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ChunkSerializer: support writing 0 bpb palettes on the wire
these are now supported as of 1.17.30.
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@ -32,10 +32,8 @@ use pocketmine\network\mcpe\protocol\serializer\PacketSerializerContext;
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use pocketmine\utils\Binary;
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use pocketmine\utils\BinaryStream;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\format\PalettedBlockArray;
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use pocketmine\world\format\SubChunk;
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use function count;
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use function str_repeat;
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final class ChunkSerializer{
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@ -83,23 +81,18 @@ final class ChunkSerializer{
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$stream->putByte(count($layers));
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foreach($layers as $blocks){
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if($blocks->getBitsPerBlock() === 0){
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//TODO: we use these in memory, but the game doesn't support them yet
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//polyfill them with 1-bpb instead
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$bitsPerBlock = 1;
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$words = str_repeat("\x00", PalettedBlockArray::getExpectedWordArraySize(1));
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}else{
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$bitsPerBlock = $blocks->getBitsPerBlock();
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$words = $blocks->getWordArray();
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}
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$bitsPerBlock = $blocks->getBitsPerBlock();
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$words = $blocks->getWordArray();
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$stream->putByte(($bitsPerBlock << 1) | ($persistentBlockStates ? 0 : 1));
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$stream->put($words);
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$palette = $blocks->getPalette();
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//these LSHIFT by 1 uvarints are optimizations: the client expects zigzag varints here
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//but since we know they are always unsigned, we can avoid the extra fcall overhead of
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//zigzag and just shift directly.
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$stream->putUnsignedVarInt(count($palette) << 1); //yes, this is intentionally zigzag
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if($bitsPerBlock !== 0){
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//these LSHIFT by 1 uvarints are optimizations: the client expects zigzag varints here
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//but since we know they are always unsigned, we can avoid the extra fcall overhead of
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//zigzag and just shift directly.
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$stream->putUnsignedVarInt(count($palette) << 1); //yes, this is intentionally zigzag
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}
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if($persistentBlockStates){
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$nbtSerializer = new NetworkNbtSerializer();
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foreach($palette as $p){
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