A Minecraft Java Edition server core written in Go, targeting version
26.1.2 (protocol 775). RegionIO implements the connection lifecycle
(status → login → configuration → play), multiplayer chunk streaming, shared
block editing, persistent worlds, and an overworld generator built on the real
noise_router final_density tree.
- Network: full handshake/status/login (offline mode)/configuration/play state machine with zlib compression, keep-alive, and chunk streaming.
- Registries: 28 synchronized registries + tags, captured verbatim from the 26.1.2 vanilla server and sent during configuration.
- World: revisioned, concurrency-safe chunk snapshots; memoized
level_chunk_with_lightframes; ticket-aware bounded LRU cache; shared frame admission limit; Anvil.mcapersistence with autosave and seed metadata. - Generation: vanilla-derived overworld terrain from the embedded datapack
(
ImprovedNoise/PerlinNoise/BlendedNoise/NormalNoise+ the density function interpreter), 3D multi-noise biomes, surface-rule interpretation, deterministic decoration, and basic template structures. - Gameplay: four-player session registry; player join/leave and movement synchronization; chunk-scoped visibility for players and mobs; shared creative block place/break; broadcast chat; and hotbar item→block mapping.
- Lighting: stored vanilla nibble arrays for sky and block light; horizontal
and cross-chunk propagation; incremental updates after edits; persisted
SkyLight/BlockLight; load-time border reconciliation; and chunk-scopedlight_updatebroadcasts. - Chunk lifecycle: per-client view and prefetch tickets, strict near-first ring streaming, stale-recenter cutoff, explicit client unload packets, and eviction only after the final owner releases a chunk.
- Safety: duplicate chunk generation is coalesced; corrupt stored chunks are not silently regenerated or overwritten; a world cannot reopen with another seed.
go build ./...
go run ./cmd/regionio -seed 12345 -port 25565 -viewdistance 2
The world seed defaults to 0; override it with the -seed flag or the
REGIONIO_SEED environment variable. The server listens on 0.0.0.0:25565.
Changing the seed for an existing world directory is rejected. The server caps
the client-requested chunk radius at 2 by default because cold density-based
generation is expensive; raise it with -viewdistance 3 after the surrounding
world has been generated and cached.
go test ./...
go test -race ./internal/network ./internal/server ./internal/world \
-run 'Test(Integration|BoundaryEdit|PlayerInfo|PlayerRegistry|Concurrent|Incremental|EncodeLight|Cache|Store|Eviction|Region|Ticket|Streamer|LoadSixteen)'
# or run both gates:
make verify
# strict block/biome comparison; requires a fixture generated with Java 25:
go run ./cmd/vanillacapture -server server.jar
make parity
The integration suite exercises four clients across two visibility regions:
join, movement, leaving, mob visibility, and local block/light updates. A
two-client scenario separately covers shared block edits and chat. Concurrency
tests cover simultaneous frame encoding, editing, autosave, cache misses, and
session movement/broadcasts. A 16-client lifecycle test exercises overlapping
ticket ownership, bounded global frame work, packet output, and cleanup after
disconnect. Lighting tests compare the initial flat chunk and a 31x31x31
glowstone propagation volume against fixtures captured from the official
vanilla 26.1.2 server. The committed overworld fixture exhaustively compares
393,216 block states, 6,144 biome cells, and three heightmaps across four fixed
chunks; CI guards the current baseline and make parity requires exact equality.
RegionIO v0.4 is a small creative multiplayer server core, not a complete vanilla gameplay implementation. Player and mob visibility is chunk-scoped, but there is no interest prioritization or delta-movement compression yet. Lighting matches vanilla's block-state dampening, emission, and face-occlusion properties and reconciles persisted borders when chunks re-enter the live cache. Streaming prioritizes Chebyshev rings and abandons unstarted stale work; an already admitted frame calculation completes atomically rather than being interrupted halfway. Unowned clean chunks remain as an LRU warm cache until capacity pressure evicts them. Structures, placed features, mob AI, authentication, inventory, and survival mechanics remain intentionally partial. The density router, configured carvers, and noise-router ore veins are vanilla-derived. Surface and biome selection are ported but still need broader runtime captures; ordinary decoration and structures remain approximations.
cmd/regionio/ entry point (config, listener, graceful shutdown)
internal/
protocol/ wire primitives: VarInt, framing, compression, packet IDs
nbt/ NBT encoder/decoder (with modified UTF-8)
registry/ embedded synchronized registries + tags
world/ chunk model, level_chunk encoder, cache, generators, biomes
worldgen/ noise core + density-function interpreter + climate finder
network/ per-connection state machine (handler/conn/play/login/...)
server/ shared core: config, status response, profiles
The vanilla server.jar and its unpacked libraries//versions/ are not
included (obtain them from Mojang). The embedded data under internal/
(registries, biome parameters, the overworld datapack) is derived from vanilla
reports and is all that is required to build and run.