635 lines
20 KiB
C++
635 lines
20 KiB
C++
#include "Globals.h"
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#include "ChunkDataSerializer.h"
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#include "zlib/zlib.h"
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#include "Protocol_1_8.h"
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#include "Protocol_1_9.h"
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#include "../ByteBuffer.h"
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#include "../ClientHandle.h"
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#include "../WorldStorage/FastNBT.h"
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#include "Palettes/Upgrade.h"
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#include "Palettes/Palette_1_13.h"
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#include "Palettes/Palette_1_13_1.h"
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#include "Palettes/Palette_1_14.h"
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/** Calls the given function with every present chunk section. */
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template <class Func>
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void ForEachSection(const cChunkData & a_Data, Func a_Func)
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{
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for (size_t SectionIdx = 0; SectionIdx < cChunkData::NumSections; ++SectionIdx)
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{
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auto Section = a_Data.GetSection(SectionIdx);
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if (Section != nullptr)
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{
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a_Func(*Section);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChunkDataSerializer:
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cChunkDataSerializer::cChunkDataSerializer(
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int a_ChunkX,
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int a_ChunkZ,
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const cChunkData & a_Data,
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const unsigned char * a_BiomeData,
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const eDimension a_Dimension
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) :
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m_ChunkX(a_ChunkX),
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m_ChunkZ(a_ChunkZ),
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m_Data(a_Data),
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m_BiomeData(a_BiomeData),
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m_Dimension(a_Dimension)
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{
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}
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void cChunkDataSerializer::SendToClients(const std::unordered_set<cClientHandle *> & a_SendTo)
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{
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std::unordered_map<cProtocol::Version, std::vector<cClientHandle *>> ClientProtocolVersions;
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for (const auto Client : a_SendTo)
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{
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const auto ClientProtocol = static_cast<cProtocol::Version>(Client->GetProtocolVersion());
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ClientProtocolVersions[ClientProtocol].emplace_back(Client);
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}
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for (const auto & Entry : ClientProtocolVersions)
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{
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switch (Entry.first)
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{
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case cProtocol::Version::Version_1_8_0:
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{
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Serialize47(Entry.second);
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continue;
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}
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case cProtocol::Version::Version_1_9_0:
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case cProtocol::Version::Version_1_9_1:
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case cProtocol::Version::Version_1_9_2:
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{
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Serialize107(Entry.second);
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continue;
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}
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case cProtocol::Version::Version_1_9_4:
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case cProtocol::Version::Version_1_10_0:
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case cProtocol::Version::Version_1_11_0:
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case cProtocol::Version::Version_1_11_1:
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case cProtocol::Version::Version_1_12:
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case cProtocol::Version::Version_1_12_1:
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case cProtocol::Version::Version_1_12_2:
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{
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Serialize110(Entry.second);
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continue;
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}
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case cProtocol::Version::Version_1_13:
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{
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Serialize393<&Palette_1_13::FromBlock>(Entry.second); // This version didn't last very long xD
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continue;
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}
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case cProtocol::Version::Version_1_13_1:
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case cProtocol::Version::Version_1_13_2:
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{
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Serialize393<&Palette_1_13_1::FromBlock>(Entry.second);
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continue;
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}
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case cProtocol::Version::Version_1_14:
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{
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Serialize477(Entry.second);
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continue;
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}
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}
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LOGERROR("cChunkDataSerializer::Serialize(): Unknown version: %d", Entry.first);
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ASSERT(!"Unknown chunk data serialization version");
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}
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}
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void cChunkDataSerializer::Serialize47(const std::vector<cClientHandle *> & a_SendTo)
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{
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// This function returns the fully compressed packet (including packet size), not the raw packet!
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// Create the packet:
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cByteBuffer Packet(512 KiB);
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Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet)
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Packet.WriteBEInt32(m_ChunkX);
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Packet.WriteBEInt32(m_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteBEUInt16(m_Data.GetSectionBitmask());
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// Write the chunk size:
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const int BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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UInt32 ChunkSize = (
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m_Data.NumPresentSections() * cChunkData::SectionBlockCount * 3 + // Blocks and lighting
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BiomeDataSize // Biome data
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);
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Packet.WriteVarInt32(ChunkSize);
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// Chunk written as seperate arrays of (blocktype + meta), blocklight and skylight
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// each array stores all present sections of the same kind packed together
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// Write the block types to the packet:
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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for (size_t BlockIdx = 0; BlockIdx != cChunkData::SectionBlockCount; ++BlockIdx)
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{
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BLOCKTYPE BlockType = a_Section.m_BlockTypes[BlockIdx] & 0xFF;
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NIBBLETYPE BlockMeta = a_Section.m_BlockMetas[BlockIdx / 2] >> ((BlockIdx & 1) * 4) & 0x0f;
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Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType << 4) | BlockMeta);
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Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType >> 4));
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}
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}
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);
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// Write the block lights:
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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}
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);
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// Write the sky lights:
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight));
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}
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);
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// Write the biome data:
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Packet.WriteBuf(m_BiomeData, BiomeDataSize);
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CompressAndSend(Packet, a_SendTo);
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}
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void cChunkDataSerializer::Serialize107(const std::vector<cClientHandle *> & a_SendTo)
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{
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// This function returns the fully compressed packet (including packet size), not the raw packet!
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// Create the packet:
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cByteBuffer Packet(512 KiB);
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Packet.WriteVarInt32(0x20); // Packet id (Chunk Data packet)
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Packet.WriteBEInt32(m_ChunkX);
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Packet.WriteBEInt32(m_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteVarInt32(m_Data.GetSectionBitmask());
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// Write the chunk size:
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const size_t BitsPerEntry = 13;
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const size_t Mask = (1 << BitsPerEntry) - 1; // Creates a mask that is 13 bits long, ie 0b1111111111111
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const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
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size_t ChunkSectionSize = (
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1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0
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1 + // Palette length
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2 + // Data array length VarInt - 2 bytes for the current value
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ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs
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cChunkData::SectionBlockCount / 2 // Block light
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);
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if (m_Dimension == dimOverworld)
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{
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// Sky light is only sent in the overworld.
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ChunkSectionSize += cChunkData::SectionBlockCount / 2;
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}
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const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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size_t ChunkSize = (
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ChunkSectionSize * m_Data.NumPresentSections() +
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BiomeDataSize
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);
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
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// Write each chunk section...
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
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Packet.WriteVarInt32(0); // Palette length is 0
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
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{
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UInt64 Value = static_cast<UInt64>(a_Section.m_BlockTypes[Index] << 4);
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if (Index % 2 == 0)
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{
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Value |= a_Section.m_BlockMetas[Index / 2] & 0x0f;
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}
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else
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{
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Value |= a_Section.m_BlockMetas[Index / 2] >> 4;
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}
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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TempLong |= (Value << BitOffset);
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if (FirstIndex != SecondIndex)
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{
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// Part of the data is now in the second long; write the first one first
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Packet.WriteBEUInt64(TempLong);
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CurrentlyWrittenIndex = SecondIndex;
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TempLong = (Value >> (64 - BitOffset));
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}
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}
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// The last long will generally not be written
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Packet.WriteBEUInt64(TempLong);
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// Write lighting:
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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if (m_Dimension == dimOverworld)
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{
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// Skylight is only sent in the overworld; the nether and end do not use it
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Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight));
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}
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}
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);
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// Write the biome data
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Packet.WriteBuf(m_BiomeData, BiomeDataSize);
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CompressAndSend(Packet, a_SendTo);
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}
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void cChunkDataSerializer::Serialize110(const std::vector<cClientHandle *> & a_SendTo)
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{
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// This function returns the fully compressed packet (including packet size), not the raw packet!
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// Create the packet:
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cByteBuffer Packet(512 KiB);
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Packet.WriteVarInt32(0x20); // Packet id (Chunk Data packet)
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Packet.WriteBEInt32(m_ChunkX);
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Packet.WriteBEInt32(m_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteVarInt32(m_Data.GetSectionBitmask());
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// Write the chunk size:
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const size_t BitsPerEntry = 13;
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const size_t Mask = (1 << BitsPerEntry) - 1; // Creates a mask that is 13 bits long, ie 0b1111111111111
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const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
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size_t ChunkSectionSize = (
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1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0
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1 + // Palette length
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2 + // Data array length VarInt - 2 bytes for the current value
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ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs
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cChunkData::SectionBlockCount / 2 // Block light
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);
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if (m_Dimension == dimOverworld)
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{
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// Sky light is only sent in the overworld.
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ChunkSectionSize += cChunkData::SectionBlockCount / 2;
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}
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const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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size_t ChunkSize = (
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ChunkSectionSize * m_Data.NumPresentSections() +
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BiomeDataSize
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);
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
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// Write each chunk section...
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
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Packet.WriteVarInt32(0); // Palette length is 0
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
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{
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UInt64 Value = static_cast<UInt64>(a_Section.m_BlockTypes[Index] << 4);
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if (Index % 2 == 0)
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{
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Value |= a_Section.m_BlockMetas[Index / 2] & 0x0f;
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}
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else
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{
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Value |= a_Section.m_BlockMetas[Index / 2] >> 4;
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}
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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TempLong |= (Value << BitOffset);
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if (FirstIndex != SecondIndex)
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{
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// Part of the data is now in the second long; write the first one first
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Packet.WriteBEUInt64(TempLong);
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CurrentlyWrittenIndex = SecondIndex;
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TempLong = (Value >> (64 - BitOffset));
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}
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}
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// The last long will generally not be written
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Packet.WriteBEUInt64(TempLong);
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// Write lighting:
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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if (m_Dimension == dimOverworld)
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{
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// Skylight is only sent in the overworld; the nether and end do not use it
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Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight));
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}
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}
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);
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// Write the biome data
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Packet.WriteBuf(m_BiomeData, BiomeDataSize);
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// Identify 1.9.4's tile entity list as empty
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Packet.WriteBEUInt8(0);
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CompressAndSend(Packet, a_SendTo);
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}
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template <auto Palette>
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void cChunkDataSerializer::Serialize393(const std::vector<cClientHandle *> & a_SendTo)
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{
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// This function returns the fully compressed packet (including packet size), not the raw packet!
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// Create the packet:
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cByteBuffer Packet(512 KiB);
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Packet.WriteVarInt32(0x22); // Packet id (Chunk Data packet)
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Packet.WriteBEInt32(m_ChunkX);
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Packet.WriteBEInt32(m_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteVarInt32(m_Data.GetSectionBitmask());
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// Write the chunk size in bytes:
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const size_t BitsPerEntry = 14;
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const size_t Mask = (1 << BitsPerEntry) - 1;
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const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8;
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size_t ChunkSectionSize = (
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1 + // Bits per entry, BEUInt8, 1 byte
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Packet.GetVarIntSize(static_cast<UInt32>(ChunkSectionDataArraySize)) + // Field containing "size of whole section", VarInt32, variable size
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ChunkSectionDataArraySize * 8 + // Actual section data, lots of bytes (multiplier 1 long = 8 bytes)
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cChunkData::SectionBlockCount / 2 // Size of blocklight which is always sent
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);
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if (m_Dimension == dimOverworld)
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{
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// Sky light is only sent in the overworld.
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ChunkSectionSize += cChunkData::SectionBlockCount / 2;
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}
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const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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size_t ChunkSize = (
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ChunkSectionSize * m_Data.NumPresentSections() +
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BiomeDataSize * 4 // Biome data now BE ints
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);
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
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// Write each chunk section...
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
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{
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UInt32 blockType = a_Section.m_BlockTypes[Index];
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UInt32 blockMeta = (a_Section.m_BlockMetas[Index / 2] >> ((Index % 2) * 4)) & 0x0f;
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UInt64 Value = Palette(PaletteUpgrade::FromBlock(blockType, blockMeta));
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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TempLong |= (Value << BitOffset);
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if (FirstIndex != SecondIndex)
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{
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// Part of the data is now in the second long; write the first one first
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Packet.WriteBEUInt64(TempLong);
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CurrentlyWrittenIndex = SecondIndex;
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TempLong = (Value >> (64 - BitOffset));
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}
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}
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// The last long will generally not be written
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Packet.WriteBEUInt64(TempLong);
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// Write lighting:
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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if (m_Dimension == dimOverworld)
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{
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// Skylight is only sent in the overworld; the nether and end do not use it
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Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight));
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}
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}
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);
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// Write the biome data
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for (size_t i = 0; i != BiomeDataSize; i++)
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{
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Packet.WriteBEUInt32(static_cast<UInt32>(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<cClientHandle *> & 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<Int64, 36> 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<UInt32>(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<UInt32>(ChunkSize));
|
|
|
|
// Write each chunk section...
|
|
ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
|
|
{
|
|
Packet.WriteBEInt16(-1);
|
|
Packet.WriteBEUInt8(BitsPerEntry);
|
|
Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
|
|
WriteSectionDataSeamless(Packet, a_Section, BitsPerEntry);
|
|
}
|
|
);
|
|
|
|
// Write the biome data
|
|
for (size_t i = 0; i != BiomeDataSize; i++)
|
|
{
|
|
Packet.WriteBEUInt32(static_cast<UInt32>(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<UInt64>(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<cClientHandle *> & 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);
|
|
}
|
|
}
|