using System; using System.Collections.Generic; //using System.Linq; //using System.Text; using MinecraftClient.Mapping; namespace MinecraftClient.Protocol.Handlers { /// /// Terrain Decoding handler for Protocol18 /// class Protocol18Terrain { private int protocolversion; private DataTypes dataTypes; private IMinecraftComHandler handler; /// /// Initialize a new Terrain Decoder /// /// Minecraft Protocol Version /// Minecraft Protocol Data Types public Protocol18Terrain(int protocolVersion, DataTypes dataTypes, IMinecraftComHandler handler) { this.protocolversion = protocolVersion; this.dataTypes = dataTypes; this.handler = handler; } /// /// Process chunk column data from the server and (un)load the chunk from the Minecraft world /// /// Chunk X location /// Chunk Z location /// Chunk mask for reading data /// Chunk mask for some additional 1.7 metadata /// Contains skylight info /// Are the chunk continuous /// Current dimension type (0 = overworld) /// Cache for reading chunk data public void ProcessChunkColumnData(int chunkX, int chunkZ, ushort chunkMask, ushort chunkMask2, bool hasSkyLight, bool chunksContinuous, int currentDimension, Queue 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 queue = new Queue(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 blockTypes = new Queue(dataTypes.ReadData(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ * sectionCount, cache)); Queue blockMeta = new Queue(); 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; } } } } } } }