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* Move client/common/ and client/network/ into common/ and network/ respectively.
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57
source/network/packets/ChunkDataPacket.cpp
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57
source/network/packets/ChunkDataPacket.cpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "../Packet.hpp"
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#include "world/level/levelgen/chunk/LevelChunk.hpp"
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void ChunkDataPacket::handle(const RakNet::RakNetGUID& guid, NetEventCallback* pCallback)
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{
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pCallback->handle(guid, this);
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}
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void ChunkDataPacket::write(RakNet::BitStream* bs)
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{
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bs->Write(PACKET_CHUNK_DATA);
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bs->Write(m_x);
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bs->Write(m_z);
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// Well, we first have to prepare the data.
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m_data.Reset();
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for (int i = 0; i < 256; i++)
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{
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m_data.Write(m_pChunk->m_updateMap[i]);
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// if nothing was updated:
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if (!m_pChunk->m_updateMap[i])
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continue;
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for (int y = 0; y < 8; y++)
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{
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if ((m_pChunk->m_updateMap[i] >> y) & 1)
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{
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int idx = ((i & 0xF) << 11) | ((i >> 4) << 7) + (y * 16);
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//write the tile data
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m_data.Write((const char*) &m_pChunk->m_pBlockData[idx], 16 * sizeof(TileID));
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m_data.Write((const char*) &m_pChunk->m_tileData [idx >> 1], 8);
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}
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}
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}
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m_data.ResetReadPointer();
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bs->Write(m_data);
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}
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void ChunkDataPacket::read(RakNet::BitStream* bs)
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{
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bs->Read(m_x);
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bs->Read(m_z);
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bs->Read(m_data);
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m_data.ResetReadPointer();
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}
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