feat(core): add chunk dirty-tracking and network sync batching
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#pragma once
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#include <cstddef>
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#include <set>
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#include <unordered_map>
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#include "Chunk.h"
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#include "Math.h"
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#include "Protocol.h"
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#include "World.h"
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namespace vf {
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// Server side of chunk replication: records which block slots in each chunk
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// changed since the last flush and turns them into wire packets.
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class ServerChunkSync {
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public:
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void markDirty(const Vec3i& chunkCoord, int x, int y, int z);
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void markDirtyIndex(const Vec3i& chunkCoord, int localIndex);
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std::size_t dirtyCount(const Vec3i& chunkCoord) const;
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bool anyDirty() const;
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void clear(const Vec3i& chunkCoord);
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void clearAll() { dirty.clear(); }
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// A full chunk snapshot for the initial send; false when the chunk is absent.
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bool buildFull(const World& world, const Vec3i& chunkCoord, ChunkData& out) const;
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// An incremental update from the dirty set; false when nothing is dirty.
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bool buildDelta(const World& world, const Vec3i& chunkCoord, MultiBlockChange& out) const;
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// Whether a full resend is cheaper than a per-block delta at this dirty size.
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bool shouldResendFull(const Vec3i& chunkCoord, std::size_t threshold) const;
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private:
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std::unordered_map<Vec3i, std::set<int>, Vec3iHash> dirty;
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};
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// Client side: applies received packets into a local world mirror.
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class ClientChunkSync {
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public:
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void applyFull(const ChunkData& packet, World& world);
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void applyDelta(const MultiBlockChange& packet, World& world);
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void applyBlockChange(const BlockChange& packet, World& world);
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};
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} // namespace vf
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