core: improved building system
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@@ -5,6 +5,8 @@ local RunService = game:GetService("RunService")
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local Chunk = require("./ChunkManager/Chunk")
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local BlockManager = require("./ChunkManager/BlockManager")
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local ChunkBuilder = require("./ChunkManager/ChunkBuilder")
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local Util = require("./Util")
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local Globals = require(script.Parent:WaitForChild("Globals"))
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local remote = game:GetService("ReplicatedStorage"):WaitForChild("RecieveChunkPacket")
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local tickremote = game:GetService("ReplicatedStorage"):WaitForChild("Tick")
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@@ -14,8 +16,11 @@ ChunkFolder.Name = "$blockscraft_client"
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ChunkManager.ChunkFolder = ChunkFolder
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local CHUNK_RADIUS = 5
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local LOAD_BATCH = 8
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local CHUNK_RADIUS = Globals.RenderDistance or 5
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local LOAD_BATCH = Globals.LoadBatch or 8
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local RESYNC_INTERVAL = Globals.ResyncInterval or 5
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local RESYNC_RADIUS = Globals.ResyncRadius or 2
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local DEBUG_RESYNC = true
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local FORCELOAD_CHUNKS = {
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{0, 1, 0}
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}
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@@ -111,6 +116,100 @@ function ChunkManager:LoadChunk(x, y, z)
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end)
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end
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function ChunkManager:RefreshChunk(x, y, z)
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local key = `{x},{y},{z}`
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local chunk = Chunk.AllChunks[key]
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if not chunk then
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pendingChunkRequests[key] = nil
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ChunkManager:GetChunk(x, y, z)
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ChunkManager:LoadChunk(x, y, z)
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return
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end
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task.synchronize()
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local ok, newData = pcall(function()
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return remote:InvokeServer(x, y, z)
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end)
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if not ok or typeof(newData) ~= "table" then
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if DEBUG_RESYNC then
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warn("[CHUNKMANAGER][RESYNC] Failed to fetch chunk data", key, ok, typeof(newData))
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end
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return
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end
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local function sameState(a, b)
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if a == b then
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return true
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end
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if not a or not b then
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return false
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end
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local count = 0
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for k, v in pairs(a) do
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count += 1
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if b[k] ~= v then
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return false
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end
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end
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for _ in pairs(b) do
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count -= 1
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end
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return count == 0
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end
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local function sameBlockData(a, b)
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if a == b then
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return true
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end
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if not a or not b then
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return false
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end
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if a.id ~= b.id then
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return false
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end
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return sameState(a.state, b.state)
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end
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local changed = 0
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local removed = 0
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for keyStr, newBlock in pairs(newData) do
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local oldBlock = chunk.data[keyStr]
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if not sameBlockData(oldBlock, newBlock) then
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chunk.data[keyStr] = newBlock
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local coords = Util.BlockPosStringToCoords(keyStr)
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chunk:PropogateChanges(coords.X, coords.Y, coords.Z, newBlock)
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changed += 1
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end
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end
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for keyStr in pairs(chunk.data) do
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if not newData[keyStr] then
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chunk.data[keyStr] = nil
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local coords = Util.BlockPosStringToCoords(keyStr)
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chunk:PropogateChanges(coords.X, coords.Y, coords.Z, 0)
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removed += 1
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end
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end
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if chunk.loaded and chunk.instance then
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local pruned = 0
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for _, child in ipairs(chunk.instance:GetChildren()) do
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if not newData[child.Name] then
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pruned += 1
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task.synchronize()
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child:Destroy()
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task.desynchronize()
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end
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end
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if DEBUG_RESYNC and pruned > 0 then
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print("[CHUNKMANAGER][RESYNC] Pruned ghost instances", key, "count", pruned)
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end
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end
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if DEBUG_RESYNC and (changed > 0 or removed > 0) then
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print("[CHUNKMANAGER][RESYNC] Applied diff", key, "changed", changed, "removed", removed)
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end
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task.desynchronize()
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end
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function ChunkManager:ForceTick()
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for _, coords in ipairs(FORCELOAD_CHUNKS) do
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local key = `{coords[1]},{coords[2]},{coords[3]}`
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@@ -199,6 +298,37 @@ function ChunkManager:Tick()
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end
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end
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function ChunkManager:ResyncAroundPlayer(radius: number)
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local player = game:GetService("Players").LocalPlayer
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if not player.Character then
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return
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end
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local pos = player.Character:GetPivot().Position
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local chunkPos = {
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x = math.round(pos.X / 32),
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y = math.round(pos.Y / 32),
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z = math.round(pos.Z / 32)
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}
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for y = -radius, radius do
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for x = -radius, radius do
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for z = -radius, radius do
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local cx, cy, cz = chunkPos.x + x, chunkPos.y + y, chunkPos.z + z
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ChunkManager:RefreshChunk(cx, cy, cz)
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end
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end
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end
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end
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function ChunkManager:ResyncAroundChunk(cx: number, cy: number, cz: number, radius: number)
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for y = -radius, radius do
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for x = -radius, radius do
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for z = -radius, radius do
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ChunkManager:RefreshChunk(cx + x, cy + y, cz + z)
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end
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end
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end
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end
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function ChunkManager:Init()
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if not RunService:IsClient() then
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error("ChunkManager:Init can only be called on the client")
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@@ -227,6 +357,18 @@ function ChunkManager:Init()
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Swait(20)
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end
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end)
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task.defer(function()
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while true do
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wait(RESYNC_INTERVAL)
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local ok, err = pcall(function()
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ChunkManager:ResyncAroundPlayer(RESYNC_RADIUS)
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end)
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if not ok then
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warn("[CHUNKMANAGER][RESYNC]", err)
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end
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end
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end)
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end
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return ChunkManager
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