diff options
Diffstat (limited to '')
-rw-r--r-- | src/Protocol/ChunkDataSerializer.cpp | 298 |
1 files changed, 296 insertions, 2 deletions
diff --git a/src/Protocol/ChunkDataSerializer.cpp b/src/Protocol/ChunkDataSerializer.cpp index 848a6f597..31f7e8d9c 100644 --- a/src/Protocol/ChunkDataSerializer.cpp +++ b/src/Protocol/ChunkDataSerializer.cpp @@ -10,6 +10,7 @@ #include "zlib/zlib.h" #include "ByteBuffer.h" #include "Protocol18x.h" +#include "Protocol19x.h" @@ -19,13 +20,15 @@ cChunkDataSerializer::cChunkDataSerializer( const cChunkDef::BlockNibbles & a_BlockMetas, const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_BlockSkyLight, - const unsigned char * a_BiomeData + 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_BiomeData(a_BiomeData), + m_Dimension(a_Dimension) { } @@ -45,6 +48,8 @@ const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int { case RELEASE_1_3_2: Serialize39(data); break; 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: @@ -189,3 +194,292 @@ void cChunkDataSerializer::Serialize47(AString & a_Data, int a_ChunkX, int a_Chu + +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<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++) + { + 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; + } + + 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 (!cProtocol190::CompressPacket(PacketData, a_Data)) + { + ASSERT(!"Packet compression failed."); + a_Data.clear(); + return; + } + } + else + { + AString PostData; + Buffer.WriteVarInt32(static_cast<UInt32>(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<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++) + { + 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; + } + + 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 (!cProtocol190::CompressPacket(PacketData, a_Data)) + { + ASSERT(!"Packet compression failed."); + a_Data.clear(); + return; + } + } + else + { + AString PostData; + Buffer.WriteVarInt32(static_cast<UInt32>(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()); + } +} + + + + |