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

3
.gitmodules vendored
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@@ -1,3 +0,0 @@
[submodule "ThirdParty/Character-Realism"]
path = ThirdParty/Character-Realism
url = https://github.com/MaximumADHD/Character-Realism

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@@ -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
@@ -270,12 +405,15 @@ 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)
if chunk then
chunk.inhabitedTime = now
if not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
@@ -285,11 +423,11 @@ function ChunkManager:Tick()
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

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@@ -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(...)

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@@ -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(...)

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@@ -43,9 +43,10 @@ local function rebuildBlockCatalog()
for _, block in ipairs(blocksFolder:GetChildren()) do
local id = block:GetAttribute("n")
if id ~= nil then
local displayName = block:GetAttribute("name") or block:GetAttribute("displayName") or block:GetAttribute("dn") or block.Name
table.insert(blockCatalog, {
id = tostring(id),
name = block:GetAttribute("displayName") or block:GetAttribute("dn") or block.Name,
name = displayName,
})
end
end

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@@ -1,47 +0,0 @@
--!native
--!optimize 2
local Players = game:GetService("Players")
local SCALE = 1.3
local function applyScale(character: Model)
if character.ScaleTo then
pcall(function()
character:ScaleTo(SCALE)
end)
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then
return
end
if humanoid.RigType == Enum.HumanoidRigType.R15 then
for _, name in ipairs({"BodyHeightScale", "BodyWidthScale", "BodyDepthScale", "HeadScale"}) do
local scaleValue = humanoid:FindFirstChild(name)
if scaleValue then
scaleValue.Value = SCALE
end
end
end
end
local function onCharacterAdded(character: Model)
character:WaitForChild("Humanoid", 5)
applyScale(character)
end
local function onPlayerAdded(player: Player)
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end
end
for _, player in ipairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
Players.PlayerAdded:Connect(onPlayerAdded)

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@@ -63,9 +63,7 @@ function TerrainGen:GetChunk(x, y, z)
if y == 1 then
for cx = 1, 8 do
for cz = 1, 8 do
--local perlin = math.noise(((x*8)+cx)/100,((z*8)+cz)/100)
chunk:CreateBlock(cx, 1, cz, { id = 1, state = {} })
--chunk:CreateBlock(x, 2, z, { id = 1, state = {} })
chunk:CreateBlock(cx, 1, cz, { id = "mc:grass_block", state = {} })
end
end
end
@@ -73,9 +71,7 @@ function TerrainGen:GetChunk(x, y, z)
for cx = 1, 8 do
for cy = 1, 8 do
for cz = 1, 8 do
--local perlin = math.noise(((x*8)+cx)/100,((z*8)+cz)/100)
chunk:CreateBlock(cx, cy, cz, { id = 2, state = {} })
--chunk:CreateBlock(x, 2, z, { id = 1, state = {} })
chunk:CreateBlock(cx, cy, cz, { id = "mc:dirt_block", state = {} })
end
end
end
@@ -93,9 +89,7 @@ function TerrainGen:GetFakeChunk(x, y, z)
for cy = 1,8 do
for cx = 1, 8 do
for cz = 1, 8 do
--local perlin = math.noise(((x*8)+cx)/100,((z*8)+cz)/100)
chunk:CreateBlock(cx, cy, cz, { id = -2, state = {} })
--chunk:CreateBlock(x, 2, z, { id = 1, state = {} })
chunk:CreateBlock(cx, cy, cz, { id = "invalid", state = {} })
end
end
end

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@@ -313,6 +313,7 @@ function Hotbar:render()
for i = 1, HOTBAR_SIZE do
local id = self.state.slots[i] or ""
local isSelected = i == self.state.selected
local displayName = id ~= "" and (self.state.names and self.state.names[id] or id) or ""
slotElements[`Slot{i-1}`] = Roact.createElement("TextButton", {
Size = UDim2.fromOffset(50, 50),
@@ -358,7 +359,7 @@ function Hotbar:render()
Position = UDim2.fromOffset(4, 26),
Size = UDim2.new(1, -8, 0, 18),
Font = Enum.Font.GothamBold,
Text = id,
Text = displayName,
TextColor3 = colors.text,
TextSize = 15,
TextWrapped = true,

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@@ -23,11 +23,7 @@
"ServerScriptService": {
"$className": "ServerScriptService",
"$ignoreUnknownInstances": true,
"$path": "ServerScriptService",
"RealismServer": {
"$path": "ThirdParty/Character-Realism/Realism.server.lua"
}
"$path": "ServerScriptService"
},
"StarterGui": {
@@ -43,11 +39,7 @@
"StarterPlayerScripts": {
"$className": "StarterPlayerScripts",
"$ignoreUnknownInstances": true,
"$path": "StarterPlayer/StarterPlayerScripts",
"RealismClient": {
"$path": "ThirdParty/Character-Realism/RealismClient"
}
"$path": "StarterPlayer/StarterPlayerScripts"
}
},