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.MC_1_9_Version)
{
// 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.MC_1_14_Version)
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.MC_1_13_Version)
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.MC_1_16_Version)
{
// 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
handler.InvokeOnMainThread(() =>
{
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.MC_1_14_Version)
{
//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.MC_1_8_Version)
{
// 1.8 chunk format
if (chunksContinuous && chunkMask == 0)
{
//Unload the entire chunk column
handler.InvokeOnMainThread(() =>
{
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
handler.InvokeOnMainThread(() =>
{
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.InvokeOnMainThread(() =>
{
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());
handler.InvokeOnMainThread(() =>
{
if (handler.GetWorld()[chunkX, chunkZ] == null)
handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn();
handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk;
});
}
}
}
}
}
}
}