Reintroduce multiple maps: per-map chunk directories + map_t name/mapSetMap
Move chunk assets from a single flat assetsraw/chunks (and assets/chunks) into per-map assetsraw/maps/<map>/chunks (assets/maps/<map>/chunks), so terrain mesh/model output no longer collides across maps sharing chunk coordinates. map_t gains a name[MAP_NAME_MAX] field plus mapSetMap()/ mapIsLoaded() (checks name[0] == '\0') in place of the old bool loaded flag; mapInit() now just resets state and mapSetMap() does the chunk grid load. Updated the chunk asset tool and the map editor's dev server/client to match.
This commit is contained in:
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+1
-1
@@ -1,5 +1,5 @@
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{
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"mesh": "meshes/chunks/chunk_-1_0_0_0.dmf",
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"mesh": "maps/overworld/meshes/chunks/chunk_-1_0_0_0.dmf",
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"color": [
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255,
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255,
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+1
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@@ -1,5 +1,5 @@
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{
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"mesh": "meshes/chunks/chunk_0_0_0_0.dmf",
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"mesh": "maps/overworld/meshes/chunks/chunk_0_0_0_0.dmf",
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"color": [
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255,
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255,
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+1
-1
@@ -1,5 +1,5 @@
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{
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"mesh": "meshes/chunks/chunk_0_1_0_0.dmf",
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"mesh": "maps/overworld/meshes/chunks/chunk_0_1_0_0.dmf",
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"color": [
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255,
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255,
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+1
-1
@@ -1,5 +1,5 @@
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{
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"mesh": "meshes/chunks/chunk_1_0_0_0.dmf",
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"mesh": "maps/overworld/meshes/chunks/chunk_1_0_0_0.dmf",
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"color": [
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255,
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255,
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+1
-1
@@ -1,5 +1,5 @@
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{
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"mesh": "meshes/chunks/chunk_1_1_0_0.dmf",
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"mesh": "maps/overworld/meshes/chunks/chunk_1_1_0_0.dmf",
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"color": [
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255,
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255,
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+1
-1
@@ -1,5 +1,5 @@
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{
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"mesh": "meshes/chunks/chunk_2_0_0_0.dmf",
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"mesh": "maps/overworld/meshes/chunks/chunk_2_0_0_0.dmf",
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"color": [
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255,
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255,
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@@ -0,0 +1 @@
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{}
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@@ -345,12 +345,14 @@
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return promise;
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}
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const MAP_NAME = "overworld";
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function chunkPaths(x, y, z) {
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return {
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raw: `assetsraw/chunks/chunk_${x}_${y}_${z}.json`,
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dcf: `assets/chunks/${x}_${y}_${z}.dcf`,
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terrainDmf: `assets/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`,
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terrainModel: `assets/models/chunks/chunk_${x}_${y}_${z}_0.json`,
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raw: `assetsraw/maps/${MAP_NAME}/chunks/chunk_${x}_${y}_${z}.json`,
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dcf: `assets/maps/${MAP_NAME}/chunks/${x}_${y}_${z}.dcf`,
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terrainDmf: `assets/maps/${MAP_NAME}/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`,
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terrainModel: `assets/maps/${MAP_NAME}/models/chunks/chunk_${x}_${y}_${z}_0.json`,
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};
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}
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@@ -767,7 +769,7 @@
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async function buildChunkBrowseList() {
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const list = document.getElementById("chunkBrowseList");
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list.innerHTML = "";
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const res = await apiLs("assetsraw/chunks");
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const res = await apiLs(`assetsraw/maps/${MAP_NAME}/chunks`);
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for(const entry of res.entries || []) {
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const m = entry.name.match(/^chunk_(-?\d+)_(-?\d+)_(-?\d+)\.json$/);
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if(!m) continue;
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@@ -209,7 +209,10 @@ class Handler(BaseHTTPRequestHandler):
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self.send_json({"error": "invalid chunk coordinates"}, 400)
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return
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json_path = PROJECT_ROOT / "assetsraw" / "chunks" / f"chunk_{x}_{y}_{z}.json"
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json_path = (
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PROJECT_ROOT / "assetsraw" / "maps" / "overworld" / "chunks"
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/ f"chunk_{x}_{y}_{z}.json"
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)
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if not json_path.is_file():
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self.send_json({"error": "chunk json not found"}, 404)
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return
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@@ -28,7 +28,25 @@ void mapChunkLoadingSlotClear(chunk_t *chunk) {
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errorret_t mapInit() {
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memoryZero(&MAP, sizeof(map_t));
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MAP.loaded = true;
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errorOk();
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}
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bool_t mapIsLoaded() {
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return MAP.name[0] != '\0';
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}
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errorret_t mapSetMap(const char_t *map) {
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assertNotNull(map, "mapSetMap: map name cannot be NULL");
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assertStrLenMax(map, MAP_NAME_MAX, "Map name too long");
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if(mapIsLoaded()) {
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for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
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mapChunkUnload(&MAP.chunks[i]);
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}
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}
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memoryZero(&MAP, sizeof(map_t));
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stringCopy(MAP.name, map, MAP_NAME_MAX);
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chunkindex_t i = 0;
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for(chunkunit_t z = 0; z < MAP_CHUNK_DEPTH; z++) {
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@@ -47,10 +65,6 @@ errorret_t mapInit() {
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errorOk();
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}
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bool_t mapIsLoaded() {
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return MAP.loaded;
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}
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errorret_t mapPositionSet(const chunkpos_t newPos) {
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if(!mapIsLoaded()) errorThrow("No map loaded");
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if(chunkPositionIsEqual(newPos, MAP.chunkPosition)) errorOk();
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@@ -132,6 +146,7 @@ errorret_t mapDispose() {
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for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
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mapChunkUnload(&MAP.chunks[i]);
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}
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MAP.name[0] = '\0';
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errorOk();
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}
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@@ -203,10 +218,11 @@ errorret_t mapChunkLoad(chunk_t *chunk) {
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chunk->meshCount = 0;
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char_t name[64];
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char_t name[MAP_FILE_PATH_MAX];
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stringFormat(
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name, sizeof(name),
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"chunks/%d_%d_%d.dcf",
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"maps/%s/chunks/%d_%d_%d.dcf",
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MAP.name,
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(int32_t)chunk->position.x,
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(int32_t)chunk->position.y,
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(int32_t)chunk->position.z
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@@ -241,10 +257,11 @@ void mapChunkLoadNext() {
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MAP.loadQueueCount--;
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MAP.loadingChunks[slot] = chunk;
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char_t name[64];
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char_t name[MAP_FILE_PATH_MAX];
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stringFormat(
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name, sizeof(name),
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"chunks/%d_%d_%d.dcf",
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"maps/%s/chunks/%d_%d_%d.dcf",
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MAP.name,
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(int32_t)chunk->position.x,
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(int32_t)chunk->position.y,
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(int32_t)chunk->position.z
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@@ -12,12 +12,18 @@
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#define MAP_FILE_PATH_MAX 128
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// Buffer size for a map's name, including the null terminator - so map
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// names are at most 9 characters.
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#define MAP_NAME_MAX 10
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// Number of chunks that may be mid-load (asset locked & awaiting onLoaded/
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// onError) at the same time - everything past this waits in loadQueue.
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#define MAP_CHUNK_LOAD_CONCURRENCY 2
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typedef struct map_s {
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bool_t loaded;
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// Name of the currently loaded map, or an empty string if none is
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// loaded (see mapIsLoaded).
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char_t name[MAP_NAME_MAX];
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chunk_t chunks[MAP_CHUNK_COUNT];
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chunk_t *chunkOrder[MAP_CHUNK_COUNT];
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@@ -31,19 +37,30 @@ typedef struct map_s {
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extern map_t MAP;
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/**
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* Initializes the map.
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*
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* Initializes the map subsystem. No map is loaded until mapSetMap is
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* called.
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*
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* @return An error code.
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*/
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errorret_t mapInit();
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/**
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* Checks if a map is loaded.
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*
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*
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* @return true if a map is loaded, false otherwise.
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*/
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bool_t mapIsLoaded();
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/**
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* Sets the active map by name, unloading the previously loaded map (if
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* any) first, then starts loading the new map's chunks around chunk
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* position (0, 0, 0).
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*
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* @param map The map's name, at most MAP_NAME_MAX - 1 characters.
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* @return An error code.
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*/
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errorret_t mapSetMap(const char_t *map);
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/**
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* Updates the map.
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*
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+1
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@@ -31,10 +31,9 @@ errorret_t rpgInit(void) {
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cutsceneSystemInit();
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errorChain(mapInit());
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rpgCameraInit();
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// Init test world
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errorChain(mapPositionSet((chunkpos_t){ 0, 0, 0 }));
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errorChain(mapSetMap("overworld"));
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// The player is the one entity that isn't sourced from map/chunk data -
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// every other entity (NPCs, items) and map area comes from the loaded
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@@ -9,12 +9,13 @@
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#include "rpg/overworld/map.h"
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#include "rpg/overworld/tile.h"
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#include "util/memory.h"
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#include "util/string.h"
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void entityTestFixtureReset(void) {
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memoryZero(ENTITIES, sizeof(ENTITIES));
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memoryZero(&MAP, sizeof(map_t));
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MAP.loaded = true;
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stringCopy(MAP.name, "test", MAP_NAME_MAX);
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MAP.chunkPosition = (chunkpos_t){ 0, 0, 0 };
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chunk_t *chunk = &MAP.chunks[0];
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@@ -7,7 +7,7 @@
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Generates DCF + companion DMF files from raw chunk JSON files, or upgrades
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legacy DCF files (version 1 or 2) to the current version.
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JSON input (assetsraw/chunks/chunk_X_Y_Z.json):
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JSON input (assetsraw/maps/<map>/chunks/chunk_X_Y_Z.json):
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{
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"tiles": [
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{ "pos": [x, y, z], "type": <tile_shape_int>, "tile": <uv_tile_int> }
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@@ -35,6 +35,9 @@ JSON input (assetsraw/chunks/chunk_X_Y_Z.json):
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Mesh files are located by searching under assets/meshes/ and referenced by
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path from the assets root in the DCF.
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<map> is the map's name, up to 9 characters (MAP_NAME_MAX in
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src/dusk/rpg/overworld/map.h reserves 1 byte for the null terminator).
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"entities" spawns things into the world when this chunk loads. A "global"
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entity is spawned via mapSpawnEntity() - globalId indexes
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ENTITY_GLOBAL_LIST (src/dusk/rpg/entity/global/entitygloballist.h) and is
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@@ -53,7 +56,8 @@ JSON input (assetsraw/chunks/chunk_X_Y_Z.json):
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trigger is bitwise MAP_TRIGGER_STEP(1)|ENTER(2)|EXIT(4).
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Output DCF is derived automatically:
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assetsraw/chunks/chunk_X_Y_Z.json -> assets/chunks/X_Y_Z.dcf
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assetsraw/maps/<map>/chunks/chunk_X_Y_Z.json
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-> assets/maps/<map>/chunks/X_Y_Z.dcf
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Version 5 DCF format (after 8-byte header):
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tile_t tiles[CHUNK_WIDTH * CHUNK_HEIGHT] (one per x/y column)
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@@ -85,7 +89,7 @@ DMF format:
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Each vertex: uv[2] + pos[3] = 5 x float32 LE = 20 bytes
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Usage:
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python3 -m tools.asset.chunk # process all assetsraw/chunks/*.json
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python3 -m tools.asset.chunk # process all assetsraw/maps/*/chunks/*.json
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python3 -m tools.asset.chunk <file.json> # process one JSON file
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python3 -m tools.asset.chunk <file.dcf> # upgrade legacy (v1/v2) DCF in-place
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"""
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@@ -118,6 +122,10 @@ CHUNK_MESH_NAME_MAX = 64
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CHUNK_ENTITY_SPAWN_COUNT_MAX = 8
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CHUNK_AREA_COUNT_MAX = 4
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# Matches MAP_NAME_MAX in src/dusk/rpg/overworld/map.h (buffer size,
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# including the null terminator - so map names are at most 9 characters).
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MAP_NAME_MAX = 10
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ENTITY_SPAWN_KIND_GLOBAL = 0
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ENTITY_SPAWN_KIND_ITEM = 1
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@@ -188,8 +196,29 @@ def write_model_json(path, mesh_rel, texture_rel, color):
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print(f' Wrote model JSON {path}')
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def chunk_map_name(json_path):
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"""assetsraw/maps/<map>/chunks/chunk_X_Y_Z.json -> <map>
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Raises ValueError if json_path isn't under that structure, or if <map>
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is longer than MAP_NAME_MAX - 1 characters."""
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rel = os.path.relpath(os.path.abspath(json_path), ASSETSRAW_DIR)
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parts = rel.split(os.sep)
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if len(parts) != 4 or parts[0] != 'maps' or parts[2] != 'chunks':
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raise ValueError(
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f"Chunk JSON must live at assetsraw/maps/<map>/chunks/*.json, got: "
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f"{json_path}"
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)
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map_name = parts[1]
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if len(map_name) > MAP_NAME_MAX - 1:
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raise ValueError(
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f"Map name too long (> {MAP_NAME_MAX - 1} characters): {map_name}"
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)
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return map_name
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def derive_dcf_path(json_path):
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"""assetsraw/chunks/chunk_X_Y_Z.json -> assets/chunks/X_Y_Z.dcf"""
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"""assetsraw/maps/<map>/chunks/chunk_X_Y_Z.json
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-> assets/maps/<map>/chunks/X_Y_Z.dcf"""
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base = os.path.splitext(os.path.basename(json_path))[0]
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if base.startswith('chunk_'):
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base = base[len('chunk_'):]
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@@ -351,6 +380,8 @@ def build_terrain_verts(tiles_bytes):
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def from_json(json_path, dcf_path):
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map_name = chunk_map_name(json_path)
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with open(json_path) as f:
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data = json.load(f)
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@@ -377,15 +408,17 @@ def from_json(json_path, dcf_path):
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dcf_base = os.path.splitext(os.path.basename(dcf_path))[0]
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# Terrain mesh + model (only written if non-empty)
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terrain_dir = os.path.join(ASSETS_DIR, 'meshes', 'chunks')
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models_dir = os.path.join(ASSETS_DIR, 'models', 'chunks')
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# Terrain mesh + model (only written if non-empty). Namespaced under the
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# owning map so two maps can each have a chunk at the same (x, y, z)
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# without their generated terrain assets colliding.
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terrain_dir = os.path.join(ASSETS_DIR, 'maps', map_name, 'meshes', 'chunks')
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models_dir = os.path.join(ASSETS_DIR, 'maps', map_name, 'models', 'chunks')
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os.makedirs(terrain_dir, exist_ok=True)
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os.makedirs(models_dir, exist_ok=True)
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if terrain_verts:
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dmf_name = f'chunk_{dcf_base}_0.dmf'
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write_dmf(os.path.join(terrain_dir, dmf_name), terrain_verts)
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mesh_rel = f'meshes/chunks/{dmf_name}'
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mesh_rel = f'maps/{map_name}/meshes/chunks/{dmf_name}'
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json_name = f'chunk_{dcf_base}_0.json'
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write_model_json(
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os.path.join(models_dir, json_name),
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@@ -393,7 +426,7 @@ def from_json(json_path, dcf_path):
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'tiles.png',
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[255, 255, 255, 255]
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)
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model_names.append(f'models/chunks/{json_name}')
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model_names.append(f'maps/{map_name}/models/chunks/{json_name}')
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mesh_offsets.append((0.0, 0.0, 0.0))
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# External mesh references -> look up matching model JSON
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@@ -555,22 +588,27 @@ def main():
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parser.add_argument(
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'path', nargs='?',
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help='Chunk JSON file to process, or legacy DCF file to upgrade. '
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'If omitted, processes all assetsraw/chunks/*.json'
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'If omitted, processes all assetsraw/maps/*/chunks/*.json'
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)
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args = parser.parse_args()
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if args.path is None:
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chunks_dir = os.path.join(ASSETSRAW_DIR, 'chunks')
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if not os.path.isdir(chunks_dir):
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print(f"No directory found: {chunks_dir}")
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maps_dir = os.path.join(ASSETSRAW_DIR, 'maps')
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if not os.path.isdir(maps_dir):
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print(f"No directory found: {maps_dir}")
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sys.exit(1)
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json_files = sorted(
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os.path.join(chunks_dir, f)
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for f in os.listdir(chunks_dir)
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if f.endswith('.json')
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)
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json_files = []
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for map_name in sorted(os.listdir(maps_dir)):
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chunks_dir = os.path.join(maps_dir, map_name, 'chunks')
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if not os.path.isdir(chunks_dir):
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continue
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json_files.extend(sorted(
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os.path.join(chunks_dir, f)
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for f in os.listdir(chunks_dir)
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if f.endswith('.json')
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))
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if not json_files:
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print(f"No JSON files found in {chunks_dir}")
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print(f"No JSON files found under {maps_dir}")
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sys.exit(0)
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for p in json_files:
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process_json(p)
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Block a user