#include "Globals.h" #include "ChunkDataSerializer.h" #include "zlib/zlib.h" #include "Protocol_1_8.h" #include "Protocol_1_9.h" #include "../ClientHandle.h" #include "../WorldStorage/FastNBT.h" #include "Palettes/Upgrade.h" #include "Palettes/Palette_1_13.h" #include "Palettes/Palette_1_13_1.h" #include "Palettes/Palette_1_14.h" /** Calls the given function with every present chunk section. */ template void ForEachSection(const cChunkData & a_Data, Func a_Func) { for (size_t SectionIdx = 0; SectionIdx < cChunkData::NumSections; ++SectionIdx) { auto Section = a_Data.GetSection(SectionIdx); if (Section != nullptr) { a_Func(*Section); } } } namespace { auto PaletteLegacy(const BLOCKTYPE a_BlockType, const NIBBLETYPE a_Meta) { return (a_BlockType << 4) | a_Meta; } auto Palette393(const BLOCKTYPE a_BlockType, const NIBBLETYPE a_Meta) { return Palette_1_13::From(PaletteUpgrade::FromBlock(a_BlockType, a_Meta)); } auto Palette401(const BLOCKTYPE a_BlockType, const NIBBLETYPE a_Meta) { return Palette_1_13_1::From(PaletteUpgrade::FromBlock(a_BlockType, a_Meta)); } auto Palette477(const BLOCKTYPE a_BlockType, const NIBBLETYPE a_Meta) { return Palette_1_14::From(PaletteUpgrade::FromBlock(a_BlockType, a_Meta)); } } //////////////////////////////////////////////////////////////////////////////// // cChunkDataSerializer: cChunkDataSerializer::cChunkDataSerializer(const eDimension a_Dimension) : m_Packet(512 KiB), m_Dimension(a_Dimension) { } void cChunkDataSerializer::SendToClients(const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData, const ClientHandles & a_SendTo) { for (const auto Client : a_SendTo) { switch (static_cast(Client->GetProtocolVersion())) { case cProtocol::Version::v1_8_0: { Serialize(Client, a_ChunkX, a_ChunkZ, a_Data, a_BiomeData, CacheVersion::v47); continue; } case cProtocol::Version::v1_9_0: case cProtocol::Version::v1_9_1: case cProtocol::Version::v1_9_2: { Serialize(Client, a_ChunkX, a_ChunkZ, a_Data, a_BiomeData, CacheVersion::v107); continue; } case cProtocol::Version::v1_9_4: case cProtocol::Version::v1_10_0: case cProtocol::Version::v1_11_0: case cProtocol::Version::v1_11_1: case cProtocol::Version::v1_12: case cProtocol::Version::v1_12_1: case cProtocol::Version::v1_12_2: { Serialize(Client, a_ChunkX, a_ChunkZ, a_Data, a_BiomeData, CacheVersion::v110); continue; } case cProtocol::Version::v1_13: { Serialize(Client, a_ChunkX, a_ChunkZ, a_Data, a_BiomeData, CacheVersion::v393); // This version didn't last very long xD continue; } case cProtocol::Version::v1_13_1: case cProtocol::Version::v1_13_2: { Serialize(Client, a_ChunkX, a_ChunkZ, a_Data, a_BiomeData, CacheVersion::v401); continue; } case cProtocol::Version::v1_14: { Serialize(Client, a_ChunkX, a_ChunkZ, a_Data, a_BiomeData, CacheVersion::v477); continue; } } UNREACHABLE("Unknown chunk data serialization version"); } // Our cache is only persistent during the function call: for (auto & Cache : m_Cache) { Cache.Engaged = false; } } inline void cChunkDataSerializer::Serialize(cClientHandle * a_Client, const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData, const CacheVersion a_CacheVersion) { auto & Cache = m_Cache[static_cast(a_CacheVersion)]; if (Cache.Engaged) { // Success! We've done it already, just re-use: a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Cache.ToSend); return; } switch (a_CacheVersion) { case CacheVersion::v47: { Serialize47(a_ChunkX, a_ChunkZ, a_Data, a_BiomeData); break; } case CacheVersion::v107: { Serialize107(a_ChunkX, a_ChunkZ, a_Data, a_BiomeData); break; } case CacheVersion::v110: { Serialize110(a_ChunkX, a_ChunkZ, a_Data, a_BiomeData); break; } case CacheVersion::v393: { Serialize393<&Palette393>(a_ChunkX, a_ChunkZ, a_Data, a_BiomeData); break; } case CacheVersion::v401: { Serialize393<&Palette401>(a_ChunkX, a_ChunkZ, a_Data, a_BiomeData); break; } case CacheVersion::v477: { Serialize477(a_ChunkX, a_ChunkZ, a_Data, a_BiomeData); break; } } CompressPacketInto(Cache); ASSERT(Cache.Engaged); // Cache must be populated now a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Cache.ToSend); } inline void cChunkDataSerializer::Serialize47(const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: m_Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet) m_Packet.WriteBEInt32(a_ChunkX); m_Packet.WriteBEInt32(a_ChunkZ); m_Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag m_Packet.WriteBEUInt16(a_Data.GetSectionBitmask()); // Write the chunk size: const int BiomeDataSize = cChunkDef::Width * cChunkDef::Width; UInt32 ChunkSize = ( a_Data.NumPresentSections() * cChunkData::SectionBlockCount * 3 + // Blocks and lighting BiomeDataSize // Biome data ); m_Packet.WriteVarInt32(ChunkSize); // Chunk written as seperate arrays of (blocktype + meta), blocklight and skylight // each array stores all present sections of the same kind packed together // Write the block types to the packet: ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { for (size_t BlockIdx = 0; BlockIdx != cChunkData::SectionBlockCount; ++BlockIdx) { BLOCKTYPE BlockType = a_Section.m_BlockTypes[BlockIdx] & 0xFF; NIBBLETYPE BlockMeta = a_Section.m_BlockMetas[BlockIdx / 2] >> ((BlockIdx & 1) * 4) & 0x0f; m_Packet.WriteBEUInt8(static_cast(BlockType << 4) | BlockMeta); m_Packet.WriteBEUInt8(static_cast(BlockType >> 4)); } } ); // Write the block lights: ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { m_Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight)); } ); // Write the sky lights: ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { m_Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } ); // Write the biome data: m_Packet.WriteBuf(a_BiomeData, BiomeDataSize); } inline void cChunkDataSerializer::Serialize107(const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: m_Packet.WriteVarInt32(0x20); // Packet id (Chunk Data packet) m_Packet.WriteBEInt32(a_ChunkX); m_Packet.WriteBEInt32(a_ChunkZ); m_Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag m_Packet.WriteVarInt32(a_Data.GetSectionBitmask()); // Write the chunk size: const UInt8 BitsPerEntry = 13; const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; // Convert from bit count to long count size_t ChunkSectionSize = ( 1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0 1 + // Palette length 2 + // Data array length VarInt - 2 bytes for the current value ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs cChunkData::SectionBlockCount / 2 // Block light ); if (m_Dimension == dimOverworld) { // Sky light is only sent in the overworld. ChunkSectionSize += cChunkData::SectionBlockCount / 2; } const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width; size_t ChunkSize = ( ChunkSectionSize * a_Data.NumPresentSections() + BiomeDataSize ); m_Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { m_Packet.WriteBEUInt8(BitsPerEntry); m_Packet.WriteVarInt32(0); // Palette length is 0 m_Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); WriteSectionDataSeamless<&PaletteLegacy>(a_Section, BitsPerEntry); // Write lighting: m_Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight)); if (m_Dimension == dimOverworld) { // Skylight is only sent in the overworld; the nether and end do not use it m_Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } } ); // Write the biome data m_Packet.WriteBuf(a_BiomeData, BiomeDataSize); } inline void cChunkDataSerializer::Serialize110(const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: m_Packet.WriteVarInt32(0x20); // Packet id (Chunk Data packet) m_Packet.WriteBEInt32(a_ChunkX); m_Packet.WriteBEInt32(a_ChunkZ); m_Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag m_Packet.WriteVarInt32(a_Data.GetSectionBitmask()); // Write the chunk size: const UInt8 BitsPerEntry = 13; const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; // Convert from bit count to long count size_t ChunkSectionSize = ( 1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0 1 + // Palette length 2 + // Data array length VarInt - 2 bytes for the current value ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs cChunkData::SectionBlockCount / 2 // Block light ); if (m_Dimension == dimOverworld) { // Sky light is only sent in the overworld. ChunkSectionSize += cChunkData::SectionBlockCount / 2; } const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width; size_t ChunkSize = ( ChunkSectionSize * a_Data.NumPresentSections() + BiomeDataSize ); m_Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { m_Packet.WriteBEUInt8(BitsPerEntry); m_Packet.WriteVarInt32(0); // Palette length is 0 m_Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); WriteSectionDataSeamless<&PaletteLegacy>(a_Section, BitsPerEntry); // Write lighting: m_Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight)); if (m_Dimension == dimOverworld) { // Skylight is only sent in the overworld; the nether and end do not use it m_Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } } ); // Write the biome data m_Packet.WriteBuf(a_BiomeData, BiomeDataSize); // Identify 1.9.4's tile entity list as empty m_Packet.WriteBEUInt8(0); } template inline void cChunkDataSerializer::Serialize393(const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: m_Packet.WriteVarInt32(0x22); // Packet id (Chunk Data packet) m_Packet.WriteBEInt32(a_ChunkX); m_Packet.WriteBEInt32(a_ChunkZ); m_Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag m_Packet.WriteVarInt32(a_Data.GetSectionBitmask()); // Write the chunk size in bytes: const UInt8 BitsPerEntry = 14; const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; size_t ChunkSectionSize = ( 1 + // Bits per entry, BEUInt8, 1 byte m_Packet.GetVarIntSize(static_cast(ChunkSectionDataArraySize)) + // Field containing "size of whole section", VarInt32, variable size ChunkSectionDataArraySize * 8 + // Actual section data, lots of bytes (multiplier 1 long = 8 bytes) cChunkData::SectionBlockCount / 2 // Size of blocklight which is always sent ); if (m_Dimension == dimOverworld) { // Sky light is only sent in the overworld. ChunkSectionSize += cChunkData::SectionBlockCount / 2; } const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width; size_t ChunkSize = ( ChunkSectionSize * a_Data.NumPresentSections() + BiomeDataSize * 4 // Biome data now BE ints ); m_Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { m_Packet.WriteBEUInt8(BitsPerEntry); m_Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); WriteSectionDataSeamless(a_Section, BitsPerEntry); // Write lighting: m_Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight)); if (m_Dimension == dimOverworld) { // Skylight is only sent in the overworld; the nether and end do not use it m_Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } } ); // Write the biome data for (size_t i = 0; i != BiomeDataSize; i++) { m_Packet.WriteBEUInt32(static_cast(a_BiomeData[i]) & 0xff); } // Identify 1.9.4's tile entity list as empty m_Packet.WriteVarInt32(0); } inline void cChunkDataSerializer::Serialize477(const int a_ChunkX, const int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: m_Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet) m_Packet.WriteBEInt32(a_ChunkX); m_Packet.WriteBEInt32(a_ChunkZ); m_Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag m_Packet.WriteVarInt32(a_Data.GetSectionBitmask()); { cFastNBTWriter Writer; // TODO: client works fine without? // std::array Longz = {}; // Writer.AddLongArray("MOTION_BLOCKING", Longz.data(), Longz.size()); Writer.Finish(); m_Packet.Write(Writer.GetResult().data(), Writer.GetResult().size()); } // Write the chunk size in bytes: const UInt8 BitsPerEntry = 14; const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; const size_t ChunkSectionSize = ( 2 + // Block count, BEInt16, 2 bytes 1 + // Bits per entry, BEUInt8, 1 byte m_Packet.GetVarIntSize(static_cast(ChunkSectionDataArraySize)) + // Field containing "size of whole section", VarInt32, variable size ChunkSectionDataArraySize * 8 // Actual section data, lots of bytes (multiplier 1 long = 8 bytes) ); const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width; const size_t ChunkSize = ( ChunkSectionSize * a_Data.NumPresentSections() + BiomeDataSize * 4 // Biome data now BE ints ); m_Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(a_Data, [&](const cChunkData::sChunkSection & a_Section) { m_Packet.WriteBEInt16(-1); m_Packet.WriteBEUInt8(BitsPerEntry); m_Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); WriteSectionDataSeamless<&Palette477>(a_Section, BitsPerEntry); } ); // Write the biome data for (size_t i = 0; i != BiomeDataSize; i++) { m_Packet.WriteBEUInt32(static_cast(a_BiomeData[i]) & 0xff); } // Identify 1.9.4's tile entity list as empty m_Packet.WriteVarInt32(0); } template inline void cChunkDataSerializer::WriteSectionDataSeamless(const cChunkData::sChunkSection & a_Section, const UInt8 a_BitsPerEntry) { // https://wiki.vg/Chunk_Format#Data_structure // We shift a UInt64 by a_BitsPerEntry, the latter cannot be too big: ASSERT(a_BitsPerEntry < 64); UInt64 Buffer = 0; // A buffer to compose multiple smaller bitsizes into one 64-bit number unsigned char BitIndex = 0; // The bit-position in Buffer that represents where to write next for (size_t Index = 0; Index != cChunkData::SectionBlockCount; Index++) { const BLOCKTYPE BlockType = a_Section.m_BlockTypes[Index]; const NIBBLETYPE BlockMeta = (a_Section.m_BlockMetas[Index / 2] >> ((Index % 2) * 4)) & 0x0f; const auto Value = Palette(BlockType, BlockMeta); // Write as much as possible of Value, starting from BitIndex, into Buffer: Buffer |= static_cast(Value) << BitIndex; // The _signed_ count of bits in Value left to write const auto Remaining = static_cast(a_BitsPerEntry - (64 - BitIndex)); if (Remaining >= 0) { // There were some bits remaining: we've filled the buffer. Flush it: m_Packet.WriteBEUInt64(Buffer); // And write the remaining bits, setting the new BitIndex: Buffer = static_cast(Value >> (a_BitsPerEntry - Remaining)); BitIndex = static_cast(Remaining); } else { // It fit, excellent. BitIndex += a_BitsPerEntry; } } static_assert((cChunkData::SectionBlockCount % 64) == 0, "Section must fit wholly into a 64-bit long array"); ASSERT(BitIndex == 0); ASSERT(Buffer == 0); } inline void cChunkDataSerializer::CompressPacketInto(ChunkDataCache & a_Cache) { m_Packet.ReadAll(a_Cache.PacketData); m_Packet.CommitRead(); if (!cProtocol_1_8_0::CompressPacket(a_Cache.PacketData, a_Cache.ToSend)) { ASSERT(!"Packet compression failed."); return; } a_Cache.Engaged = true; }