public void WriteChunk(Chunk chunk, string path) { try { using (FileStream fs = new FileStream(path, FileMode.CreateNew, FileAccess.Write)) { using (GZipStream wrapper = new GZipStream(fs, CompressionMode.Compress)) { BinaryWriter writer = new BinaryWriter(wrapper); NbtFile nbt = new NbtFile(writer); nbt.Write(NbtTagType.Compound); nbt.Write(""); nbt.Write(NbtTagType.Compound); nbt.Write("Level"); nbt.Write(NbtTagType.Int8); nbt.Write("TerrainPopulated"); nbt.WriteUInt8((byte)1); nbt.Write(NbtTagType.Int8Array); nbt.Write("Blocks"); nbt.WriteInt32(chunk.blocks.Length); nbt.WriteBytes(chunk.blocks); nbt.Write(NbtTagType.Int8Array); nbt.Write("Data"); nbt.WriteInt32(chunk.metadata.Data.Length); nbt.WriteBytes(chunk.metadata.Data); nbt.Write(NbtTagType.End); nbt.Write(NbtTagType.End); } } } catch (Exception ex) { ErrorHandler.LogError("saving chunk", ex); game.Chat.Add("Failed to save chunk."); } }
public void Save(Stream stream, Game game) { using (GZipStream wrapper = new GZipStream(stream, CompressionMode.Compress)) { writer = new BinaryWriter(wrapper); nbt = new NbtFile(writer); this.game = game; map = game.World; nbt.Write(NbtTagType.Compound); nbt.Write("ClassicWorld"); nbt.Write(NbtTagType.Int8); nbt.Write("FormatVersion"); nbt.WriteUInt8(1); nbt.Write(NbtTagType.Int8Array); nbt.Write("UUID"); nbt.WriteInt32(16); nbt.WriteBytes(map.Uuid.ToByteArray()); nbt.Write(NbtTagType.Int16); nbt.Write("X"); nbt.WriteInt16((short)map.Width); nbt.Write(NbtTagType.Int16); nbt.Write("Y"); nbt.WriteInt16((short)map.Height); nbt.Write(NbtTagType.Int16); nbt.Write("Z"); nbt.WriteInt16((short)map.Length); WriteSpawnCompoundTag(); nbt.Write(NbtTagType.Int8Array); nbt.Write("BlockArray"); nbt.WriteInt32(map.blocks.Length); #if USE16_BIT nbt.WriteBytes(Utils.UInt16sToUInt8s(map.blocks)); #else nbt.WriteBytes(map.blocks); #endif WriteMetadata(); nbt.Write(NbtTagType.End); } }
public void Save(Stream stream, Game game) { using (GZipStream s = new GZipStream(stream, CompressionMode.Compress)) { writer = new BinaryWriter(s); nbt = new NbtFile(writer); this.game = game; map = game.World; nbt.Write(NbtTagType.Compound, "ClassicWorld"); nbt.Write(NbtTagType.Int8, "FormatVersion"); nbt.WriteUInt8(1); nbt.Write(NbtTagType.Int8Array, "UUID"); nbt.WriteInt32(16); nbt.WriteBytes(map.Uuid.ToByteArray()); nbt.Write(NbtTagType.Int16, "X"); nbt.WriteInt16((short)map.Width); nbt.Write(NbtTagType.Int16, "Y"); nbt.WriteInt16((short)map.Height); nbt.Write(NbtTagType.Int16, "Z"); nbt.WriteInt16((short)map.Length); WriteSpawnCompoundTag(); nbt.Write(NbtTagType.Int8Array, "BlockArray"); nbt.WriteInt32(map.blocks.Length); nbt.WriteBytes(map.blocks); WriteMetadata(); nbt.Write(NbtTagType.End); } }
void WriteSpawnCompoundTag() { nbt.Write(NbtTagType.Compound); nbt.Write("Spawn"); LocalPlayer p = game.LocalPlayer; Vector3 spawn = p.Position; // TODO: Maybe also keep real spawn too? nbt.Write(NbtTagType.Int16); nbt.Write("X"); nbt.WriteInt16((short)spawn.X); nbt.Write(NbtTagType.Int16); nbt.Write("Y"); nbt.WriteInt16((short)spawn.Y); nbt.Write(NbtTagType.Int16); nbt.Write("Z"); nbt.WriteInt16((short)spawn.Z); nbt.Write(NbtTagType.Int8); nbt.Write("H"); nbt.WriteUInt8(Utils.DegreesToPacked(p.SpawnRotY)); nbt.Write(NbtTagType.Int8); nbt.Write("P"); nbt.WriteUInt8(Utils.DegreesToPacked(p.SpawnHeadX)); nbt.Write(NbtTagType.End); }