/// <summary> /// Process chunk column data from the server and (un)load the chunk from the Minecraft world /// </summary> /// <param name="chunkX">Chunk X location</param> /// <param name="chunkZ">Chunk Z location</param> /// <param name="chunkMask">Chunk mask for reading data</param> /// <param name="chunkMask2">Chunk mask for some additional 1.7 metadata</param> /// <param name="hasSkyLight">Contains skylight info</param> /// <param name="chunksContinuous">Are the chunk continuous</param> /// <param name="currentDimension">Current dimension type (0 = overworld)</param> /// <param name="cache">Cache for reading chunk data</param> public void ProcessChunkColumnData(int chunkX, int chunkZ, ushort chunkMask, ushort chunkMask2, bool hasSkyLight, bool chunksContinuous, int currentDimension, Queue <byte> cache) { if (protocolversion >= Protocol18Handler.MC19Version) { // 1.9 and above chunk format // Unloading chunks is handled by a separate packet for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { // 1.14 and above Non-air block count inside chunk section, for lighting purposes if (protocolversion >= Protocol18Handler.MC114Version) { dataTypes.ReadNextShort(cache); } byte bitsPerBlock = dataTypes.ReadNextByte(cache); bool usePalette = (bitsPerBlock <= 8); // Vanilla Minecraft will use at least 4 bits per block if (bitsPerBlock < 4) { bitsPerBlock = 4; } // MC 1.9 to 1.12 will set palette length field to 0 when palette // is not used, MC 1.13+ does not send the field at all in this case int paletteLength = 0; // Assume zero when length is absent if (usePalette || protocolversion < Protocol18Handler.MC113Version) { paletteLength = dataTypes.ReadNextVarInt(cache); } int[] palette = new int[paletteLength]; for (int i = 0; i < paletteLength; i++) { palette[i] = dataTypes.ReadNextVarInt(cache); } // Bit mask covering bitsPerBlock bits // EG, if bitsPerBlock = 5, valueMask = 00011111 in binary uint valueMask = (uint)((1 << bitsPerBlock) - 1); ulong[] dataArray = dataTypes.ReadNextULongArray(cache); Chunk chunk = new Chunk(); if (dataArray.Length > 0) { for (int blockY = 0; blockY < Chunk.SizeY; blockY++) { for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) { for (int blockX = 0; blockX < Chunk.SizeX; blockX++) { int blockNumber = (blockY * Chunk.SizeZ + blockZ) * Chunk.SizeX + blockX; int startLong = (blockNumber * bitsPerBlock) / 64; int startOffset = (blockNumber * bitsPerBlock) % 64; int endLong = ((blockNumber + 1) * bitsPerBlock - 1) / 64; // TODO: In the future a single ushort may not store the entire block id; // the Block code may need to change if block state IDs go beyond 65535 ushort blockId; if (startLong == endLong) { blockId = (ushort)((dataArray[startLong] >> startOffset) & valueMask); } else { int endOffset = 64 - startOffset; blockId = (ushort)((dataArray[startLong] >> startOffset | dataArray[endLong] << endOffset) & valueMask); } if (usePalette) { // Get the real block ID out of the palette blockId = (ushort)palette[blockId]; } chunk[blockX, blockY, blockZ] = new Block(blockId); } } } } //We have our chunk, save the chunk into the world if (handler.GetWorld()[chunkX, chunkZ] == null) { handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); } handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; //Pre-1.14 Lighting data if (protocolversion < Protocol18Handler.MC114Version) { //Skip block light dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); //Skip sky light if (currentDimension == 0) { // Sky light is not sent in the nether or the end dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); } } } } // Don't worry about skipping remaining data since there is no useful data afterwards in 1.9 // (plus, it would require parsing the tile entity lists' NBT) } else if (protocolversion >= Protocol18Handler.MC18Version) { // 1.8 chunk format if (chunksContinuous && chunkMask == 0) { //Unload the entire chunk column handler.GetWorld()[chunkX, chunkZ] = null; } else { //Load chunk data from the server for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { Chunk chunk = new Chunk(); //Read chunk data, all at once for performance reasons, and build the chunk object Queue <ushort> queue = new Queue <ushort>(dataTypes.ReadNextUShortsLittleEndian(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ, cache)); for (int blockY = 0; blockY < Chunk.SizeY; blockY++) { for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) { for (int blockX = 0; blockX < Chunk.SizeX; blockX++) { chunk[blockX, blockY, blockZ] = new Block(queue.Dequeue()); } } } //We have our chunk, save the chunk into the world if (handler.GetWorld()[chunkX, chunkZ] == null) { handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); } handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; } } //Skip light information for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { //Skip block light dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); //Skip sky light if (hasSkyLight) { dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); } } } //Skip biome metadata if (chunksContinuous) { dataTypes.ReadData(Chunk.SizeX * Chunk.SizeZ, cache); } } } else { // 1.7 chunk format if (chunksContinuous && chunkMask == 0) { //Unload the entire chunk column handler.GetWorld()[chunkX, chunkZ] = null; } else { //Count chunk sections int sectionCount = 0; int addDataSectionCount = 0; for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { sectionCount++; } if ((chunkMask2 & (1 << chunkY)) != 0) { addDataSectionCount++; } } //Read chunk data, unpacking 4-bit values into 8-bit values for block metadata Queue <byte> blockTypes = new Queue <byte>(dataTypes.ReadData(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount, cache)); Queue <byte> blockMeta = new Queue <byte>(); foreach (byte packed in dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache)) { byte hig = (byte)(packed >> 4); byte low = (byte)(packed & (byte)0x0F); blockMeta.Enqueue(hig); blockMeta.Enqueue(low); } //Skip data we don't need dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache); //Block light if (hasSkyLight) { dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache); //Sky light } dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * addDataSectionCount) / 2, cache); //BlockAdd if (chunksContinuous) { dataTypes.ReadData(Chunk.SizeX * Chunk.SizeZ, cache); //Biomes } //Load chunk data for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { Chunk chunk = new Chunk(); for (int blockY = 0; blockY < Chunk.SizeY; blockY++) { for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) { for (int blockX = 0; blockX < Chunk.SizeX; blockX++) { chunk[blockX, blockY, blockZ] = new Block(blockTypes.Dequeue(), blockMeta.Dequeue()); } } } if (handler.GetWorld()[chunkX, chunkZ] == null) { handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); } handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; } } } } }
/// <summary> /// Process chunk column data from the server and (un)load the chunk from the Minecraft world /// </summary> /// <param name="chunkX">Chunk X location</param> /// <param name="chunkZ">Chunk Z location</param> /// <param name="chunkMask">Chunk mask for reading data</param> /// <param name="chunkMask2">Chunk mask for some additional 1.7 metadata</param> /// <param name="hasSkyLight">Contains skylight info</param> /// <param name="chunksContinuous">Are the chunk continuous</param> /// <param name="currentDimension">Current dimension type (0 = overworld)</param> /// <param name="cache">Cache for reading chunk data</param> public void ProcessChunkColumnData(int chunkX, int chunkZ, ushort chunkMask, ushort chunkMask2, bool hasSkyLight, bool chunksContinuous, int currentDimension, Queue <byte> cache) { if (protocolversion >= Protocol18Handler.MC19Version) { // 1.9 and above chunk format // Unloading chunks is handled by a separate packet for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { // 1.14 and above Non-air block count inside chunk section, for lighting purposes if (protocolversion >= Protocol18Handler.MC114Version) { dataTypes.ReadNextShort(cache); } byte bitsPerBlock = dataTypes.ReadNextByte(cache); bool usePalette = (bitsPerBlock <= 8); // Vanilla Minecraft will use at least 4 bits per block if (bitsPerBlock < 4) { bitsPerBlock = 4; } // MC 1.9 to 1.12 will set palette length field to 0 when palette // is not used, MC 1.13+ does not send the field at all in this case int paletteLength = 0; // Assume zero when length is absent if (usePalette || protocolversion < Protocol18Handler.MC113Version) { paletteLength = dataTypes.ReadNextVarInt(cache); } int[] palette = new int[paletteLength]; for (int i = 0; i < paletteLength; i++) { palette[i] = dataTypes.ReadNextVarInt(cache); } // Bit mask covering bitsPerBlock bits // EG, if bitsPerBlock = 5, valueMask = 00011111 in binary uint valueMask = (uint)((1 << bitsPerBlock) - 1); // Block IDs are packed in the array of 64-bits integers ulong[] dataArray = dataTypes.ReadNextULongArray(cache); Chunk chunk = new Chunk(); if (dataArray.Length > 0) { int longIndex = 0; int startOffset = 0 - bitsPerBlock; for (int blockY = 0; blockY < Chunk.SizeY; blockY++) { for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) { for (int blockX = 0; blockX < Chunk.SizeX; blockX++) { // NOTICE: In the future a single ushort may not store the entire block id; // the Block class may need to change if block state IDs go beyond 65535 ushort blockId; // Calculate location of next block ID inside the array of Longs startOffset += bitsPerBlock; bool overlap = false; if ((startOffset + bitsPerBlock) > 64) { if (protocolversion >= Protocol18Handler.MC116Version) { // In MC 1.16+, padding is applied to prevent overlapping between Longs: // [ LONG INTEGER ][ LONG INTEGER ] // [Block][Block][Block]XXXXX[Block][Block][Block]XXXXX // When overlapping, move forward to the beginning of the next Long startOffset = 0; longIndex++; } else { // In MC 1.15 and lower, block IDs can overlap between Longs: // [ LONG INTEGER ][ LONG INTEGER ] // [Block][Block][Block][Blo ck][Block][Block][Block][ // Detect when we reached the next Long or switch to overlap mode if (startOffset >= 64) { startOffset -= 64; longIndex++; } else { overlap = true; } } } // Extract Block ID if (overlap) { int endOffset = 64 - startOffset; blockId = (ushort)((dataArray[longIndex] >> startOffset | dataArray[longIndex + 1] << endOffset) & valueMask); } else { blockId = (ushort)((dataArray[longIndex] >> startOffset) & valueMask); } // Map small IDs to actual larger block IDs if (usePalette) { if (paletteLength <= blockId) { int blockNumber = (blockY * Chunk.SizeZ + blockZ) * Chunk.SizeX + blockX; throw new IndexOutOfRangeException(String.Format("Block ID {0} is outside Palette range 0-{1}! (bitsPerBlock: {2}, blockNumber: {3})", blockId, paletteLength - 1, bitsPerBlock, blockNumber)); } blockId = (ushort)palette[blockId]; } // We have our block, save the block into the chunk chunk[blockX, blockY, blockZ] = new Block(blockId); } } } } //We have our chunk, save the chunk into the world if (handler.GetWorld()[chunkX, chunkZ] == null) { handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); } handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; //Pre-1.14 Lighting data if (protocolversion < Protocol18Handler.MC114Version) { //Skip block light dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); //Skip sky light if (currentDimension == 0) { // Sky light is not sent in the nether or the end dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); } } } } // Don't worry about skipping remaining data since there is no useful data afterwards in 1.9 // (plus, it would require parsing the tile entity lists' NBT) } else if (protocolversion >= Protocol18Handler.MC18Version) { // 1.8 chunk format if (chunksContinuous && chunkMask == 0) { //Unload the entire chunk column handler.GetWorld()[chunkX, chunkZ] = null; } else { //Load chunk data from the server for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { Chunk chunk = new Chunk(); //Read chunk data, all at once for performance reasons, and build the chunk object Queue <ushort> queue = new Queue <ushort>(dataTypes.ReadNextUShortsLittleEndian(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ, cache)); for (int blockY = 0; blockY < Chunk.SizeY; blockY++) { for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) { for (int blockX = 0; blockX < Chunk.SizeX; blockX++) { chunk[blockX, blockY, blockZ] = new Block(queue.Dequeue()); } } } //We have our chunk, save the chunk into the world if (handler.GetWorld()[chunkX, chunkZ] == null) { handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); } handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; } } //Skip light information for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { //Skip block light dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); //Skip sky light if (hasSkyLight) { dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); } } } //Skip biome metadata if (chunksContinuous) { dataTypes.ReadData(Chunk.SizeX * Chunk.SizeZ, cache); } } } else { // 1.7 chunk format if (chunksContinuous && chunkMask == 0) { //Unload the entire chunk column handler.GetWorld()[chunkX, chunkZ] = null; } else { //Count chunk sections int sectionCount = 0; int addDataSectionCount = 0; for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { sectionCount++; } if ((chunkMask2 & (1 << chunkY)) != 0) { addDataSectionCount++; } } //Read chunk data, unpacking 4-bit values into 8-bit values for block metadata Queue <byte> blockTypes = new Queue <byte>(dataTypes.ReadData(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount, cache)); Queue <byte> blockMeta = new Queue <byte>(); foreach (byte packed in dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache)) { byte hig = (byte)(packed >> 4); byte low = (byte)(packed & (byte)0x0F); blockMeta.Enqueue(hig); blockMeta.Enqueue(low); } //Skip data we don't need dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache); //Block light if (hasSkyLight) { dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache); //Sky light } dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * addDataSectionCount) / 2, cache); //BlockAdd if (chunksContinuous) { dataTypes.ReadData(Chunk.SizeX * Chunk.SizeZ, cache); //Biomes } //Load chunk data for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { Chunk chunk = new Chunk(); for (int blockY = 0; blockY < Chunk.SizeY; blockY++) { for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) { for (int blockX = 0; blockX < Chunk.SizeX; blockX++) { chunk[blockX, blockY, blockZ] = new Block(blockTypes.Dequeue(), blockMeta.Dequeue()); } } } if (handler.GetWorld()[chunkX, chunkZ] == null) { handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); } handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; } } } } }