dim manager test 2
This commit is contained in:
73
server/clientinfo/clientinfo.go
Normal file
73
server/clientinfo/clientinfo.go
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@ -0,0 +1,73 @@
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package clientinfo
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import (
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"context"
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"github.com/google/uuid"
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"github.com/Tnze/go-mc/data/packetid"
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pk "github.com/Tnze/go-mc/net/packet"
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"github.com/Tnze/go-mc/server"
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)
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type ClientInformation struct {
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Players map[uuid.UUID]*Info
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}
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type Info struct {
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Locale string
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ViewDistance int
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ChatMode byte
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ChatColors bool
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DisplayedSkinParts byte
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MainHand byte // 0: Left, 1: Right.
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EnableTextFiltering bool
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AllowServerListings bool
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}
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func (c *ClientInformation) Init(g *server.Game) {
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c.Players = make(map[uuid.UUID]*Info)
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g.AddHandler(&server.PacketHandler{
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ID: packetid.ServerboundClientInformation,
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F: func(player *server.Player, p server.Packet758) error {
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var (
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Locale pk.String
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ViewDistance pk.Byte
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ChatMode pk.VarInt
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ChatColors pk.Boolean
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DisplayedSkinParts pk.UnsignedByte
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MainHand pk.VarInt
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EnableTextFiltering pk.Boolean
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AllowServerListings pk.Boolean
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)
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err := pk.Packet(p).Scan(
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&Locale,
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&ViewDistance,
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&ChatMode,
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&ChatColors,
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&DisplayedSkinParts,
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&MainHand,
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&EnableTextFiltering,
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&AllowServerListings,
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)
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if err != nil {
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return err
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}
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c.Players[player.UUID] = &Info{
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Locale: string(Locale),
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ViewDistance: int(ViewDistance),
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ChatMode: byte(ChatMode),
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ChatColors: bool(ChatColors),
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DisplayedSkinParts: byte(DisplayedSkinParts),
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MainHand: byte(MainHand),
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EnableTextFiltering: bool(EnableTextFiltering),
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AllowServerListings: bool(AllowServerListings),
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}
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return nil
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},
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})
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}
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func (c *ClientInformation) Run(ctx context.Context) {}
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func (c *ClientInformation) AddPlayer(p *server.Player) {}
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func (c *ClientInformation) RemovePlayer(p *server.Player) {}
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@ -3,51 +3,100 @@ package dimension
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import (
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"container/list"
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"github.com/Tnze/go-mc/data/packetid"
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"github.com/Tnze/go-mc/level"
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pk "github.com/Tnze/go-mc/net/packet"
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"github.com/Tnze/go-mc/server"
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"github.com/Tnze/go-mc/server/clientinfo"
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"github.com/Tnze/go-mc/server/internal/bvh"
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)
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type vec2d = bvh.Vec2[float64]
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type sphere2d = bvh.Sphere[float64, vec2d]
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type manager struct {
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storage
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elements map[level.ChunkPos]*list.Element
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activeChunks *list.List
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chunkLoadQueue []level.ChunkPos
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chunkUnloadQueue []level.ChunkPos
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chunkElement map[level.ChunkPos]*list.Element
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players bvh.Tree[float64, sphere2d, *server.Player]
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clients *clientinfo.ClientInformation
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}
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type chunkHandler struct {
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level.ChunkPos
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*level.Chunk
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// records all players loaded this chunk
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players map[*server.Player]struct{}
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}
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func (m *manager) refresh(players [][2]int) {
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m.chunkLoadQueue = m.chunkLoadQueue[:0]
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m.chunkUnloadQueue = m.chunkUnloadQueue[:0]
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newActives := list.New()
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const N = 16
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for _, p := range players {
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for i := 1 - N; i < N; i++ {
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for j := 1 - N; j < N; j++ {
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func (m *manager) refresh() error {
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all := func(b sphere2d) bool { return true }
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m.players.Find(all, func(n *bvh.Node[float64, sphere2d, *server.Player]) bool {
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p := n.Value
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v := m.clients.Players[p.UUID].ViewDistance
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for i := 1 - v; i < v; i++ {
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for j := 1 - v; j < v; j++ {
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pos := level.ChunkPos{
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X: p[0] + i,
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Z: p[1] + j,
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X: int(n.Box.Center[0]) >> 4,
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Z: int(n.Box.Center[1]) >> 4,
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}
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if e := m.elements[pos]; e != nil {
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// chunk exist, move into newActives
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v := m.activeChunks.Remove(e)
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m.elements[pos] = newActives.PushBack(v)
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point := vec2d{float64(pos.X + i), float64(pos.Z + j)}
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if _, exist := m.chunkElement[pos]; !exist && n.Box.WithIn(point) {
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c, err := m.GetChunk(pos)
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if err != nil {
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return false
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}
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m.chunkElement[pos] = m.activeChunks.PushBack(c)
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}
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}
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}
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return true
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})
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for e := m.activeChunks.Front(); e != nil; {
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ch := e.Value.(*chunkHandler)
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point := vec2d{float64(ch.X), float64(ch.Z)}
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filter := bvh.TouchPoint[vec2d, sphere2d](point)
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newPlayers := make(map[*server.Player]struct{})
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m.players.Find(filter, func(n *bvh.Node[float64, sphere2d, *server.Player]) bool {
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p := n.Value
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if _, ok := ch.players[p]; ok {
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delete(ch.players, p)
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} else {
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// not exist, load from storage
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m.chunkLoadQueue = append(m.chunkLoadQueue, pos)
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playerLoadChunk(p, ch)
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}
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newPlayers[p] = struct{}{}
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return true
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})
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for p := range ch.players {
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playerUnloadChunk(p, ch)
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}
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if len(newPlayers) > 0 {
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ch.players = newPlayers
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e = e.Next()
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} else {
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// no player around this chunk, unload it
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if err := m.PutChunk(ch.ChunkPos, ch.Chunk); err != nil {
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return err
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}
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next := e.Next()
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m.activeChunks.Remove(e)
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delete(m.chunkElement, ch.ChunkPos)
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e = next
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}
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}
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return nil
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}
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func playerLoadChunk(p *server.Player, c *chunkHandler) {
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p.WritePacket(server.Packet758(pk.Marshal(
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packetid.ClientboundLevelChunkWithLight,
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c.ChunkPos, c.Chunk,
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)))
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}
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for e := m.activeChunks.Front(); e != nil; e = e.Next() {
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pos := e.Value.(chunkHandler).ChunkPos
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m.chunkUnloadQueue = append(m.chunkUnloadQueue, pos)
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m.elements[pos] = newActives.PushBack(e.Value)
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}
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m.activeChunks = newActives
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func playerUnloadChunk(p *server.Player, c *chunkHandler) {
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p.WritePacket(server.Packet758(pk.Marshal(
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packetid.ClientboundForgetLevelChunk,
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c.ChunkPos,
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)))
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}
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7
server/dimension/loadmanager_test.go
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7
server/dimension/loadmanager_test.go
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@ -0,0 +1,7 @@
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package dimension
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import "testing"
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func Test_manager(t *testing.T) {
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}
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@ -56,4 +56,4 @@ func (s Sphere[I, V]) Union(other Sphere[I, V]) Sphere[I, V] {
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R: d + s.R + other.R,
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}
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}
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func (s Sphere[I, V]) Surface() I { return I(2 * math.Pi * s.R) }
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func (s Sphere[I, V]) Surface() I { return 2 * math.Pi * s.R }
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@ -10,7 +10,7 @@ type Node[I constraints.Float, B interface {
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Union(B) B
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Surface() I
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}, V any] struct {
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box B
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Box B
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Value V
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parent *Node[I, B, V]
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children [2]*Node[I, B, V]
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@ -35,17 +35,14 @@ func (n *Node[I, B, V]) findChildPointer(child *Node[I, B, V]) **Node[I, B, V] {
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panic("unreachable, please make sure the 'not' is the n's child")
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}
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func (n *Node[I, B, V]) each(test func(bound B) bool, foreach func(v V)) {
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func (n *Node[I, B, V]) each(test func(bound B) bool, foreach func(n *Node[I, B, V]) bool) bool {
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if n == nil {
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return
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return true
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}
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if n.isLeaf {
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if test(n.box) {
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foreach(n.Value)
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}
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return !test(n.Box) || foreach(n)
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} else {
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n.children[0].each(test, foreach)
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n.children[1].each(test, foreach)
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return n.children[0].each(test, foreach) && n.children[1].each(test, foreach)
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}
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}
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@ -58,7 +55,7 @@ type Tree[I constraints.Float, B interface {
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func (t *Tree[I, B, V]) Insert(leaf B, value V) (n *Node[I, B, V]) {
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n = &Node[I, B, V]{
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box: leaf,
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Box: leaf,
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Value: value,
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parent: nil,
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children: [2]*Node[I, B, V]{nil, nil},
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@ -71,7 +68,7 @@ func (t *Tree[I, B, V]) Insert(leaf B, value V) (n *Node[I, B, V]) {
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// Stage 1: find the best sibling for the new leaf
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sibling := t.root
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bestCost := t.root.box.Union(leaf).Surface()
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bestCost := t.root.Box.Union(leaf).Surface()
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parentTo := &t.root // the parent's children pointer which point to the sibling
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var queue searchHeap[I, Node[I, B, V]]
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@ -81,8 +78,8 @@ func (t *Tree[I, B, V]) Insert(leaf B, value V) (n *Node[I, B, V]) {
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for queue.Len() > 0 {
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p := heap.Pop(&queue).(searchItem[I, Node[I, B, V]])
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// determine if node p has the best cost
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mergeSurface := p.pointer.box.Union(leaf).Surface()
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deltaCost := mergeSurface - p.pointer.box.Surface()
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mergeSurface := p.pointer.Box.Union(leaf).Surface()
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deltaCost := mergeSurface - p.pointer.Box.Surface()
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cost := p.inheritedCost + mergeSurface
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if cost <= bestCost {
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bestCost = cost
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@ -107,7 +104,7 @@ func (t *Tree[I, B, V]) Insert(leaf B, value V) (n *Node[I, B, V]) {
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// Stage 2: create a new parent
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*parentTo = &Node[I, B, V]{
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box: sibling.box.Union(leaf), // we will calculate in Stage3
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Box: sibling.Box.Union(leaf), // we will calculate in Stage3
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parent: sibling.parent,
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children: [2]*Node[I, B, V]{sibling, n},
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isLeaf: false,
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@ -117,7 +114,7 @@ func (t *Tree[I, B, V]) Insert(leaf B, value V) (n *Node[I, B, V]) {
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// Stage 3: walk back up the tree refitting AABBs
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for p := *parentTo; p != nil; p = p.parent {
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p.box = p.children[0].box.Union(p.children[1].box)
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p.Box = p.children[0].Box.Union(p.children[1].Box)
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t.rotate(p)
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}
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return
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@ -140,7 +137,7 @@ func (t *Tree[I, B, V]) Delete(n *Node[I, B, V]) interface{} {
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*p = sibling
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sibling.parent = grand
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for p := sibling.parent; p.parent != nil; p = p.parent {
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p.box = p.children[0].box.Union(p.children[1].box)
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p.Box = p.children[0].Box.Union(p.children[1].Box)
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t.rotate(p)
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}
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}
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@ -153,23 +150,23 @@ func (t *Tree[I, B, V]) rotate(n *Node[I, B, V]) {
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}
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// trying to swap n's sibling and children
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sibling := n.parent.findAnotherChild(n)
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current := n.box.Surface()
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if n.children[1].box.Union(sibling.box).Surface() < current {
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current := n.Box.Surface()
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if n.children[1].Box.Union(sibling.Box).Surface() < current {
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// swap n.children[0] and sibling
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t1 := [2]*Node[I, B, V]{n, n.children[0]}
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t2 := [2]*Node[I, B, V]{sibling, n.children[1]}
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n.parent.children, n.children, n.children[0].parent, sibling.parent = t1, t2, n.parent, n
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n.box = n.children[0].box.Union(n.children[1].box)
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} else if n.children[0].box.Union(sibling.box).Surface() < current {
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n.Box = n.children[0].Box.Union(n.children[1].Box)
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} else if n.children[0].Box.Union(sibling.Box).Surface() < current {
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// swap n.children[1] and sibling
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t1 := [2]*Node[I, B, V]{n, n.children[1]}
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t2 := [2]*Node[I, B, V]{sibling, n.children[0]}
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n.parent.children, n.children, n.children[1].parent, sibling.parent = t1, t2, n.parent, n
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n.box = n.children[0].box.Union(n.children[1].box)
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n.Box = n.children[0].Box.Union(n.children[1].Box)
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}
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}
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func (t *Tree[I, B, V]) Find(test func(bound B) bool, foreach func(v V)) {
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func (t *Tree[I, B, V]) Find(test func(bound B) bool, foreach func(n *Node[I, B, V]) bool) {
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t.root.each(test, foreach)
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}
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@ -23,8 +23,9 @@ func TestTree2_Insert(t *testing.T) {
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// visualize
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t.Log(bvh)
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}
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bvh.Find(TouchPoint[Vec2[float64], AABB[float64, Vec2[float64]]](Vec2[float64]{0.5, 0.5}), func(v int) {
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t.Logf("find! %v", v)
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bvh.Find(TouchPoint[Vec2[float64], AABB[float64, Vec2[float64]]](Vec2[float64]{0.5, 0.5}), func(n *Node[float64, AABB[float64, Vec2[float64]], int]) bool {
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t.Logf("find! %v", n.Value)
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return true
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})
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}
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@ -46,8 +47,9 @@ func TestTree2_Find_vec(t *testing.T) {
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}
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find := func(test func(bound AABBVec2d) bool) []int {
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var result []int
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bvh.Find(test, func(i int) {
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result = append(result, i)
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bvh.Find(test, func(n *Node[float64, AABBVec2d, int]) bool {
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result = append(result, n.Value)
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return true
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})
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return result
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}
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@ -108,7 +110,7 @@ func BenchmarkTree2_Find_random(b *testing.B) {
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b.ResetTimer()
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for _, v := range poses {
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bvh.Find(TouchPoint[Vec2d, AABBVec2d](v), func(v any) {})
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bvh.Find(TouchPoint[Vec2d, AABBVec2d](v), func(n *Node[float64, AABBVec2d, any]) bool { return true })
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}
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}
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