refactor: SavedProto lives in chunk.rs

streaming's ChunkGenerator trait named save::SavedProto, which made
streaming depend on save, one of the edges that keep the client lib in a
single cycle. The plain data type moves beside ChunkExtras in chunk.rs and
save re-exports it. No behaviour change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Ludovic MarieandClaude Opus 5.5 committed 2026-10-27 12:15:35 +01:00
1 parent cd4ff3828b
commit 83bdb31eea
3 files changed
+73 -72

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+70 -54
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@@ -310,6 +310,76 @@ impl Chunk {
}
}
/// A proto chunk saved before it became final. Decoration writes into a
/// chunk's neighbours, and decorated chunks wait for theirs, so the chunks
/// past the finished ones hold writes that generating them again would lose
/// (whole structure pieces, trees, ores). Vanilla saves its proto chunks too.
pub struct SavedProto {
/// Blocks, scheduled ticks (in `saved`) and post-processing marks.
pub column: Chunk,
/// Decorated itself (`features`), not only written to by its neighbours
/// (`terrain`).
pub decorated: bool,
/// Block entity data in placement order, with `x`, `y` and `z`.
pub block_entities: Vec<Tag>,
/// Entities placed by structures, with absolute `Pos`.
pub entities: Vec<Tag>,
}
/// A container's loot table and what Horizon rolled from it. Vanilla keeps
/// `LootTable` and `LootTableSeed` until the container is first opened;
/// Horizon rolls when it generates or loads the chunk, and saves the table
/// again while the container still holds exactly the rolled items.
#[derive(Clone, Debug, PartialEq)]
pub struct RolledLoot {
pub pos: (i32, i32, i32),
pub table: String,
/// The saved `LootTableSeed`, written back unless 0 (trySaveLootTable).
pub seed: Option<i64>,
/// The rolled `Items`.
pub items: Tag,
}
impl RolledLoot {
/// Puts the loot table back in place of `Items` while they are still the
/// roll; false once the container holds anything else.
pub fn restore(&self, map: &mut Compound) -> bool {
if map.get(&"Items".into()) != Some(&self.items) {
return false;
}
map.remove(&"Items".into());
map.insert("LootTable".into(), Tag::String(self.table.as_str().into()));
if let Some(seed) = self.seed.filter(|s| *s != 0) {
map.insert("LootTableSeed".into(), Tag::Long(seed));
}
true
}
}
/// Save data loaded with a chunk that Horizon keeps but does not simulate.
#[derive(Clone, Debug, Default)]
pub struct ChunkExtras {
/// Chunk root keys written back as loaded (structures, PostProcessing,
/// InhabitedTime, blending data, ...).
pub root: Compound,
/// Block entities Horizon does not model.
pub block_entities: Vec<Tag>,
/// The NBT of the modelled block entities as loaded, to restore the fields and
/// detail Horizon does not model when it saves them (`block_entity_nbt::overlay`).
pub block_entity_sources: Vec<((i32, i32, i32), Tag)>,
/// Every saved block entity's position in the order of the save's list,
/// the order `SerializableChunkData` puts them in the chunk's maps.
pub block_entity_order: Vec<(i32, i32, i32)>,
/// Scheduled ticks (`block_ticks`/`fluid_ticks`): delays relative to the
/// save time. Registered with the level's tick scheduler on arrival and
/// replaced with the scheduler's pending ticks when saving.
pub block_ticks: Vec<horizon_core::ticks::SavedTick>,
pub fluid_ticks: Vec<horizon_core::ticks::SavedTick>,
/// Game time written as `LastUpdate`.
pub last_update: i64,
/// Containers still holding their loot table's roll.
pub rolled_loot: Vec<RolledLoot>,
}
#[cfg(test)]
mod tests {
use super::*;
@@ -433,57 +503,3 @@ mod tests {
}
}
}
/// A container's loot table and what Horizon rolled from it. Vanilla keeps
/// `LootTable` and `LootTableSeed` until the container is first opened;
/// Horizon rolls when it generates or loads the chunk, and saves the table
/// again while the container still holds exactly the rolled items.
#[derive(Clone, Debug, PartialEq)]
pub struct RolledLoot {
pub pos: (i32, i32, i32),
pub table: String,
/// The saved `LootTableSeed`, written back unless 0 (trySaveLootTable).
pub seed: Option<i64>,
/// The rolled `Items`.
pub items: Tag,
}
impl RolledLoot {
/// Puts the loot table back in place of `Items` while they are still the
/// roll; false once the container holds anything else.
pub fn restore(&self, map: &mut Compound) -> bool {
if map.get(&"Items".into()) != Some(&self.items) {
return false;
}
map.remove(&"Items".into());
map.insert("LootTable".into(), Tag::String(self.table.as_str().into()));
if let Some(seed) = self.seed.filter(|s| *s != 0) {
map.insert("LootTableSeed".into(), Tag::Long(seed));
}
true
}
}
/// Save data loaded with a chunk that Horizon keeps but does not simulate.
#[derive(Clone, Debug, Default)]
pub struct ChunkExtras {
/// Chunk root keys written back as loaded (structures, PostProcessing,
/// InhabitedTime, blending data, ...).
pub root: Compound,
/// Block entities Horizon does not model.
pub block_entities: Vec<Tag>,
/// The NBT of the modelled block entities as loaded, to restore the fields and
/// detail Horizon does not model when it saves them (`block_entity_nbt::overlay`).
pub block_entity_sources: Vec<((i32, i32, i32), Tag)>,
/// Every saved block entity's position in the order of the save's list,
/// the order `SerializableChunkData` puts them in the chunk's maps.
pub block_entity_order: Vec<(i32, i32, i32)>,
/// Scheduled ticks (`block_ticks`/`fluid_ticks`): delays relative to the
/// save time. Registered with the level's tick scheduler on arrival and
/// replaced with the scheduler's pending ticks when saving.
pub block_ticks: Vec<horizon_core::ticks::SavedTick>,
pub fluid_ticks: Vec<horizon_core::ticks::SavedTick>,
/// Game time written as `LastUpdate`.
pub last_update: i64,
/// Containers still holding their loot table's roll.
pub rolled_loot: Vec<RolledLoot>,
}
+1 -16
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@@ -339,7 +339,7 @@ impl SaveTables {
}
}
pub use crate::chunk::{ChunkExtras, RolledLoot};
pub use crate::chunk::{ChunkExtras, RolledLoot, SavedProto};
fn tick_list(ticks: &[SavedTick], name: impl Fn(u32) -> Option<String>) -> Tag {
Tag::List(
@@ -1476,21 +1476,6 @@ fn decode_column(
Some(chunk)
}
/// A proto chunk saved before it became final. Decoration writes into a
/// chunk's neighbours, and decorated chunks wait for theirs, so the chunks
/// past the finished ones hold writes that generating them again would lose
/// (whole structure pieces, trees, ores). Vanilla saves its proto chunks too.
pub struct SavedProto {
/// Blocks, scheduled ticks (in `saved`) and post-processing marks.
pub column: Chunk,
/// Decorated itself (`features`), not only written to by its neighbours
/// (`terrain`).
pub decorated: bool,
/// Block entity data in placement order, with `x`, `y` and `z`.
pub block_entities: Vec<Tag>,
/// Entities placed by structures, with absolute `Pos`.
pub entities: Vec<Tag>,
}
pub fn encode_proto(
proto: &SavedProto,
registry: &BlockRegistry,
+2 -2
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@@ -75,11 +75,11 @@ pub trait ChunkGenerator: Send + Sync + 'static {
fn light_view(&self, _proto: &Proto) -> Option<Chunk> {
None
}
fn saved_proto(&self, _proto: &Proto) -> Option<crate::save::SavedProto> {
fn saved_proto(&self, _proto: &Proto) -> Option<crate::chunk::SavedProto> {
None
}
/// Put a saved proto chunk's state back onto `proto`, generated again.
fn restore_proto(&self, _proto: &mut Proto, _saved: crate::save::SavedProto) {}
fn restore_proto(&self, _proto: &mut Proto, _saved: crate::chunk::SavedProto) {}
/// Save proto chunks decoration wrote to, so that they come back as they
/// were: generating them again would lose those writes.
fn save_protos(&self, _protos: &[&Proto]) {}