Extract headless sim crate from server
Move chunk, entity, world, map, sim and load_world into a new sim library crate together with the game rules from shared (player_action, action_delta, delta_action, step_allowed, tile_collidable, tick constants). shared keeps only the wire types and re-exports the rules, so server and client compile unchanged. First step toward a local single-player build. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5
parent
5610c2c343
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303c587aee
Executable
+85
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use std::collections::{BTreeMap, HashMap};
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use crate::{ACTION_WINDOW_HORIZON, TICKS_PER_MOVE};
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use crate::world::World;
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pub struct Sim {
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pub world: World,
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/// Scheduled actions per entity, keyed by movement window (`tick / TICKS_PER_MOVE`).
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/// The window slot is the whole ordering model: an action addressed to an occupied
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/// window *replaces* it (retraction and rescheduling by the client, dedup of
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/// retransmits), a late action only fills the next window if it is empty, and
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/// anything past `ACTION_WINDOW_HORIZON` is dropped — so no client can grow server
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/// memory or move faster than one action per window.
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pending: HashMap<u32, BTreeMap<u32, u16>>,
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}
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impl Sim {
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pub fn new(world: World) -> Self {
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Self { world, pending: HashMap::new() }
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}
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pub fn tick(&mut self, tick: u32, actions: &[(u32, u32, u16)]) {
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// The earliest window still addressable at this tick. On a movement tick that is
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// the window executing *this call* — actions arriving the same tick still count.
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let min_window = tick.div_ceil(TICKS_PER_MOVE);
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for &(entity_id, target_tick, action) in actions {
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let slots = self.pending.entry(entity_id).or_default();
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let window = target_tick.div_ceil(TICKS_PER_MOVE);
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if window < min_window {
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// Late. A movement action keeps its *order* instead of its time: it
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// fills the first still-empty upcoming window, so bunched late arrivals
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// don't collapse onto one slot and eat each other. A late NOOP is
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// dropped — once its window has passed, its cancellation intent is
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// ambiguous, and as a gap-filler it would block real steps (worst case
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// one stale step executes; the client's reconciliation handles that).
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if crate::action_delta(action).is_some() {
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let gap = (min_window..min_window + ACTION_WINDOW_HORIZON as u32)
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.find(|w| !slots.contains_key(w));
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if let Some(w) = gap {
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slots.insert(w, action);
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}
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}
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} else if window - min_window < ACTION_WINDOW_HORIZON as u32 {
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slots.insert(window, action); // newest addressing wins
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}
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}
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if tick.is_multiple_of(TICKS_PER_MOVE) {
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self.entity_tick(tick / TICKS_PER_MOVE);
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}
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}
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fn entity_tick(&mut self, window: u32) {
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// Exactly one action per entity per movement window, then the window is gone.
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let actions: Vec<(u32, u16)> = self.pending.iter_mut()
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.filter_map(|(&id, slots)| {
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let action = slots.remove(&window);
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slots.retain(|&w, _| w > window); // drop anything the timeline passed by
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action.map(|a| (id, a))
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})
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.collect();
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self.pending.retain(|_, slots| !slots.is_empty());
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for (entity_id, action) in actions {
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let delta = match crate::action_delta(action) {
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Some(d) => d,
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None => continue, // NOOP or garbage
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};
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let pos = match self.world.entities.get(&entity_id) {
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Some(e) => e.pos,
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None => continue,
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};
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let from = (pos.0 as i32, pos.1 as i32);
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let to = (from.0 + delta.0, from.1 + delta.1);
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// `step_allowed` is the shared movement rule (chessboard geometry, no corner
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// cutting) — the client predicts with the exact same function.
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let allowed = crate::step_allowed(from, to, |x, y| {
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self.world.tile_flags(x as i16, y as i16).map_or(true, |f| f.collidable())
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});
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if allowed {
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self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16));
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}
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}
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}
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}
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