feat: world.get_chunk_data(...) saved chunk data when chunk is not loaded

This commit is contained in:
MihailRis
2025-01-20 01:25:43 +03:00
parent f1f81371af
commit 02a93d8bc3
3 changed files with 36 additions and 16 deletions
+13 -3
View File
@@ -126,11 +126,21 @@ static int l_get_chunk_data(lua::State* L) {
int x = static_cast<int>(lua::tointeger(L, 1));
int z = static_cast<int>(lua::tointeger(L, 2));
const auto& chunk = level->chunks->getChunk(x, z);
std::vector<ubyte> chunkData;
if (chunk == nullptr) {
lua::pushnil(L);
return 0;
auto& regions = level->getWorld()->wfile->getRegions();
auto voxelData = regions.getVoxels(x, z);
if (voxelData == nullptr) {
return 0;
}
static util::Buffer<ubyte> rleBuffer(CHUNK_DATA_LEN * 2);
auto metadata = regions.getBlocksData(x, z);
chunkData =
compressed_chunks::encode(voxelData.get(), metadata, rleBuffer);
} else {
chunkData = compressed_chunks::encode(*chunk);
}
auto chunkData = compressed_chunks::encode(*chunk);
return lua::newuserdata<lua::LuaBytearray>(L, std::move(chunkData));
}