunService:IsStudio()
local ENABLE_STUDIO_LOG = false
local module = {}
-- Prints only when running in Studio (avoids noisy live logs)
function module.StudioLog(...: any)
if not IS_STUDIO then
if not IS_STUDIO or not ENABLE_STUDIO_LOG then
return
end
print(...)
end
function module.StudioWarn(...: any)
if not IS_STUDIO then
if not IS_STUDIO or not ENABLE_STUDIO_LOG then
return
end
warn(...)