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authorpeterbell10 <peterbell10@live.co.uk>2017-08-21 18:56:53 +0200
committerAlexander Harkness <me@bearbin.net>2017-08-21 18:56:53 +0200
commit096cdac80d222ac0be2a0554a759a0b16c1c34f6 (patch)
tree03190afb388f999bf9740fbae15d688780f036d5 /src/Protocol/ChunkDataSerializer.cpp
parentAward player an achievement when creating a beacon (#3930) (diff)
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Diffstat (limited to '')
-rw-r--r--src/Protocol/ChunkDataSerializer.cpp347
1 files changed, 181 insertions, 166 deletions
diff --git a/src/Protocol/ChunkDataSerializer.cpp b/src/Protocol/ChunkDataSerializer.cpp
index bbedb3c59..b29981864 100644
--- a/src/Protocol/ChunkDataSerializer.cpp
+++ b/src/Protocol/ChunkDataSerializer.cpp
@@ -15,18 +15,34 @@
+
+/** Calls the given function with every present chunk section. */
+template <class Func>
+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(
- const cChunkDef::BlockTypes & a_BlockTypes,
- const cChunkDef::BlockNibbles & a_BlockMetas,
- const cChunkDef::BlockNibbles & a_BlockLight,
- const cChunkDef::BlockNibbles & a_BlockSkyLight,
- const unsigned char * a_BiomeData,
- const eDimension a_Dimension
-) :
- m_BlockTypes(a_BlockTypes),
- m_BlockMetas(a_BlockMetas),
- m_BlockLight(a_BlockLight),
- m_BlockSkyLight(a_BlockSkyLight),
+ const cChunkData & a_Data,
+ const unsigned char * a_BiomeData,
+ const eDimension a_Dimension
+):
+ m_Data(a_Data),
m_BiomeData(a_BiomeData),
m_Dimension(a_Dimension)
{
@@ -35,6 +51,7 @@ cChunkDataSerializer::cChunkDataSerializer(
+
const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int a_ChunkZ)
{
Serializations::const_iterator itr = m_Serializations.find(a_Version);
@@ -68,6 +85,7 @@ const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int
+
void cChunkDataSerializer::Serialize47(AString & a_Data, int a_ChunkX, int a_ChunkZ)
{
// This function returns the fully compressed packet (including packet size), not the raw packet!
@@ -77,32 +95,49 @@ void cChunkDataSerializer::Serialize47(AString & a_Data, int a_ChunkX, int a_Chu
Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet)
Packet.WriteBEInt32(a_ChunkX);
Packet.WriteBEInt32(a_ChunkZ);
- Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
- Packet.WriteBEUInt16(0xffff); // We're aways sending the full chunk with no additional data, so the bitmap is 0xffff
+ 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 = (
- (cChunkDef::NumBlocks * 2) + // Block meta + type
- sizeof(m_BlockLight) + // Block light
- sizeof(m_BlockSkyLight) + // Block sky light
- BiomeDataSize // Biome data
+ 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:
- for (size_t Index = 0; Index < cChunkDef::NumBlocks; Index++)
- {
- BLOCKTYPE BlockType = m_BlockTypes[Index] & 0xFF;
- NIBBLETYPE BlockMeta = m_BlockMetas[Index / 2] >> ((Index & 1) * 4) & 0x0f;
- Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType << 4) | BlockMeta);
- Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType >> 4));
- }
+ 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<unsigned char>(BlockType << 4) | BlockMeta);
+ Packet.WriteBEUInt8(static_cast<unsigned char>(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 rest:
- Packet.WriteBuf(m_BlockLight, sizeof(m_BlockLight));
- Packet.WriteBuf(m_BlockSkyLight, sizeof(m_BlockSkyLight));
- Packet.WriteBuf(m_BiomeData, BiomeDataSize);
+ // 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);
AString PacketData;
Packet.ReadAll(PacketData);
@@ -147,102 +182,92 @@ void cChunkDataSerializer::Serialize107(AString & a_Data, int a_ChunkX, int a_Ch
Packet.WriteBEInt32(a_ChunkX);
Packet.WriteBEInt32(a_ChunkZ);
Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
- Packet.WriteVarInt32(0x0000ffff); // We're aways sending the full chunk with no additional data, so the bitmap is 0xffff
+ Packet.WriteVarInt32(m_Data.GetSectionBitmask());
// Write the chunk size:
- const size_t NumChunkSections = 16;
- const size_t ChunkSectionBlocks = 16 * 16 * 16;
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 = (ChunkSectionBlocks * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
+ 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
- sizeof(m_BlockLight) / NumChunkSections // Block light
+ 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 += sizeof(m_BlockSkyLight) / NumChunkSections;
+ ChunkSectionSize += cChunkData::SectionBlockCount / 2;
}
const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
size_t ChunkSize = (
- ChunkSectionSize * 16 +
+ ChunkSectionSize * m_Data.NumPresentSections() +
BiomeDataSize
);
Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
// Write each chunk section...
- for (size_t SectionIndex = 0; SectionIndex < 16; SectionIndex++)
- {
- Packet.WriteBEUInt8(BitsPerEntry);
- Packet.WriteVarInt32(0); // Palette length is 0
- Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
-
- size_t StartIndex = SectionIndex * ChunkSectionBlocks;
-
- 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 < ChunkSectionBlocks; Index++)
+ ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
{
- UInt64 Value = static_cast<UInt64>(m_BlockTypes[StartIndex + Index] << 4);
- if (Index % 2 == 0)
- {
- Value |= m_BlockMetas[(StartIndex + Index) / 2] & 0x0f;
- }
- else
- {
- Value |= m_BlockMetas[(StartIndex + 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;
- }
+ Packet.WriteBEUInt8(BitsPerEntry);
+ Packet.WriteVarInt32(0); // Palette length is 0
+ Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
- TempLong |= (Value << BitOffset);
+ UInt64 TempLong = 0; // Temporary value that will be stored into
+ UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
- if (FirstIndex != SecondIndex)
+ for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
{
- // Part of the data is now in the second long; write the first one first
- Packet.WriteBEUInt64(TempLong);
- CurrentlyWrittenIndex = SecondIndex;
-
- TempLong = (Value >> (64 - BitOffset));
+ UInt64 Value = static_cast<UInt64>(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);
+ // The last long will generally not be written
+ Packet.WriteBEUInt64(TempLong);
- // Light - stored as a nibble, so we need half sizes
- // As far as I know, there isn't a method to only write a range of the array
- for (size_t Index = 0; Index < ChunkSectionBlocks / 2; Index++)
- {
- Packet.WriteBEUInt8(m_BlockLight[(StartIndex / 2) + Index]);
- }
- if (m_Dimension == dimOverworld)
- {
- // Skylight is only sent in the overworld; the nether and end do not use it
- for (size_t Index = 0; Index < ChunkSectionBlocks / 2; Index++)
+ // Write lighting:
+ Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
+ if (m_Dimension == dimOverworld)
{
- Packet.WriteBEUInt8(m_BlockSkyLight[(StartIndex / 2) + Index]);
+ // 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);
@@ -290,102 +315,92 @@ void cChunkDataSerializer::Serialize110(AString & a_Data, int a_ChunkX, int a_Ch
Packet.WriteBEInt32(a_ChunkX);
Packet.WriteBEInt32(a_ChunkZ);
Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
- Packet.WriteVarInt32(0x0000ffff); // We're aways sending the full chunk with no additional data, so the bitmap is 0xffff
+ Packet.WriteVarInt32(m_Data.GetSectionBitmask());
// Write the chunk size:
- const size_t NumChunkSections = 16;
- const size_t ChunkSectionBlocks = 16 * 16 * 16;
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 = (ChunkSectionBlocks * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
+ 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
- sizeof(m_BlockLight) / NumChunkSections // Block light
+ 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 += sizeof(m_BlockSkyLight) / NumChunkSections;
+ ChunkSectionSize += cChunkData::SectionBlockCount / 2;
}
const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
size_t ChunkSize = (
- ChunkSectionSize * 16 +
+ ChunkSectionSize * m_Data.NumPresentSections() +
BiomeDataSize
);
Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
// Write each chunk section...
- for (size_t SectionIndex = 0; SectionIndex < 16; SectionIndex++)
- {
- Packet.WriteBEUInt8(BitsPerEntry);
- Packet.WriteVarInt32(0); // Palette length is 0
- Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
-
- size_t StartIndex = SectionIndex * ChunkSectionBlocks;
-
- 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 < ChunkSectionBlocks; Index++)
+ ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
{
- UInt64 Value = static_cast<UInt64>(m_BlockTypes[StartIndex + Index] << 4);
- if (Index % 2 == 0)
- {
- Value |= m_BlockMetas[(StartIndex + Index) / 2] & 0x0f;
- }
- else
- {
- Value |= m_BlockMetas[(StartIndex + Index) / 2] >> 4;
- }
- Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
+ Packet.WriteBEUInt8(BitsPerEntry);
+ Packet.WriteVarInt32(0); // Palette length is 0
+ Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
- // 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;
+ UInt64 TempLong = 0; // Temporary value that will be stored into
+ UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
- if (FirstIndex != CurrentlyWrittenIndex)
+ for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
{
- // Write the current data before modifiying it.
- Packet.WriteBEUInt64(TempLong);
- TempLong = 0;
- CurrentlyWrittenIndex = FirstIndex;
+ UInt64 Value = static_cast<UInt64>(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);
- TempLong |= (Value << BitOffset);
-
- if (FirstIndex != SecondIndex)
+ // Write lighting:
+ Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
+ if (m_Dimension == dimOverworld)
{
- // Part of the data is now in the second long; write the first one first
- Packet.WriteBEUInt64(TempLong);
- CurrentlyWrittenIndex = SecondIndex;
-
- TempLong = (Value >> (64 - BitOffset));
+ // 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));
}
}
- // The last long will generally not be written
- Packet.WriteBEUInt64(TempLong);
-
- // Light - stored as a nibble, so we need half sizes
- // As far as I know, there isn't a method to only write a range of the array
- for (size_t Index = 0; Index < ChunkSectionBlocks / 2; Index++)
- {
- Packet.WriteBEUInt8(m_BlockLight[(StartIndex / 2) + Index]);
- }
- if (m_Dimension == dimOverworld)
- {
- // Skylight is only sent in the overworld; the nether and end do not use it
- for (size_t Index = 0; Index < ChunkSectionBlocks / 2; Index++)
- {
- Packet.WriteBEUInt8(m_BlockSkyLight[(StartIndex / 2) + Index]);
- }
- }
- }
+ );
// Write the biome data
Packet.WriteBuf(m_BiomeData, BiomeDataSize);