Files
mcpe/source/network/packets/ChunkDataPacket.cpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

58 lines
1.4 KiB
C++

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