// ChunkDataSerializer.cpp // Implements the cChunkDataSerializer class representing the object that can: // - serialize chunk data to different protocol versions // - cache such serialized data for multiple clients #include "Globals.h" #include "ChunkDataSerializer.h" #include "zlib/zlib.h" #include "ByteBuffer.h" #include "Protocol_1_8.h" #include "Protocol_1_9.h" 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), m_BiomeData(a_BiomeData), m_Dimension(a_Dimension) { } const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int a_ChunkZ) { Serializations::const_iterator itr = m_Serializations.find(a_Version); if (itr != m_Serializations.end()) { return itr->second; } AString data; switch (a_Version) { case RELEASE_1_8_0: Serialize47(data, a_ChunkX, a_ChunkZ); break; case RELEASE_1_9_0: Serialize107(data, a_ChunkX, a_ChunkZ); break; case RELEASE_1_9_4: Serialize110(data, a_ChunkX, a_ChunkZ); break; // TODO: Other protocol versions may serialize the data differently; implement here default: { LOGERROR("cChunkDataSerializer::Serialize(): Unknown version: %d", a_Version); ASSERT(!"Unknown chunk data serialization version"); break; } } if (!data.empty()) { m_Serializations[a_Version] = data; } return m_Serializations[a_Version]; } 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! // Create the packet: cByteBuffer Packet(512 KiB); 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 // 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 ); Packet.WriteVarInt32(ChunkSize); // 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(BlockType << 4) | BlockMeta); Packet.WriteBEUInt8(static_cast(BlockType >> 4)); } // Write the rest: Packet.WriteBuf(m_BlockLight, sizeof(m_BlockLight)); Packet.WriteBuf(m_BlockSkyLight, sizeof(m_BlockSkyLight)); Packet.WriteBuf(m_BiomeData, BiomeDataSize); AString PacketData; Packet.ReadAll(PacketData); Packet.CommitRead(); cByteBuffer Buffer(20); if (PacketData.size() >= 256) { if (!cProtocol_1_8_0::CompressPacket(PacketData, a_Data)) { ASSERT(!"Packet compression failed."); a_Data.clear(); return; } } else { AString PostData; Buffer.WriteVarInt32(static_cast(Packet.GetUsedSpace() + 1)); Buffer.WriteVarInt32(0); Buffer.ReadAll(PostData); Buffer.CommitRead(); a_Data.clear(); a_Data.reserve(PostData.size() + PacketData.size()); a_Data.append(PostData.data(), PostData.size()); a_Data.append(PacketData.data(), PacketData.size()); } } void cChunkDataSerializer::Serialize107(AString & a_Data, int a_ChunkX, int a_ChunkZ) { // 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(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 // 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 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 ); if (m_Dimension == dimOverworld) { // Sky light is only sent in the overworld. ChunkSectionSize += sizeof(m_BlockSkyLight) / NumChunkSections; } const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width; size_t ChunkSize = ( ChunkSectionSize * 16 + BiomeDataSize ); Packet.WriteVarInt32(static_cast(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(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++) { UInt64 Value = static_cast(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; } 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); // 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); AString PacketData; Packet.ReadAll(PacketData); Packet.CommitRead(); cByteBuffer Buffer(20); if (PacketData.size() >= 256) { if (!cProtocol_1_9_0::CompressPacket(PacketData, a_Data)) { ASSERT(!"Packet compression failed."); a_Data.clear(); return; } } else { AString PostData; Buffer.WriteVarInt32(static_cast(Packet.GetUsedSpace() + 1)); Buffer.WriteVarInt32(0); Buffer.ReadAll(PostData); Buffer.CommitRead(); a_Data.clear(); a_Data.reserve(PostData.size() + PacketData.size()); a_Data.append(PostData.data(), PostData.size()); a_Data.append(PacketData.data(), PacketData.size()); } } void cChunkDataSerializer::Serialize110(AString & a_Data, int a_ChunkX, int a_ChunkZ) { // 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(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 // 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 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 ); if (m_Dimension == dimOverworld) { // Sky light is only sent in the overworld. ChunkSectionSize += sizeof(m_BlockSkyLight) / NumChunkSections; } const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width; size_t ChunkSize = ( ChunkSectionSize * 16 + BiomeDataSize ); Packet.WriteVarInt32(static_cast(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(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++) { UInt64 Value = static_cast(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; } 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); // 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); // Identify 1.9.4's tile entity list as empty Packet.WriteBEUInt8(0); AString PacketData; Packet.ReadAll(PacketData); Packet.CommitRead(); cByteBuffer Buffer(20); if (PacketData.size() >= 256) { if (!cProtocol_1_9_0::CompressPacket(PacketData, a_Data)) { ASSERT(!"Packet compression failed."); a_Data.clear(); return; } } else { AString PostData; Buffer.WriteVarInt32(static_cast(Packet.GetUsedSpace() + 1)); Buffer.WriteVarInt32(0); Buffer.ReadAll(PostData); Buffer.CommitRead(); a_Data.clear(); a_Data.reserve(PostData.size() + PacketData.size()); a_Data.append(PostData.data(), PostData.size()); a_Data.append(PacketData.data(), PacketData.size()); } }