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Implement protocol level chunk sparsing (#3864)

This commit is contained in:
peterbell10
2017-08-21 17:56:53 +01:00
committed by Alexander Harkness
parent ad3192d696
commit 096cdac80d
8 changed files with 363 additions and 313 deletions

View File

@@ -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);
// 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));
}
// 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 rest:
Packet.WriteBuf(m_BlockLight, sizeof(m_BlockLight));
Packet.WriteBuf(m_BlockSkyLight, sizeof(m_BlockSkyLight));
Packet.WriteBuf(m_BiomeData, BiomeDataSize);
// 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);
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)
Packet.WriteBEUInt8(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++)
{
Value |= m_BlockMetas[(StartIndex + Index) / 2] & 0x0f;
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));
}
}
else
// 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)
{
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));
// 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);
@@ -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)
Packet.WriteBEUInt8(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++)
{
Value |= m_BlockMetas[(StartIndex + Index) / 2] & 0x0f;
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));
}
}
else
// 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)
{
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));
// 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);