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