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14 Commits

Author SHA1 Message Date
bc62f8bd70 hotbar: wrap 2026-01-09 18:10:16 +02:00
4785795640 core: some fixes 2026-01-09 17:02:35 +02:00
2a0dd51659 core: fix hotbar 2026-01-08 23:52:32 +02:00
2c41f40151 chore: refractor 2026-01-08 22:58:58 +02:00
da7de7b08a core: loading screen, realism 2026-01-08 22:49:48 +02:00
a3d316c673 plr: decrease scale to 1.3 2026-01-08 20:54:52 +02:00
1fc4d501da chore: update default.project.json 2026-01-08 18:09:31 +00:00
8bedef61f5 placement: handle existing block edge case 2026-01-08 18:09:31 +00:00
d4992b3095 placement: fix selection box 2026-01-08 18:09:31 +00:00
b34830a493 core: fix building 2026-01-08 18:09:31 +00:00
165913ca51 core: broken 2026-01-07 22:51:11 +02:00
a9da63e90e core: impovements 2026-01-07 20:28:34 +02:00
4a512ceefb Revert "core: remove redundant waits" 2026-01-07 18:44:32 +02:00
85516558e4 core: cmdr 2026-01-07 18:42:01 +02:00
56 changed files with 2663 additions and 614 deletions

2
.gitignore vendored Normal file
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@@ -0,0 +1,2 @@
Packages/
ServerPackages/

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@@ -0,0 +1,13 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
if not game:IsLoaded() then
game.Loaded:Wait()
end
local Bootstrap = require(ReplicatedStorage:WaitForChild("Client"):WaitForChild("Bootstrap"))
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
Bootstrap.start()

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@@ -0,0 +1,83 @@
--!native
--!optimize 2
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local LoadingScreen = require(ReplicatedStorage.Client.LoadingScreen)
local ModLoader = require(ReplicatedStorage.Shared.ModLoader)
local ChunkManager = require(ReplicatedStorage.Shared.ChunkManager)
local PlacementManager = require(ReplicatedStorage.Shared.PlacementManager)
local Bootstrap = {}
local started = false
local function ensureFlag(name: string)
local objects = ReplicatedStorage:WaitForChild("Objects")
local existing = objects:FindFirstChild(name)
if existing and existing:IsA("BoolValue") then
return existing
end
local ready = Instance.new("BoolValue")
ready.Name = name
ready.Value = true
ready.Parent = objects
return ready
end
local contentProvider = game:GetService("ContentProvider")
local function waitForGameLoaded()
if game:IsLoaded() then
return
end
game.Loaded:Wait()
end
function Bootstrap.start()
if started then
return
end
started = true
contentProvider:PreloadAsync(game:GetDescendants())
ensureFlag("ClientReady")
local screen = LoadingScreen.mount()
screen.setStatus("Connecting...")
screen.setDetail("Waiting for server")
screen.setProgress(0.2)
task.wait(1)
waitForGameLoaded()
local modsFolder = ReplicatedStorage:WaitForChild("Mods")
local totalMods = #modsFolder:GetChildren()
local modProgressWeight = 0.6
ModLoader.loadModsC(function(index, total, modInstance, success)
total = total > 0 and total or math.max(totalMods, 1)
local ratio = index / total
screen.setStatus(`Modloading progress: {index}/{total}`)
screen.setDetail(`Loading {modInstance.Name}`)
screen.setProgress(0.05 + ratio * modProgressWeight)
if not success then
screen.setDetail(`Failed loading {modInstance.Name}; continuing`)
end
end)
ensureFlag("CSMLLoaded") -- needed
screen.setStatus("Joining world...")
screen.setDetail("Syncing with server")
screen.setProgress(0.7)
task.wait(0.5)
screen.close()
end
return Bootstrap

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@@ -0,0 +1,70 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Roact = require(ReplicatedStorage.Packages.roact)
local ProgressBar = require(script.Parent.Components.ProgressBar)
local theme = {
background = Color3.fromRGB(17, 17, 27),
text = Color3.fromRGB(255, 255, 255),
subtext = Color3.fromRGB(205, 214, 244),
}
local function LoadingScreen(props)
local status = props.status or "Loading game..."
local detail = props.detail or "Preloading..."
local progress = props.progress or 0
local visible = props.visible
return Roact.createElement("ScreenGui", {
Name = "LoadingScreen",
DisplayOrder = 9999,
IgnoreGuiInset = true,
ResetOnSpawn = false,
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
Enabled = visible ~= false,
}, {
Root = Roact.createElement("Frame", {
Size = UDim2.fromScale(1, 1),
BackgroundColor3 = theme.background,
BorderSizePixel = 0,
}, {
Title = Roact.createElement("TextLabel", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5, 0, 0.5, 0),
BackgroundTransparency = 1,
Font = Enum.Font.Code,
Text = status,
TextColor3 = theme.text,
TextSize = 32,
TextWrapped = true,
AutomaticSize = Enum.AutomaticSize.XY,
TextXAlignment = Enum.TextXAlignment.Center,
TextYAlignment = Enum.TextYAlignment.Center,
}, {
Gradient = Roact.createElement("UIGradient", {
Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(245, 194, 231)),
ColorSequenceKeypoint.new(0.5, Color3.fromRGB(203, 166, 247)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(137, 180, 250)),
}),
Rotation = 30,
Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(1, 0),
}),
}),
}),
Progress = Roact.createElement(ProgressBar, {
AnchorPoint = Vector2.new(0.5, 1),
Position = UDim2.new(0.5, 0, 1, -32),
progress = progress,
detail = detail,
}),
}),
})
end
return LoadingScreen

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@@ -0,0 +1,101 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Roact = require(ReplicatedStorage.Packages.roact)
local theme = {
background = Color3.fromRGB(30, 30, 46),
text = Color3.fromHex("#cdd6f4"),
holder = Color3.fromRGB(17, 17, 27),
fill = Color3.fromRGB(255, 255, 255),
stroke = Color3.fromRGB(49, 50, 68),
holderStroke = Color3.fromRGB(108, 112, 134),
}
local function ProgressBar(props)
local function progressToTransparency(v: number)
local p = math.clamp(v or 0, 0, 1)
return NumberSequence.new({
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(p, 0),
NumberSequenceKeypoint.new(p, 1),
NumberSequenceKeypoint.new(1, 1),
})
end
local gradientTransparency: NumberSequence
if typeof(props.progress) == "table" and props.progress.map then
gradientTransparency = props.progress:map(progressToTransparency)
else
gradientTransparency = progressToTransparency(props.progress or 0)
end
return Roact.createElement("Frame", {
Name = "ProgressBar",
AnchorPoint = props.AnchorPoint or Vector2.new(0.5, 1),
Position = props.Position or UDim2.new(0.5, 0, 1, -32),
Size = props.Size or UDim2.new(0, 500, 0, 32),
BackgroundColor3 = theme.background,
BorderSizePixel = 0,
}, {
Label = Roact.createElement("TextLabel", {
AnchorPoint = Vector2.new(0, 0),
Position = UDim2.new(0, 16, 0, -32),
Size = UDim2.new(1, -32, 0, 18),
BackgroundTransparency = 1,
Font = Enum.Font.Code,
Text = props.detail,
TextColor3 = theme.text,
TextSize = 18,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Top,
}),
Corner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0, 16),
}),
Stroke = Roact.createElement("UIStroke", {
Color = theme.stroke,
ApplyStrokeMode = Enum.ApplyStrokeMode.Border,
Thickness = 1,
}),
FillHolder = Roact.createElement("Frame", {
Name = "FillHolder",
AnchorPoint = Vector2.new(0, 1),
Position = UDim2.new(0, 8, 1, -8),
Size = UDim2.new(1, -16, 0, 16),
BackgroundColor3 = theme.holder,
BorderSizePixel = 0,
}, {
Corner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0, 8),
}),
Stroke = Roact.createElement("UIStroke", {
Color = theme.holderStroke,
ApplyStrokeMode = Enum.ApplyStrokeMode.Border,
Thickness = 1,
}),
Fill = Roact.createElement("Frame", {
AnchorPoint = Vector2.new(0, 0),
BackgroundColor3 = theme.fill,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, 0),
}, {
Corner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0, 8),
}),
Gradient = Roact.createElement("UIGradient", {
Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromHex("#f5c2e7")),
ColorSequenceKeypoint.new(0.5, Color3.fromHex("#cba6f7")),
ColorSequenceKeypoint.new(1, Color3.fromHex("#89b4fa")),
}),
Transparency = gradientTransparency,
Rotation = 0,
}),
}),
}),
})
end
return ProgressBar

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@@ -0,0 +1,55 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Roact = require(ReplicatedStorage.Packages.roact)
local Players = game:GetService("Players")
local App = require(script.App)
local LoadingScreen = {}
function LoadingScreen.mount(target: Instance?)
local playerGui = target or Players.LocalPlayer:WaitForChild("PlayerGui")
local statusBinding, setStatus = Roact.createBinding("Loading...")
local detailBinding, setDetail = Roact.createBinding("Preparing client")
local progressBinding, setProgress = Roact.createBinding(0)
local visibleBinding, setVisible = Roact.createBinding(true)
local handle = Roact.mount(Roact.createElement(App, {
status = statusBinding,
detail = detailBinding,
progress = progressBinding,
visible = visibleBinding,
}), playerGui, "RoactLoadingScreen")
local closed = false
local function close()
if closed then
return
end
closed = true
setVisible(false)
Roact.unmount(handle)
handle = nil
end
return {
setStatus = function(text: string)
setStatus(text)
end,
setDetail = function(text: string)
setDetail(text)
end,
setProgress = function(value: number)
setProgress(math.clamp(value or 0, 0, 1))
end,
show = function()
setVisible(true)
end,
hide = close,
close = close,
}
end
return LoadingScreen

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@@ -23,9 +23,6 @@ end
local warnedBlockIds = {}
function BlockManager:GetBlock(blockId: number, attr: {[typeof("")]: any}?)
task.synchronize()
if not BlockManager.BlockIdMappings[blockId] then
if not warnedBlockIds[blockId] then
warnedBlockIds[blockId] = true
@@ -58,8 +55,6 @@ function BlockManager:GetBlockRotated(blockId: number, face: Enum.NormalId, attr
-- Returns block with id blockId, rotated so the given face (NormalId) points north (+X).
local block = BlockManager:GetBlock(blockId, attr)
local rot = CFrame.new()
task.synchronize()
if face == Enum.NormalId.Front then
rot = CFrame.Angles(0, 0, 0) -- no rot

View File

@@ -75,7 +75,6 @@ function Chunk.from(x,y,z,data)
end
function Chunk:DoesNeighboringBlockExist(rx, ry, rz, gx, gy, gz, offsetX, offsetY, offsetZ)
task.desynchronize()
-- Calculate the local position of the neighboring block
local neighborRX, neighborRY, neighborRZ = rx + offsetX, ry + offsetY, rz + offsetZ
local neighborGX, neighborGY, neighborGZ = gx, gy, gz
@@ -120,7 +119,6 @@ function Chunk:DoesNeighboringBlockExist(rx, ry, rz, gx, gy, gz, offsetX, offset
end
function Chunk:IsBlockRenderable(rx, ry, rz)
task.desynchronize()
local gx, gy, gz = self.pos.X, self.pos.Y, self.pos.Z
-- Check all six neighboring blocks
local d = not (
@@ -144,7 +142,6 @@ function Chunk:PropogateChanges(x: number,y: number,z: number,d:BlockData)
end
function Chunk:GetBlockAt(x,y,z)
task.desynchronize()
if not self.data[keyFromCoords(x, y, z)] then
return nil
end
@@ -158,27 +155,13 @@ function Chunk:CreateBlock(x: number,y: number,z: number,d:BlockData)
end
function Chunk:RemoveBlock(x, y, z)
print("[DEBUG] Chunk:RemoveBlock called - Chunk:", self.pos, "Block coords:", x, y, z)
local blockKey = keyFromCoords(x, y, z)
local existingBlock = self.data[blockKey]
if existingBlock then
print("[DEBUG] Removing existing block with ID:", existingBlock.id)
else
print("[DEBUG] No block found at coords", x, y, z)
end
self.data[blockKey] = nil
self:PropogateChanges(x,y,z,0)
end
function Chunk:RemoveBlockSmooth(x, y, z)
print("[DEBUG] Chunk:RemoveBlockSmooth called - Chunk:", self.pos, "Block coords:", x, y, z)
local blockKey = keyFromCoords(x, y, z)
local existingBlock = self.data[blockKey]
if existingBlock then
print("[DEBUG] Smooth removing existing block with ID:", existingBlock.id)
else
print("[DEBUG] Smooth remove: no block found at coords", x, y, z)
end
self.data[blockKey] = nil
self.delayedRemoval[blockKey] = true
self:PropogateChanges(x,y,z,0)
@@ -190,7 +173,6 @@ end
function Chunk:Unload()
task.synchronize()
self.loaded = false
-- SLOWCLEAR
@@ -208,11 +190,22 @@ function Chunk:Unload()
end
end
task.synchronize()
self.instance.Parent = nil
self.instance:Destroy()
self.unloadChunkHook()
task.desynchronize()
end)
end
function Chunk:UnloadImmediate()
self.loaded = false
pcall(function()
self.unloadChunkHook()
end)
pcall(function()
if self.instance then
self.instance.Parent = nil
self.instance:Destroy()
end
end)
end

View File

@@ -43,8 +43,6 @@ local function Swait(l)
end
local function propogateNeighboringBlockChanges(cx, cy, cz, x, y, z)
--warn("propogateNeighboringBlockChanges",cx,cy,cz,x,y,z)
-- updates block in another chunk
local c = Chunk.AllChunks[`{cx},{cy},{cz}`]
if not c then return end
@@ -53,18 +51,14 @@ local function propogateNeighboringBlockChanges(cx, cy, cz, x, y, z)
if c:IsBlockRenderable(x, y, z) then
if c.instance:FindFirstChild(`{x},{y},{z}`) then return end
task.synchronize()
local block = BlockManager:GetBlockRotated(d.id, util.RotationStringToNormalId(d.state["r"] or "f"), d.state)
block.Name = `{x},{y},{z}`
block:PivotTo(util.ChunkPosToCFrame(c.pos, Vector3.new(x, y, z)))
block.Parent = c.instance
task.desynchronize()
else
local existing = c.instance:FindFirstChild(`{x},{y},{z}`)
if existing then
task.synchronize()
existing:Destroy()
task.desynchronize()
end
end
end
@@ -80,33 +74,27 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
local finished = false
local ch = Instance.new("Folder")
ch.Parent = parent
ch.Name = `{c.pos.X},{c.pos.Y},{c.pos.Z}`
local conn = c.UpdateBlockBindableL.Event:Connect(function(x: number, y: number, z: number, d: BlockData)
task.desynchronize()
if finished == false then
newcache[`{x},{y},{z}`] = d
return
end
task.synchronize()
for _, o in pairs(NEIGHBOR_OFFSETS) do
--warn("propogate",o[1],o[2],o[3])
-- Adjust for chunk boundaries
local b = {x = x + o[1], y = y + o[2], z = z + o[3]}
local ch = {x = c.pos.X, y = c.pos.Y, z = c.pos.Z}
local chPos = {x = c.pos.X, y = c.pos.Y, z = c.pos.Z}
if b.x < 1 then ch.x = c.pos.X - 1 b.x = 8 end
if b.x > 8 then ch.x = c.pos.X + 1 b.x = 1 end
if b.y < 1 then ch.y = c.pos.Y - 1 b.y = 8 end
if b.y > 8 then ch.y = c.pos.Y + 1 b.y = 1 end
if b.z < 1 then ch.z = c.pos.Z - 1 b.z = 8 end
if b.z > 8 then ch.z = c.pos.Z + 1 b.z = 1 end
if b.x < 1 then chPos.x = c.pos.X - 1 b.x = 8 end
if b.x > 8 then chPos.x = c.pos.X + 1 b.x = 1 end
if b.y < 1 then chPos.y = c.pos.Y - 1 b.y = 8 end
if b.y > 8 then chPos.y = c.pos.Y + 1 b.y = 1 end
if b.z < 1 then chPos.z = c.pos.Z - 1 b.z = 8 end
if b.z > 8 then chPos.z = c.pos.Z + 1 b.z = 1 end
propogateNeighboringBlockChanges(ch.x, ch.y, ch.z, b.x, b.y, b.z)
--BlockManager:GetBlock(ch.x)
propogateNeighboringBlockChanges(chPos.x, chPos.y, chPos.z, b.x, b.y, b.z)
end
local blockName = `{x},{y},{z}`
@@ -116,12 +104,10 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
c.delayedRemoval[blockName] = nil
if existing then
task.defer(function()
task.synchronize()
-- RunService.RenderStepped:Wait()
RunService.RenderStepped:Wait()
if existing.Parent then
existing:Destroy()
end
task.desynchronize()
end)
elseif DEBUG_GHOST then
print("[CHUNKBUILDER][GHOST] Delayed remove missing instance", c.pos, blockName)
@@ -129,9 +115,7 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
return
end
if existing then
task.synchronize()
existing:Destroy()
task.desynchronize()
elseif DEBUG_GHOST then
print("[CHUNKBUILDER][GHOST] Remove missing instance", c.pos, blockName)
end
@@ -139,26 +123,20 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
end
if not c:IsBlockRenderable(x, y, z) then
if existing then
task.synchronize()
existing:Destroy()
task.desynchronize()
end
return
end
if existing then
task.synchronize()
existing:Destroy()
task.desynchronize()
end
if not d then return end
if d.id == 0 then return end
local N = util.RotationStringToNormalId(d.state["r"] or "f")
task.synchronize()
local block = BlockManager:GetBlockRotated(d.id, N, d.state)
block.Name = blockName
block:PivotTo(util.ChunkPosToCFrame(c.pos, Vector3.new(x, y, z)))
block.Parent = ch
task.desynchronize()
end)
c.unloadChunkHook = function()
@@ -171,12 +149,10 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
local p = 0
task.synchronize()
local hb = false
for a,b in pairs(blocks) do
for _,b in pairs(blocks) do
hb = true
break
end
local border = Instance.new("Part")
@@ -186,22 +162,18 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
end
for a,b in pairs(blocks) do
task.desynchronize()
local coords = util.BlockPosStringToCoords(a)
if not c:IsBlockRenderable(coords.X, coords.Y, coords.Z) then
if not c or not c.IsBlockRenderable or not c:IsBlockRenderable(coords.X, coords.Y, coords.Z) then
if ch:FindFirstChild(a) then
task.synchronize()
ch:FindFirstChild(a):Destroy()
task.desynchronize()
end
continue
end
task.desynchronize()
local N = util.RotationStringToNormalId(b.state["r"] or "f")
task.synchronize()
local block = BlockManager:GetBlockRotated(b.id, N, b.state)
if ch:FindFirstChild(a) then
ch:FindFirstChild(a):Destroy()
local existing = ch:FindFirstChild(a)
if existing then
existing:Destroy()
end
block.Name = a
block:PivotTo(util.ChunkPosToCFrame(c.pos, coords))
@@ -215,16 +187,12 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
finished = true
task.synchronize()
border:Destroy()
task.desynchronize()
task.defer(function()
task.synchronize()
for key, data in pairs(newcache) do
local coords = util.BlockPosStringToCoords(key)
for _, o in pairs(NEIGHBOR_OFFSETS) do
-- chunks are 8x8x8
local nb = {x = coords.X + o[1], y = coords.Y + o[2], z = coords.Z + o[3]}
local chCoords = {x = c.pos.X, y = c.pos.Y, z = c.pos.Z}
if nb.x == 0 then chCoords.x = c.pos.X - 1 nb.x = 8 end
@@ -246,7 +214,7 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
end
continue
end
if not c:IsBlockRenderable(coords.X, coords.Y, coords.Z) then
if not c or not c.IsBlockRenderable or not c:IsBlockRenderable(coords.X, coords.Y, coords.Z) then
if existing then
existing:Destroy()
end
@@ -267,7 +235,6 @@ function ChunkBuilder:BuildChunk(c: typeof(Chunk.new(0,0,0)),parent: Instance?)
newcache = nil
blocks = nil
end)
task.desynchronize()
end)
c.loaded = true

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}
}
@@ -31,6 +32,20 @@ local FORCELOAD_CHUNKS = {
local unloadingChunks = {}
local pendingChunkRequests = {}
local lastChunkKey: string? = nil
local lastHeavyTick = 0
local HEAVY_TICK_INTERVAL = 1.5
local lastUnloadSweep = 0
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)
end
local CHUNK_OFFSETS = {}
do
for y = -CHUNK_RADIUS, CHUNK_RADIUS do
@@ -43,15 +58,155 @@ 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()
for key, chunk in pairs(Chunk.AllChunks) do
unloadingChunks[key] = true
pcall(function()
if chunk.loaded then
chunk:UnloadImmediate()
end
end)
pcall(function()
chunk:Destroy()
end)
Chunk.AllChunks[key] = nil
unloadingChunks[key] = nil
end
end
local function Swait(l)
task.synchronize()
for _ = 1, l do
RunService.Stepped:Wait()
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
@@ -59,14 +214,12 @@ function ChunkManager:GetChunk(x, y, z)
end
if pendingChunkRequests[key] then
task.synchronize()
while pendingChunkRequests[key] do
task.wait()
end
return Chunk.AllChunks[key]
end
task.synchronize()
pendingChunkRequests[key] = true
local ok, data = pcall(function()
return remote:InvokeServer(x, y, z)
@@ -74,7 +227,6 @@ function ChunkManager:GetChunk(x, y, z)
if not ok then
data = {}
end
task.synchronize()
local ch = Chunk.from(x, y, z, data)
Chunk.AllChunks[key] = ch
pendingChunkRequests[key] = nil
@@ -90,7 +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
@@ -102,7 +257,6 @@ function ChunkManager:LoadChunk(x, y, z)
unloadingChunks[key] = true
task.defer(function()
task.desynchronize()
ensureNeighboringChunksLoaded(x, y, z)
local chunk = Chunk.AllChunks[key]
@@ -111,11 +265,11 @@ function ChunkManager:LoadChunk(x, y, z)
Chunk.AllChunks[key] = chunk
end
task.synchronize()
local instance = ChunkBuilder:BuildChunk(chunk, ChunkFolder)
chunk.instance = instance
chunk.loaded = true
unloadingChunks[key] = nil
evictOutOfRangeChunks(getLocalPlayerChunkPos())
end)
end
@@ -129,7 +283,6 @@ function ChunkManager:RefreshChunk(x, y, z)
return
end
task.synchronize()
local ok, newData = pcall(function()
return remote:InvokeServer(x, y, z)
end)
@@ -198,9 +351,7 @@ function ChunkManager:RefreshChunk(x, y, z)
for _, child in ipairs(chunk.instance:GetChildren()) do
if not newData[child.Name] then
pruned += 1
task.synchronize()
child:Destroy()
task.desynchronize()
end
end
if DEBUG_RESYNC and pruned > 0 then
@@ -210,7 +361,6 @@ function ChunkManager:RefreshChunk(x, y, z)
if DEBUG_RESYNC and (changed > 0 or removed > 0) then
print("[CHUNKMANAGER][RESYNC] Applied diff", key, "changed", changed, "removed", removed)
end
task.desynchronize()
end
function ChunkManager:ForceTick()
@@ -235,40 +385,57 @@ end
function ChunkManager:Tick()
ChunkManager:ForceTick()
local player = game:GetService("Players").LocalPlayer
local player = Players.LocalPlayer
if not player.Character then
return
end
local pos = player.Character:GetPivot().Position
local chunkPos = {
x = math.round(pos.X / 32),
y = math.round(pos.Y / 32),
z = math.round(pos.Z / 32)
x = worldToChunkCoord(pos.X),
y = worldToChunkCoord(pos.Y),
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
if shouldHeavyTick then
lastHeavyTick = now
end
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 = tick()
if not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
processed += 1
if processed % LOAD_BATCH == 0 then
Swait(1)
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)
processed += 1
if processed % LOAD_BATCH == 0 then
Swait(1)
end
end
end
end
end)
else
if currentChunk then
currentChunk.inhabitedTime = now
end
end)
end
--[[
task.defer(function()
for y = 0, 2 do
task.defer(function()
for x = -CHUNK_RADIUS, CHUNK_RADIUS do
task.desynchronize()
for z = -CHUNK_RADIUS, CHUNK_RADIUS do
local cx, cy, cz = chunkPos.x + x, y, chunkPos.z + z
local key = `{cx},{cy},{cz}`
@@ -279,7 +446,6 @@ function ChunkManager:Tick()
Swait(2)
end
end
task.synchronize()
end
end)
Swait(10)
@@ -287,16 +453,12 @@ function ChunkManager:Tick()
end)
--]]
for key, loadedChunk in pairs(Chunk.AllChunks) do
if tick() - loadedChunk.inhabitedTime > 15 and not unloadingChunks[key] then
unloadingChunks[key] = true
task.defer(function()
task.synchronize()
loadedChunk:Unload()
loadedChunk:Destroy()
Chunk.AllChunks[key] = nil
unloadingChunks[key] = nil
end)
if now - lastUnloadSweep >= UNLOAD_SWEEP_INTERVAL then
lastUnloadSweep = now
for key, loadedChunk in pairs(Chunk.AllChunks) do
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
end
@@ -308,9 +470,9 @@ function ChunkManager:ResyncAroundPlayer(radius: number)
end
local pos = player.Character:GetPivot().Position
local chunkPos = {
x = math.round(pos.X / 32),
y = math.round(pos.Y / 32),
z = math.round(pos.Z / 32)
x = worldToChunkCoord(pos.X),
y = worldToChunkCoord(pos.Y),
z = worldToChunkCoord(pos.Z)
}
for y = -radius, radius do
for x = -radius, radius do
@@ -340,6 +502,12 @@ function ChunkManager:Init()
ChunkFolder.Parent = game:GetService("Workspace")
ChunkManager:ForceTick()
tickremote.OnClientEvent:Connect(function(m)
if m == "U_ALL" then
ChunkManager:UnloadAllNow()
end
end)
task.defer(function()
while true do
wait(2)

View File

@@ -0,0 +1,130 @@
--!native
--!optimize 2
local RunService = game:GetService("RunService")
if RunService:IsServer() then
error("ClientState can only be required on the client")
end
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Replica = require(ReplicatedStorage.Packages.replica)
local ClientState = {}
local HOTBAR_SIZE = 10
local localPlayer = Players.LocalPlayer
local replicaForPlayer = nil
local changed = Instance.new("BindableEvent")
local function fireChanged()
changed:Fire()
end
local function onReplicaNew(replica)
local tags = replica.Tags or {}
if tags.UserId ~= localPlayer.UserId and tags.Player ~= localPlayer then
return
end
replicaForPlayer = replica
replica:OnChange(fireChanged)
fireChanged()
end
Replica.OnNew("ClientState", onReplicaNew)
Replica.RequestData()
function ClientState:IsReady(): boolean
return replicaForPlayer ~= nil
end
function ClientState:GetReplica()
return replicaForPlayer
end
function ClientState:GetSelectedSlot(): number?
if not replicaForPlayer then
return nil
end
return replicaForPlayer.Data.selectedSlot
end
local function getInventory()
return replicaForPlayer and replicaForPlayer.Data.inventory or nil
end
function ClientState:GetItemInfo(blockId: any)
if not replicaForPlayer or not blockId then
return nil
end
local inv = getInventory()
local entry = inv and inv[tostring(blockId)]
if not entry then
return nil
end
return {
id = tostring(blockId),
name = entry.name or tostring(blockId),
count = entry.count,
}
end
function ClientState:GetHotbarSlots(): {string}
if not replicaForPlayer then
local slots = table.create(HOTBAR_SIZE)
for i = 1, HOTBAR_SIZE do
slots[i] = ""
end
return slots
end
return replicaForPlayer.Data.hotbar or {}
end
function ClientState:GetSlotInfo(slot: number)
if not replicaForPlayer then
return nil
end
local hotbar = replicaForPlayer.Data.hotbar
if not hotbar then
return nil
end
local id = hotbar[slot]
if not id then
return nil
end
return ClientState:GetItemInfo(id)
end
function ClientState:GetSelectedBlock()
if not replicaForPlayer then
return nil
end
local slot = ClientState:GetSelectedSlot()
if not slot then
return nil
end
return ClientState:GetSlotInfo(slot)
end
function ClientState:SetSelectedSlot(slot: number)
if not replicaForPlayer then
return
end
local hotbar = replicaForPlayer.Data.hotbar
if not hotbar then
return
end
if slot and slot >= 1 and slot <= HOTBAR_SIZE then
replicaForPlayer:FireServer("SelectHotbarSlot", slot)
end
end
ClientState.Changed = changed.Event
return ClientState

View File

@@ -31,10 +31,13 @@ function ML.loadModsS()
end
end
function ML.loadModsC()
function ML.loadModsC(onProgress: ((number, number, Instance, boolean) -> ())?)
print("[CSModLoader] Loading Mods")
for _, m in pairs(ModsFolder:GetChildren()) do
local mods = ModsFolder:GetChildren()
local total = #mods
for i, m in ipairs(mods) do
local success, reason = pcall(function()
-- ignore type err
local mod: modContext = require(m)
@@ -44,6 +47,11 @@ function ML.loadModsC()
if not success then
warn(`[CSModLoader] Error loading {m.Name}: {reason}`)
end
if onProgress then
pcall(function()
onProgress(i, total, m, success)
end)
end
end
end

View File

@@ -0,0 +1,711 @@
--!native
--!optimize 2
local PlacementManager = {}
local ChunkManager = require("./ChunkManager")
local Util = require("./Util")
local DEBUG_PLACEMENT = false
local function debugPlacementLog(...: any)
if DEBUG_PLACEMENT then
Util.StudioLog(...)
end
end
local function debugPlacementWarn(...: any)
if DEBUG_PLACEMENT then
Util.StudioWarn(...)
end
end
PlacementManager.ChunkFolder = ChunkManager.ChunkFolder
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {PlacementManager.ChunkFolder}
raycastParams.FilterType = Enum.RaycastFilterType.Include
raycastParams.IgnoreWater = true
local Mouse: Mouse = nil
local lastNormalId: Enum.NormalId? = nil
local lastRaycastFailure: string? = nil
local lastSelectedChunkKey: string? = nil
local lastSelectedBlockKey: string? = nil
local duplicateResyncCooldown: {[string]: number} = {}
local BREAK_ROLLBACK_TIMEOUT = 0.6
local pendingBreaks = {}
local clearSelection
if _G.__BLOCKSCRAFT_PLACEMENT_MANAGER then
return _G.__BLOCKSCRAFT_PLACEMENT_MANAGER
end
_G.__BLOCKSCRAFT_PLACEMENT_MANAGER = PlacementManager
PlacementManager.SelectionBox = script.SelectionBox:Clone()
PlacementManager.SelectionBox.Name = "$SelectionBox"..(game:GetService("RunService"):IsServer() and "_SERVER" or "")
PlacementManager.SelectionBox.Parent = game:GetService("Workspace"):FindFirstChildOfClass("Terrain")
PlacementManager.SelectionBox.Adornee = nil
PlacementManager.SelectionBox:GetPropertyChangedSignal("Adornee"):Connect(function()
local adornee = PlacementManager.SelectionBox.Adornee
if not adornee then
return
end
adornee.AncestryChanged:Connect(function(_, parent)
if not parent then
clearSelection("adornee destroyed")
end
end)
end)
-- Trash method TODO: Fix this
local function findChunkFolderFromDescendant(inst: Instance): Instance?
local current = inst
while current and current.Parent do
if current.Parent == PlacementManager.ChunkFolder then
return current
end
-- Fallback: match by name in case the ChunkFolder reference differs (e.g. recreated/parented later)
if current.Parent:IsA("Folder") and current.Parent.Name == (PlacementManager.ChunkFolder and PlacementManager.ChunkFolder.Name) then
return current
end
current = current.Parent
end
return nil
end
local function findBlockRoot(inst: Instance, chunkFolder: Instance): Instance?
local current = inst
while current and current ~= chunkFolder do
if current:IsA("BasePart") then
return current
end
current = current.Parent
end
return nil
end
local function resolveBlockInstance(chunkFolder: Instance, chunkName: string, blockName: string): Instance?
local chunkInst = chunkFolder:FindFirstChild(chunkName)
if not chunkInst then
return nil
end
return chunkInst:FindFirstChild(blockName)
end
clearSelection = function(reason: string?)
PlacementManager.SelectionBox.Adornee = nil
PlacementManager.SelectionBox.Parent = nil
lastNormalId = nil
lastSelectedChunkKey = nil
lastSelectedBlockKey = nil
if reason then
lastRaycastFailure = reason
end
end
local function setSelection(target: Instance, parent: Instance)
PlacementManager.SelectionBox.Parent = parent
PlacementManager.SelectionBox.Adornee = target
end
local function findChunkAndBlock(inst: Instance): (string?, string?)
local root = PlacementManager.ChunkFolder
if not root then
return nil, nil
end
local current = inst
while current and current.Parent do
-- case: current parent is the chunk folder root; then current is the chunk itself (no block name yet)
if current.Parent == root then
return current.Name, inst.Name
end
-- case: grandparent is chunk folder root; parent is chunk, current is block/model
if current.Parent.Parent == root then
return current.Parent.Name, current.Name
end
current = current.Parent
end
return nil, nil
end
local function vectorToNormalId(normal: Vector3): Enum.NormalId
local ax, ay, az = math.abs(normal.X), math.abs(normal.Y), math.abs(normal.Z)
if ax >= ay and ax >= az then
return normal.X >= 0 and Enum.NormalId.Right or Enum.NormalId.Left
elseif ay >= ax and ay >= az then
return normal.Y >= 0 and Enum.NormalId.Top or Enum.NormalId.Bottom
else
return normal.Z >= 0 and Enum.NormalId.Back or Enum.NormalId.Front
end
end
local function makeChunkKey(cx: number, cy: number, cz: number): string
return `{cx},{cy},{cz}`
end
local function makeBlockKey(x: number, y: number, z: number): string
return `{x},{y},{z}`
end
local function getPendingBreak(chunkKey: string, blockKey: string)
local chunkMap = pendingBreaks[chunkKey]
if not chunkMap then
return nil
end
return chunkMap[blockKey]
end
local function clearPendingBreak(chunkKey: string, blockKey: string)
local chunkMap = pendingBreaks[chunkKey]
if not chunkMap then
return
end
chunkMap[blockKey] = nil
if not next(chunkMap) then
pendingBreaks[chunkKey] = nil
end
end
local function clearPendingBreaksForChunk(chunkKey: string)
pendingBreaks[chunkKey] = nil
end
local function scheduleBreakRollback(cx: number, cy: number, cz: number, x: number, y: number, z: number)
task.delay(BREAK_ROLLBACK_TIMEOUT, function()
local chunkKey = makeChunkKey(cx, cy, cz)
local blockKey = makeBlockKey(x, y, z)
local pending = getPendingBreak(chunkKey, blockKey)
if not pending then
return
end
clearPendingBreak(chunkKey, blockKey)
local chunk = ChunkManager:GetChunk(cx, cy, cz)
if pending.data and chunk then
chunk:CreateBlock(x, y, z, pending.data)
end
ChunkManager:RefreshChunk(cx, cy, cz)
end)
end
local function normalIdToOffset(normal: Enum.NormalId): Vector3
if normal == Enum.NormalId.Top then
return Vector3.new(0, 1, 0)
elseif normal == Enum.NormalId.Bottom then
return Vector3.new(0, -1, 0)
elseif normal == Enum.NormalId.Left then
return Vector3.new(-1, 0, 0)
elseif normal == Enum.NormalId.Right then
return Vector3.new(1, 0, 0)
elseif normal == Enum.NormalId.Back then
return Vector3.new(0, 0, 1)
elseif normal == Enum.NormalId.Front then
return Vector3.new(0, 0, -1)
end
return Vector3.new(0, 0, 0)
end
local function offsetChunkBlock(chunk: Vector3, block: Vector3, offset: Vector3)
local cx, cy, cz = chunk.X, chunk.Y, chunk.Z
local bx, by, bz = block.X + offset.X, block.Y + offset.Y, block.Z + offset.Z
if bx < 1 then
bx = 8
cx -= 1
elseif bx > 8 then
bx = 1
cx += 1
end
if by < 1 then
by = 8
cy -= 1
elseif by > 8 then
by = 1
cy += 1
end
if bz < 1 then
bz = 8
cz -= 1
elseif bz > 8 then
bz = 1
cz += 1
end
return Vector3.new(cx, cy, cz), Vector3.new(bx, by, bz)
end
local function getPlayerPosition(): Vector3?
local player = game:GetService("Players").LocalPlayer
local character = player and player.Character
if not character then
return nil
end
local root = character:FindFirstChild("HumanoidRootPart")
return root and root.Position or nil
end
local MAX_REACH = 512
local function isWithinReach(cx: number, cy: number, cz: number, x: number, y: number, z: number): boolean
-- Client-side reach loosened; rely on server authority
return true
end
local function ensureChunkFolder(): Instance?
if PlacementManager.ChunkFolder and PlacementManager.ChunkFolder.Parent then
return PlacementManager.ChunkFolder
end
local found = workspace:FindFirstChild("$blockscraft_client")
if found then
PlacementManager.ChunkFolder = found
return found
end
return nil
end
-- Gets the block and normalid of the block (and surface) the player is looking at
function PlacementManager:Raycast(skipSelection: boolean?)
if not Mouse then
Mouse = game:GetService("Players").LocalPlayer:GetMouse()
end
local chunkFolder = ensureChunkFolder()
if not chunkFolder then
if not skipSelection then
clearSelection("chunk folder missing")
end
script.RaycastResult.Value = nil
return
end
raycastParams.FilterDescendantsInstances = {chunkFolder}
local cam = workspace.CurrentCamera
if not cam then
lastRaycastFailure = "no camera"
return
end
local ray = Mouse.UnitRay
local result = workspace:Raycast(ray.Origin, ray.Direction * MAX_REACH, raycastParams)
if not result then
if not skipSelection then
clearSelection("raycast miss")
end
script.RaycastResult.Value = nil
debugPlacementLog("[PLACE][CLIENT][RAYCAST]", "miss")
return
end
local objLookingAt = result.Instance
if not objLookingAt then
if not skipSelection then
clearSelection("raycast nil instance")
end
script.RaycastResult.Value = nil
debugPlacementWarn("[PLACE][CLIENT][RAYCAST]", "nil instance in result")
return
end
local hitChunkFolder = findChunkFolderFromDescendant(objLookingAt)
if not hitChunkFolder then
debugPlacementWarn(
"[PLACE][CLIENT][REJECT]",
"target not in chunk folder",
objLookingAt:GetFullName(),
"parent",
objLookingAt.Parent and objLookingAt.Parent:GetFullName() or "nil"
)
if not skipSelection then
clearSelection("target not in chunk folder")
end
script.RaycastResult.Value = nil
return
end
if hitChunkFolder:GetAttribute("ns") == true then
debugPlacementWarn(
"[PLACE][CLIENT][REJECT]",
"chunk flagged ns",
hitChunkFolder:GetFullName()
)
if not skipSelection then
clearSelection("target chunk marked ns")
end
script.RaycastResult.Value = nil
return
end
PlacementManager.ChunkFolder = chunkFolder
local blockRoot = findBlockRoot(objLookingAt, chunkFolder) or objLookingAt
local chunkName, blockName = findChunkAndBlock(blockRoot)
if not chunkName or not blockName then
if not skipSelection then
clearSelection("failed to resolve chunk/block")
end
script.RaycastResult.Value = nil
return
end
local okChunk, chunkCoords = pcall(function()
return Util.BlockPosStringToCoords(chunkName)
end)
local okBlock, blockCoords = pcall(function()
return Util.BlockPosStringToCoords(blockName)
end)
if not okChunk or not okBlock then
if not skipSelection then
clearSelection("failed to parse chunk/block names")
end
script.RaycastResult.Value = nil
return
end
local chunkKey = makeChunkKey(chunkCoords.X, chunkCoords.Y, chunkCoords.Z)
local blockKey = makeBlockKey(blockCoords.X, blockCoords.Y, blockCoords.Z)
-- block is being optimistically broken, do not highlight it
if getPendingBreak(chunkKey, blockKey) then
if not skipSelection then
clearSelection("block pending break")
end
script.RaycastResult.Value = nil
return
end
-- hide selection if block no longer exists (air/removed)
local chunk = ChunkManager:GetChunk(chunkCoords.X, chunkCoords.Y, chunkCoords.Z)
local blockData = chunk and chunk:GetBlockAt(blockCoords.X, blockCoords.Y, blockCoords.Z)
if not blockData or blockData == 0 or blockData.id == 0 then
if not skipSelection then
clearSelection("block missing/air")
end
script.RaycastResult.Value = nil
return
end
local blockInstance = resolveBlockInstance(chunkFolder, chunkName, blockName) or blockRoot
if not blockInstance then
if not skipSelection then
clearSelection("missing block instance")
end
script.RaycastResult.Value = nil
return
end
lastRaycastFailure = nil
if not skipSelection then
if lastSelectedChunkKey ~= chunkKey or lastSelectedBlockKey ~= blockKey then
setSelection(blockInstance, PlacementManager.ChunkFolder)
lastSelectedChunkKey = chunkKey
lastSelectedBlockKey = blockKey
end
end
script.RaycastResult.Value = objLookingAt
lastNormalId = vectorToNormalId(result.Normal)
debugPlacementLog(
"[PLACE][CLIENT][RAYCAST][HIT]",
blockInstance:GetFullName(),
"chunkFolder",
hitChunkFolder:GetFullName(),
"blockName",
blockInstance.Name,
"normal",
lastNormalId.Name
)
return objLookingAt, lastNormalId
end
function PlacementManager:RaycastGetResult()
return script.RaycastResult.Value
end
local remotes = game:GetService("ReplicatedStorage"):WaitForChild("Remotes")
local placeRemote = remotes:WaitForChild("PlaceBlock")
local breakRemote = remotes:WaitForChild("BreakBlock")
local tickRemote = game:GetService("ReplicatedStorage").Tick
-- FIRES REMOTE
function PlacementManager:PlaceBlock(cx, cy, cz, x, y, z, blockId: string)
debugPlacementLog("[PLACE][CLIENT][PLACE_CALL]", "chunk", cx, cy, cz, "block", x, y, z, "blockId", blockId)
if blockId == "hand" then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "hand cannot place")
return
end
if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "chunk type", cx, cy, cz, x, y, z, blockId)
return
end
if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "block type", cx, cy, cz, x, y, z, blockId)
return
end
if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "block bounds", cx, cy, cz, x, y, z, blockId)
return
end
if not isWithinReach(cx, cy, cz, x, y, z) then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "reach", cx, cy, cz, x, y, z, blockId)
return
end
-- ensure chunk is present/rendered client-side
local chunk = ChunkManager:GetChunk(cx, cy, cz)
if chunk and not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
end
if not chunk then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "missing chunk", cx, cy, cz, x, y, z, blockId)
return
end
-- allow sending even if the client thinks the id matches; server truth wins
if chunk then
local existing = chunk:GetBlockAt(x, y, z)
local existingId = existing and existing.id
if existingId and tostring(existingId) == tostring(blockId) then
debugPlacementLog(
"[PLACE][CLIENT][DUPLICATE]",
"still sending",
"chunk",
cx,
cy,
cz,
"block",
x,
y,
z,
"existingId",
existingId,
"blockId",
blockId
)
local ck = makeChunkKey(cx, cy, cz)
local last = duplicateResyncCooldown[ck]
if not last or (tick() - last) > 0.5 then
duplicateResyncCooldown[ck] = tick()
task.defer(function()
ChunkManager:RefreshChunk(cx, cy, cz)
end)
end
else
debugPlacementLog(
"[PLACE][CLIENT][EXISTING]",
"chunk",
cx,
cy,
cz,
"block",
x,
y,
z,
"existingId",
existingId
)
end
end
-- optimistic local apply; server will correct on tick
if chunk then
chunk:CreateBlock(x, y, z, {
id = tonumber(blockId) or blockId,
state = {},
})
end
debugPlacementLog("[PLACE][CLIENT][SEND]", cx, cy, cz, x, y, z, blockId)
placeRemote:FireServer(cx, cy, cz, x, y, z, blockId)
end
-- FIRES REMOTE
function PlacementManager:BreakBlock(cx, cy, cz, x, y, z)
if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
return
end
if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
debugPlacementWarn("[BREAK][CLIENT][REJECT]", "block type", cx, cy, cz, x, y, z)
return
end
if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
debugPlacementWarn("[BREAK][CLIENT][REJECT]", "block bounds", cx, cy, cz, x, y, z)
return
end
if not isWithinReach(cx, cy, cz, x, y, z) then
debugPlacementWarn("[BREAK][CLIENT][REJECT]", "reach", cx, cy, cz, x, y, z)
return
end
local chunk = ChunkManager:GetChunk(cx, cy, cz)
local blockData = chunk and chunk:GetBlockAt(x, y, z) or nil
local chunkKey = makeChunkKey(cx, cy, cz)
local blockKey = makeBlockKey(x, y, z)
if getPendingBreak(chunkKey, blockKey) then
debugPlacementLog("[BREAK][CLIENT][SKIP]", "pending rollback", cx, cy, cz, x, y, z)
return
end
pendingBreaks[chunkKey] = pendingBreaks[chunkKey] or {}
pendingBreaks[chunkKey][blockKey] = {
data = blockData,
time = tick(),
}
if blockData then
chunk:RemoveBlock(x, y, z)
end
scheduleBreakRollback(cx, cy, cz, x, y, z)
debugPlacementLog("[BREAK][CLIENT][SEND]", cx, cy, cz, x, y, z)
breakRemote:FireServer(cx, cy, cz, x, y, z)
end
-- CLIENTSIDED: only apply server-validated changes
local function applyPlaceBlockLocal(cx, cy, cz, x, y, z, blockData)
local chunk = ChunkManager:GetChunk(cx, cy, cz)
if chunk and not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
end
chunk:CreateBlock(x, y, z, blockData)
end
-- CLIENTSIDED: only apply server-validated changes
local function applyBreakBlockLocal(cx, cy, cz, x, y, z)
local chunk = ChunkManager:GetChunk(cx, cy, cz)
if chunk and not chunk.loaded then
ChunkManager:LoadChunk(cx, cy, cz)
end
if not chunk then
return
end
local chunkKey = makeChunkKey(cx, cy, cz)
local blockKey = makeBlockKey(x, y, z)
if getPendingBreak(chunkKey, blockKey) then
clearPendingBreak(chunkKey, blockKey)
return
end
chunk:RemoveBlock(x, y, z)
end
function PlacementManager:GetBlockAtMouse(skipSelection: boolean?): nil | {chunk:Vector3, block: Vector3}
pcall(function()
PlacementManager:Raycast(skipSelection)
end)
local selectedPart = PlacementManager:RaycastGetResult()
--print(selectedPart and selectedPart:GetFullName() or nil)
if selectedPart == nil then
if not skipSelection then
clearSelection()
end
script.RaycastResult.Value = nil
debugPlacementLog("[PLACE][CLIENT][TARGET]", "no selectedPart after raycast", lastRaycastFailure)
return nil
end
local chunkName, blockName = findChunkAndBlock(selectedPart)
if not chunkName or not blockName then
debugPlacementWarn(
"[PLACE][CLIENT][TARGET]",
"failed to find chunk/block from selection",
selectedPart:GetFullName()
)
return nil
end
local okChunk, chunkCoords = pcall(function()
return Util.BlockPosStringToCoords(chunkName :: string)
end)
local okBlock, blockCoords = pcall(function()
return Util.BlockPosStringToCoords(blockName :: string)
end)
if not okChunk or not okBlock then
debugPlacementWarn(
"[PLACE][CLIENT][TARGET]",
"failed to parse names",
"chunkName",
chunkName,
"blockName",
blockName
)
return nil
end
debugPlacementLog(
"[PLACE][CLIENT][TARGET]",
"chunk",
chunkName,
"block",
blockName,
"normal",
(lastNormalId and lastNormalId.Name) or "nil"
)
return {
chunk = chunkCoords,
block = blockCoords
}
end
function PlacementManager:GetTargetAtMouse(skipSelection: boolean?): nil | {chunk:Vector3, block: Vector3, normal: Enum.NormalId}
local hit = PlacementManager:GetBlockAtMouse(skipSelection)
if not hit then
return nil
end
local normal = lastNormalId or Enum.NormalId.Top
return {
chunk = hit.chunk,
block = hit.block,
normal = normal
}
end
function PlacementManager:GetPlacementAtMouse(skipSelection: boolean?): nil | {chunk:Vector3, block: Vector3}
local hit = PlacementManager:GetTargetAtMouse(skipSelection)
if not hit then
return nil
end
local offset = normalIdToOffset(hit.normal)
local placeChunk, placeBlock = offsetChunkBlock(hit.chunk, hit.block, offset)
debugPlacementLog(
"[PLACE][CLIENT][PLACE_TARGET]",
"target chunk",
hit.chunk,
"target block",
hit.block,
"normal",
hit.normal.Name,
"place chunk",
placeChunk,
"place block",
placeBlock
)
return {
chunk = placeChunk,
block = placeBlock
}
end
function PlacementManager:DebugGetPlacementOrWarn(skipSelection: boolean?)
local placement = PlacementManager:GetPlacementAtMouse(skipSelection)
if not placement then
debugPlacementWarn("[PLACE][CLIENT][REJECT]", "no placement target under mouse", lastRaycastFailure)
end
return placement
end
function PlacementManager:Init()
game:GetService("RunService").RenderStepped:Connect(function()
local a,b = pcall(function()
PlacementManager:Raycast()
end)
if not a then
clearSelection("raycast error")
script.RaycastResult.Value = nil
end
end)
tickRemote.OnClientEvent:Connect(function(m, cx, cy, cz, x, y, z, d)
--warn("PROPOGATED TICK", m, cx, cy, cz, x, y, z, d)
if m == "B_C" then
applyPlaceBlockLocal(cx, cy, cz, x, y ,z, d)
end
if m == "B_D" then
applyBreakBlockLocal(cx, cy, cz, x, y ,z)
end
if m == "C_R" then
clearPendingBreaksForChunk(makeChunkKey(cx, cy, cz))
ChunkManager:RefreshChunk(cx, cy, cz)
end
end)
end
return PlacementManager

View File

@@ -0,0 +1,35 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PlacementState = {}
local selectedId: string = ""
local selectedName: string = ""
local changed = Instance.new("BindableEvent")
PlacementState.Changed = changed.Event
local valueObject = ReplicatedStorage:FindFirstChild("HotbarSelectedBlock")
if not valueObject then
valueObject = Instance.new("StringValue")
valueObject.Name = "HotbarSelectedBlock"
valueObject.Parent = ReplicatedStorage
end
PlacementState.ValueObject = valueObject
function PlacementState:SetSelected(id: string?, name: string?)
selectedId = id or ""
selectedName = name or selectedId
valueObject.Value = selectedName or ""
local Util = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("Util"))
Util.StudioLog("[PLACE][CLIENT][SELECT]", "id", selectedId, "name", selectedName)
changed:Fire(selectedId, selectedName)
end
function PlacementState:GetSelected()
return selectedId, selectedName
end
return PlacementState

View File

@@ -1,5 +1,24 @@
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 or not ENABLE_STUDIO_LOG then
return
end
print(...)
end
function module.StudioWarn(...: any)
if not IS_STUDIO or not ENABLE_STUDIO_LOG then
return
end
warn(...)
end
function module.isNaN(n: number): boolean
-- NaN is never equal to itself
return n ~= n

View File

@@ -0,0 +1,196 @@
--!native
--!optimize 2
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Replica = require(ReplicatedStorage.Packages.replica)
local ClientStateService = {}
local HOTBAR_SIZE = 10
local token = Replica.Token("ClientState")
local blockCatalog = {}
local playerReplicas = {} :: {[Player]: any}
local blocksFolder: Folder? = nil
local readyConnections = {} :: {[Player]: RBXScriptConnection}
local function sortBlocks()
table.sort(blockCatalog, function(a, b)
local na = tonumber(a.id)
local nb = tonumber(b.id)
if na and nb then
return na < nb
end
if na then
return true
end
if nb then
return false
end
return a.id < b.id
end)
end
local function rebuildBlockCatalog()
table.clear(blockCatalog)
if not blocksFolder then
return
end
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 = displayName,
})
end
end
sortBlocks()
end
local function makeBaseState()
local inventory = {}
local hotbar = {}
for _, entry in ipairs(blockCatalog) do
inventory[entry.id] = {
name = entry.name,
count = 999999,
}
if #hotbar < HOTBAR_SIZE then
table.insert(hotbar, entry.id)
end
end
return {
inventory = inventory,
hotbar = hotbar,
selectedSlot = #hotbar > 0 and 1 or 0,
}
end
local function sanitizeSelection(hotbar, selectedSlot)
if type(selectedSlot) ~= "number" then
return (#hotbar > 0) and 1 or 0
end
if selectedSlot < 1 or selectedSlot > HOTBAR_SIZE then
return (#hotbar > 0) and 1 or 0
end
return selectedSlot
end
local function refreshReplica(replica)
local state = makeBaseState()
replica:Set({"inventory"}, state.inventory)
replica:Set({"hotbar"}, state.hotbar)
replica:Set({"selectedSlot"}, sanitizeSelection(state.hotbar, replica.Data.selectedSlot))
end
function ClientStateService:SetBlocksFolder(folder: Folder?)
blocksFolder = folder
rebuildBlockCatalog()
for _, replica in pairs(playerReplicas) do
refreshReplica(replica)
end
end
function ClientStateService:GetReplica(player: Player)
return playerReplicas[player]
end
function ClientStateService:GetSelectedBlockId(player: Player)
local replica = playerReplicas[player]
if not replica then
return nil
end
local data = replica.Data
local hotbar = data.hotbar or {}
local selectedSlot = sanitizeSelection(hotbar, data.selectedSlot)
return hotbar[selectedSlot]
end
function ClientStateService:HasInInventory(player: Player, blockId: any): boolean
local replica = playerReplicas[player]
if not replica or not blockId then
return false
end
local inv = replica.Data.inventory
return inv and inv[tostring(blockId)] ~= nil or false
end
local function handleReplicaEvents(player: Player, replica)
replica.OnServerEvent:Connect(function(plr, action, payload)
if plr ~= player then
return
end
if action == "SelectHotbarSlot" then
local slot = tonumber(payload)
local hotbar = replica.Data.hotbar
if not hotbar then
return
end
if slot and slot >= 1 and slot <= HOTBAR_SIZE then
replica:Set({"selectedSlot"}, slot)
end
end
end)
end
local function onPlayerAdded(player: Player)
local replica = Replica.New({
Token = token,
Tags = {
UserId = player.UserId,
Player = player,
},
Data = makeBaseState(),
})
if Replica.ReadyPlayers[player] then
replica:Subscribe(player)
else
readyConnections[player] = Replica.NewReadyPlayer:Connect(function(newPlayer)
if newPlayer ~= player then
return
end
if readyConnections[player] then
readyConnections[player]:Disconnect()
readyConnections[player] = nil
end
replica:Subscribe(player)
end)
end
handleReplicaEvents(player, replica)
playerReplicas[player] = replica
end
local function onPlayerRemoving(player: Player)
local replica = playerReplicas[player]
if replica then
replica:Destroy()
playerReplicas[player] = nil
end
if readyConnections[player] then
readyConnections[player]:Disconnect()
readyConnections[player] = nil
end
end
function ClientStateService:Init()
rebuildBlockCatalog()
for _, player in ipairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)
end
return ClientStateService

View File

@@ -0,0 +1,102 @@
--!native
--!optimize 2
local TerrainGen = {}
local ChunkManager = require(game:GetService("ReplicatedStorage"):WaitForChild("Shared").ChunkManager)
local Chunk = require(game:GetService("ReplicatedStorage"):WaitForChild("Shared").ChunkManager.Chunk)
TerrainGen.ServerChunkCache = {} :: {[typeof("")]: typeof(Chunk.new(0,0,0))}
local function chunkKeyFromCoords(x: number, y: number, z: number): string
return `{x},{y},{z}`
end
function TerrainGen:UnloadAllChunks(): number
local count = 0
for key in pairs(TerrainGen.ServerChunkCache) do
TerrainGen.ServerChunkCache[key] = nil
count += 1
end
return count
end
local function worldToChunkCoord(v: number): number
return math.floor((v + 16) / 32)
end
function TerrainGen:PreloadNearPlayers(radius: number, yRadius: number?): number
local Players = game:GetService("Players")
local r = radius or 5
local ry = yRadius or 1
local loaded = 0
for _, player in ipairs(Players:GetPlayers()) do
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if root then
local pos = root.Position
local cx = worldToChunkCoord(pos.X)
local cy = worldToChunkCoord(pos.Y)
local cz = worldToChunkCoord(pos.Z)
for y = -ry, ry do
for x = -r, r do
for z = -r, r do
TerrainGen:GetChunk(cx + x, cy + y, cz + z)
loaded += 1
end
end
end
end
end
return loaded
end
-- Load a chunk from the DataStore or generate it if not found
function TerrainGen:GetChunk(x, y, z)
local key = chunkKeyFromCoords(x, y, z)
if TerrainGen.ServerChunkCache[key] then
return TerrainGen.ServerChunkCache[key]
end
-- Generate a new chunk if it doesn't exist
local chunk = Chunk.new(x, y, z)
if y == 1 then
for cx = 1, 8 do
for cz = 1, 8 do
chunk:CreateBlock(cx, 1, cz, { id = "mc:grass_block", state = {} })
end
end
end
if y == 0 then
for cx = 1, 8 do
for cy = 1, 8 do
for cz = 1, 8 do
chunk:CreateBlock(cx, cy, cz, { id = "mc:dirt_block", state = {} })
end
end
end
end
TerrainGen.ServerChunkCache[key] = chunk
return chunk
end
-- Fake Chunk
function TerrainGen:GetFakeChunk(x, y, z)
-- Generate a new chunk if it doesn't exist
local chunk = Chunk.new(x, y, z)
for cy = 1,8 do
for cx = 1, 8 do
for cz = 1, 8 do
chunk:CreateBlock(cx, cy, cz, { id = "invalid", state = {} })
end
end
end
return chunk
end
TerrainGen.CM = ChunkManager
return TerrainGen

View File

@@ -1,18 +1,39 @@
--!native
--!optimize 2
print("Hello world!")
task.synchronize()
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local ClientStateService = require(script.Parent.ClientState)
local Shared = ReplicatedStorage:WaitForChild("Shared")
local ModsFolder = ReplicatedStorage:WaitForChild("Mods")
local BlocksFolderRS = ReplicatedStorage:FindFirstChild("Blocks") or Instance.new("Folder")
BlocksFolderRS.Name = "Blocks"
BlocksFolderRS.Parent = ReplicatedStorage
local BlocksFolderSS = ServerStorage:FindFirstChild("Blocks") or Instance.new("Folder")
BlocksFolderSS.Name = "Blocks"
BlocksFolderSS.Parent = ServerStorage
local Util = require(Shared.Util)
local TG = require("./ServerChunkManager/TerrainGen")
local TG = require(script.TerrainGen)
local Players = game:GetService("Players")
local blockIdMap = {}
local rebuildBlockIdMap
local function syncBlocksToServerStorage()
BlocksFolderSS:ClearAllChildren()
for _, child in ipairs(BlocksFolderRS:GetChildren()) do
child:Clone().Parent = BlocksFolderSS
end
ClientStateService:SetBlocksFolder(BlocksFolderSS)
if rebuildBlockIdMap then
rebuildBlockIdMap()
end
end
BlocksFolderRS.ChildAdded:Connect(syncBlocksToServerStorage)
BlocksFolderRS.ChildRemoved:Connect(syncBlocksToServerStorage)
do
local workspaceModFolder = game:GetService("Workspace"):WaitForChild("mods")
@@ -25,6 +46,8 @@ end
local ML = require(Shared.ModLoader)
ML.loadModsS()
syncBlocksToServerStorage()
ClientStateService:Init()
do
local bv = Instance.new("BoolValue")
@@ -70,17 +93,16 @@ local tickRemote = ReplicatedStorage.Tick
local remotes = ReplicatedStorage:WaitForChild("Remotes")
local placeRemote = remotes:WaitForChild("PlaceBlock")
local breakRemote = remotes:WaitForChild("BreakBlock")
local blocksFolder = ReplicatedStorage:WaitForChild("Blocks")
local blocksFolder = BlocksFolderSS
local function propogate(a, cx, cy, cz, x, y, z, bd)
task.synchronize()
tickRemote:FireAllClients(a, cx, cy, cz, x, y, z, bd)
task.desynchronize()
end
local MAX_REACH = 24
local blockIdMap = {}
local MAX_REACH = 512
local function rebuildBlockIdMap()
rebuildBlockIdMap = function()
table.clear(blockIdMap)
for _, block in ipairs(blocksFolder:GetChildren()) do
local id = block:GetAttribute("n")
@@ -108,18 +130,25 @@ local function getPlayerPosition(player: Player): Vector3?
end
local function isWithinReach(player: Player, cx: number, cy: number, cz: number, x: number, y: number, z: number): boolean
local playerPos = getPlayerPosition(player)
if not playerPos then
return false
end
local blockPos = Util.ChunkPosToCFrame(Vector3.new(cx, cy, cz), Vector3.new(x, y, z)).Position
return (blockPos - playerPos).Magnitude <= MAX_REACH
-- Relaxed reach; always true unless you want to re-enable limits
return true
end
local function resolveBlockId(blockId: any): string | number | nil
return blockIdMap[blockId]
end
local function playerCanUseBlock(player: Player, resolvedId: any): boolean
if not ClientStateService:HasInInventory(player, resolvedId) then
return false
end
local selected = ClientStateService:GetSelectedBlockId(player)
if not selected then
return false
end
return tostring(selected) == tostring(resolvedId)
end
local function getServerChunk(cx: number, cy: number, cz: number)
task.desynchronize()
local chunk = TG:GetChunk(cx, cy, cz)
@@ -127,32 +156,81 @@ local function getServerChunk(cx: number, cy: number, cz: number)
return chunk
end
-- local PLAYER_BOX_SIZE = Vector3.new(3, 6, 3)
local function isBlockInsidePlayer(blockPos: Vector3): boolean
for _, player in ipairs(Players:GetPlayers()) do
local character = player.Character
if character then
local cf, size = character:GetBoundingBox()
local localPos = cf:PointToObjectSpace(blockPos)
if math.abs(localPos.X) <= size.X * 0.5
and math.abs(localPos.Y) <= size.Y * 0.5
and math.abs(localPos.Z) <= size.Z * 0.5 then
return true
end
end
end
return false
end
local DEBUG_PLACEMENT = false
local function debugPlacementLog(...: any)
if DEBUG_PLACEMENT then
Util.StudioLog(...)
end
end
local function debugPlacementWarn(...: any)
if DEBUG_PLACEMENT then
Util.StudioWarn(...)
end
end
placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
--print("place",player, cx, cy, cz, x, y, z, blockData)
local function reject(reason: string)
debugPlacementWarn("[PLACE][REJECT]", player.Name, reason, "chunk", cx, cy, cz, "block", x, y, z, "id", blockId)
return
end
if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
return
return reject("chunk types")
end
if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
return
return reject("block types")
end
if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
return
return reject("block bounds")
end
if math.abs(cx) > MAX_CHUNK_DIST or math.abs(cy) > MAX_CHUNK_DIST or math.abs(cz) > MAX_CHUNK_DIST then
--return
return reject("chunk bounds")
end
if not isWithinReach(player, cx, cy, cz, x, y, z) then
return
return reject("out of reach")
end
local resolvedId = resolveBlockId(blockId)
if not resolvedId then
return
return reject("invalid id")
end
if not playerCanUseBlock(player, resolvedId) then
return reject("not in inventory/hotbar")
end
local blockPos = Util.ChunkPosToCFrame(Vector3.new(cx, cy, cz), Vector3.new(x, y, z)).Position
if isBlockInsidePlayer(blockPos) then
return reject("inside player")
end
local chunk = getServerChunk(cx, cy, cz)
if chunk:GetBlockAt(x, y, z) then
return
local existing = chunk:GetBlockAt(x, y, z)
if existing and existing.id and existing.id ~= 0 then
if existing.id == resolvedId then
-- same block already there; treat as success without changes
debugPlacementLog("[PLACE][OK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
return
end
-- allow replacement when different id: remove then place
chunk:RemoveBlock(x, y, z)
end
local data = {
id = resolvedId,
@@ -160,44 +238,37 @@ placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
}
chunk:CreateBlock(x, y, z, data)
propogate("B_C", cx, cy, cz, x, y, z, data)
debugPlacementLog("[PLACE][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
end)
breakRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z)
print("[DEBUG] Server breakRemote received - Player:", player.Name, "Chunk:", cx, cy, cz, "Block:", x, y, z)
if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
print("[DEBUG] Invalid chunk coordinate types")
return
end
if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
print("[DEBUG] Invalid block coordinate types")
return
end
if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
print("[DEBUG] Block coordinates out of range:", x, y, z)
return
end
if math.abs(cx) > MAX_CHUNK_DIST or math.abs(cy) > MAX_CHUNK_DIST or math.abs(cz) > MAX_CHUNK_DIST then
print("[DEBUG] Chunk coordinates out of range:", cx, cy, cz)
return
end
if not isWithinReach(player, cx, cy, cz, x, y, z) then
print("[DEBUG] Block not within player reach")
return
end
local chunk = getServerChunk(cx, cy, cz)
if not chunk:GetBlockAt(x, y, z) then
print("[DEBUG] No block found at specified location")
task.synchronize()
tickRemote:FireClient(player, "C_R", cx, cy, cz, 0, 0, 0, 0)
task.desynchronize()
debugPlacementLog("[BREAK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z)
return
end
print("[DEBUG] All validations passed, removing block")
chunk:RemoveBlock(x, y, z)
propogate("B_D", cx, cy, cz, x, y, z, 0)
print("[DEBUG] Block removal propagated to clients")
debugPlacementLog("[BREAK][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z)
end)
task.desynchronize()

View File

@@ -0,0 +1,79 @@
return {
Name = "chunkcull",
Aliases = {"cullchunks", "resetchunks"},
Description = "Unload all server chunk cache instantly, then preload only chunks near players (and force clients to unload/resync).",
Group = "Admin",
Args = {
{
Type = "integer",
Name = "radius",
Description = "Horizontal chunk radius around each player to preload",
Optional = true,
Default = 5,
},
{
Type = "integer",
Name = "yRadius",
Description = "Vertical chunk radius around each player to preload",
Optional = true,
Default = 1,
},
},
Run = function(context, radius, yRadius)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local terrainGen = require(
game:GetService("ServerScriptService")
:WaitForChild("Actor")
:WaitForChild("ServerChunkManager")
:WaitForChild("TerrainGen")
)
local tickRemote = ReplicatedStorage:WaitForChild("Tick")
local r = radius or 5
local ry = yRadius or 1
local unloaded = 0
pcall(function()
unloaded = terrainGen:UnloadAllChunks()
end)
-- Tell all clients to immediately drop their local chunk instances
pcall(function()
tickRemote:FireAllClients("U_ALL", 0, 0, 0, 0, 0, 0, 0)
end)
-- Preload server chunks around players (reduces initial lag spikes after cull)
local preloaded = 0
pcall(function()
preloaded = terrainGen:PreloadNearPlayers(r, ry)
end)
-- Force clients to resync around themselves
local resyncCount = 0
for _, player in ipairs(Players:GetPlayers()) do
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if root then
local pos = root.Position
local cx = math.floor((pos.X + 16) / 32)
local cy = math.floor((pos.Y + 16) / 32)
local cz = math.floor((pos.Z + 16) / 32)
for y = -ry, ry do
for x = -r, r do
for z = -r, r do
tickRemote:FireClient(player, "C_R", cx + x, cy + y, cz + z, 0, 0, 0, 0)
resyncCount += 1
end
end
end
end
end
return (
"chunkcull done | unloaded=%d | preloaded=%d | resyncPackets=%d | radius=%d yRadius=%d"
):format(unloaded, preloaded, resyncCount, r, ry)
end,
}

View File

@@ -0,0 +1,23 @@
return {
Name = "chunkdump",
Aliases = {"dumpchunk"},
Description = "Show server-side block count for a chunk.",
Group = "Debug",
Args = {
{
Type = "integer",
Name = "cx",
Description = "Chunk X"
},
{
Type = "integer",
Name = "cy",
Description = "Chunk Y"
},
{
Type = "integer",
Name = "cz",
Description = "Chunk Z"
}
}
}

View File

@@ -0,0 +1,15 @@
return function(context, cx, cy, cz)
local terrainGen = require(
game:GetService("ServerScriptService")
:WaitForChild("Actor")
:WaitForChild("ServerChunkManager")
:WaitForChild("TerrainGen")
)
local chunk = terrainGen:GetChunk(cx, cy, cz)
local count = 0
for _ in pairs(chunk.data) do
count += 1
end
return ("Chunk %d,%d,%d has %d blocks"):format(cx, cy, cz, count)
end

View File

@@ -0,0 +1,49 @@
return {
Name = "resyncchunk",
Aliases = {"resyncc"},
Description = "Resync a chunk (and optional radius) for a player.",
Group = "Debug",
Args = {
{
Type = "player",
Name = "player",
Description = "Player to resync"
},
{
Type = "integer",
Name = "cx",
Description = "Chunk X"
},
{
Type = "integer",
Name = "cy",
Description = "Chunk Y"
},
{
Type = "integer",
Name = "cz",
Description = "Chunk Z"
},
{
Type = "integer",
Name = "radius",
Description = "Radius around the chunk",
Optional = true,
Default = 0
}
},
Run = function(context, player, cx, cy, cz, radius)
local tickRemote = game:GetService("ReplicatedStorage"):WaitForChild("Tick")
local r = radius or 0
local count = 0
for y = -r, r do
for x = -r, r do
for z = -r, r do
tickRemote:FireClient(player, "C_R", cx + x, cy + y, cz + z, 0, 0, 0, 0)
count += 1
end
end
end
return ("Resync sent to %s (%d chunks)"):format(player.Name, count)
end
}

View File

@@ -0,0 +1,48 @@
return {
Name = "resyncnear",
Aliases = {"resyncnearby"},
Description = "Resync chunks around a player's current chunk.",
Group = "Debug",
Args = {
{
Type = "player",
Name = "player",
Description = "Player to resync"
},
{
Type = "integer",
Name = "radius",
Description = "Radius around the player chunk",
Optional = true,
Default = 1
}
},
Run = function(context, player, radius)
local character = player.Character
if not character then
return "Player has no character"
end
local root = character:FindFirstChild("HumanoidRootPart")
if not root then
return "Player has no HumanoidRootPart"
end
local pos = root.Position
local cx = math.round(pos.X / 32)
local cy = math.round(pos.Y / 32)
local cz = math.round(pos.Z / 32)
local tickRemote = game:GetService("ReplicatedStorage"):WaitForChild("Tick")
local r = radius or 1
local count = 0
for y = -r, r do
for x = -r, r do
for z = -r, r do
tickRemote:FireClient(player, "C_R", cx + x, cy + y, cz + z, 0, 0, 0, 0)
count += 1
end
end
end
return ("Resync sent to %s (%d chunks around %d,%d,%d)"):format(player.Name, count, cx, cy, cz)
end
}

View File

@@ -0,0 +1,7 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")
local Cmdr = require(ReplicatedStorage.Packages.cmdr)
Cmdr:RegisterDefaultCommands()
Cmdr.Registry:RegisterCommandsIn(ServerScriptService.CmdrCommands)

View File

@@ -7,16 +7,21 @@ end
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UIS = game:GetService("UserInputService")
ReplicatedStorage:WaitForChild("Objects"):WaitForChild("MLLoaded")
local TXTS = game:GetService("TextChatService")
local TXTS_CIF = TXTS:FindFirstChildOfClass("ChatInputBarConfiguration")
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
objects:WaitForChild("CSMLLoaded", 9e9)
game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
UIS.MouseIconEnabled = false
UIS.InputEnded:Connect(function(k)
if k.KeyCode == Enum.KeyCode.M then
if k.KeyCode == Enum.KeyCode.M and UIS:GetFocusedTextBox() == nil and not TXTS_CIF.IsFocused then
local v = not script.Parent.DummyButton.Modal
UIS.MouseIconEnabled = v
script.Parent.CrosshairLabel.Visible = not v
script.Parent.DummyButton.Modal = v
end
end)
end)

View File

@@ -8,8 +8,15 @@ end
local ui = script.Parent
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PlacementState = require(ReplicatedStorage.Shared.PlacementState)
ReplicatedStorage:WaitForChild("Objects"):WaitForChild("MLLoaded")
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
objects:WaitForChild("CSMLLoaded", 9e9)
local clientReady = ReplicatedStorage.Objects:WaitForChild("ClientReady", 5)
if clientReady and not clientReady.Value then
clientReady:GetPropertyChangedSignal("Value"):Wait()
end
local cd = ReplicatedStorage.Objects.ChunkDebug:Clone()
local sky = ReplicatedStorage.Objects.Sky:Clone()
@@ -47,7 +54,8 @@ game:GetService("RunService").RenderStepped:Connect(function(dt)
if math.abs(bpos.z) == 0 then bpos.z = 0 end
sky.CFrame = pos
ui.DebugUpperText.Text = `Chunk {chunk.x} {chunk.y} {chunk.z}\nPos {bpos.x} {bpos.y} {bpos.z}\n<b>{fps} FPS</b>`
local selected = PlacementState:GetSelected()
ui.DebugUpperText.Text = `Chunk {chunk.x} {chunk.y} {chunk.z}\nPos {bpos.x} {bpos.y} {bpos.z}\nSel {selected}\n<b>{fps} FPS</b>`
cd:PivotTo(CFrame.new(
chunk.x*32,

View File

@@ -0,0 +1,460 @@
--!native
--!optimize 2
if not game:IsLoaded() then
game.Loaded:Wait()
end
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UIS = game:GetService("UserInputService")
local TextChatService = game:GetService("TextChatService")
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
objects:WaitForChild("CSMLLoaded", 9e9)
local Roact = require(ReplicatedStorage.Packages.roact)
local PM = require(ReplicatedStorage.Shared.PlacementManager)
local BlockManager = require(ReplicatedStorage.Shared.ChunkManager.BlockManager)
local PlacementState = require(ReplicatedStorage.Shared.PlacementState)
local Util = require(ReplicatedStorage.Shared.Util)
local ClientState = require(ReplicatedStorage.Shared.ClientState)
local HOTBAR_SIZE = 10
local keyToSlot = {
[Enum.KeyCode.One] = 1,
[Enum.KeyCode.Two] = 2,
[Enum.KeyCode.Three] = 3,
[Enum.KeyCode.Four] = 4,
[Enum.KeyCode.Five] = 5,
[Enum.KeyCode.Six] = 6,
[Enum.KeyCode.Seven] = 7,
[Enum.KeyCode.Eight] = 8,
[Enum.KeyCode.Nine] = 9,
[Enum.KeyCode.Zero] = 10,
}
local colors = {
base = Color3.fromRGB(30, 30, 46),
slot = Color3.fromRGB(17, 17, 27),
stroke = Color3.fromRGB(88, 91, 112),
selectedStroke = Color3.fromRGB(137, 180, 250),
text = Color3.fromRGB(205, 214, 244),
subtext = Color3.fromRGB(166, 173, 200),
}
local function isTextInputFocused(): boolean
if UIS:GetFocusedTextBox() then
return true
end
local config = TextChatService:FindFirstChildOfClass("ChatInputBarConfiguration")
return config ~= nil and config.IsFocused
end
local function resolveSelectedSlot(slots, desired)
if desired and desired >= 1 and desired <= HOTBAR_SIZE then
return desired
end
for i = 1, HOTBAR_SIZE do
if slots[i] and slots[i] ~= "" then
return i
end
end
return desired or 1
end
local function buildHotbarFromState()
local slots = table.create(HOTBAR_SIZE)
local names = {}
for i = 1, HOTBAR_SIZE do
local info = ClientState:GetSlotInfo(i)
if info then
slots[i] = tostring(info.id)
names[slots[i]] = info.name or slots[i]
else
slots[i] = ""
end
end
local selected = resolveSelectedSlot(slots, ClientState:GetSelectedSlot())
return slots, names, selected
end
local function ensurePreviewRig(part: Instance)
for _, descendant in ipairs(part:GetDescendants()) do
if descendant:IsA("BasePart") then
descendant.Anchored = true
descendant.CanCollide = false
end
end
if part:IsA("BasePart") then
part.Anchored = true
part.CanCollide = false
end
end
local function updateViewport(viewport: ViewportFrame, blockId: string)
viewport:ClearAllChildren()
if blockId == "" then
return
end
local camera = Instance.new("Camera")
camera.Parent = viewport
viewport.CurrentCamera = camera
local world = Instance.new("WorldModel")
world.Parent = viewport
local resolvedId = tonumber(blockId) or blockId
local preview = BlockManager:GetBlock(resolvedId)
preview.Parent = world
ensurePreviewRig(preview)
local cf, size
if preview:IsA("BasePart") then
cf = preview.CFrame
size = preview.Size
else
cf, size = preview:GetBoundingBox()
end
local maxSize = math.max(size.X, size.Y, size.Z)
local distance = maxSize * 1.8
local target = cf.Position
camera.CFrame = CFrame.new(target + Vector3.new(distance, distance, distance), target)
preview:PivotTo(CFrame.new())
end
local Hotbar = Roact.Component:extend("Hotbar")
function Hotbar:init()
local slots, names, selected = buildHotbarFromState()
self.state = {
slots = slots,
names = names,
selected = selected,
}
self._syncFromClientState = function()
local nextSlots, nextNames, nextSelected = buildHotbarFromState()
nextSelected = resolveSelectedSlot(nextSlots, nextSelected or self.state.selected)
self:setState({
slots = nextSlots,
names = nextNames,
selected = nextSelected,
})
local rawId = nextSlots[nextSelected] or ""
local effectiveId = rawId ~= "" and rawId or "hand"
local name = ""
if rawId ~= "" then
name = nextNames[rawId] or rawId
end
PlacementState:SetSelected(effectiveId, name)
end
self._setSelected = function(slot: number)
if slot < 1 or slot > HOTBAR_SIZE then
return
end
ClientState:SetSelectedSlot(slot)
self:setState({
selected = slot,
})
local rawId = self.state.slots[slot] or ""
local effectiveId = rawId ~= "" and rawId or "hand"
local name = ""
if rawId ~= "" then
name = self.state.names[rawId] or rawId
end
Util.StudioLog("[PLACE][CLIENT][SELECT]", "slot", slot, "id", effectiveId, "name", name)
PlacementState:SetSelected(effectiveId, name)
end
self._handleInput = function(input: InputObject, gameProcessedEvent: boolean)
if isTextInputFocused() then
return
end
local slot = keyToSlot[input.KeyCode]
if slot then
if gameProcessedEvent then
return
end
self._setSelected(slot)
return
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
Util.StudioLog("[INPUT][CLIENT]", "MouseButton1", "processed", gameProcessedEvent)
-- Allow click even if gameProcessedEvent (UI can set this), but only if we're actually pointing at a block
if not PM:GetBlockAtMouse() then
return
end
local mouseBlock = PM:GetBlockAtMouse()
if not mouseBlock then
return
end
PM:BreakBlock(
mouseBlock.chunk.X,
mouseBlock.chunk.Y,
mouseBlock.chunk.Z,
mouseBlock.block.X,
mouseBlock.block.Y,
mouseBlock.block.Z
)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
Util.StudioLog("[INPUT][CLIENT]", "MouseButton2", "processed", gameProcessedEvent)
-- Allow click even if gameProcessedEvent (UI can set this), but only if we're actually pointing at a block
local mouseBlock = PM:DebugGetPlacementOrWarn(true) -- skip selection outline on right click
if not mouseBlock then
return
end
local id = PlacementState:GetSelected()
if not id or id == "" then
Util.StudioWarn("[PLACE][CLIENT][REJECT]", "no selected id")
return
end
Util.StudioLog(
"[PLACE][CLIENT][SEND][CLICK]",
"chunk",
mouseBlock.chunk,
"block",
mouseBlock.block,
"id",
id
)
PM:PlaceBlock(
mouseBlock.chunk.X,
mouseBlock.chunk.Y,
mouseBlock.chunk.Z,
mouseBlock.block.X,
mouseBlock.block.Y,
mouseBlock.block.Z,
id
)
end
end
self._handleScroll = function(input: InputObject, gameProcessedEvent: boolean)
if gameProcessedEvent or isTextInputFocused() then
return
end
if input.UserInputType ~= Enum.UserInputType.MouseWheel then
return
end
local direction = input.Position.Z
if direction == 0 then
return
end
local delta = direction > 0 and -1 or 1
local nextSlot = ((self.state.selected - 1 + delta) % HOTBAR_SIZE) + 1
if nextSlot ~= self.state.selected then
self._setSelected(nextSlot)
end
end
self._viewportRefs = {}
self._viewportState = {}
end
function Hotbar:didMount()
self._connections = {
ClientState.Changed:Connect(self._syncFromClientState),
UIS.InputBegan:Connect(self._handleInput),
UIS.InputChanged:Connect(self._handleScroll),
}
self._syncFromClientState()
self:_refreshViewports()
-- initialize selection broadcast
local rawId = self.state.slots and self.state.slots[self.state.selected] or ""
local effectiveId = rawId ~= "" and rawId or "hand"
local name = ""
if rawId ~= "" and self.state.names then
name = self.state.names[rawId] or rawId
end
PlacementState:SetSelected(effectiveId, name)
end
function Hotbar:willUnmount()
for _, conn in ipairs(self._connections or {}) do
conn:Disconnect()
end
self._connections = nil
end
function Hotbar:didUpdate(prevProps, prevState)
if prevState.slots ~= self.state.slots then
self:_refreshViewports()
end
end
function Hotbar:_refreshViewports()
for i = 1, HOTBAR_SIZE do
local viewport = self._viewportRefs[i]
if viewport then
local id = self.state.slots[i] or ""
if self._viewportState[i] ~= id then
self._viewportState[i] = id
updateViewport(viewport, id)
end
end
end
end
function Hotbar:render()
local slotElements = {}
local selectedId = self.state.slots[self.state.selected] or ""
local selectedName = ""
if selectedId ~= "" and self.state.names then
selectedName = self.state.names[selectedId] or selectedId
end
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),
BackgroundColor3 = colors.slot,
BorderSizePixel = 0,
AutoButtonColor = false,
ClipsDescendants = true,
Text = "",
LayoutOrder = i,
[Roact.Event.Activated] = function()
self._setSelected(i)
end,
}, {
Corner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0, 13),
}),
Stroke = Roact.createElement("UIStroke", {
Color = isSelected and colors.selectedStroke or colors.stroke,
Thickness = isSelected and 2 or 1,
ApplyStrokeMode = Enum.ApplyStrokeMode.Border
}),
Preview = Roact.createElement("ViewportFrame", {
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
BorderSizePixel = 0,
[Roact.Ref] = function(r)
self._viewportRefs[i] = r
end,
}),
IndexLabel = Roact.createElement("TextLabel", {
BackgroundTransparency = 1,
Position = UDim2.fromOffset(8, 4),
Size = UDim2.fromOffset(18, 14),
Font = Enum.Font.Gotham,
Text = i == 10 and "0" or tostring(i),
TextColor3 = colors.subtext,
TextSize = 12,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Top,
}),
IdLabel = Roact.createElement("TextLabel", {
BackgroundTransparency = 1,
Position = UDim2.fromOffset(4, 26),
Size = UDim2.new(1, -8, 0, 18),
Font = Enum.Font.GothamBold,
Text = displayName,
TextColor3 = colors.text,
TextSize = 15,
TextWrapped = true,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Bottom,
}),
})
end
local hotbarFrame = Roact.createElement("Frame", {
AnchorPoint = Vector2.new(0.5, 1),
AutomaticSize = Enum.AutomaticSize.X,
BackgroundColor3 = colors.base,
BorderSizePixel = 0,
Position = UDim2.new(0.5, 0, 1, -20),
Size = UDim2.fromOffset(0, 58),
}, {
Corner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0, 16),
}),
Stroke = Roact.createElement("UIStroke", {
Color = colors.selectedStroke,
Thickness = 2,
ApplyStrokeMode = Enum.ApplyStrokeMode.Border
}),
Padding = Roact.createElement("UIPadding", {
PaddingLeft = UDim.new(0, 5),
PaddingRight = UDim.new(0, 5),
PaddingTop = UDim.new(0, 5),
PaddingBottom = UDim.new(0, 5),
}),
Slots = Roact.createElement("Frame", {
AutomaticSize = Enum.AutomaticSize.X,
BackgroundTransparency = 1,
Size = UDim2.new(0, 0, 1, 0),
}, {
Layout = Roact.createElement("UIListLayout", {
FillDirection = Enum.FillDirection.Horizontal,
HorizontalAlignment = Enum.HorizontalAlignment.Center,
VerticalAlignment = Enum.VerticalAlignment.Center,
Padding = UDim.new(0, 5),
}),
Slots = Roact.createFragment(slotElements),
}),
})
local selectedNameFrame = Roact.createElement("Frame", {
AnchorPoint = Vector2.new(0.5, 1),
AutomaticSize = Enum.AutomaticSize.X,
BackgroundColor3 = colors.base,
BorderSizePixel = 0,
Position = UDim2.new(0.5, 0, 1, -80-10),
Size = UDim2.fromOffset(0, 25),
Visible = selectedName ~= "",
}, {
Corner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0, 8),
}),
Stroke = Roact.createElement("UIStroke", {
Color = colors.selectedStroke,
Thickness = 2,
ApplyStrokeMode = Enum.ApplyStrokeMode.Border
}),
Padding = Roact.createElement("UIPadding", {
PaddingLeft = UDim.new(0, 18),
PaddingRight = UDim.new(0, 18),
PaddingTop = UDim.new(0, 2),
PaddingBottom = UDim.new(0, 2),
}),
Label = Roact.createElement("TextLabel", {
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Font = Enum.Font.JosefinSans,
RichText = true,
Text = selectedName ~= "" and selectedName or " ",
TextColor3 = colors.text,
TextSize = 19,
TextWrapped = true,
AutomaticSize = Enum.AutomaticSize.X,
TextXAlignment = Enum.TextXAlignment.Center,
TextYAlignment = Enum.TextYAlignment.Center
}),
})
return Roact.createFragment({
Hotbar = hotbarFrame,
SelectedName = selectedNameFrame,
})
end
local handle = Roact.mount(Roact.createElement(Hotbar), script.Parent, "RoactHotbar")
script.AncestryChanged:Connect(function(_, parent)
if parent == nil then
Roact.unmount(handle)
end
end)

View File

@@ -0,0 +1,4 @@
{
"className": "ScreenGui",
"ignoreUnknownInstances": true
}

View File

@@ -7,16 +7,16 @@ end
pcall(function()
task.synchronize()
game:GetService("Workspace"):WaitForChild("$blockscraft_server",5):Destroy()
task.defer(function()
game:GetService("Workspace"):WaitForChild("$blockscraft_server",9e9):Destroy()
end)
end)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
ReplicatedStorage:WaitForChild("Objects"):WaitForChild("MLLoaded")
local ML = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("ModLoader"))
ML.loadModsC()
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
objects:WaitForChild("CSMLLoaded", 9e9)
do
local PM = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("PlacementManager"))
@@ -26,4 +26,4 @@ end
do
local CM = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("ChunkManager"))
CM:Init()
end
end

View File

@@ -0,0 +1,9 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
objects:WaitForChild("CSMLLoaded", 9e9)
return

View File

@@ -0,0 +1,12 @@
repeat
wait(0.1)
until game:IsLoaded() == true
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local objects = ReplicatedStorage:WaitForChild("Objects", 9e9)
objects:WaitForChild("MLLoaded", 9e9)
objects:WaitForChild("CSMLLoaded", 9e9)
local Cmdr = require(ReplicatedStorage:WaitForChild("CmdrClient"))
Cmdr:SetActivationKeys({ Enum.KeyCode.F2 })

View File

@@ -1,35 +1,52 @@
{
"name": "project",
"name": "minecraft-roblox",
"tree": {
"$className": "DataModel",
"ReplicatedStorage": {
"$className": "ReplicatedStorage",
"$ignoreUnknownInstances": true,
"$path": "src/ReplicatedStorage"
"$path": "ReplicatedStorage",
"Packages": {
"$className": "Folder",
"$path": "Packages"
}
},
"ReplicatedFirst": {
"$className": "ReplicatedFirst",
"$ignoreUnknownInstances": true,
"$path": "ReplicatedFirst"
},
"ServerScriptService": {
"$className": "ServerScriptService",
"$ignoreUnknownInstances": true,
"$path": "src/ServerScriptService"
"$path": "ServerScriptService"
},
"StarterGui": {
"$className": "StarterGui",
"$ignoreUnknownInstances": true,
"$path": "src/StarterGui"
"$path": "StarterGui"
},
"StarterPlayer": {
"$className": "StarterPlayer",
"$ignoreUnknownInstances": true,
"StarterPlayerScripts": {
"$className": "StarterPlayerScripts",
"$ignoreUnknownInstances": true,
"$path": "src/StarterPlayer/StarterPlayerScripts"
},
"$ignoreUnknownInstances": true
"$path": "StarterPlayer/StarterPlayerScripts"
}
},
"Workspace": {
"$className": "Workspace",
"$ignoreUnknownInstances": true,
"$path": "src/Workspace"
"$path": "Workspace"
}
}
}
}

View File

@@ -1,271 +0,0 @@
--!native
--!optimize 2
local PlacementManager = {}
local ChunkManager = require("./ChunkManager")
local Util = require("./Util")
local RunService = game:GetService("RunService")
PlacementManager.ChunkFolder = ChunkManager.ChunkFolder
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {PlacementManager.ChunkFolder}
raycastParams.FilterType = Enum.RaycastFilterType.Include
raycastParams.IgnoreWater = true
if _G.SB then return nil end
_G.SB = true
PlacementManager.SelectionBox = script.SelectionBox:Clone()
PlacementManager.SelectionBox.Name = "$SelectionBox"..(game:GetService("RunService"):IsServer() and "_SERVER" or "")
PlacementManager.SelectionBox.Parent = game:GetService("Workspace"):FindFirstChildOfClass("Terrain")
-- Trash method TODO: Fix this
local function findParent(i: Instance): Instance
local f = i:FindFirstAncestorOfClass("Folder")
local d = i
repeat
d = d.Parent
until d.Parent == f
return d
end
local Mouse: Mouse = nil
local lastNormalId: Enum.NormalId? = nil
local pendingBreakResync = {}
local function normalIdToOffset(normal: Enum.NormalId): Vector3
if normal == Enum.NormalId.Top then
return Vector3.new(0, 1, 0)
elseif normal == Enum.NormalId.Bottom then
return Vector3.new(0, -1, 0)
elseif normal == Enum.NormalId.Left then
return Vector3.new(-1, 0, 0)
elseif normal == Enum.NormalId.Right then
return Vector3.new(1, 0, 0)
elseif normal == Enum.NormalId.Back then
return Vector3.new(0, 0, 1)
elseif normal == Enum.NormalId.Front then
return Vector3.new(0, 0, -1)
end
return Vector3.new(0, 0, 0)
end
local function offsetChunkBlock(chunk: Vector3, block: Vector3, offset: Vector3)
local cx, cy, cz = chunk.X, chunk.Y, chunk.Z
local bx, by, bz = block.X + offset.X, block.Y + offset.Y, block.Z + offset.Z
if bx < 1 then
bx = 8
cx -= 1
elseif bx > 8 then
bx = 1
cx += 1
end
if by < 1 then
by = 8
cy -= 1
elseif by > 8 then
by = 1
cy += 1
end
if bz < 1 then
bz = 8
cz -= 1
elseif bz > 8 then
bz = 1
cz += 1
end
return Vector3.new(cx, cy, cz), Vector3.new(bx, by, bz)
end
-- Gets the block and normalid of the block (and surface) the player is looking at
function PlacementManager:Raycast()
if not Mouse then
Mouse = game:GetService("Players").LocalPlayer:GetMouse()
end
task.synchronize()
local objLookingAt = Mouse.Target
local dir = Mouse.TargetSurface
if not objLookingAt then
PlacementManager.SelectionBox.Adornee = nil
script.RaycastResult.Value = nil
lastNormalId = nil
return
end
--if not objLookingAt:IsDescendantOf(ChunkManager.ChunkFolder) then return end
local parent = findParent(objLookingAt)
if parent:GetAttribute("ns") == true then
PlacementManager.SelectionBox.Adornee = nil
script.RaycastResult.Value = nil
lastNormalId = nil
return
end
PlacementManager.SelectionBox.Adornee = parent
script.RaycastResult.Value = parent
lastNormalId = dir
return parent, dir
end
function PlacementManager:RaycastGetResult()
return script.RaycastResult.Value
end
local remotes = game:GetService("ReplicatedStorage"):WaitForChild("Remotes")
local placeRemote = remotes:WaitForChild("PlaceBlock")
local breakRemote = remotes:WaitForChild("BreakBlock")
local tickRemote = game:GetService("ReplicatedStorage").Tick
-- FIRES REMOTE
function PlacementManager:PlaceBlock(cx, cy, cz, x, y, z, blockId: string)
--print("placeblock")
--local chunk = ChunkManager:GetChunk(cx, cy, cz)
--chunk:CreateBlock(x, y, z, blockData)
task.synchronize()
placeRemote:FireServer(cx, cy, cz, x, y, z, blockId)
task.desynchronize()
end
-- FIRES REMOTE
function PlacementManager:BreakBlock(cx, cy, cz, x, y, z)
print("[DEBUG] PlacementManager:BreakBlock called - Chunk:", cx, cy, cz, "Block:", x, y, z)
local chunk = ChunkManager:GetChunk(cx, cy, cz)
if chunk and not chunk:GetBlockAt(x, y, z) then
print("[DEBUG] Client missing block; resyncing nearby chunks")
ChunkManager:ResyncAroundChunk(cx, cy, cz, 1)
task.defer(function()
-- task.synchronize()
-- RunService.RenderStepped:Wait()
-- task.desynchronize()
local refreshed = ChunkManager:GetChunk(cx, cy, cz)
if refreshed and refreshed:GetBlockAt(x, y, z) then
task.synchronize()
breakRemote:FireServer(cx, cy, cz, x, y, z)
task.desynchronize()
print("[DEBUG] BreakBlock remote fired to server after resync")
end
end)
return
end
task.synchronize()
breakRemote:FireServer(cx, cy, cz, x, y, z)
task.desynchronize()
print("[DEBUG] BreakBlock remote fired to server")
end
-- CLIENTSIDED: only apply server-validated changes
local function applyPlaceBlockLocal(cx, cy, cz, x, y, z, blockData)
local chunk = ChunkManager:GetChunk(cx, cy, cz)
chunk:CreateBlock(x, y, z, blockData)
end
-- CLIENTSIDED: only apply server-validated changes
local function applyBreakBlockLocal(cx, cy, cz, x, y, z)
print("[DEBUG] PlacementManager:BreakBlockLocal called - Chunk:", cx, cy, cz, "Block:", x, y, z)
local chunk = ChunkManager:GetChunk(cx, cy, cz)
if chunk then
print("[DEBUG] Found chunk, calling RemoveBlock")
if chunk.RemoveBlockSmooth then
chunk:RemoveBlockSmooth(x, y, z)
else
chunk:RemoveBlock(x, y, z)
end
else
print("[DEBUG] Chunk not found at coords:", cx, cy, cz)
end
end
function PlacementManager:GetBlockAtMouse(): nil | {chunk:Vector3, block: Vector3}
local selectedPart = PlacementManager:RaycastGetResult()
--print(selectedPart and selectedPart:GetFullName() or nil)
if selectedPart == nil then
PlacementManager.SelectionBox.Adornee = nil
script.RaycastResult.Value = nil
lastNormalId = nil
return nil
end
if not selectedPart.Parent then
PlacementManager.SelectionBox.Adornee = nil
script.RaycastResult.Value = nil
lastNormalId = nil
return nil
end
local chunkCoords = Util.BlockPosStringToCoords(selectedPart.Parent.Name)
local blockCoords = Util.BlockPosStringToCoords(selectedPart.Name)
return {
chunk = chunkCoords,
block = blockCoords
}
end
function PlacementManager:GetTargetAtMouse(): nil | {chunk:Vector3, block: Vector3, normal: Enum.NormalId}
local hit = PlacementManager:GetBlockAtMouse()
if not hit or not lastNormalId then
return nil
end
return {
chunk = hit.chunk,
block = hit.block,
normal = lastNormalId
}
end
function PlacementManager:GetPlacementAtMouse(): nil | {chunk:Vector3, block: Vector3}
local hit = PlacementManager:GetTargetAtMouse()
if not hit then
return nil
end
local offset = normalIdToOffset(hit.normal)
local placeChunk, placeBlock = offsetChunkBlock(hit.chunk, hit.block, offset)
return {
chunk = placeChunk,
block = placeBlock
}
end
function PlacementManager:Init()
game:GetService("RunService").RenderStepped:Connect(function()
local a,b = pcall(function()
PlacementManager:Raycast()
end)
if not a then
task.synchronize()
PlacementManager.SelectionBox.Adornee = nil
script.RaycastResult.Value = nil
task.desynchronize()
end
end)
tickRemote.OnClientEvent:Connect(function(m, cx, cy, cz, x, y, z, d)
--warn("PROPOGATED TICK", m, cx, cy, cz, x, y, z, d)
if m == "B_C" then
applyPlaceBlockLocal(cx, cy, cz, x, y ,z, d)
end
if m == "B_D" then
applyBreakBlockLocal(cx, cy, cz, x, y ,z)
local key = `{cx},{cy},{cz}`
if not pendingBreakResync[key] then
pendingBreakResync[key] = true
task.defer(function()
-- task.synchronize()
-- RunService.RenderStepped:Wait()
-- task.desynchronize()
pendingBreakResync[key] = nil
ChunkManager:ResyncAroundChunk(cx, cy, cz, 1)
end)
end
end
if m == "C_R" then
ChunkManager:RefreshChunk(cx, cy, cz)
end
end)
end
return PlacementManager

View File

@@ -1,73 +0,0 @@
--!native
--!optimize 2
local TerrainGen = {}
local deflate = require("./TerrainGen/Deflate")
local DSS = game:GetService("DataStoreService")
local WORLDNAME = "DEFAULT"
local WORLDID = "b73bb5a6-297d-4352-b637-daec7e8c8f3e"
local Store = DSS:GetDataStore("BlockscraftWorldV1", WORLDID)
local ChunkManager = require(game:GetService("ReplicatedStorage"):WaitForChild("Shared").ChunkManager)
local Chunk = require(game:GetService("ReplicatedStorage"):WaitForChild("Shared").ChunkManager.Chunk)
TerrainGen.ServerChunkCache = {} :: {[typeof("")]: typeof(Chunk.new(0,0,0))}
-- Load a chunk from the DataStore or generate it if not found
function TerrainGen:GetChunk(x, y, z)
local key = `{x},{y},{z}`
if TerrainGen.ServerChunkCache[key] then
return TerrainGen.ServerChunkCache[key]
end
-- Generate a new chunk if it doesn't exist
local chunk = Chunk.new(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 = {} })
end
end
end
if y == 0 then
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 = {} })
end
end
end
end
TerrainGen.ServerChunkCache[key] = chunk
return chunk
end
-- Fake Chunk
function TerrainGen:GetFakeChunk(x, y, z)
-- Generate a new chunk if it doesn't exist
local chunk = Chunk.new(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 = {} })
end
end
end
return chunk
end
TerrainGen.CM = ChunkManager
return TerrainGen

View File

@@ -1,95 +0,0 @@
--!native
--!optimize 2
if not game:IsLoaded() then
game.Loaded:Wait()
end
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UIS = game:GetService("UserInputService")
ReplicatedStorage:WaitForChild("Objects"):WaitForChild("MLLoaded")
local blocksFolder = ReplicatedStorage:WaitForChild("Blocks")
local PM = require(ReplicatedStorage.Shared.PlacementManager)
local HOTBAR_SIZE = 9
local hotbar = table.create(HOTBAR_SIZE)
local selectedSlot = 1
local keyToSlot = {
[Enum.KeyCode.One] = 1,
[Enum.KeyCode.Two] = 2,
[Enum.KeyCode.Three] = 3,
[Enum.KeyCode.Four] = 4,
[Enum.KeyCode.Five] = 5,
[Enum.KeyCode.Six] = 6,
[Enum.KeyCode.Seven] = 7,
[Enum.KeyCode.Eight] = 8,
[Enum.KeyCode.Nine] = 9,
}
local function rebuildHotbar()
local ids = {}
for _, block in ipairs(blocksFolder:GetChildren()) do
local id = block:GetAttribute("n")
if id ~= nil then
table.insert(ids, tostring(id))
end
end
table.sort(ids)
for i = 1, HOTBAR_SIZE do
hotbar[i] = ids[i] or ""
end
selectedSlot = math.clamp(selectedSlot, 1, HOTBAR_SIZE)
end
local function getSelectedBlockId(): string?
local id = hotbar[selectedSlot]
if id == "" then
return nil
end
return id
end
local function setSelectedSlot(slot: number)
if slot < 1 or slot > HOTBAR_SIZE then
return
end
selectedSlot = slot
end
rebuildHotbar()
blocksFolder.ChildAdded:Connect(rebuildHotbar)
blocksFolder.ChildRemoved:Connect(rebuildHotbar)
UIS.InputBegan:Connect(function(input: InputObject, gameProcessedEvent: boolean)
if gameProcessedEvent then
return
end
local slot = keyToSlot[input.KeyCode]
if slot then
setSelectedSlot(slot)
return
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
local mouseBlock = PM:GetBlockAtMouse()
if not mouseBlock then
return
end
PM:BreakBlock(mouseBlock.chunk.X, mouseBlock.chunk.Y, mouseBlock.chunk.Z, mouseBlock.block.X, mouseBlock.block.Y, mouseBlock.block.Z)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
local mouseBlock = PM:GetPlacementAtMouse()
if not mouseBlock then
return
end
local blockId = getSelectedBlockId()
if not blockId then
return
end
PM:PlaceBlock(mouseBlock.chunk.X, mouseBlock.chunk.Y, mouseBlock.chunk.Z, mouseBlock.block.X, mouseBlock.block.Y, mouseBlock.block.Z, blockId)
end
end)

23
wally.lock Normal file
View File

@@ -0,0 +1,23 @@
# This file is automatically @generated by Wally.
# It is not intended for manual editing.
registry = "test"
[[package]]
name = "evaera/cmdr"
version = "1.12.0"
dependencies = []
[[package]]
name = "ivasmigins/replica"
version = "0.1.0"
dependencies = []
[[package]]
name = "ocbwoy3-development-studios/minecraft-roblox"
version = "0.1.0"
dependencies = [["cmdr", "evaera/cmdr@1.12.0"], ["replica", "ivasmigins/replica@0.1.0"], ["roact", "roblox/roact@1.4.4"]]
[[package]]
name = "roblox/roact"
version = "1.4.4"
dependencies = []

10
wally.toml Normal file
View File

@@ -0,0 +1,10 @@
[package]
name = "ocbwoy3-development-studios/minecraft-roblox"
version = "0.1.0"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
[dependencies]
cmdr = "evaera/cmdr@1.12.0"
roact = "roblox/roact@1.4.4"
replica = "ivasmigins/replica@0.1.0"