1
0

Initial support for 1.13 clients

+ Can look at *shape* of world
+ Can look at *shape* of inventory
This commit is contained in:
Tiger Wang
2018-08-01 00:21:44 +01:00
committed by Mattes D
parent 83013d19ca
commit 77731f80fb
8 changed files with 669 additions and 6 deletions

View File

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