Implement protocol level chunk sparsing (#3864)
This commit is contained in:
committed by
Alexander Harkness
parent
ad3192d696
commit
096cdac80d
@@ -15,18 +15,34 @@
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/** Calls the given function with every present chunk section. */
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template <class Func>
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void ForEachSection(const cChunkData & a_Data, Func a_Func)
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{
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for (size_t SectionIdx = 0; SectionIdx < cChunkData::NumSections; ++SectionIdx)
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{
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auto Section = a_Data.GetSection(SectionIdx);
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if (Section != nullptr)
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{
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a_Func(*Section);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChunkDataSerializer:
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cChunkDataSerializer::cChunkDataSerializer(
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const cChunkDef::BlockTypes & a_BlockTypes,
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const cChunkDef::BlockNibbles & a_BlockMetas,
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const cChunkDef::BlockNibbles & a_BlockLight,
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const cChunkDef::BlockNibbles & a_BlockSkyLight,
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const unsigned char * a_BiomeData,
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const eDimension a_Dimension
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) :
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m_BlockTypes(a_BlockTypes),
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m_BlockMetas(a_BlockMetas),
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m_BlockLight(a_BlockLight),
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m_BlockSkyLight(a_BlockSkyLight),
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const cChunkData & a_Data,
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const unsigned char * a_BiomeData,
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const eDimension a_Dimension
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):
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m_Data(a_Data),
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m_BiomeData(a_BiomeData),
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m_Dimension(a_Dimension)
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{
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@@ -35,6 +51,7 @@ cChunkDataSerializer::cChunkDataSerializer(
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const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int a_ChunkZ)
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{
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Serializations::const_iterator itr = m_Serializations.find(a_Version);
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@@ -68,6 +85,7 @@ const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int
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void cChunkDataSerializer::Serialize47(AString & a_Data, int a_ChunkX, int a_ChunkZ)
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{
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// This function returns the fully compressed packet (including packet size), not the raw packet!
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@@ -77,32 +95,49 @@ void cChunkDataSerializer::Serialize47(AString & a_Data, int a_ChunkX, int a_Chu
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Packet.WriteVarInt32(0x21); // Packet id (Chunk Data packet)
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Packet.WriteBEInt32(a_ChunkX);
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Packet.WriteBEInt32(a_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteBEUInt16(0xffff); // We're aways sending the full chunk with no additional data, so the bitmap is 0xffff
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteBEUInt16(m_Data.GetSectionBitmask());
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// Write the chunk size:
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const int BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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UInt32 ChunkSize = (
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(cChunkDef::NumBlocks * 2) + // Block meta + type
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sizeof(m_BlockLight) + // Block light
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sizeof(m_BlockSkyLight) + // Block sky light
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BiomeDataSize // Biome data
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m_Data.NumPresentSections() * cChunkData::SectionBlockCount * 3 + // Blocks and lighting
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BiomeDataSize // Biome data
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);
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Packet.WriteVarInt32(ChunkSize);
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// Write the block types to the packet:
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for (size_t Index = 0; Index < cChunkDef::NumBlocks; Index++)
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{
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BLOCKTYPE BlockType = m_BlockTypes[Index] & 0xFF;
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NIBBLETYPE BlockMeta = m_BlockMetas[Index / 2] >> ((Index & 1) * 4) & 0x0f;
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Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType << 4) | BlockMeta);
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Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType >> 4));
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}
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// Chunk written as seperate arrays of (blocktype + meta), blocklight and skylight
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// each array stores all present sections of the same kind packed together
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// Write the rest:
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Packet.WriteBuf(m_BlockLight, sizeof(m_BlockLight));
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Packet.WriteBuf(m_BlockSkyLight, sizeof(m_BlockSkyLight));
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Packet.WriteBuf(m_BiomeData, BiomeDataSize);
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// Write the block types to the packet:
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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for (size_t BlockIdx = 0; BlockIdx != cChunkData::SectionBlockCount; ++BlockIdx)
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{
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BLOCKTYPE BlockType = a_Section.m_BlockTypes[BlockIdx] & 0xFF;
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NIBBLETYPE BlockMeta = a_Section.m_BlockMetas[BlockIdx / 2] >> ((BlockIdx & 1) * 4) & 0x0f;
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Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType << 4) | BlockMeta);
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Packet.WriteBEUInt8(static_cast<unsigned char>(BlockType >> 4));
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}
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}
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);
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// Write the block lights:
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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}
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);
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// Write the sky lights:
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight));
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}
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);
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// Write the biome data:
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Packet.WriteBuf(m_BiomeData, BiomeDataSize);
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AString PacketData;
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Packet.ReadAll(PacketData);
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@@ -147,102 +182,92 @@ void cChunkDataSerializer::Serialize107(AString & a_Data, int a_ChunkX, int a_Ch
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Packet.WriteBEInt32(a_ChunkX);
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Packet.WriteBEInt32(a_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteVarInt32(0x0000ffff); // We're aways sending the full chunk with no additional data, so the bitmap is 0xffff
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Packet.WriteVarInt32(m_Data.GetSectionBitmask());
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// Write the chunk size:
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const size_t NumChunkSections = 16;
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const size_t ChunkSectionBlocks = 16 * 16 * 16;
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const size_t BitsPerEntry = 13;
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const size_t Mask = (1 << BitsPerEntry) - 1; // Creates a mask that is 13 bits long, ie 0b1111111111111
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const size_t ChunkSectionDataArraySize = (ChunkSectionBlocks * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
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const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
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size_t ChunkSectionSize = (
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1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0
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1 + // Palette length
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2 + // Data array length VarInt - 2 bytes for the current value
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ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs
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sizeof(m_BlockLight) / NumChunkSections // Block light
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1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0
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1 + // Palette length
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2 + // Data array length VarInt - 2 bytes for the current value
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ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs
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cChunkData::SectionBlockCount / 2 // Block light
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);
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if (m_Dimension == dimOverworld)
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{
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// Sky light is only sent in the overworld.
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ChunkSectionSize += sizeof(m_BlockSkyLight) / NumChunkSections;
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ChunkSectionSize += cChunkData::SectionBlockCount / 2;
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}
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const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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size_t ChunkSize = (
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ChunkSectionSize * 16 +
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ChunkSectionSize * m_Data.NumPresentSections() +
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BiomeDataSize
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);
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
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// Write each chunk section...
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for (size_t SectionIndex = 0; SectionIndex < 16; SectionIndex++)
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{
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Packet.WriteBEUInt8(BitsPerEntry);
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Packet.WriteVarInt32(0); // Palette length is 0
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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size_t StartIndex = SectionIndex * ChunkSectionBlocks;
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < ChunkSectionBlocks; Index++)
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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UInt64 Value = static_cast<UInt64>(m_BlockTypes[StartIndex + Index] << 4);
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if (Index % 2 == 0)
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Packet.WriteBEUInt8(BitsPerEntry);
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Packet.WriteVarInt32(0); // Palette length is 0
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
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{
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Value |= m_BlockMetas[(StartIndex + Index) / 2] & 0x0f;
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UInt64 Value = static_cast<UInt64>(a_Section.m_BlockTypes[Index] << 4);
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if (Index % 2 == 0)
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{
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Value |= a_Section.m_BlockMetas[Index / 2] & 0x0f;
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}
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else
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{
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Value |= a_Section.m_BlockMetas[Index / 2] >> 4;
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}
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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TempLong |= (Value << BitOffset);
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if (FirstIndex != SecondIndex)
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{
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// Part of the data is now in the second long; write the first one first
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Packet.WriteBEUInt64(TempLong);
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CurrentlyWrittenIndex = SecondIndex;
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TempLong = (Value >> (64 - BitOffset));
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}
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}
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else
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// The last long will generally not be written
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Packet.WriteBEUInt64(TempLong);
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// Write lighting:
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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if (m_Dimension == dimOverworld)
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{
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Value |= m_BlockMetas[(StartIndex + Index) / 2] >> 4;
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}
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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TempLong |= (Value << BitOffset);
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if (FirstIndex != SecondIndex)
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{
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// Part of the data is now in the second long; write the first one first
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Packet.WriteBEUInt64(TempLong);
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CurrentlyWrittenIndex = SecondIndex;
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TempLong = (Value >> (64 - BitOffset));
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// Skylight is only sent in the overworld; the nether and end do not use it
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Packet.WriteBuf(a_Section.m_BlockSkyLight, sizeof(a_Section.m_BlockSkyLight));
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}
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}
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// The last long will generally not be written
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Packet.WriteBEUInt64(TempLong);
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// Light - stored as a nibble, so we need half sizes
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// As far as I know, there isn't a method to only write a range of the array
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for (size_t Index = 0; Index < ChunkSectionBlocks / 2; Index++)
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{
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Packet.WriteBEUInt8(m_BlockLight[(StartIndex / 2) + Index]);
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}
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if (m_Dimension == dimOverworld)
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{
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// Skylight is only sent in the overworld; the nether and end do not use it
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for (size_t Index = 0; Index < ChunkSectionBlocks / 2; Index++)
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{
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Packet.WriteBEUInt8(m_BlockSkyLight[(StartIndex / 2) + Index]);
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}
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}
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}
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);
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// Write the biome data
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Packet.WriteBuf(m_BiomeData, BiomeDataSize);
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@@ -290,102 +315,92 @@ void cChunkDataSerializer::Serialize110(AString & a_Data, int a_ChunkX, int a_Ch
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Packet.WriteBEInt32(a_ChunkX);
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Packet.WriteBEInt32(a_ChunkZ);
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Packet.WriteBool(true); // "Ground-up continuous", or rather, "biome data present" flag
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Packet.WriteVarInt32(0x0000ffff); // We're aways sending the full chunk with no additional data, so the bitmap is 0xffff
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Packet.WriteVarInt32(m_Data.GetSectionBitmask());
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// Write the chunk size:
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const size_t NumChunkSections = 16;
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const size_t ChunkSectionBlocks = 16 * 16 * 16;
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const size_t BitsPerEntry = 13;
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const size_t Mask = (1 << BitsPerEntry) - 1; // Creates a mask that is 13 bits long, ie 0b1111111111111
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const size_t ChunkSectionDataArraySize = (ChunkSectionBlocks * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
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const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8; // Convert from bit count to long count
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size_t ChunkSectionSize = (
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1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0
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1 + // Palette length
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2 + // Data array length VarInt - 2 bytes for the current value
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ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs
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sizeof(m_BlockLight) / NumChunkSections // Block light
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1 + // Bits per block - set to 13, so the global palette is used and the palette has a length of 0
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1 + // Palette length
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2 + // Data array length VarInt - 2 bytes for the current value
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ChunkSectionDataArraySize * 8 + // Actual block data - multiplied by 8 because first number is longs
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cChunkData::SectionBlockCount / 2 // Block light
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);
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if (m_Dimension == dimOverworld)
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{
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// Sky light is only sent in the overworld.
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ChunkSectionSize += sizeof(m_BlockSkyLight) / NumChunkSections;
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ChunkSectionSize += cChunkData::SectionBlockCount / 2;
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}
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const size_t BiomeDataSize = cChunkDef::Width * cChunkDef::Width;
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size_t ChunkSize = (
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ChunkSectionSize * 16 +
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ChunkSectionSize * m_Data.NumPresentSections() +
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BiomeDataSize
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);
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSize));
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// Write each chunk section...
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for (size_t SectionIndex = 0; SectionIndex < 16; SectionIndex++)
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{
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Packet.WriteBEUInt8(BitsPerEntry);
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Packet.WriteVarInt32(0); // Palette length is 0
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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size_t StartIndex = SectionIndex * ChunkSectionBlocks;
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < ChunkSectionBlocks; Index++)
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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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UInt64 Value = static_cast<UInt64>(m_BlockTypes[StartIndex + Index] << 4);
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if (Index % 2 == 0)
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Packet.WriteBEUInt8(BitsPerEntry);
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Packet.WriteVarInt32(0); // Palette length is 0
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Packet.WriteVarInt32(static_cast<UInt32>(ChunkSectionDataArraySize));
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UInt64 TempLong = 0; // Temporary value that will be stored into
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UInt64 CurrentlyWrittenIndex = 0; // "Index" of the long that would be written to
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for (size_t Index = 0; Index < cChunkData::SectionBlockCount; Index++)
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{
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Value |= m_BlockMetas[(StartIndex + Index) / 2] & 0x0f;
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UInt64 Value = static_cast<UInt64>(a_Section.m_BlockTypes[Index] << 4);
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if (Index % 2 == 0)
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{
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Value |= a_Section.m_BlockMetas[Index / 2] & 0x0f;
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}
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else
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{
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Value |= a_Section.m_BlockMetas[Index / 2] >> 4;
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}
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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TempLong |= (Value << BitOffset);
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if (FirstIndex != SecondIndex)
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{
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// Part of the data is now in the second long; write the first one first
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Packet.WriteBEUInt64(TempLong);
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CurrentlyWrittenIndex = SecondIndex;
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TempLong = (Value >> (64 - BitOffset));
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}
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}
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else
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// The last long will generally not be written
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Packet.WriteBEUInt64(TempLong);
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// Write lighting:
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Packet.WriteBuf(a_Section.m_BlockLight, sizeof(a_Section.m_BlockLight));
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if (m_Dimension == dimOverworld)
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{
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Value |= m_BlockMetas[(StartIndex + Index) / 2] >> 4;
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}
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Value &= Mask; // It shouldn't go out of bounds, but it's still worth being careful
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// Painful part where we write data into the long array. Based off of the normal code.
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size_t BitPosition = Index * BitsPerEntry;
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size_t FirstIndex = BitPosition / 64;
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size_t SecondIndex = ((Index + 1) * BitsPerEntry - 1) / 64;
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size_t BitOffset = BitPosition % 64;
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if (FirstIndex != CurrentlyWrittenIndex)
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{
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// Write the current data before modifiying it.
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Packet.WriteBEUInt64(TempLong);
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TempLong = 0;
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CurrentlyWrittenIndex = FirstIndex;
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}
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|
||||
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);
|
||||
|
||||
Reference in New Issue
Block a user