use of net.minecraft.network.protocol.game.ClientboundLevelChunkPacket in project Denizen-For-Bukkit by DenizenScript.
the class FakeBlockHelper method handleMapChunkPacket.
public static ClientboundLevelChunkPacket handleMapChunkPacket(ClientboundLevelChunkPacket originalPacket, List<FakeBlock> blocks) {
try {
ClientboundLevelChunkPacket packet = new ClientboundLevelChunkPacket(DenizenNetworkManagerImpl.copyPacket(originalPacket));
copyPacketPaperPatch(packet, originalPacket);
// TODO: properly update HeightMap?
BitSet bitmask = packet.getAvailableSections();
FriendlyByteBuf serial = originalPacket.getReadBuffer();
FriendlyByteBuf outputSerial = new FriendlyByteBuf(Unpooled.buffer(serial.readableBytes()));
List<net.minecraft.nbt.CompoundTag> blockEntities = new ArrayList<>(packet.getBlockEntitiesTags());
BLOCKENTITIES_MAPCHUNK.set(packet, blockEntities);
ListIterator<CompoundTag> iterator = blockEntities.listIterator();
while (iterator.hasNext()) {
net.minecraft.nbt.CompoundTag blockEnt = iterator.next();
int x = blockEnt.getInt("x");
int y = blockEnt.getInt("y");
int z = blockEnt.getInt("z");
for (FakeBlock block : blocks) {
LocationTag loc = block.location;
if (loc.getBlockX() == x && loc.getBlockY() == y && loc.getBlockZ() == z && block.material != null) {
iterator.remove();
break;
}
}
}
for (FakeBlock block : blocks) {
if (block.material != null) {
LocationTag loc = block.location;
net.minecraft.nbt.CompoundTag newCompound = new net.minecraft.nbt.CompoundTag();
newCompound.putInt("x", loc.getBlockX());
newCompound.putInt("y", loc.getBlockY());
newCompound.putInt("z", loc.getBlockZ());
newCompound.putString("id", block.material.getMaterial().getKey().toString());
blockEntities.add(newCompound);
}
}
for (int y = 0; y < 16; y++) {
if (bitmask.get(y)) {
int blockCount = serial.readShort();
int width = serial.readUnsignedByte();
int paletteLen = serial.readVarInt();
int[] palette = new int[paletteLen];
for (int p = 0; p < paletteLen; p++) {
palette[p] = serial.readVarInt();
}
int dataLen = serial.readVarInt();
long[] blockListHelper = new long[dataLen];
for (int i = 0; i < blockListHelper.length; i++) {
blockListHelper[i] = serial.readLong();
}
outputSerial.writeShort(blockCount);
if (!anyBlocksInSection(blocks, y)) {
outputSerial.writeByte(width);
outputSerial.writeVarInt(paletteLen);
for (int p = 0; p < paletteLen; p++) {
outputSerial.writeVarInt(palette[p]);
}
outputSerial.writeLongArray(blockListHelper);
continue;
}
char dataBitsF = (char) (64 / width);
int expectedLength = (4096 + dataBitsF - 1) / dataBitsF;
if (blockListHelper.length != expectedLength) {
// This chunk is too-complex and is using non-standard chunk format. For now, just ignore it.
return originalPacket;
// TODO: Add support for processing very-complex chunks (DataPaletteHash might be responsible for the unique format?)
}
BitStorage bits = new BitStorage(width, 4096, blockListHelper);
int minY = y << 4;
int maxY = (y << 4) + 16;
for (FakeBlock block : blocks) {
if (block.material != null) {
int blockY = block.location.getBlockY();
if (blockY >= minY && blockY < maxY) {
int blockX = block.location.getBlockX();
int blockZ = block.location.getBlockZ();
blockX -= (blockX >> 4) * 16;
blockY -= (blockY >> 4) * 16;
blockZ -= (blockZ >> 4) * 16;
int blockIndex = blockArrayIndex(blockX, blockY, blockZ);
BlockState replacementData = getNMSState(block);
int globalPaletteIndex = indexInPalette(replacementData);
int subPaletteId = getPaletteSubId(palette, globalPaletteIndex);
if (subPaletteId == -1) {
int[] newPalette = new int[paletteLen + 1];
if (paletteLen >= 0)
System.arraycopy(palette, 0, newPalette, 0, paletteLen);
newPalette[paletteLen] = globalPaletteIndex;
subPaletteId = paletteLen;
paletteLen++;
palette = newPalette;
int newWidth = Mth.ceillog2(paletteLen);
if (newWidth > width) {
BitStorage newBits = new BitStorage(newWidth, 4096);
for (int i = 0; i < bits.getSize(); i++) {
newBits.getAndSet(i, bits.get(i));
}
bits = newBits;
width = newWidth;
}
}
bits.getAndSet(blockIndex, subPaletteId);
}
}
}
outputSerial.writeByte(width);
outputSerial.writeVarInt(paletteLen);
for (int p = 0; p < palette.length; p++) {
outputSerial.writeVarInt(palette[p]);
}
outputSerial.writeLongArray(bits.getRaw());
}
}
int[] biomes = packet.getBiomes();
if (biomes != null) {
outputSerial.writeVarIntArray(biomes);
}
byte[] outputBytes = outputSerial.array();
DATA_MAPCHUNK.set(packet, outputBytes);
return packet;
} catch (Exception ex) {
Debug.echoError(ex);
}
return null;
}
use of net.minecraft.network.protocol.game.ClientboundLevelChunkPacket in project Denizen-For-Bukkit by DenizenScript.
the class ChunkHelperImpl method refreshChunkSections.
@Override
public void refreshChunkSections(Chunk chunk) {
ClientboundLevelChunkPacket packet = new ClientboundLevelChunkPacket(((CraftChunk) chunk).getHandle());
ChunkPos pos = new ChunkPos(chunk.getX(), chunk.getZ());
ChunkHolder playerChunk = ((CraftWorld) chunk.getWorld()).getHandle().getChunkProvider().chunkMap.l.get(pos.toLong());
if (playerChunk == null) {
return;
}
playerChunk.playerProvider.getPlayers(pos, false).forEach(player -> {
player.connection.send(packet);
});
}
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