Initial support for 1.13 clients
+ Can look at *shape* of world + Can look at *shape* of inventory
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@@ -66,6 +66,7 @@ const AString & cChunkDataSerializer::Serialize(int a_Version, int a_ChunkX, int
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case RELEASE_1_8_0: Serialize47(data, a_ChunkX, a_ChunkZ); break;
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case RELEASE_1_9_0: Serialize107(data, a_ChunkX, a_ChunkZ); break;
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case RELEASE_1_9_4: Serialize110(data, a_ChunkX, a_ChunkZ); break;
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case RELEASE_1_13: Serialize393(data, a_ChunkX, a_ChunkZ); break;
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// TODO: Other protocol versions may serialize the data differently; implement here
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default:
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@@ -440,3 +441,140 @@ void cChunkDataSerializer::Serialize110(AString & a_Data, int a_ChunkX, int a_Ch
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void cChunkDataSerializer::Serialize393(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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// Create the packet:
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cByteBuffer Packet(512 KiB);
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Packet.WriteVarInt32(0x22); // 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.WriteVarInt32(m_Data.GetSectionBitmask());
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// Write the chunk size in bytes:
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const size_t BitsPerEntry = 14;
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const size_t Mask = (1 << BitsPerEntry) - 1;
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const size_t ChunkSectionDataArraySize = (cChunkData::SectionBlockCount * BitsPerEntry) / 8 / 8;
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size_t ChunkSectionSize = (
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1 + // Bits per entry, BEUInt8, 1 byte
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Packet.GetVarIntSize(static_cast<UInt32>(ChunkSectionDataArraySize)) + // Field containing "size of whole section", VarInt32, variable size
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ChunkSectionDataArraySize * 8 + // Actual section data, lots of bytes (multiplier 1 long = 8 bytes)
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cChunkData::SectionBlockCount / 2 // Size of blocklight which is always sent
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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 += 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 * m_Data.NumPresentSections() +
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BiomeDataSize * 4 // Biome data now BE ints
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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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ForEachSection(m_Data, [&](const cChunkData::sChunkSection & a_Section)
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{
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Packet.WriteBEUInt8(static_cast<UInt8>(BitsPerEntry));
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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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UInt64 Value = a_Section.m_BlockTypes[Index];
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/*
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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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*/
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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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// 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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// 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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);
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// Write the biome data
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for (size_t i = 0; i != BiomeDataSize; i++)
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{
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Packet.WriteBEUInt32(static_cast<UInt32>(m_BiomeData[i]) & 0xff);
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}
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// Identify 1.9.4's tile entity list as empty
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Packet.WriteVarInt32(0);
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AString PacketData;
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Packet.ReadAll(PacketData);
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Packet.CommitRead();
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if (PacketData.size() >= 256)
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{
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if (!cProtocol_1_9_0::CompressPacket(PacketData, a_Data))
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{
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ASSERT(!"Packet compression failed.");
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a_Data.clear();
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return;
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}
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}
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else
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{
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cByteBuffer Buffer(20);
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AString PostData;
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Buffer.WriteVarInt32(static_cast<UInt32>(Packet.GetUsedSpace() + 1));
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Buffer.WriteVarInt32(0);
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Buffer.ReadAll(PostData);
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Buffer.CommitRead();
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a_Data.clear();
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a_Data.reserve(PostData.size() + PacketData.size());
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a_Data.append(PostData.data(), PostData.size());
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a_Data.append(PacketData.data(), PacketData.size());
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}
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}
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