Add api to serialize and deserialize chunk to bytes

This commit is contained in:
REDxEYE 2024-12-02 02:33:38 +03:00
parent 10eb26276a
commit 49defaeb3b

View File

@ -1,16 +1,20 @@
#include <cmath>
#include <stdexcept>
#include <filesystem>
#include <stdexcept>
#include "api_lua.hpp"
#include "assets/Assets.hpp"
#include "assets/AssetsLoader.hpp"
#include "coders/gzip.hpp"
#include "coders/json.hpp"
#include "engine.hpp"
#include "files/files.hpp"
#include "files/engine_paths.hpp"
#include "files/files.hpp"
#include "lighting/Lighting.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Chunks.hpp"
#include "world/Level.hpp"
#include "world/World.hpp"
#include "api_lua.hpp"
using namespace scripting;
namespace fs = std::filesystem;
@ -36,12 +40,12 @@ static int l_get_list(lua::State* L) {
const auto& folder = worlds[i];
auto root = json::parse(files::read_string(folder/fs::u8path("world.json")));
auto root =
json::parse(files::read_string(folder / fs::u8path("world.json")));
const auto& versionMap = root["version"];
int versionMajor = versionMap["major"].asInteger();
int versionMinor = versionMap["minor"].asInteger();
auto name = folder.filename().u8string();
lua::pushstring(L, name);
lua::setfield(L, "name");
@ -49,11 +53,11 @@ static int l_get_list(lua::State* L) {
auto assets = engine->getAssets();
std::string icon = "world#" + name + ".icon";
if (!AssetsLoader::loadExternalTexture(
assets,
icon,
{worlds[i] / fs::path("icon.png"),
worlds[i] / fs::path("preview.png")}
)) {
assets,
icon,
{worlds[i] / fs::path("icon.png"),
worlds[i] / fs::path("preview.png")}
)) {
icon = "gui/no_world_icon";
}
lua::pushstring(L, icon);
@ -115,6 +119,76 @@ static int l_get_generator(lua::State* L) {
return lua::pushstring(L, require_world_info().generator);
}
static int l_get_chunk_data(lua::State* L) {
int x = (int)lua::tointeger(L, 1);
int y = (int)lua::tointeger(L, 2);
const auto& chunk = level->chunks->getChunk(x, y);
if (chunk->isEmpty()) {
return 0;
}
bool compress = false;
if (lua::gettop(L) >= 3) {
compress = lua::toboolean(L, 3);
}
if (compress) {
return lua::newuserdata<lua::LuaBytearray>(
L, gzip::compress(chunk->encode().get(), CHUNK_DATA_LEN)
);
}
const auto chunk_data = chunk->encode();
const std::vector<ubyte> data(
chunk_data.get(), chunk_data.get() + CHUNK_DATA_LEN
);
return lua::newuserdata<lua::LuaBytearray>(L, data);
}
static int l_set_chunk_data(lua::State* L) {
int x = (int)lua::tointeger(L, 1);
int y = (int)lua::tointeger(L, 2);
auto buffer = lua::touserdata<lua::LuaBytearray>(L, 3);
bool is_compressed = false;
if (lua::gettop(L) >= 4) {
is_compressed = lua::toboolean(L, 4);
}
auto chunk = level->chunks->getChunk(x, y);
if (is_compressed) {
auto data =
gzip::decompress(buffer->data().data(), buffer->data().size());
chunk->decode(data.data());
} else {
chunk->decode(buffer->data().data());
}
chunk->updateHeights();
level->lighting->buildSkyLight(x, y);
chunk->flags.modified = true;
level->lighting->onChunkLoaded(x, y, true);
chunk = level->chunks->getChunk(x - 1, y);
if (chunk != nullptr) {
chunk->flags.modified = true;
level->lighting->onChunkLoaded(x - 1, y, true);
}
chunk = level->chunks->getChunk(x + 1, y);
if (chunk != nullptr) {
chunk->flags.modified = true;
level->lighting->onChunkLoaded(x + 1, y, true);
}
chunk = level->chunks->getChunk(x, y - 1);
if (chunk != nullptr) {
chunk->flags.modified = true;
level->lighting->onChunkLoaded(x, y - 1, true);
}
chunk = level->chunks->getChunk(x, y + 1);
if (chunk != nullptr) {
chunk->flags.modified = true;
level->lighting->onChunkLoaded(x, y + 1, true);
}
return 1;
}
const luaL_Reg worldlib[] = {
{"is_open", lua::wrap<l_is_open>},
{"get_list", lua::wrap<l_get_list>},
@ -128,4 +202,7 @@ const luaL_Reg worldlib[] = {
{"is_day", lua::wrap<l_is_day>},
{"is_night", lua::wrap<l_is_night>},
{"exists", lua::wrap<l_exists>},
{NULL, NULL}};
{"get_chunk_data", lua::wrap<l_get_chunk_data>},
{"set_chunk_data", lua::wrap<l_set_chunk_data>},
{NULL, NULL}
};