#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 "Palettes/Upgrade.h"
#include "Palettes/Palette_1_13.h"
#include "Palettes/Palette_1_13_1.h"
/** 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(
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<cClientHandle *> & a_SendTo)
{
std::unordered_map<cProtocol::Version, std::vector<cClientHandle *>> ClientProtocolVersions;
for (const auto Client : a_SendTo)
{
const auto ClientProtocol = static_cast<cProtocol::Version>(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;
}
}
LOGERROR("cChunkDataSerializer::Serialize(): Unknown version: %d", Entry.first);
ASSERT(!"Unknown chunk data serialization version");
}
}
void cChunkDataSerializer::Serialize47(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.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<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 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<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(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<UInt32>(ChunkSize));
// Write each chunk section...
ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
{
Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
Packet.WriteVarInt32(0); // Palette length is 0
Packet.WriteVarInt32(static_cast<UInt32>(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<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);
// 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<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(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<UInt32>(ChunkSize));
// Write each chunk section...
ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
{
Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
Packet.WriteVarInt32(0); // Palette length is 0
Packet.WriteVarInt32(static_cast<UInt32>(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<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);
// 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 <auto Palette>
void cChunkDataSerializer::Serialize393(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(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<UInt32>(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<UInt32>(ChunkSize));
// Write each chunk section...
ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
{
Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
Packet.WriteVarInt32(static_cast<UInt32>(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<UInt32>(m_BiomeData[i]) & 0xff);
}
// Identify 1.9.4's tile entity list as empty
Packet.WriteVarInt32(0);
CompressAndSend(Packet, a_SendTo);
}
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);
}
}