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* 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>
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
/********************************************************************
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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 LevelDataPacket::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 LevelDataPacket::write(RakNet::BitStream* pbs)
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{
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// @TODO: Maybe offload this to a different 'worker thread'? Or maybe just the compression job?
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// send a crapton of them in a raw packet(why? Laziness)
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int chunksX = C_MAX_CHUNKS_X;
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int chunksZ = C_MAX_CHUNKS_Z;
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int minus9999 = -9999;
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RakNet::BitStream bs;
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pbs->Write((unsigned char)PACKET_LEVEL_DATA);
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int uncompMagic = 12847812, compMagic = 58712758, chunkSepMagic = 284787658;
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bs.Write(uncompMagic);
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bs.Write(chunksX);
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bs.Write(chunksZ);
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for (int x = 0; x < chunksX; x++)
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{
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for (int z = 0; z < chunksZ; z++)
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{
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bs.Write(chunkSepMagic);
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RakNet::BitStream bs2;
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LevelChunk* pChunk = m_pLevel->getChunk(x, z);
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ChunkDataPacket cdp(x, z, pChunk);
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cdp.write(&bs2);
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int dataSize = int(bs2.GetNumberOfBytesUsed());
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bs.Write(dataSize);
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bs.Write((const char*)bs2.GetData(), dataSize);
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}
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}
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// compress it
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size_t compSize = 0;
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size_t uncompSize = bs.GetNumberOfBytesUsed();
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uint8_t* pCompressedData = nullptr;
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if (uncompSize > 1024)
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{
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// takes about 5ms on release to compress everything on L4, compression ratio is around 14-15%.
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// Increase or decrease this depending on your server's load.
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pCompressedData = ZlibDeflateToMemoryLvl(bs.GetData(), uncompSize, &compSize, 4);
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}
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if (pCompressedData)
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{
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float ratio = 100.0f * float(compSize) / float(uncompSize);
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//LOG_I("Compression ratio: %.2f (%d comp, %d uncomp)", ratio, int(compSize), int(uncompSize));
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int cs2 = int(compSize), us2 = int(uncompSize);
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bs.Reset();
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bs.Write(compMagic);
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bs.Write(us2);
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bs.Write(cs2);
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bs.Write((const char*)pCompressedData, compSize);
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SAFE_DELETE_ARRAY(pCompressedData);
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}
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else
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{
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//LOG_I("Level not compressed.");
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}
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pbs->Write(bs);
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return;
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}
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void LevelDataPacket::read(RakNet::BitStream* bs)
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{
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bs->Read(m_data);
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}
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