Phase 11: real block textures for 2D tiles
Layers texture-averaged colors on top of palette.rs's hand-picked table as a fallback (color_for_textured), not a hard replacement — biome-tinted/animated blocks (grass top, leaves, water, lava) deliberately keep the hand-picked color since averaging their raw jar textures would be wrong, not just imprecise. Vanilla: worker/src/textures.rs downloads Mojang's official client jar directly from launchermeta/piston-meta/piston-data (same endpoints the real launcher uses, gated behind ACCEPT_MINECRAFT_EULA=true, off by default, mirrors BlueMap's accept-download) and averages every block texture, cached to disk so it's not re-downloaded every restart. Modded: ingests block_registry/block_textures messages from the mod (new Postgres tables + MinIO storage in api/src/textures.ts) — sent once per connection over the existing WS gateway. texturepacks/<name>/ (Dynmap-style flat PNGs) lets an operator override the vanilla defaults worker-wide via TEXTURE_PACK. A per-server texturePack admin column/API exists for the same purpose, but render-time per-server resolution (of both the admin selection and the ingested modded textures) is explicitly deferred — the worker still applies one process-wide palette; true per-server resolution needs the render pipeline to thread a server-scoped palette through the batch/GPU-dispatch path, judged too big a change for this phase. Documented in README. Docker was unavailable in this dev environment for the usual integration-test verification; bunx tsc --noEmit was used as a fallback static check instead (clean except 2 pre-existing unrelated errors in markers.test.ts).
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@@ -5,6 +5,7 @@ import { markChunkDirty } from "./redis";
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import { storeLinkCode } from "./link";
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import { recordAndPublishChat } from "./chat";
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import { arePlayerPositionsVisible, publishPlayerPositions, type PlayerPosition } from "./players";
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import { storeBlockRegistry, storeBlockTextures, type BlockRegistryEntry, type BlockTextureEntry } from "./textures";
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// Wire protocol (mod <-> api), one JSON object per WS text frame:
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//
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@@ -58,6 +59,18 @@ import { arePlayerPositionsVisible, publishPlayerPositions, type PlayerPosition
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// players.ts's publishPlayerPositions to whatever browsers are subscribed on /ws/players/:serverId
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// (players-gateway.ts), gated on the per-server `playerPositionsVisible` admin toggle (independent
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// of the mod-local `playerTrackingEnabled` config that decides whether this message is sent at all).
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//
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// mod -> api {"type":"block_registry","entries":[{"id":4000,"name":"botania:manapool"}]}
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// mod -> api {"type":"block_textures","textures":[{"name":"botania:manapool","dataBase64":"..."}]}
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//
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// Phase 11: sent once after `hello_ack` (a world's numeric block-id assignments and mod-jar
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// contents are both stable for the server's lifetime, so there's no need to resend on a timer).
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// `block_registry` is the numeric-id -> registry-name mapping needed to make sense of
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// `chunkColumns.blockId`/`blockMeta` for modded blocks (see MCMapperMod.java's connect-time
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// registry dump); `block_textures` is the mod's best-effort classloader extraction of each
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// block's texture PNG (see textures.ts's doc comment for storage). Both are stored now but not
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// yet read by the render pipeline — see worker/README's Phase 11 note on the deferred per-server
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// palette-resolution work this unlocks.
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interface Column {
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x: number;
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@@ -219,6 +232,18 @@ export const wsGateway = {
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await publishPlayerPositions(state.serverId, dimension, players);
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return;
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}
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if (msg.type === "block_registry") {
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const entries: BlockRegistryEntry[] = msg.entries ?? [];
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await storeBlockRegistry(state.serverId, entries);
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return;
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}
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if (msg.type === "block_textures") {
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const textures: BlockTextureEntry[] = msg.textures ?? [];
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await storeBlockTextures(state.serverId, textures);
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return;
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}
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},
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close(ws: any) {
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