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Mirror von https://github.com/IntellectualSites/FastAsyncWorldEdit.git synchronisiert 2024-12-25 10:30:04 +01:00

Fix incorrect light array reference.

Possibly fixes #531 and #535
Dieser Commit ist enthalten in:
dordsor21 2020-07-24 20:21:05 +01:00
Ursprung 28837c7106
Commit d3ff4131a3
Es konnte kein GPG-Schlüssel zu dieser Signatur gefunden werden
GPG-Schlüssel-ID: 1E53E88969FFCF0B

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@ -105,19 +105,18 @@ public class BukkitGetBlocks_1_16_1 extends CharGetBlocks {
return AdaptedMap.immutable(nmsTiles, posNms2We, nmsTile2We); return AdaptedMap.immutable(nmsTiles, posNms2We, nmsTile2We);
} }
@Override @Override public int getSkyLight(int x, int y, int z) {
public int getSkyLight(int x, int y, int z) {
int layer = y >> 4; int layer = y >> 4;
if (skyLight[layer] == null) { if (skyLight[layer] == null) {
SectionPosition sectionPosition = SectionPosition.a(nmsChunk.getPos(), layer); SectionPosition sectionPosition = SectionPosition.a(nmsChunk.getPos(), layer);
NibbleArray nibbleArray = world.getChunkProvider().getLightEngine().a(EnumSkyBlock.SKY).a(sectionPosition); NibbleArray nibbleArray = world.getChunkProvider().getLightEngine().a(EnumSkyBlock.SKY).a(sectionPosition);
// If the server hasn't generated the section's NibbleArray yet, it will be null // If the server hasn't generated the section's NibbleArray yet, it will be null
if (nibbleArray == null) { if (nibbleArray == null) {
byte[] a = new byte[2048]; byte[] a = new byte[2048];
// Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway. // Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway.
Arrays.fill(a, (byte) 15); Arrays.fill(a, (byte) 15);
nibbleArray = new NibbleArray(a); nibbleArray = new NibbleArray(a);
((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.SKY, sectionPosition, nibbleArray, true); ((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.SKY, sectionPosition, nibbleArray, true);
} }
skyLight[layer] = nibbleArray; skyLight[layer] = nibbleArray;
} }
@ -125,21 +124,20 @@ public class BukkitGetBlocks_1_16_1 extends CharGetBlocks {
return skyLight[layer].a(SectionPosition.b(BlockPosition.b(l)), SectionPosition.b(BlockPosition.c(l)), SectionPosition.b(BlockPosition.d(l))); return skyLight[layer].a(SectionPosition.b(BlockPosition.b(l)), SectionPosition.b(BlockPosition.c(l)), SectionPosition.b(BlockPosition.d(l)));
} }
@Override @Override public int getEmmittedLight(int x, int y, int z) {
public int getEmmittedLight(int x, int y, int z) {
int layer = y >> 4; int layer = y >> 4;
if (skyLight[layer] == null) { if (blockLight[layer] == null) {
SectionPosition sectionPosition = SectionPosition.a(nmsChunk.getPos(), layer); SectionPosition sectionPosition = SectionPosition.a(nmsChunk.getPos(), layer);
NibbleArray nibbleArray = world.getChunkProvider().getLightEngine().a(EnumSkyBlock.BLOCK).a(sectionPosition); NibbleArray nibbleArray = world.getChunkProvider().getLightEngine().a(EnumSkyBlock.BLOCK).a(sectionPosition);
// If the server hasn't generated the section's NibbleArray yet, it will be null // If the server hasn't generated the section's NibbleArray yet, it will be null
if (nibbleArray == null) { if (nibbleArray == null) {
byte[] a = new byte[2048]; byte[] a = new byte[2048];
// Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway. // Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway.
Arrays.fill(a, (byte) 15); Arrays.fill(a, (byte) 15);
nibbleArray = new NibbleArray(a); nibbleArray = new NibbleArray(a);
((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.BLOCK, sectionPosition, nibbleArray, true); ((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.BLOCK, sectionPosition, nibbleArray, true);
} }
skyLight[layer] = nibbleArray; blockLight[layer] = nibbleArray;
} }
long l = BlockPosition.a(x, y, z); long l = BlockPosition.a(x, y, z);
return blockLight[layer].a(SectionPosition.b(BlockPosition.b(l)), SectionPosition.b(BlockPosition.c(l)), SectionPosition.b(BlockPosition.d(l))); return blockLight[layer].a(SectionPosition.b(BlockPosition.b(l)), SectionPosition.b(BlockPosition.c(l)), SectionPosition.b(BlockPosition.d(l)));