use of net.glowstone.net.message.play.game.ChunkDataMessage in project Glowstone by GlowstoneMC.
the class GlowChunk method toMessage.
/**
* Creates a new {@link ChunkDataMessage} which can be sent to a client to stream
* parts of this chunk to them.
*
* @param skylight Whether to include skylight data.
* @param entireChunk Whether to send all chunk sections.
* @return The {@link ChunkDataMessage}.
*/
public ChunkDataMessage toMessage(boolean skylight, boolean entireChunk) {
load();
int sectionBitmask = 0;
// filter sectionBitmask based on actual chunk contents
if (sections != null) {
int maxBitmask = (1 << sections.length) - 1;
if (entireChunk) {
sectionBitmask = maxBitmask;
} else {
sectionBitmask &= maxBitmask;
}
for (int i = 0; i < sections.length; ++i) {
if (sections[i] == null || sections[i].isEmpty()) {
// remove empty sections from bitmask
sectionBitmask &= ~(1 << i);
}
}
}
ByteBuf buf = Unpooled.buffer();
if (sections != null) {
// get the list of sections
for (int i = 0; i < sections.length; ++i) {
if ((sectionBitmask & 1 << i) == 0) {
continue;
}
sections[i].writeToBuf(buf, skylight);
}
}
// biomes
if (entireChunk && biomes != null) {
buf.writeBytes(biomes);
}
ArrayList<CompoundTag> blockEntities = new ArrayList<>();
for (BlockEntity blockEntity : getRawBlockEntities()) {
CompoundTag tag = new CompoundTag();
blockEntity.saveNbt(tag);
blockEntities.add(tag);
}
return new ChunkDataMessage(x, z, entireChunk, sectionBitmask, buf, blockEntities.toArray(new CompoundTag[blockEntities.size()]));
}
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