minerender 2.1.0-alpha.142 → 2.1.0-alpha.143

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -783,7 +783,10 @@ declare function toRadians(degrees: number): number;
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  declare function toDegrees(radians: number): number;
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  /** Resolves after a delay in milliseconds. */
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  declare function sleep(timeout: number): Promise<void>;
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- /** Yields to the next macrotask without timer clamping when the platform supports it. */
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+ /**
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+ * Yields to the next macrotask without timer clamping when the platform supports it.
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+ * Not `scheduler.yield()`: Chrome runs its continuations ahead of rendering, so chained yields delay frames.
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+ */
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  declare function yieldToEventLoop(): Promise<void>;
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  /** Reduces an angle modulo 360, retaining a negative sign for negative inputs. */
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  declare function clampRotationDegrees(deg: number): number;
@@ -4282,6 +4285,12 @@ declare class MineRenderWorld<SectionMeshing extends boolean = false> {
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  private placeChunkGroups;
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  /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */
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  placeChunk(chunk: AnvilChunk, executor?: BatchedExecutor): Promise<void>;
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+ /**
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+ * Replaces parsed columns in input order, then refreshes neighboring geometry once.
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+ * Duplicate coordinates retain their order. A failed column stops placement; queued refreshes finish before rejection.
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+ */
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+ placeChunks(chunks: readonly AnvilChunk[]): Promise<void>;
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+ private placeColumn;
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  /**
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  * Removes blocks and owned entities at chunk-column coordinates, then refreshes neighboring faces and fluids.
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  * Coordinates match AnvilChunk.x/z, not block positions. Missing columns are ignored.
@@ -4369,10 +4378,11 @@ declare class WorldStreamer {
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  private desired;
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  private center?;
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  private loading?;
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+ private readonly reads;
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  private running?;
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  private disposal?;
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  private disposed;
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- constructor(world: Pick<MineRenderWorld<boolean>, "placeChunk" | "unloadChunkColumns">, source: WorldChunkSource, options?: WorldStreamerOptions);
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+ constructor(world: Pick<MineRenderWorld<boolean>, "placeChunk" | "unloadChunkColumns"> & Partial<Pick<MineRenderWorld<boolean>, "placeChunks">>, source: WorldChunkSource, options?: WorldStreamerOptions);
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  /** Returns absolute coordinates of successfully placed columns, including retained columns. */
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  get loadedChunks(): readonly {
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  x: number;
@@ -4405,6 +4415,10 @@ declare class WorldStreamer {
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  /** Aborts source reads, waits for active work, then unloads owned columns. The world and source remain caller-owned. */
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  dispose(): Promise<void>;
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  private drain;
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+ private fillReadSlots;
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+ /** Places only the ready prefix, so later source reads cannot delay the nearest ready column. */
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+ private placeReadyChunks;
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+ private placeOwnedColumns;
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  private needsLoad;
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  private unloadMany;
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  private validateChunk;
@@ -28,8 +28,6 @@ async function sleep(timeout) {
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  });
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  }
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  function yieldToEventLoop() {
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- const scheduler = globalThis.scheduler;
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- if (scheduler?.yield) return scheduler.yield();
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  return new Promise((resolve) => {
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  if (typeof MessageChannel !== "undefined") {
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  const channel = new MessageChannel();
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/util/util.ts"],"sourcesContent":["// Node ESM needs the explicit .js extension for the CommonJS hash module.\nimport MD5 from \"crypto-js/md5.js\";\nimport { Vector3 } from \"three\";\n\nexport const changeEvent = { type: 'change' as const };\n\nexport type Maybe<T> = T | undefined;\n\n// MD5 runs in both environments without pulling Node's crypto into the browser graph.\nexport function md5(str: string): string {\n return MD5(str).toString();\n}\n\nexport function base64encode(str: string): string {\n if (typeof btoa !== \"undefined\") {\n return btoa(str);\n }\n return Buffer.from(str).toString(\"base64\");\n}\n\nexport function base64decode(str: string): string {\n if (typeof atob !== \"undefined\") {\n return atob(str);\n }\n return Buffer.from(str, \"base64\").toString(\"ascii\");\n}\n\nexport function toRadians(degrees: number): number {\n return degrees * Math.PI / 180;\n}\n\nexport function toDegrees(radians: number): number {\n return radians * 180 / Math.PI;\n}\n\n/** Resolves after a delay in milliseconds. */\nexport async function sleep(timeout: number): Promise<void> {\n return new Promise(resolve => {\n setTimeout(() => resolve(), timeout);\n });\n}\n\n/** Yields to the next macrotask without timer clamping when the platform supports it. */\nexport function yieldToEventLoop(): Promise<void> {\n const scheduler = (globalThis as typeof globalThis & { scheduler?: { yield?: () => Promise<void> } }).scheduler;\n if (scheduler?.yield) return scheduler.yield();\n return new Promise(resolve => {\n if (typeof MessageChannel !== \"undefined\") {\n const channel = new MessageChannel();\n channel.port1.onmessage = () => {\n channel.port1.close();\n channel.port2.close();\n resolve();\n };\n channel.port2.postMessage(undefined);\n } else {\n setTimeout(resolve, 0);\n }\n });\n}\n\n/** Reduces an angle modulo 360, retaining a negative sign for negative inputs. */\nexport function clampRotationDegrees(deg: number): number {\n return deg % 360;\n}\n\nexport function isVector3(obj: any): obj is Vector3 {\n return (<Vector3>obj).isVector3;\n}\n\nexport type DeepPartial<T> = {\n [P in keyof T]?: DeepPartial<T[P]>;\n};\n"],"mappings":";AACA,OAAO,SAAS;AAGT,IAAM,cAAc,EAAE,MAAM,SAAkB;AAK9C,SAAS,IAAI,KAAqB;AACrC,SAAO,IAAI,GAAG,EAAE,SAAS;AAC7B;AAEO,SAAS,aAAa,KAAqB;AAC9C,MAAI,OAAO,SAAS,aAAa;AAC7B,WAAO,KAAK,GAAG;AAAA,EACnB;AACA,SAAO,OAAO,KAAK,GAAG,EAAE,SAAS,QAAQ;AAC7C;AAEO,SAAS,aAAa,KAAqB;AAC9C,MAAI,OAAO,SAAS,aAAa;AAC7B,WAAO,KAAK,GAAG;AAAA,EACnB;AACA,SAAO,OAAO,KAAK,KAAK,QAAQ,EAAE,SAAS,OAAO;AACtD;AAEO,SAAS,UAAU,SAAyB;AAC/C,SAAO,UAAU,KAAK,KAAK;AAC/B;AAEO,SAAS,UAAU,SAAyB;AAC/C,SAAO,UAAU,MAAM,KAAK;AAChC;AAGA,eAAsB,MAAM,SAAgC;AACxD,SAAO,IAAI,QAAQ,aAAW;AAC1B,eAAW,MAAM,QAAQ,GAAG,OAAO;AAAA,EACvC,CAAC;AACL;AAGO,SAAS,mBAAkC;AAC9C,QAAM,YAAa,WAAmF;AACtG,MAAI,WAAW,MAAO,QAAO,UAAU,MAAM;AAC7C,SAAO,IAAI,QAAQ,aAAW;AAC1B,QAAI,OAAO,mBAAmB,aAAa;AACvC,YAAM,UAAU,IAAI,eAAe;AACnC,cAAQ,MAAM,YAAY,MAAM;AAC5B,gBAAQ,MAAM,MAAM;AACpB,gBAAQ,MAAM,MAAM;AACpB,gBAAQ;AAAA,MACZ;AACA,cAAQ,MAAM,YAAY,MAAS;AAAA,IACvC,OAAO;AACH,iBAAW,SAAS,CAAC;AAAA,IACzB;AAAA,EACJ,CAAC;AACL;AAGO,SAAS,qBAAqB,KAAqB;AACtD,SAAO,MAAM;AACjB;AAEO,SAAS,UAAU,KAA0B;AAChD,SAAiB,IAAK;AAC1B;","names":[]}
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+ {"version":3,"sources":["../../../../src/util/util.ts"],"sourcesContent":["// Node ESM needs the explicit .js extension for the CommonJS hash module.\nimport MD5 from \"crypto-js/md5.js\";\nimport { Vector3 } from \"three\";\n\nexport const changeEvent = { type: 'change' as const };\n\nexport type Maybe<T> = T | undefined;\n\n// MD5 runs in both environments without pulling Node's crypto into the browser graph.\nexport function md5(str: string): string {\n return MD5(str).toString();\n}\n\nexport function base64encode(str: string): string {\n if (typeof btoa !== \"undefined\") {\n return btoa(str);\n }\n return Buffer.from(str).toString(\"base64\");\n}\n\nexport function base64decode(str: string): string {\n if (typeof atob !== \"undefined\") {\n return atob(str);\n }\n return Buffer.from(str, \"base64\").toString(\"ascii\");\n}\n\nexport function toRadians(degrees: number): number {\n return degrees * Math.PI / 180;\n}\n\nexport function toDegrees(radians: number): number {\n return radians * 180 / Math.PI;\n}\n\n/** Resolves after a delay in milliseconds. */\nexport async function sleep(timeout: number): Promise<void> {\n return new Promise(resolve => {\n setTimeout(() => resolve(), timeout);\n });\n}\n\n/**\n * Yields to the next macrotask without timer clamping when the platform supports it.\n * Not `scheduler.yield()`: Chrome runs its continuations ahead of rendering, so chained yields delay frames.\n */\nexport function yieldToEventLoop(): Promise<void> {\n return new Promise(resolve => {\n if (typeof MessageChannel !== \"undefined\") {\n const channel = new MessageChannel();\n channel.port1.onmessage = () => {\n channel.port1.close();\n channel.port2.close();\n resolve();\n };\n channel.port2.postMessage(undefined);\n } else {\n setTimeout(resolve, 0);\n }\n });\n}\n\n/** Reduces an angle modulo 360, retaining a negative sign for negative inputs. */\nexport function clampRotationDegrees(deg: number): number {\n return deg % 360;\n}\n\nexport function isVector3(obj: any): obj is Vector3 {\n return (<Vector3>obj).isVector3;\n}\n\nexport type DeepPartial<T> = {\n [P in keyof T]?: DeepPartial<T[P]>;\n};\n"],"mappings":";AACA,OAAO,SAAS;AAGT,IAAM,cAAc,EAAE,MAAM,SAAkB;AAK9C,SAAS,IAAI,KAAqB;AACrC,SAAO,IAAI,GAAG,EAAE,SAAS;AAC7B;AAEO,SAAS,aAAa,KAAqB;AAC9C,MAAI,OAAO,SAAS,aAAa;AAC7B,WAAO,KAAK,GAAG;AAAA,EACnB;AACA,SAAO,OAAO,KAAK,GAAG,EAAE,SAAS,QAAQ;AAC7C;AAEO,SAAS,aAAa,KAAqB;AAC9C,MAAI,OAAO,SAAS,aAAa;AAC7B,WAAO,KAAK,GAAG;AAAA,EACnB;AACA,SAAO,OAAO,KAAK,KAAK,QAAQ,EAAE,SAAS,OAAO;AACtD;AAEO,SAAS,UAAU,SAAyB;AAC/C,SAAO,UAAU,KAAK,KAAK;AAC/B;AAEO,SAAS,UAAU,SAAyB;AAC/C,SAAO,UAAU,MAAM,KAAK;AAChC;AAGA,eAAsB,MAAM,SAAgC;AACxD,SAAO,IAAI,QAAQ,aAAW;AAC1B,eAAW,MAAM,QAAQ,GAAG,OAAO;AAAA,EACvC,CAAC;AACL;AAMO,SAAS,mBAAkC;AAC9C,SAAO,IAAI,QAAQ,aAAW;AAC1B,QAAI,OAAO,mBAAmB,aAAa;AACvC,YAAM,UAAU,IAAI,eAAe;AACnC,cAAQ,MAAM,YAAY,MAAM;AAC5B,gBAAQ,MAAM,MAAM;AACpB,gBAAQ,MAAM,MAAM;AACpB,gBAAQ;AAAA,MACZ;AACA,cAAQ,MAAM,YAAY,MAAS;AAAA,IACvC,OAAO;AACH,iBAAW,SAAS,CAAC;AAAA,IACzB;AAAA,EACJ,CAAC;AACL;AAGO,SAAS,qBAAqB,KAAqB;AACtD,SAAO,MAAM;AACjB;AAEO,SAAS,UAAU,KAA0B;AAChD,SAAiB,IAAK;AAC1B;","names":[]}
@@ -14,6 +14,7 @@ import { copySectionLight, sampleSectionLight } from "./WorldLight.mjs";
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  import { loadBlockCulling } from "./_culling/BlockCulling.mjs";
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  import { logger } from "../util/log.mjs";
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  var log = logger("MineRenderWorld");
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+ var YIELD_INTERVAL_MS = 8;
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  var MineRenderWorld = class {
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  constructor(scene, options = {}) {
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  this._chunks = /* @__PURE__ */ new Map();
@@ -127,7 +128,7 @@ var MineRenderWorld = class {
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  failures.set(chunk, error);
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  if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) === chunk) this.pendingBiomes.set(chunk, void 0);
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  }
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- if (performance.now() - sliceStart > 8) {
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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  await yieldToEventLoop();
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  sliceStart = performance.now();
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  }
@@ -282,7 +283,7 @@ var MineRenderWorld = class {
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  )));
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  for (const pos of positions) changes.set(`${pos.x},${pos.y},${pos.z}`, pos);
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  }
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- if (performance.now() - sliceStart > 8) {
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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  await yieldToEventLoop();
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  sliceStart = performance.now();
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  }
@@ -290,6 +291,62 @@ var MineRenderWorld = class {
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  }
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  /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */
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  async placeChunk(chunk, executor) {
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+ return this.placeColumn(chunk, executor);
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+ }
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+ /**
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+ * Replaces parsed columns in input order, then refreshes neighboring geometry once.
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+ * Duplicate coordinates retain their order. A failed column stops placement; queued refreshes finish before rejection.
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+ */
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+ async placeChunks(chunks) {
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+ const columns = [];
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+ for (const chunk of chunks) {
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+ const { x, z } = chunk ?? {};
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+ if (![x, z].every(Number.isSafeInteger)) {
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+ throw new RangeError("Chunk column coordinates must be safe integers");
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+ }
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+ const sections = Array.from(chunk.sections, (section) => {
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+ const { y } = section ?? {};
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+ if (!Number.isSafeInteger(y)) throw new RangeError("Chunk section coordinates must be safe integers");
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+ return { ...section, y };
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+ });
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+ columns.push({ ...chunk, x, z, sections });
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+ }
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+ if (!columns.length) return;
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+ await this.culling;
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+ let failed = false, failure, sliceStart = performance.now();
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+ try {
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+ for (const column of columns) {
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+ await this.placeColumn(column, void 0, true);
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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+ await yieldToEventLoop();
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+ sliceStart = performance.now();
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+ }
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+ }
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+ } catch (error) {
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+ failed = true;
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+ failure = error;
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+ } finally {
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+ try {
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+ const failures = await this.refreshBiomes(true);
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+ if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
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+ } catch (error) {
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+ if (!failed) {
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+ failed = true;
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+ failure = error;
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+ }
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+ }
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+ try {
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+ await this.updateCulling([]);
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+ } catch (error) {
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+ if (!failed) {
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+ failed = true;
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+ failure = error;
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+ }
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+ }
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+ }
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+ if (failed) throw failure;
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+ }
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+ async placeColumn(chunk, executor, deferCulling = false) {
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  if (![chunk.x, chunk.z].every(Number.isSafeInteger)) {
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  throw new RangeError("Chunk column coordinates must be safe integers");
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  }
@@ -351,7 +408,7 @@ var MineRenderWorld = class {
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  } finally {
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  this.markSectionChanged(target);
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  }
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- if (performance.now() - sliceStart > 8) {
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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  await yieldToEventLoop();
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  sliceStart = performance.now();
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  }
@@ -374,9 +431,12 @@ var MineRenderWorld = class {
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  await placeEntities?.();
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  } finally {
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  this.markBiomesChanged(chunk.x, chunk.z, void 0, false);
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- const failures = await this.refreshBiomes();
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- if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
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- await this.updateCulling([...changes.values()]);
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+ if (deferCulling) await this.updateCulling([...changes.values()], true);
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+ else {
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+ const failures = await this.refreshBiomes();
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+ if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
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+ await this.updateCulling([...changes.values()]);
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+ }
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  }
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  }
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  /**
@@ -406,7 +466,7 @@ var MineRenderWorld = class {
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  for (const { x, z } of columns.values()) {
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  this.entities?.clearColumn(x, z);
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  await this.clearChunkColumn(x, z);
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- if (performance.now() - sliceStart > 8) {
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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  await yieldToEventLoop();
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  sliceStart = performance.now();
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  }
@@ -545,15 +605,25 @@ var MineRenderWorld = class {
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  for (const [index, mask] of masks) await chunk.setCullMaskIndex(index, mask);
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  await chunk.refreshLight(indices === "all" ? void 0 : indices);
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  chunk.refreshAmbientOcclusion(this._ambientOcclusion);
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- if ((this._ambientOcclusion || this.ambientOcclusionPending) && performance.now() - sliceStart > 8) {
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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+ await yieldToEventLoop();
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+ sliceStart = performance.now();
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+ }
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+ }
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+ const pending = [];
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+ for (const chunk of [...batch.keys()]) {
615
+ const build = (async () => {
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+ await chunk.rebuildSectionMesh();
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+ batch.delete(chunk);
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+ })();
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+ void build.catch(() => void 0);
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+ pending.push(build);
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+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
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  await yieldToEventLoop();
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  sliceStart = performance.now();
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  }
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  }
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- const builds = await Promise.allSettled([...batch.keys()].map(async (chunk) => {
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- await chunk.rebuildSectionMesh();
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- batch.delete(chunk);
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- }));
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+ const builds = await Promise.allSettled(pending);
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  const failure = builds.find((result) => result.status === "rejected");
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  if (failure?.status === "rejected") throw failure.reason;
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  } catch (error) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/world/MineRenderWorld.ts"],"sourcesContent":["import { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { Block } from \"../model/block/Block\";\nimport { Raycaster, Vector3 } from \"three\";\nimport { isTripleArray, TripleArray } from \"../model/Model\";\nimport { Maybe, yieldToEventLoop } from \"../util/util\";\nimport { Chunk } from \"./Chunk\";\nimport { BlockInfo } from \"./BlockInfo\";\nimport { MultiBlockBlock, MultiBlockStructure } from \"../model/multiblock/MultiBlockStructure\";\nimport { BatchedExecutor } from \"../util/BatchedExecutor\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { BlockStates } from \"../assets/BlockStates\";\nimport { CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport type { AnvilChunk } from \"./AnvilParser\";\nimport { SectionModels } from \"./SectionModels\";\nimport { WorldEntities } from \"./_entities/WorldEntities\";\nimport { fluidKindOf } from \"../model/fluid/FluidQuads\";\nimport type { WorldBlockIntersection } from \"./WorldBlockIntersection\";\nimport type { WorldEntityIntersection } from \"./WorldEntityIntersection\";\nimport { BiomeBlend, validateBiomeBlendRadius } from \"./_biomes/BiomeBlend\";\nimport { copySectionLight, sampleSectionLight, SavedLightSample, SectionLightData } from \"./WorldLight\";\nimport { loadBlockCulling } from \"./_culling/BlockCulling\";\nimport { logger } from \"../util/log\";\n\nconst log = logger(\"MineRenderWorld\");\n\n//TODO: maybe make this an Object3D to add children\n/**\n * Stores and renders blocks in sparse 16×16×16 chunks.\n * Positions use integer block coordinates, including negatives. One block is 16 scene units.\n * Set `options.sectionMeshing` in `new MineRenderWorld(scene, options)` to merge compatible terrain.\n */\nexport class MineRenderWorld<SectionMeshing extends boolean = false> {\n\n public readonly scene: MineRenderScene;\n\n private readonly _chunks: Map<string, Chunk<SectionMeshing>> = new Map();\n private readonly biomes = new Map<string, Map<number, readonly string[]>>();\n private readonly light = new Map<string, Map<number, SectionLightData>>();\n private readonly lightValidity = new Map<string, boolean>();\n private readonly highestSkySection = new Map<string, number>();\n private readonly savedLighting: boolean;\n private readonly ambientLight: number;\n private _ambientOcclusion: boolean;\n private ambientOcclusionPending = false;\n private _biomeBlendRadius: number;\n private biomeBlend?: BiomeBlend;\n private readonly pendingBiomes = new Map<Chunk<SectionMeshing>, { x: number; z: number }[] | undefined>();\n private biomeRefreshing?: Promise<Map<Chunk<SectionMeshing>, unknown>>;\n private readonly sectionModels?: SectionModels;\n private readonly entities?: WorldEntities;\n private readonly pendingCulling = new Map<Chunk<SectionMeshing>, Set<number> | \"all\">();\n private culling?: Promise<void>;\n\n constructor(scene: MineRenderScene, options: MineRenderWorldOptions<SectionMeshing> = {}) {\n if (options.savedLighting && !options.sectionMeshing) throw new TypeError(\"savedLighting requires sectionMeshing\");\n if (options.ambientOcclusion && !options.sectionMeshing) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (options.ambientLight !== undefined && (!Number.isFinite(options.ambientLight) || options.ambientLight < 0 || options.ambientLight > 1)) {\n throw new RangeError(\"ambientLight must be a number from 0 to 1\");\n }\n this._biomeBlendRadius = options.biomeBlendRadius ?? 0;\n validateBiomeBlendRadius(this._biomeBlendRadius);\n if (this._biomeBlendRadius > 0 && !options.sectionMeshing) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (this._biomeBlendRadius) this.biomeBlend = new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), this._biomeBlendRadius);\n this.scene = scene;\n this.savedLighting = options.savedLighting ?? false;\n this.ambientLight = options.ambientLight ?? 0;\n this._ambientOcclusion = options.ambientOcclusion ?? false;\n if (options.sectionMeshing) this.sectionModels = new SectionModels(options.maxAtlasSize);\n if (options.renderEntities) this.entities = new WorldEntities(scene);\n }\n\n /**\n * Returns the nearest visible block geometry hit, respecting the raycaster's layers and near/far range.\n * Includes fluids and block entities; texture alpha does not change triangle intersections.\n */\n public raycast(raycaster: Raycaster): WorldBlockIntersection | undefined {\n return Chunk.raycast(this._chunks.values(), raycaster);\n }\n\n /**\n * Returns the nearest visible mob geometry hit when renderEntities is enabled.\n * Respects layers and near/far; compare its distance with raycast() to account for blocks.\n * Texture alpha does not change triangle intersections.\n */\n public raycastEntities(raycaster: Raycaster): WorldEntityIntersection | undefined {\n return this.entities?.raycast(raycaster);\n }\n\n /** Whether neighboring opaque cubes shade block-face corners. Defaults to false. */\n public get ambientOcclusion(): boolean {\n return this._ambientOcclusion;\n }\n\n /** Rebuilds loaded blocks with or without corner shading. Block data and saved lighting are preserved. */\n public async setAmbientOcclusion(enabled: boolean): Promise<void> {\n if (typeof enabled !== \"boolean\") throw new TypeError(\"Ambient occlusion must be a boolean\");\n if (enabled && !this.sectionModels) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (enabled === this._ambientOcclusion && !this.ambientOcclusionPending) {\n await this.culling;\n return;\n }\n this._ambientOcclusion = enabled;\n this.ambientOcclusionPending = true;\n for (const chunk of this._chunks.values()) this.pendingCulling.set(chunk, \"all\");\n await this.updateCulling([]);\n this.ambientOcclusionPending = false;\n }\n\n /** Horizontal biome-color sampling radius, from 0 to 7 blocks. Zero disables blending. */\n public get biomeBlendRadius(): number {\n return this._biomeBlendRadius;\n }\n\n /** Refreshes loaded grass, foliage, and water colors without reloading their source chunks. */\n public async setBiomeBlendRadius(radius: number): Promise<void> {\n validateBiomeBlendRadius(radius);\n if (radius > 0 && !this.sectionModels) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (radius !== this._biomeBlendRadius) {\n this._biomeBlendRadius = radius;\n this.biomeBlend?.clear();\n this.biomeBlend = radius ? new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), radius) : undefined;\n for (const chunk of this._chunks.values()) this.pendingBiomes.set(chunk, undefined);\n }\n const failures = await this.refreshBiomes();\n if (failures.size) throw failures.values().next().value;\n }\n\n private markBiomesChanged(x: number, z: number, y?: number, includeColumn = true): Chunk<SectionMeshing>[] {\n const queued: Chunk<SectionMeshing>[] = [];\n if (!this.biomeBlend) return queued;\n this.biomeBlend.invalidateColumn(x, z);\n for (const chunk of this._chunks.values()) {\n if (Math.abs(chunk.x - x) > 1 || Math.abs(chunk.z - z) > 1\n || !includeColumn && chunk.x === x && chunk.z === z\n || y !== undefined && chunk.y !== y && chunk.y !== y + 1) continue;\n queued.push(chunk);\n if (!this.pendingBiomes.has(chunk)) this.pendingBiomes.set(chunk, []);\n const columns = this.pendingBiomes.get(chunk);\n if (columns && !columns.some(column => column.x === x && column.z === z)) columns.push({ x, z });\n }\n return queued;\n }\n\n private async refreshBiomes(deferCulling = false): Promise<Map<Chunk<SectionMeshing>, unknown>> {\n if (this.biomeRefreshing) {\n await this.biomeRefreshing;\n if (!deferCulling) {\n if (this.pendingCulling.size) await this.updateCulling([]);\n else await this.culling;\n }\n }\n if (!this.pendingBiomes.size) return new Map();\n return this.biomeRefreshing ??= Promise.resolve().then(async () => {\n const failures = new Map<Chunk<SectionMeshing>, unknown>();\n const batch = [...this.pendingBiomes.keys()];\n let sliceStart = performance.now();\n try {\n for (const chunk of batch) {\n const columns = this.pendingBiomes.get(chunk);\n this.pendingBiomes.delete(chunk);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) !== chunk) continue;\n try {\n await chunk.refreshBiomes(columns, deferCulling);\n } catch (error) {\n failures.set(chunk, error);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) === chunk) this.pendingBiomes.set(chunk, undefined);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n return failures;\n } finally {\n this.biomeRefreshing = undefined;\n }\n });\n }\n\n /** Returns a placed block at world block coordinates, or `undefined` for an empty position. */\n public getBlockAt(x: number, y: number, z: number): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: Vector3): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: TripleArray): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<BlockInfo<SectionMeshing>> {\n if (typeof posOrX == \"number\") {\n return this.getBlockAt(new Vector3(posOrX, y, z));\n }\n if (isTripleArray(posOrX)) {\n return this.getBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]))\n }\n this.validatePosBounds(posOrX);\n return this.getChunkAt(posOrX)?.getBlockAt(posOrX);\n }\n\n /** Returns the saved 4-block biome sample at integer world block coordinates, or `undefined` if absent. */\n public getBiomeAt(x: number, y: number, z: number): Maybe<string>;\n public getBiomeAt(pos: Vector3): Maybe<string>;\n public getBiomeAt(pos: TripleArray): Maybe<string>;\n public getBiomeAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<string> {\n if (typeof posOrX === \"number\") return this.getBiomeAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const cx = Math.floor(posOrX.x / 16), cy = Math.floor(posOrX.y / 16), cz = Math.floor(posOrX.z / 16);\n const lx = posOrX.x - cx * 16, ly = posOrX.y - cy * 16, lz = posOrX.z - cz * 16;\n return this.biomes.get(`${cx}_${cz}`)?.get(cy)?.[\n Math.floor(lx / 4) + Math.floor(lz / 4) * 4 + Math.floor(ly / 4) * 16];\n }\n\n /**\n * Returns saved light at integer world block coordinates, including data marked invalid by the save.\n * Sky light is 15 above a column's highest saved sky-light array.\n */\n public getLightAt(x: number, y: number, z: number): Maybe<SavedLightSample>;\n public getLightAt(pos: Vector3): Maybe<SavedLightSample>;\n public getLightAt(pos: TripleArray): Maybe<SavedLightSample>;\n public getLightAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<SavedLightSample> {\n if (typeof posOrX === \"number\") return this.getLightAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getLightAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const { x, y: py, z: pz } = posOrX;\n const cx = Math.floor(x / 16), cy = Math.floor(py / 16), cz = Math.floor(pz / 16);\n const key = `${cx}_${cz}`, top = this.highestSkySection.get(key);\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (pz & 15) * 16 + (py & 15) * 256);\n return top !== undefined && cy > top ? { block: sample?.block ?? 0, sky: 15 } : sample;\n }\n\n private lightLevelAt(x: number, y: number, z: number): number {\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16), key = `${cx}_${cz}`;\n if (this.lightValidity.get(key) === false) return 255;\n const top = this.highestSkySection.get(key);\n if (top !== undefined && cy > top) return 15;\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (z & 15) * 16 + (y & 15) * 256);\n return sample ? Math.max(sample.block, sample.sky) : 255;\n }\n\n /**\n * Places or replaces a block and refreshes neighboring faces.\n * Pass `undefined` or an air block to remove the block at these world block coordinates.\n */\n public async setBlockAt(x: number, y: number, z: number, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: Vector3, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: TripleArray, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(posOrX: number | Vector3 | TripleArray, yOrBlock?: number | Block, z?: number, block?: Block): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n if (typeof posOrX == \"number\") {\n return this.setBlockAt(new Vector3(posOrX, yOrBlock as number, z), block as Block);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]), yOrBlock as Block);\n }\n return this.placeBlock(posOrX, yOrBlock as Maybe<Block>);\n }\n\n private async placeBlock(pos: Vector3, value: Maybe<Block>, onBlocksChanged?: (positions: Vector3[]) => Promise<void>): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n this.validatePosBounds(pos);\n const chunk = Chunk.isAir(value) ? this.getChunkAt(pos) : this.getOrCreateChunkAt(pos);\n return chunk?.setBlockInChunkAt(chunk.worldPosToChunkPos(pos), value, pos, onBlocksChanged);\n }\n\n /**\n * Shows or hides a placed block without changing its data. Hidden blocks do not occlude neighbors.\n * Missing blocks are ignored; replacing or removing a block resets its visibility.\n */\n public async setBlockVisibleAt(x: number, y: number, z: number, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: Vector3, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: TripleArray, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(posOrX: number | Vector3 | TripleArray, yOrVisible: number | boolean,\n z?: number, visible?: boolean): Promise<void> {\n if (typeof posOrX === \"number\") {\n return this.setBlockVisibleAt(new Vector3(posOrX, yOrVisible as number, z), visible!);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockVisibleAt(new Vector3(...posOrX), yOrVisible as boolean);\n }\n this.validatePosBounds(posOrX);\n await this.getChunkAt(posOrX)?.setBlockVisibleAt(posOrX, yOrVisible as boolean);\n }\n\n\n /**\n * Places a structure's blocks at their stored positions, then refreshes neighboring faces.\n * With `renderEntities`, also places supported saved mobs and applies supported appearance fields.\n *\n * @param useBatches - Yields between chunks by default. Set to `false` for sequential placement.\n * @param executor - Optional queue for batched placement. The caller remains responsible for stopping it.\n */\n public async placeMultiBlock(multiblock: MultiBlockStructure, useBatches: boolean = true, executor?: BatchedExecutor): Promise<void> {\n const placeEntities = this.entities?.prepare(multiblock.entities);\n const changes = new Map<string, Vector3>();\n try {\n await this.placeBlocks(multiblock, useBatches, executor, changes);\n await placeEntities?.();\n } finally {\n await this.updateCulling([...changes.values()]);\n }\n }\n\n private async placeBlocks(multiblock: MultiBlockStructure, useBatches: boolean, executor: BatchedExecutor | undefined,\n changes: Map<string, Vector3>): Promise<void> {\n const collect = async (positions: Vector3[]) => {\n for (const pos of positions) changes.set(pos.toArray().join(\",\"), pos);\n };\n const place = (block: MultiBlockBlock) => this.placeBlock(new Vector3(...block.position), block, collect);\n const keys = new Map<string, AssetKey>();\n const types = new Set<string>();\n for (const block of multiblock.blocks) {\n if (Chunk.isAir(block) || types.has(block.type)) continue;\n types.add(block.type);\n const key = AssetKey.parse(\"blockstates\", block.type);\n keys.set(key.serialize(), key);\n }\n await BlockStates.getAll(keys.values());\n\n if (!useBatches) {\n for (const block of multiblock.blocks) await place(block);\n return;\n }\n\n if (!executor) {\n const groups = new Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>();\n const position = new Vector3();\n for (const block of multiblock.blocks) {\n const [x, y, z] = block.position;\n this.validatePosBounds(position.set(x, y, z));\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);\n const key = `${cx}_${cy}_${cz}`;\n const chunk = this._chunks.get(key) ?? (Chunk.isAir(block) ? undefined : this.getOrCreateChunkAt(position));\n if (!chunk) continue;\n let group = groups.get(chunk);\n if (!group) groups.set(chunk, group = []);\n group.push({ index: (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16, block });\n }\n await this.placeChunkGroups(groups, changes);\n return;\n }\n\n // Writes to the same position retain their input order.\n const positions = new Map<string, MultiBlockBlock[]>();\n for (const block of multiblock.blocks) {\n const key = block.position.join(\",\");\n const group = positions.get(key);\n if (group) group.push(block);\n else positions.set(key, [block]);\n }\n const groups = [...positions.values()];\n for (let i = 0; i < groups.length; i += executor.batch) {\n const results = await Promise.allSettled(groups.slice(i, i + executor.batch).map(blocks =>\n executor.submit(async () => {\n for (const block of blocks) await place(block);\n })\n ));\n const failure = results.find(result => result.status === \"rejected\");\n if (failure?.status === \"rejected\") throw failure.reason;\n }\n }\n\n private async placeChunkGroups(groups: Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>,\n changes: Map<string, Vector3>): Promise<void> {\n let sliceStart = performance.now();\n for (const [chunk, blocks] of groups) {\n let positions: Vector3[] | undefined;\n try {\n positions = await chunk.placeBlocks(blocks);\n } finally {\n // Failed groups still clear cells and place their remaining blocks.\n positions ??= blocks.map(({ index }) => new Vector3(chunk.x * 16 + index % 16,\n chunk.y * 16 + Math.floor(index / 256), chunk.z * 16 + Math.floor(index / 16) % 16));\n for (const pos of positions) changes.set(`${pos.x},${pos.y},${pos.z}`, pos);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n }\n\n\n /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */\n public async placeChunk(chunk: AnvilChunk, executor?: BatchedExecutor): Promise<void> {\n if (![chunk.x, chunk.z].every(Number.isSafeInteger)) {\n throw new RangeError(\"Chunk column coordinates must be safe integers\");\n }\n if (!chunk.sections.every(section => Number.isSafeInteger(section.y))) {\n throw new RangeError(\"Chunk section coordinates must be safe integers\");\n }\n const lights = new Map<number, SectionLightData>();\n for (const section of chunk.sections) {\n const light = section.light ?? (chunk.lightValid === true ? {} : undefined);\n if (light) lights.set(section.y, copySectionLight(light));\n }\n this.entities?.clearColumn(chunk.x, chunk.z);\n const placeEntities = this.entities?.prepare(chunk.entities, [chunk.x, chunk.z]);\n const changes = new Map<string, Vector3>();\n const occupiedSections = new Set<number>();\n if (!executor) {\n for (const section of chunk.sections) {\n for (let index = 0; index < 4096; index++) {\n if (!section.data.idAt(index)) continue;\n occupiedSections.add(section.y);\n break;\n }\n }\n }\n try {\n await this.clearChunkColumn(chunk.x, chunk.z);\n const columnKey = `${chunk.x}_${chunk.z}`;\n if (lights.size) this.light.set(columnKey, lights);\n for (const [y, light] of lights) {\n if (light.sky) this.highestSkySection.set(columnKey, Math.max(y, this.highestSkySection.get(columnKey) ?? -Infinity));\n }\n if (chunk.lightValid !== undefined) this.lightValidity.set(columnKey, chunk.lightValid);\n if (this.savedLighting) {\n for (const y of lights.keys()) this.markSectionChanged({ x: chunk.x, y, z: chunk.z });\n }\n // Tall plants can sample the section below, so install all biomes before rendering.\n for (const section of chunk.sections) {\n if (section.biomes) {\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const copy = [...section.biomes];\n if (copy.length !== 64 || !copy.every(id => typeof id === \"string\" && id.length > 0)) {\n throw new RangeError(\"Section biomes must contain 64 nonempty biome IDs\");\n }\n const key = `${chunk.x}_${chunk.z}`;\n let column = this.biomes.get(key);\n if (!column) this.biomes.set(key, column = new Map());\n column.set(section.y, copy);\n }\n }\n let sliceStart = performance.now();\n for (const section of chunk.sections) {\n if (!executor) {\n if (!occupiedSections.has(section.y)) continue;\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const target = this.getOrCreateChunkAt(position);\n try {\n await target.placeSection(section.data);\n } finally {\n this.markSectionChanged(target);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n continue;\n }\n const blocks: MultiBlockBlock[] = [];\n for (let index = 0; index < 4096; index++) {\n const block = section.data.get(index);\n if (block) blocks.push({\n ...block,\n position: [chunk.x * 16 + index % 16,\n section.y * 16 + Math.floor(index / 256),\n chunk.z * 16 + Math.floor(index / 16) % 16]\n });\n }\n await this.placeBlocks({ size: [16, 16, 16], blocks }, true, executor, changes);\n }\n await placeEntities?.();\n } finally {\n this.markBiomesChanged(chunk.x, chunk.z, undefined, false);\n const failures = await this.refreshBiomes();\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([...changes.values()]);\n }\n }\n\n /**\n * Removes blocks and owned entities at chunk-column coordinates, then refreshes neighboring faces and fluids.\n * Coordinates match AnvilChunk.x/z, not block positions. Missing columns are ignored.\n */\n public async unloadChunkColumn(x: number, z: number): Promise<void> {\n return this.unloadChunkColumns([{ x, z }]);\n }\n\n /**\n * Removes chunk columns together and refreshes surviving neighbors once.\n * Coordinates are absolute chunk columns. Duplicate and missing columns are ignored.\n */\n public async unloadChunkColumns(positions: readonly { x: number; z: number }[]): Promise<void> {\n const columns = new Map<string, { x: number; z: number }>();\n for (const position of positions) {\n const { x, z } = position ?? {};\n if (!Number.isInteger(x) || !Number.isInteger(z)) {\n throw new RangeError(\"Chunk column coordinates must be integers\");\n }\n columns.set(`${x}_${z}`, { x, z });\n }\n if (!columns.size) return;\n await this.culling;\n let sliceStart = performance.now();\n try {\n for (const { x, z } of columns.values()) {\n this.entities?.clearColumn(x, z);\n await this.clearChunkColumn(x, z);\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n } finally {\n const failures = await this.refreshBiomes(true);\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([]);\n }\n }\n\n private async clearChunkColumn(x: number, z: number): Promise<void> {\n this.biomes.delete(`${x}_${z}`);\n this.markBiomesChanged(x, z, undefined, false);\n if (this.savedLighting) {\n for (const y of this.light.get(`${x}_${z}`)?.keys() ?? 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1
+ {"version":3,"sources":["../../../../src/world/MineRenderWorld.ts"],"sourcesContent":["import { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { Block } from \"../model/block/Block\";\nimport { Raycaster, Vector3 } from \"three\";\nimport { isTripleArray, TripleArray } from \"../model/Model\";\nimport { Maybe, yieldToEventLoop } from \"../util/util\";\nimport { Chunk } from \"./Chunk\";\nimport { BlockInfo } from \"./BlockInfo\";\nimport { MultiBlockBlock, MultiBlockStructure } from \"../model/multiblock/MultiBlockStructure\";\nimport { BatchedExecutor } from \"../util/BatchedExecutor\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { BlockStates } from \"../assets/BlockStates\";\nimport { CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport type { AnvilChunk } from \"./AnvilParser\";\nimport { SectionModels } from \"./SectionModels\";\nimport { WorldEntities } from \"./_entities/WorldEntities\";\nimport { fluidKindOf } from \"../model/fluid/FluidQuads\";\nimport type { WorldBlockIntersection } from \"./WorldBlockIntersection\";\nimport type { WorldEntityIntersection } from \"./WorldEntityIntersection\";\nimport { BiomeBlend, validateBiomeBlendRadius } from \"./_biomes/BiomeBlend\";\nimport { copySectionLight, sampleSectionLight, SavedLightSample, SectionLightData } from \"./WorldLight\";\nimport { loadBlockCulling } from \"./_culling/BlockCulling\";\nimport { logger } from \"../util/log\";\n\nconst log = logger(\"MineRenderWorld\");\nconst YIELD_INTERVAL_MS = 8;\n\n//TODO: maybe make this an Object3D to add children\n/**\n * Stores and renders blocks in sparse 16×16×16 chunks.\n * Positions use integer block coordinates, including negatives. One block is 16 scene units.\n * Set `options.sectionMeshing` in `new MineRenderWorld(scene, options)` to merge compatible terrain.\n */\nexport class MineRenderWorld<SectionMeshing extends boolean = false> {\n\n public readonly scene: MineRenderScene;\n\n private readonly _chunks: Map<string, Chunk<SectionMeshing>> = new Map();\n private readonly biomes = new Map<string, Map<number, readonly string[]>>();\n private readonly light = new Map<string, Map<number, SectionLightData>>();\n private readonly lightValidity = new Map<string, boolean>();\n private readonly highestSkySection = new Map<string, number>();\n private readonly savedLighting: boolean;\n private readonly ambientLight: number;\n private _ambientOcclusion: boolean;\n private ambientOcclusionPending = false;\n private _biomeBlendRadius: number;\n private biomeBlend?: BiomeBlend;\n private readonly pendingBiomes = new Map<Chunk<SectionMeshing>, { x: number; z: number }[] | undefined>();\n private biomeRefreshing?: Promise<Map<Chunk<SectionMeshing>, unknown>>;\n private readonly sectionModels?: SectionModels;\n private readonly entities?: WorldEntities;\n private readonly pendingCulling = new Map<Chunk<SectionMeshing>, Set<number> | \"all\">();\n private culling?: Promise<void>;\n\n constructor(scene: MineRenderScene, options: MineRenderWorldOptions<SectionMeshing> = {}) {\n if (options.savedLighting && !options.sectionMeshing) throw new TypeError(\"savedLighting requires sectionMeshing\");\n if (options.ambientOcclusion && !options.sectionMeshing) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (options.ambientLight !== undefined && (!Number.isFinite(options.ambientLight) || options.ambientLight < 0 || options.ambientLight > 1)) {\n throw new RangeError(\"ambientLight must be a number from 0 to 1\");\n }\n this._biomeBlendRadius = options.biomeBlendRadius ?? 0;\n validateBiomeBlendRadius(this._biomeBlendRadius);\n if (this._biomeBlendRadius > 0 && !options.sectionMeshing) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (this._biomeBlendRadius) this.biomeBlend = new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), this._biomeBlendRadius);\n this.scene = scene;\n this.savedLighting = options.savedLighting ?? false;\n this.ambientLight = options.ambientLight ?? 0;\n this._ambientOcclusion = options.ambientOcclusion ?? false;\n if (options.sectionMeshing) this.sectionModels = new SectionModels(options.maxAtlasSize);\n if (options.renderEntities) this.entities = new WorldEntities(scene);\n }\n\n /**\n * Returns the nearest visible block geometry hit, respecting the raycaster's layers and near/far range.\n * Includes fluids and block entities; texture alpha does not change triangle intersections.\n */\n public raycast(raycaster: Raycaster): WorldBlockIntersection | undefined {\n return Chunk.raycast(this._chunks.values(), raycaster);\n }\n\n /**\n * Returns the nearest visible mob geometry hit when renderEntities is enabled.\n * Respects layers and near/far; compare its distance with raycast() to account for blocks.\n * Texture alpha does not change triangle intersections.\n */\n public raycastEntities(raycaster: Raycaster): WorldEntityIntersection | undefined {\n return this.entities?.raycast(raycaster);\n }\n\n /** Whether neighboring opaque cubes shade block-face corners. Defaults to false. */\n public get ambientOcclusion(): boolean {\n return this._ambientOcclusion;\n }\n\n /** Rebuilds loaded blocks with or without corner shading. Block data and saved lighting are preserved. */\n public async setAmbientOcclusion(enabled: boolean): Promise<void> {\n if (typeof enabled !== \"boolean\") throw new TypeError(\"Ambient occlusion must be a boolean\");\n if (enabled && !this.sectionModels) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (enabled === this._ambientOcclusion && !this.ambientOcclusionPending) {\n await this.culling;\n return;\n }\n this._ambientOcclusion = enabled;\n this.ambientOcclusionPending = true;\n for (const chunk of this._chunks.values()) this.pendingCulling.set(chunk, \"all\");\n await this.updateCulling([]);\n this.ambientOcclusionPending = false;\n }\n\n /** Horizontal biome-color sampling radius, from 0 to 7 blocks. Zero disables blending. */\n public get biomeBlendRadius(): number {\n return this._biomeBlendRadius;\n }\n\n /** Refreshes loaded grass, foliage, and water colors without reloading their source chunks. */\n public async setBiomeBlendRadius(radius: number): Promise<void> {\n validateBiomeBlendRadius(radius);\n if (radius > 0 && !this.sectionModels) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (radius !== this._biomeBlendRadius) {\n this._biomeBlendRadius = radius;\n this.biomeBlend?.clear();\n this.biomeBlend = radius ? new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), radius) : undefined;\n for (const chunk of this._chunks.values()) this.pendingBiomes.set(chunk, undefined);\n }\n const failures = await this.refreshBiomes();\n if (failures.size) throw failures.values().next().value;\n }\n\n private markBiomesChanged(x: number, z: number, y?: number, includeColumn = true): Chunk<SectionMeshing>[] {\n const queued: Chunk<SectionMeshing>[] = [];\n if (!this.biomeBlend) return queued;\n this.biomeBlend.invalidateColumn(x, z);\n for (const chunk of this._chunks.values()) {\n if (Math.abs(chunk.x - x) > 1 || Math.abs(chunk.z - z) > 1\n || !includeColumn && chunk.x === x && chunk.z === z\n || y !== undefined && chunk.y !== y && chunk.y !== y + 1) continue;\n queued.push(chunk);\n if (!this.pendingBiomes.has(chunk)) this.pendingBiomes.set(chunk, []);\n const columns = this.pendingBiomes.get(chunk);\n if (columns && !columns.some(column => column.x === x && column.z === z)) columns.push({ x, z });\n }\n return queued;\n }\n\n private async refreshBiomes(deferCulling = false): Promise<Map<Chunk<SectionMeshing>, unknown>> {\n if (this.biomeRefreshing) {\n await this.biomeRefreshing;\n if (!deferCulling) {\n if (this.pendingCulling.size) await this.updateCulling([]);\n else await this.culling;\n }\n }\n if (!this.pendingBiomes.size) return new Map();\n return this.biomeRefreshing ??= Promise.resolve().then(async () => {\n const failures = new Map<Chunk<SectionMeshing>, unknown>();\n const batch = [...this.pendingBiomes.keys()];\n let sliceStart = performance.now();\n try {\n for (const chunk of batch) {\n const columns = this.pendingBiomes.get(chunk);\n this.pendingBiomes.delete(chunk);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) !== chunk) continue;\n try {\n await chunk.refreshBiomes(columns, deferCulling);\n } catch (error) {\n failures.set(chunk, error);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) === chunk) this.pendingBiomes.set(chunk, undefined);\n }\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n return failures;\n } finally {\n this.biomeRefreshing = undefined;\n }\n });\n }\n\n /** Returns a placed block at world block coordinates, or `undefined` for an empty position. */\n public getBlockAt(x: number, y: number, z: number): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: Vector3): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: TripleArray): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<BlockInfo<SectionMeshing>> {\n if (typeof posOrX == \"number\") {\n return this.getBlockAt(new Vector3(posOrX, y, z));\n }\n if (isTripleArray(posOrX)) {\n return this.getBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]))\n }\n this.validatePosBounds(posOrX);\n return this.getChunkAt(posOrX)?.getBlockAt(posOrX);\n }\n\n /** Returns the saved 4-block biome sample at integer world block coordinates, or `undefined` if absent. */\n public getBiomeAt(x: number, y: number, z: number): Maybe<string>;\n public getBiomeAt(pos: Vector3): Maybe<string>;\n public getBiomeAt(pos: TripleArray): Maybe<string>;\n public getBiomeAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<string> {\n if (typeof posOrX === \"number\") return this.getBiomeAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const cx = Math.floor(posOrX.x / 16), cy = Math.floor(posOrX.y / 16), cz = Math.floor(posOrX.z / 16);\n const lx = posOrX.x - cx * 16, ly = posOrX.y - cy * 16, lz = posOrX.z - cz * 16;\n return this.biomes.get(`${cx}_${cz}`)?.get(cy)?.[\n Math.floor(lx / 4) + Math.floor(lz / 4) * 4 + Math.floor(ly / 4) * 16];\n }\n\n /**\n * Returns saved light at integer world block coordinates, including data marked invalid by the save.\n * Sky light is 15 above a column's highest saved sky-light array.\n */\n public getLightAt(x: number, y: number, z: number): Maybe<SavedLightSample>;\n public getLightAt(pos: Vector3): Maybe<SavedLightSample>;\n public getLightAt(pos: TripleArray): Maybe<SavedLightSample>;\n public getLightAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<SavedLightSample> {\n if (typeof posOrX === \"number\") return this.getLightAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getLightAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const { x, y: py, z: pz } = posOrX;\n const cx = Math.floor(x / 16), cy = Math.floor(py / 16), cz = Math.floor(pz / 16);\n const key = `${cx}_${cz}`, top = this.highestSkySection.get(key);\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (pz & 15) * 16 + (py & 15) * 256);\n return top !== undefined && cy > top ? { block: sample?.block ?? 0, sky: 15 } : sample;\n }\n\n private lightLevelAt(x: number, y: number, z: number): number {\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16), key = `${cx}_${cz}`;\n if (this.lightValidity.get(key) === false) return 255;\n const top = this.highestSkySection.get(key);\n if (top !== undefined && cy > top) return 15;\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (z & 15) * 16 + (y & 15) * 256);\n return sample ? Math.max(sample.block, sample.sky) : 255;\n }\n\n /**\n * Places or replaces a block and refreshes neighboring faces.\n * Pass `undefined` or an air block to remove the block at these world block coordinates.\n */\n public async setBlockAt(x: number, y: number, z: number, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: Vector3, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: TripleArray, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(posOrX: number | Vector3 | TripleArray, yOrBlock?: number | Block, z?: number, block?: Block): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n if (typeof posOrX == \"number\") {\n return this.setBlockAt(new Vector3(posOrX, yOrBlock as number, z), block as Block);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]), yOrBlock as Block);\n }\n return this.placeBlock(posOrX, yOrBlock as Maybe<Block>);\n }\n\n private async placeBlock(pos: Vector3, value: Maybe<Block>, onBlocksChanged?: (positions: Vector3[]) => Promise<void>): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n this.validatePosBounds(pos);\n const chunk = Chunk.isAir(value) ? this.getChunkAt(pos) : this.getOrCreateChunkAt(pos);\n return chunk?.setBlockInChunkAt(chunk.worldPosToChunkPos(pos), value, pos, onBlocksChanged);\n }\n\n /**\n * Shows or hides a placed block without changing its data. Hidden blocks do not occlude neighbors.\n * Missing blocks are ignored; replacing or removing a block resets its visibility.\n */\n public async setBlockVisibleAt(x: number, y: number, z: number, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: Vector3, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: TripleArray, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(posOrX: number | Vector3 | TripleArray, yOrVisible: number | boolean,\n z?: number, visible?: boolean): Promise<void> {\n if (typeof posOrX === \"number\") {\n return this.setBlockVisibleAt(new Vector3(posOrX, yOrVisible as number, z), visible!);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockVisibleAt(new Vector3(...posOrX), yOrVisible as boolean);\n }\n this.validatePosBounds(posOrX);\n await this.getChunkAt(posOrX)?.setBlockVisibleAt(posOrX, yOrVisible as boolean);\n }\n\n\n /**\n * Places a structure's blocks at their stored positions, then refreshes neighboring faces.\n * With `renderEntities`, also places supported saved mobs and applies supported appearance fields.\n *\n * @param useBatches - Yields between chunks by default. Set to `false` for sequential placement.\n * @param executor - Optional queue for batched placement. The caller remains responsible for stopping it.\n */\n public async placeMultiBlock(multiblock: MultiBlockStructure, useBatches: boolean = true, executor?: BatchedExecutor): Promise<void> {\n const placeEntities = this.entities?.prepare(multiblock.entities);\n const changes = new Map<string, Vector3>();\n try {\n await this.placeBlocks(multiblock, useBatches, executor, changes);\n await placeEntities?.();\n } finally {\n await this.updateCulling([...changes.values()]);\n }\n }\n\n private async placeBlocks(multiblock: MultiBlockStructure, useBatches: boolean, executor: BatchedExecutor | undefined,\n changes: Map<string, Vector3>): Promise<void> {\n const collect = async (positions: Vector3[]) => {\n for (const pos of positions) changes.set(pos.toArray().join(\",\"), pos);\n };\n const place = (block: MultiBlockBlock) => this.placeBlock(new Vector3(...block.position), block, collect);\n const keys = new Map<string, AssetKey>();\n const types = new Set<string>();\n for (const block of multiblock.blocks) {\n if (Chunk.isAir(block) || types.has(block.type)) continue;\n types.add(block.type);\n const key = AssetKey.parse(\"blockstates\", block.type);\n keys.set(key.serialize(), key);\n }\n await BlockStates.getAll(keys.values());\n\n if (!useBatches) {\n for (const block of multiblock.blocks) await place(block);\n return;\n }\n\n if (!executor) {\n const groups = new Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>();\n const position = new Vector3();\n for (const block of multiblock.blocks) {\n const [x, y, z] = block.position;\n this.validatePosBounds(position.set(x, y, z));\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);\n const key = `${cx}_${cy}_${cz}`;\n const chunk = this._chunks.get(key) ?? (Chunk.isAir(block) ? undefined : this.getOrCreateChunkAt(position));\n if (!chunk) continue;\n let group = groups.get(chunk);\n if (!group) groups.set(chunk, group = []);\n group.push({ index: (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16, block });\n }\n await this.placeChunkGroups(groups, changes);\n return;\n }\n\n // Writes to the same position retain their input order.\n const positions = new Map<string, MultiBlockBlock[]>();\n for (const block of multiblock.blocks) {\n const key = block.position.join(\",\");\n const group = positions.get(key);\n if (group) group.push(block);\n else positions.set(key, [block]);\n }\n const groups = [...positions.values()];\n for (let i = 0; i < groups.length; i += executor.batch) {\n const results = await Promise.allSettled(groups.slice(i, i + executor.batch).map(blocks =>\n executor.submit(async () => {\n for (const block of blocks) await place(block);\n })\n ));\n const failure = results.find(result => result.status === \"rejected\");\n if (failure?.status === \"rejected\") throw failure.reason;\n }\n }\n\n private async placeChunkGroups(groups: Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>,\n changes: Map<string, Vector3>): Promise<void> {\n let sliceStart = performance.now();\n for (const [chunk, blocks] of groups) {\n let positions: Vector3[] | undefined;\n try {\n positions = await chunk.placeBlocks(blocks);\n } finally {\n // Failed groups still clear cells and place their remaining blocks.\n positions ??= blocks.map(({ index }) => new Vector3(chunk.x * 16 + index % 16,\n chunk.y * 16 + Math.floor(index / 256), chunk.z * 16 + Math.floor(index / 16) % 16));\n for (const pos of positions) changes.set(`${pos.x},${pos.y},${pos.z}`, pos);\n }\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n }\n\n\n /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */\n public async placeChunk(chunk: AnvilChunk, executor?: BatchedExecutor): Promise<void> {\n return this.placeColumn(chunk, executor);\n }\n\n /**\n * Replaces parsed columns in input order, then refreshes neighboring geometry once.\n * Duplicate coordinates retain their order. A failed column stops placement; queued refreshes finish before rejection.\n */\n public async placeChunks(chunks: readonly AnvilChunk[]): Promise<void> {\n const columns: AnvilChunk[] = [];\n for (const chunk of chunks) {\n const { x, z } = chunk ?? {};\n if (![x, z].every(Number.isSafeInteger)) {\n throw new RangeError(\"Chunk column coordinates must be safe integers\");\n }\n const sections = Array.from(chunk.sections, section => {\n const { y } = section ?? {};\n if (!Number.isSafeInteger(y)) throw new RangeError(\"Chunk section coordinates must be safe integers\");\n return { ...section, y };\n });\n columns.push({ ...chunk, x, z, sections });\n }\n if (!columns.length) return;\n await this.culling;\n let failed = false, failure: unknown, sliceStart = performance.now();\n try {\n for (const column of columns) {\n await this.placeColumn(column, undefined, true);\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n } catch (error) {\n failed = true;\n failure = error;\n } finally {\n try {\n const failures = await this.refreshBiomes(true);\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n } catch (error) {\n if (!failed) { failed = true; failure = error; }\n }\n try {\n await this.updateCulling([]);\n } catch (error) {\n if (!failed) { failed = true; failure = error; }\n }\n }\n if (failed) throw failure;\n }\n\n private async placeColumn(chunk: AnvilChunk, executor?: BatchedExecutor, deferCulling = false): Promise<void> {\n if (![chunk.x, chunk.z].every(Number.isSafeInteger)) {\n throw new RangeError(\"Chunk column coordinates must be safe integers\");\n }\n if (!chunk.sections.every(section => Number.isSafeInteger(section.y))) {\n throw new RangeError(\"Chunk section coordinates must be safe integers\");\n }\n const lights = new Map<number, SectionLightData>();\n for (const section of chunk.sections) {\n const light = section.light ?? (chunk.lightValid === true ? {} : undefined);\n if (light) lights.set(section.y, copySectionLight(light));\n }\n this.entities?.clearColumn(chunk.x, chunk.z);\n const placeEntities = this.entities?.prepare(chunk.entities, [chunk.x, chunk.z]);\n const changes = new Map<string, Vector3>();\n const occupiedSections = new Set<number>();\n if (!executor) {\n for (const section of chunk.sections) {\n for (let index = 0; index < 4096; index++) {\n if (!section.data.idAt(index)) continue;\n occupiedSections.add(section.y);\n break;\n }\n }\n }\n try {\n await this.clearChunkColumn(chunk.x, chunk.z);\n const columnKey = `${chunk.x}_${chunk.z}`;\n if (lights.size) this.light.set(columnKey, lights);\n for (const [y, light] of lights) {\n if (light.sky) this.highestSkySection.set(columnKey, Math.max(y, this.highestSkySection.get(columnKey) ?? -Infinity));\n }\n if (chunk.lightValid !== undefined) this.lightValidity.set(columnKey, chunk.lightValid);\n if (this.savedLighting) {\n for (const y of lights.keys()) this.markSectionChanged({ x: chunk.x, y, z: chunk.z });\n }\n // Tall plants can sample the section below, so install all biomes before rendering.\n for (const section of chunk.sections) {\n if (section.biomes) {\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const copy = [...section.biomes];\n if (copy.length !== 64 || !copy.every(id => typeof id === \"string\" && id.length > 0)) {\n throw new RangeError(\"Section biomes must contain 64 nonempty biome IDs\");\n }\n const key = `${chunk.x}_${chunk.z}`;\n let column = this.biomes.get(key);\n if (!column) this.biomes.set(key, column = new Map());\n column.set(section.y, copy);\n }\n }\n let sliceStart = performance.now();\n for (const section of chunk.sections) {\n if (!executor) {\n if (!occupiedSections.has(section.y)) continue;\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const target = this.getOrCreateChunkAt(position);\n try {\n await target.placeSection(section.data);\n } finally {\n this.markSectionChanged(target);\n }\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n continue;\n }\n const blocks: MultiBlockBlock[] = [];\n for (let index = 0; index < 4096; index++) {\n const block = section.data.get(index);\n if (block) blocks.push({\n ...block,\n position: [chunk.x * 16 + index % 16,\n section.y * 16 + Math.floor(index / 256),\n chunk.z * 16 + Math.floor(index / 16) % 16]\n });\n }\n await this.placeBlocks({ size: [16, 16, 16], blocks }, true, executor, changes);\n }\n await placeEntities?.();\n } finally {\n this.markBiomesChanged(chunk.x, chunk.z, undefined, false);\n if (deferCulling) await this.updateCulling([...changes.values()], true);\n else {\n const failures = await this.refreshBiomes();\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([...changes.values()]);\n }\n }\n }\n\n /**\n * Removes blocks and owned entities at chunk-column coordinates, then refreshes neighboring faces and fluids.\n * Coordinates match AnvilChunk.x/z, not block positions. Missing columns are ignored.\n */\n public async unloadChunkColumn(x: number, z: number): Promise<void> {\n return this.unloadChunkColumns([{ x, z }]);\n }\n\n /**\n * Removes chunk columns together and refreshes surviving neighbors once.\n * Coordinates are absolute chunk columns. Duplicate and missing columns are ignored.\n */\n public async unloadChunkColumns(positions: readonly { x: number; z: number }[]): Promise<void> {\n const columns = new Map<string, { x: number; z: number }>();\n for (const position of positions) {\n const { x, z } = position ?? {};\n if (!Number.isInteger(x) || !Number.isInteger(z)) {\n throw new RangeError(\"Chunk column coordinates must be integers\");\n }\n columns.set(`${x}_${z}`, { x, z });\n }\n if (!columns.size) return;\n await this.culling;\n let sliceStart = performance.now();\n try {\n for (const { x, z } of columns.values()) {\n this.entities?.clearColumn(x, z);\n await this.clearChunkColumn(x, z);\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n } finally {\n const failures = await this.refreshBiomes(true);\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([]);\n }\n }\n\n private async clearChunkColumn(x: number, z: number): Promise<void> {\n this.biomes.delete(`${x}_${z}`);\n this.markBiomesChanged(x, z, undefined, false);\n if (this.savedLighting) {\n for (const y of this.light.get(`${x}_${z}`)?.keys() ?? []) this.markSectionChanged({ x, y, z });\n }\n this.light.delete(`${x}_${z}`);\n this.lightValidity.delete(`${x}_${z}`);\n this.highestSkySection.delete(`${x}_${z}`);\n const previous = [...this._chunks.entries()].filter(([, section]) => section.x === x && section.z === z);\n for (const [key, section] of previous) {\n this._chunks.delete(key);\n this.pendingCulling.delete(section);\n this.pendingBiomes.delete(section);\n await section.clear(false);\n this.markSectionChanged(section);\n }\n }\n\n private markSectionChanged(chunk: { x: number; y: number; z: number }): void {\n const current = this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`);\n if (current && current === chunk) this.pendingCulling.set(current, \"all\");\n for (let dy = -1; dy <= 1; dy++) {\n for (let dz = -1; dz <= 1; dz++) {\n for (let dx = -1; dx <= 1; dx++) {\n if (dx === 0 && dy === 0 && dz === 0) continue;\n const neighbor = this._chunks.get(`${chunk.x + dx}_${chunk.y + dy}_${chunk.z + dz}`);\n if (!neighbor) continue;\n let pending = this.pendingCulling.get(neighbor);\n if (pending === \"all\") continue;\n if (!pending) this.pendingCulling.set(neighbor, pending = new Set());\n for (let y = dy < 0 ? 15 : 0; y <= (dy > 0 ? 0 : 15); y++) {\n for (let z = dz < 0 ? 15 : 0; z <= (dz > 0 ? 0 : 15); z++) {\n for (let x = dx < 0 ? 15 : 0; x <= (dx > 0 ? 0 : 15); x++) {\n pending.add(y * 256 + z * 16 + x);\n }\n }\n }\n }\n }\n }\n }\n\n /** Removes all chunks and releases their blocks, section meshes, and owned entities. */\n public async clear(): Promise<void> {\n this.entities?.clear();\n await this.culling;\n const chunks = [...this._chunks.values()];\n this._chunks.clear();\n this.biomes.clear();\n this.biomeBlend?.clear();\n this.pendingBiomes.clear();\n this.light.clear();\n this.lightValidity.clear();\n this.highestSkySection.clear();\n for (const chunk of chunks) {\n await chunk.dispose();\n }\n this.sectionModels?.clear();\n }\n\n private updateCulling(positions: Vector3[], defer = false): Promise<void> {\n const neighbor = new Vector3();\n for (const pos of positions) {\n const cx = Math.floor(pos.x / 16), cy = Math.floor(pos.y / 16), cz = Math.floor(pos.z / 16);\n const chunk = this._chunks.get(`${cx}_${cy}_${cz}`);\n const lx = pos.x - cx * 16, ly = pos.y - cy * 16, lz = pos.z - cz * 16;\n // Fluid surfaces and ambient occlusion also depend on edge and corner neighbors.\n for (let y = -1; y <= 1; y++) {\n for (let z = -1; z <= 1; z++) {\n for (let x = -1; x <= 1; x++) {\n const nx = lx + x, ny = ly + y, nz = lz + z;\n const section = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16 ? chunk\n : this._chunks.get(`${cx + Math.floor(nx / 16)}_${cy + Math.floor(ny / 16)}_${cz + Math.floor(nz / 16)}`);\n if (!section) continue;\n const index = (ny & 15) * 256 + (nz & 15) * 16 + (nx & 15);\n let pending = this.pendingCulling.get(section);\n if (pending === \"all\" || pending?.has(index)) continue;\n if (Math.abs(x) + Math.abs(y) + Math.abs(z) > 1\n && !this._ambientOcclusion && !section.isFluidIndex(index)) continue;\n if (!pending) this.pendingCulling.set(section, pending = new Set());\n pending.add(index);\n }\n }\n }\n }\n if (defer) return Promise.resolve();\n // Adjacent batched placements share one drain so they cannot replace the same model concurrently.\n return this.culling ??= Promise.resolve().then(async () => {\n let sliceStart = performance.now();\n try {\n const culling = await loadBlockCulling();\n while (this.pendingCulling.size) {\n const batch = new Map(this.pendingCulling);\n this.pendingCulling.clear();\n try {\n for (const [chunk, indices] of batch) {\n const neighbors = CUBE_FACE_OFFSETS.map(([x, y, z]) =>\n this._chunks.get(`${chunk.x + x}_${chunk.y + y}_${chunk.z + z}`));\n const neighborAt = (x: number, y: number, z: number): [Maybe<Chunk<SectionMeshing>>, number] => {\n const lx = x - chunk.x * 16, ly = y - chunk.y * 16, lz = z - chunk.z * 16;\n const section = neighbors[lx >= 16 ? 0 : lx < 0 ? 1 : ly >= 16 ? 2 : ly < 0 ? 3 : lz >= 16 ? 4 : 5];\n return [section, (ly & 15) * 256 + (lz & 15) * 16 + (lx & 15)];\n };\n const masks = chunk.updateCullMasks(indices === \"all\" ? undefined : indices, (x, y, z) => {\n const [section, i] = neighborAt(x, y, z);\n return section?.isOccludingIndex(i) ?? false;\n }, culling, (x, y, z) => {\n const [section, i] = neighborAt(x, y, z);\n return section?.visibleBlockIndex(i);\n });\n const fluidIndices = indices === \"all\" ? (function* () {\n for (let index = 0; index < 4096; index++) yield index;\n })() : indices;\n for (const index of fluidIndices) {\n if (!chunk.fluidByteIndex(index) || !chunk.isBlockVisibleIndex(index)) continue;\n const lx = index % 16, ly = Math.floor(index / 256), lz = Math.floor(index / 16) % 16;\n const wx = chunk.x * 16 + lx, wy = chunk.y * 16 + ly, wz = chunk.z * 16 + lz;\n const block = chunk.getBlockAt(neighbor.set(wx, wy, wz))!;\n if (block.object?.fluidKind) {\n await block.object.updateFluid((x, y, z) => {\n const nx = lx + x, ny = ly + y, nz = lz + z;\n const section = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16 ? chunk\n : this._chunks.get(`${chunk.x + Math.floor(nx / 16)}_${chunk.y + Math.floor(ny / 16)}_${chunk.z + Math.floor(nz / 16)}`);\n const neighborIndex = (ny & 15) * 256 + (nz & 15) * 16 + (nx & 15);\n const byte = section?.fluidByteIndex(neighborIndex) ?? 0;\n return { fluid: fluidKindOf(byte), level: byte & 15,\n solid: section?.isOccludingIndex(neighborIndex) ?? false };\n });\n }\n }\n for (const [index, mask] of masks) await chunk.setCullMaskIndex(index, mask);\n await chunk.refreshLight(indices === \"all\" ? undefined : indices);\n chunk.refreshAmbientOcclusion(this._ambientOcclusion);\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n const pending: Promise<void>[] = [];\n for (const chunk of [...batch.keys()]) {\n const build = (async () => {\n await chunk.rebuildSectionMesh();\n batch.delete(chunk);\n })();\n // Handle rejections while dispatch yields; all started builds settle before their results are checked.\n void build.catch(() => undefined);\n pending.push(build);\n if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n const builds = await Promise.allSettled(pending);\n const failure = builds.find(result => result.status === \"rejected\");\n if (failure?.status === \"rejected\") throw failure.reason;\n } catch (error) {\n for (const [chunk, indices] of batch) {\n const pending = this.pendingCulling.get(chunk);\n this.pendingCulling.set(chunk, indices === \"all\" || pending === \"all\" ? \"all\"\n : new Set([...indices, ...pending ?? 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