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MC 1.14 Terrain support (#703)
Minecraft 1.14 is now fully supported. - Implement NBT parsing to skip NBT field in chunk data - Update lighting data format in Chunk Data parsing - Move Chunk Data parsing into Protocol18Terrain.cs - Improve PaletteGenerator to greatly reduce palette files sizes - Re-Generate Palette113.cs to reduce its size (378 Kib -> 50 Kib) - Generate Palette114.cs (57 Kib instead of 516 Kib with prev format) - Update Material.cs and MaterialExtensions.cs for new block types
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11 changed files with 2703 additions and 8900 deletions
254
MinecraftClient/Protocol/Handlers/Protocol18Terrain.cs
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254
MinecraftClient/Protocol/Handlers/Protocol18Terrain.cs
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using System;
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using System.Collections.Generic;
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//using System.Linq;
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//using System.Text;
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using MinecraftClient.Mapping;
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namespace MinecraftClient.Protocol.Handlers
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{
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/// <summary>
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/// Terrain Decoding handler for Protocol18
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/// </summary>
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class Protocol18Terrain
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{
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private int protocolversion;
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private DataTypes dataTypes;
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private IMinecraftComHandler handler;
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/// <summary>
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/// Initialize a new Terrain Decoder
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/// </summary>
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/// <param name="protocolVersion">Minecraft Protocol Version</param>
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/// <param name="dataTypes">Minecraft Protocol Data Types</param>
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public Protocol18Terrain(int protocolVersion, DataTypes dataTypes, IMinecraftComHandler handler)
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{
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this.protocolversion = protocolVersion;
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this.dataTypes = dataTypes;
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this.handler = handler;
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}
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/// <summary>
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/// Process chunk column data from the server and (un)load the chunk from the Minecraft world
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/// </summary>
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/// <param name="chunkX">Chunk X location</param>
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/// <param name="chunkZ">Chunk Z location</param>
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/// <param name="chunkMask">Chunk mask for reading data</param>
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/// <param name="chunkMask2">Chunk mask for some additional 1.7 metadata</param>
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/// <param name="hasSkyLight">Contains skylight info</param>
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/// <param name="chunksContinuous">Are the chunk continuous</param>
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/// <param name="currentDimension">Current dimension type (0 = overworld)</param>
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/// <param name="cache">Cache for reading chunk data</param>
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public void ProcessChunkColumnData(int chunkX, int chunkZ, ushort chunkMask, ushort chunkMask2, bool hasSkyLight, bool chunksContinuous, int currentDimension, List<byte> cache)
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{
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if (protocolversion >= Protocol18Handler.MC19Version)
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{
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// 1.9 and above chunk format
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// Unloading chunks is handled by a separate packet
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for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
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{
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if ((chunkMask & (1 << chunkY)) != 0)
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{
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// 1.14 and above Non-air block count inside chunk section, for lighting purposes
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if (protocolversion >= Protocol18Handler.MC114Version)
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dataTypes.ReadNextShort(cache);
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byte bitsPerBlock = dataTypes.ReadNextByte(cache);
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bool usePalette = (bitsPerBlock <= 8);
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// Vanilla Minecraft will use at least 4 bits per block
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if (bitsPerBlock < 4)
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bitsPerBlock = 4;
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// MC 1.9 to 1.12 will set palette length field to 0 when palette
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// is not used, MC 1.13+ does not send the field at all in this case
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int paletteLength = 0; // Assume zero when length is absent
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if (usePalette || protocolversion < Protocol18Handler.MC113Version)
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paletteLength = dataTypes.ReadNextVarInt(cache);
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int[] palette = new int[paletteLength];
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for (int i = 0; i < paletteLength; i++)
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{
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palette[i] = dataTypes.ReadNextVarInt(cache);
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}
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// Bit mask covering bitsPerBlock bits
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// EG, if bitsPerBlock = 5, valueMask = 00011111 in binary
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uint valueMask = (uint)((1 << bitsPerBlock) - 1);
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ulong[] dataArray = dataTypes.ReadNextULongArray(cache);
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Chunk chunk = new Chunk();
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if (dataArray.Length > 0)
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{
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for (int blockY = 0; blockY < Chunk.SizeY; blockY++)
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{
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for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++)
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{
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for (int blockX = 0; blockX < Chunk.SizeX; blockX++)
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{
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int blockNumber = (blockY * Chunk.SizeZ + blockZ) * Chunk.SizeX + blockX;
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int startLong = (blockNumber * bitsPerBlock) / 64;
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int startOffset = (blockNumber * bitsPerBlock) % 64;
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int endLong = ((blockNumber + 1) * bitsPerBlock - 1) / 64;
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// TODO: In the future a single ushort may not store the entire block id;
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// the Block code may need to change if block state IDs go beyond 65535
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ushort blockId;
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if (startLong == endLong)
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{
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blockId = (ushort)((dataArray[startLong] >> startOffset) & valueMask);
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}
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else
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{
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int endOffset = 64 - startOffset;
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blockId = (ushort)((dataArray[startLong] >> startOffset | dataArray[endLong] << endOffset) & valueMask);
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}
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if (usePalette)
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{
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// Get the real block ID out of the palette
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blockId = (ushort)palette[blockId];
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}
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chunk[blockX, blockY, blockZ] = new Block(blockId);
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}
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}
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}
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}
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//We have our chunk, save the chunk into the world
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if (handler.GetWorld()[chunkX, chunkZ] == null)
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handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn();
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handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk;
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//Pre-1.14 Lighting data
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if (protocolversion < Protocol18Handler.MC114Version)
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{
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//Skip block light
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
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//Skip sky light
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if (currentDimension == 0)
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// Sky light is not sent in the nether or the end
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
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}
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}
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}
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// Don't worry about skipping remaining data since there is no useful data afterwards in 1.9
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// (plus, it would require parsing the tile entity lists' NBT)
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}
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else if (protocolversion >= Protocol18Handler.MC18Version)
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{
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// 1.8 chunk format
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if (chunksContinuous && chunkMask == 0)
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{
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//Unload the entire chunk column
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handler.GetWorld()[chunkX, chunkZ] = null;
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}
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else
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{
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//Load chunk data from the server
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for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
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{
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if ((chunkMask & (1 << chunkY)) != 0)
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{
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Chunk chunk = new Chunk();
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//Read chunk data, all at once for performance reasons, and build the chunk object
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Queue<ushort> queue = new Queue<ushort>(dataTypes.ReadNextUShortsLittleEndian(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ, cache));
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for (int blockY = 0; blockY < Chunk.SizeY; blockY++)
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for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++)
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for (int blockX = 0; blockX < Chunk.SizeX; blockX++)
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chunk[blockX, blockY, blockZ] = new Block(queue.Dequeue());
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//We have our chunk, save the chunk into the world
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if (handler.GetWorld()[chunkX, chunkZ] == null)
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handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn();
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handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk;
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}
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}
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//Skip light information
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for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
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{
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if ((chunkMask & (1 << chunkY)) != 0)
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{
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//Skip block light
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
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//Skip sky light
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if (hasSkyLight)
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
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}
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}
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//Skip biome metadata
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if (chunksContinuous)
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dataTypes.ReadData(Chunk.SizeX * Chunk.SizeZ, cache);
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}
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}
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else
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{
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// 1.7 chunk format
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if (chunksContinuous && chunkMask == 0)
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{
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//Unload the entire chunk column
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handler.GetWorld()[chunkX, chunkZ] = null;
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}
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else
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{
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//Count chunk sections
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int sectionCount = 0;
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int addDataSectionCount = 0;
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for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
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{
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if ((chunkMask & (1 << chunkY)) != 0)
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sectionCount++;
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if ((chunkMask2 & (1 << chunkY)) != 0)
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addDataSectionCount++;
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}
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//Read chunk data, unpacking 4-bit values into 8-bit values for block metadata
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Queue<byte> blockTypes = new Queue<byte>(dataTypes.ReadData(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount, cache));
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Queue<byte> blockMeta = new Queue<byte>();
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foreach (byte packed in dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache))
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{
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byte hig = (byte)(packed >> 4);
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byte low = (byte)(packed & (byte)0x0F);
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blockMeta.Enqueue(hig);
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blockMeta.Enqueue(low);
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}
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//Skip data we don't need
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache); //Block light
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if (hasSkyLight)
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount) / 2, cache); //Sky light
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dataTypes.ReadData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * addDataSectionCount) / 2, cache); //BlockAdd
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if (chunksContinuous)
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dataTypes.ReadData(Chunk.SizeX * Chunk.SizeZ, cache); //Biomes
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//Load chunk data
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for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
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{
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if ((chunkMask & (1 << chunkY)) != 0)
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{
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Chunk chunk = new Chunk();
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for (int blockY = 0; blockY < Chunk.SizeY; blockY++)
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for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++)
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for (int blockX = 0; blockX < Chunk.SizeX; blockX++)
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chunk[blockX, blockY, blockZ] = new Block(blockTypes.Dequeue(), blockMeta.Dequeue());
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if (handler.GetWorld()[chunkX, chunkZ] == null)
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handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn();
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handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk;
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}
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}
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}
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}
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}
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}
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}
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