#include "Globals.h" #include "ChunkDataSerializer.h" #include "zlib/zlib.h" #include "Protocol_1_8.h" #include "Protocol_1_9.h" #include "../ByteBuffer.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); } } } //////////////////////////////////////////////////////////////////////////////// // cChunkDataSerializer: cChunkDataSerializer::cChunkDataSerializer( int a_ChunkX, int a_ChunkZ, const cChunkData & a_Data, const unsigned char * a_BiomeData, const eDimension a_Dimension ) : m_ChunkX(a_ChunkX), m_ChunkZ(a_ChunkZ), m_Data(a_Data), m_BiomeData(a_BiomeData), m_Dimension(a_Dimension) { } void cChunkDataSerializer::SendToClients(const std::unordered_set & a_SendTo) { std::unordered_map> ClientProtocolVersions; for (const auto Client : a_SendTo) { const auto ClientProtocol = static_cast(Client->GetProtocolVersion()); ClientProtocolVersions[ClientProtocol].emplace_back(Client); } for (const auto & Entry : ClientProtocolVersions) { switch (Entry.first) { case cProtocol::Version::Version_1_8_0: { Serialize47(Entry.second); continue; } case cProtocol::Version::Version_1_9_0: case cProtocol::Version::Version_1_9_1: case cProtocol::Version::Version_1_9_2: { Serialize107(Entry.second); continue; } case cProtocol::Version::Version_1_9_4: case cProtocol::Version::Version_1_10_0: case cProtocol::Version::Version_1_11_0: case cProtocol::Version::Version_1_11_1: case cProtocol::Version::Version_1_12: case cProtocol::Version::Version_1_12_1: case cProtocol::Version::Version_1_12_2: { Serialize110(Entry.second); continue; } case cProtocol::Version::Version_1_13: { Serialize393<&Palette_1_13::FromBlock>(Entry.second); // This version didn't last very long xD continue; } case cProtocol::Version::Version_1_13_1: case cProtocol::Version::Version_1_13_2: { Serialize393<&Palette_1_13_1::FromBlock>(Entry.second); continue; } case cProtocol::Version::Version_1_14: { Serialize477(Entry.second); continue; } } LOGERROR("cChunkDataSerializer::Serialize(): Unknown version: %d", Entry.first); ASSERT(!"Unknown chunk data serialization version"); } } void cChunkDataSerializer::Serialize47(const std::vector & a_SendTo) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: cByteBuffer Packet(512 KiB); Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet) Packet.WriteBEInt32(m_ChunkX); Packet.WriteBEInt32(m_ChunkZ); Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag Packet.WriteBEUInt16(m_Data.GetSectionBitmask()); // Write the chunk size: const int BiomeDataSize = cChunkDef::Width * cChunkDef::Width; UInt32 ChunkSize = ( m_Data.NumPresentSections() * cChunkData::SectionBlockCount * 3 + // Blocks and lighting BiomeDataSize // Biome data ); 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(m_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; Packet.WriteBEUInt8(static_cast(BlockType << 4) | BlockMeta); Packet.WriteBEUInt8(static_cast(BlockType >> 4)); } } ); // Write the block lights: ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section) { Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight)); } ); // Write the sky lights: ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section) { Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } ); // Write the biome data: Packet.WriteBuf(m_BiomeData, BiomeDataSize); CompressAndSend(Packet, a_SendTo); } void cChunkDataSerializer::Serialize107(const std::vector & a_SendTo) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: cByteBuffer Packet(512 KiB); Packet.WriteVarInt32(0x20); // Packet id (Chunk Data packet) Packet.WriteBEInt32(m_ChunkX); Packet.WriteBEInt32(m_ChunkZ); Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag Packet.WriteVarInt32(m_Data.GetSectionBitmask()); // Write the chunk size: const size_t BitsPerEntry = 13; const size_t Mask = (1 << BitsPerEntry) - 1; // Creates a mask that is 13 bits long, ie 0b1111111111111 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 * m_Data.NumPresentSections() + BiomeDataSize ); Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section) { Packet.WriteBEUInt8(static_cast(BitsPerEntry)); Packet.WriteVarInt32(0); // Palette length is 0 Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); UInt64 TempLong = 0; // Temporary value that will be stored into UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++) { UInt64 Value = static_cast(a_Section.m_BlockTypes[Index] << 4); if (Index % 2 == 0) { Value |= a_Section.m_BlockMetas[Index / 2] & 0x0f; } else { Value |= a_Section.m_BlockMetas[Index / 2] >> 4; } Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful // Painful part where we write data into the long array. Based off of the normal code. size_t BitPosition = Index * BitsPerEntry; size_t FirstIndex = BitPosition / 64; size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64; size_t BitOffset = BitPosition % 64; if (FirstIndex != CurrentlyWrittenIndex) { // Write the current data before modifiying it. Packet.WriteBEUInt64(TempLong); TempLong = 0; CurrentlyWrittenIndex = FirstIndex; } TempLong |= (Value << BitOffset); if (FirstIndex != SecondIndex) { // Part of the data is now in the second long; write the first one first Packet.WriteBEUInt64(TempLong); CurrentlyWrittenIndex = SecondIndex; TempLong = (Value >> (64 - BitOffset)); } } // The last long will generally not be written Packet.WriteBEUInt64(TempLong); // Write lighting: 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 Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } } ); // Write the biome data Packet.WriteBuf(m_BiomeData, BiomeDataSize); CompressAndSend(Packet, a_SendTo); } void cChunkDataSerializer::Serialize110(const std::vector & a_SendTo) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: cByteBuffer Packet(512 KiB); Packet.WriteVarInt32(0x20); // Packet id (Chunk Data packet) Packet.WriteBEInt32(m_ChunkX); Packet.WriteBEInt32(m_ChunkZ); Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag Packet.WriteVarInt32(m_Data.GetSectionBitmask()); // Write the chunk size: const size_t BitsPerEntry = 13; const size_t Mask = (1 << BitsPerEntry) - 1; // Creates a mask that is 13 bits long, ie 0b1111111111111 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 * m_Data.NumPresentSections() + BiomeDataSize ); Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section) { Packet.WriteBEUInt8(static_cast(BitsPerEntry)); Packet.WriteVarInt32(0); // Palette length is 0 Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); UInt64 TempLong = 0; // Temporary value that will be stored into UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++) { UInt64 Value = static_cast(a_Section.m_BlockTypes[Index] << 4); if (Index % 2 == 0) { Value |= a_Section.m_BlockMetas[Index / 2] & 0x0f; } else { Value |= a_Section.m_BlockMetas[Index / 2] >> 4; } Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful // Painful part where we write data into the long array. Based off of the normal code. size_t BitPosition = Index * BitsPerEntry; size_t FirstIndex = BitPosition / 64; size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64; size_t BitOffset = BitPosition % 64; if (FirstIndex != CurrentlyWrittenIndex) { // Write the current data before modifiying it. Packet.WriteBEUInt64(TempLong); TempLong = 0; CurrentlyWrittenIndex = FirstIndex; } TempLong |= (Value << BitOffset); if (FirstIndex != SecondIndex) { // Part of the data is now in the second long; write the first one first Packet.WriteBEUInt64(TempLong); CurrentlyWrittenIndex = SecondIndex; TempLong = (Value >> (64 - BitOffset)); } } // The last long will generally not be written Packet.WriteBEUInt64(TempLong); // Write lighting: 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 Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } } ); // Write the biome data Packet.WriteBuf(m_BiomeData, BiomeDataSize); // Identify 1.9.4's tile entity list as empty Packet.WriteBEUInt8(0); CompressAndSend(Packet, a_SendTo); } template void cChunkDataSerializer::Serialize393(const std::vector & a_SendTo) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: cByteBuffer Packet(512 KiB); Packet.WriteVarInt32(0x22); // Packet id (Chunk Data packet) Packet.WriteBEInt32(m_ChunkX); Packet.WriteBEInt32(m_ChunkZ); Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag Packet.WriteVarInt32(m_Data.GetSectionBitmask()); // Write the chunk size in bytes: const size_t BitsPerEntry = 14; const size_t Mask = (1 << BitsPerEntry) - 1; const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; size_t ChunkSectionSize = ( 1 + // Bits per entry, BEUInt8, 1 byte 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 * m_Data.NumPresentSections() + BiomeDataSize * 4 // Biome data now BE ints ); Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section) { Packet.WriteBEUInt8(static_cast(BitsPerEntry)); Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); UInt64 TempLong = 0; // Temporary value that will be stored into UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++) { UInt32 blockType = a_Section.m_BlockTypes[Index]; UInt32 blockMeta = (a_Section.m_BlockMetas[Index / 2] >> ((Index % 2) * 4)) & 0x0f; UInt64 Value = Palette(PaletteUpgrade::FromBlock(blockType, blockMeta)); Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful // Painful part where we write data into the long array. Based off of the normal code. size_t BitPosition = Index * BitsPerEntry; size_t FirstIndex = BitPosition / 64; size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64; size_t BitOffset = BitPosition % 64; if (FirstIndex != CurrentlyWrittenIndex) { // Write the current data before modifiying it. Packet.WriteBEUInt64(TempLong); TempLong = 0; CurrentlyWrittenIndex = FirstIndex; } TempLong |= (Value << BitOffset); if (FirstIndex != SecondIndex) { // Part of the data is now in the second long; write the first one first Packet.WriteBEUInt64(TempLong); CurrentlyWrittenIndex = SecondIndex; TempLong = (Value >> (64 - BitOffset)); } } // The last long will generally not be written Packet.WriteBEUInt64(TempLong); // Write lighting: 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 Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight)); } } ); // Write the biome data for (size_t i = 0; i != BiomeDataSize; i++) { Packet.WriteBEUInt32(static_cast(m_BiomeData[i]) & 0xff); } // Identify 1.9.4's tile entity list as empty Packet.WriteVarInt32(0); CompressAndSend(Packet, a_SendTo); } void cChunkDataSerializer::Serialize477(const std::vector & a_SendTo) { // This function returns the fully compressed packet (including packet size), not the raw packet! // Create the packet: cByteBuffer Packet(512 KiB); Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet) Packet.WriteBEInt32(m_ChunkX); Packet.WriteBEInt32(m_ChunkZ); Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag Packet.WriteVarInt32(m_Data.GetSectionBitmask()); { cFastNBTWriter Writer; // TODO: client works fine without? // std::array Longz = {}; // Writer.AddLongArray("MOTION_BLOCKING", Longz.data(), Longz.size()); Writer.Finish(); Packet.Write(Writer.GetResult().data(), Writer.GetResult().size()); } // Write the chunk size in bytes: const UInt8 BitsPerEntry = 14; const size_t Mask = (1 << BitsPerEntry) - 1; 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 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 * m_Data.NumPresentSections() + BiomeDataSize * 4 // Biome data now BE ints ); Packet.WriteVarInt32(static_cast(ChunkSize)); // Write each chunk section... ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section) { Packet.WriteBEInt16(-1); Packet.WriteBEUInt8(BitsPerEntry); Packet.WriteVarInt32(static_cast(ChunkSectionDataArraySize)); WriteSectionDataSeamless(Packet, a_Section, BitsPerEntry); } ); // Write the biome data for (size_t i = 0; i != BiomeDataSize; i++) { Packet.WriteBEUInt32(static_cast(m_BiomeData[i]) & 0xff); } // Identify 1.9.4's tile entity list as empty Packet.WriteVarInt32(0); CompressAndSend(Packet, a_SendTo); } void cChunkDataSerializer::WriteSectionDataSeamless(cByteBuffer & a_Packet, 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 UInt32 BlockType = a_Section.m_BlockTypes[Index]; const UInt32 BlockMeta = (a_Section.m_BlockMetas[Index / 2] >> ((Index % 2) * 4)) & 0x0f; const UInt32 Value = Palette_1_14::FromBlock(PaletteUpgrade::FromBlock(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 char Remaining = a_BitsPerEntry - (64 - BitIndex); if (Remaining >= 0) { // There were some bits remaining: we've filled the buffer. Flush it: a_Packet.WriteBEUInt64(Buffer); // And write the remaining bits, setting the new BitIndex: Buffer = Value >> (a_BitsPerEntry - Remaining); BitIndex = Remaining; } else { // It fit, sexcellent. 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); } void cChunkDataSerializer::CompressAndSend(cByteBuffer & a_Packet, const std::vector & a_SendTo) { AString PacketData; a_Packet.ReadAll(PacketData); AString ToSend; if (!cProtocol_1_8_0::CompressPacket(PacketData, ToSend)) { ASSERT(!"Packet compression failed."); return; } for (const auto Client : a_SendTo) { Client->SendChunkData(m_ChunkX, m_ChunkZ, ToSend); } }