2024-09-14 19:05:14 <-- xoreaxeax (~xoreaxeax@user/daswf852) has quit (Client Quit) 2024-09-14 19:06:00 --> xoreaxeax (~xoreaxeax@user/daswf852) has joined #mcdevs 2024-09-14 19:24:51 <-- xoreaxeax (~xoreaxeax@user/daswf852) has quit (Quit: see you space cowboy...) 2024-09-14 19:25:40 --> xoreaxeax (~xoreaxeax@user/daswf852) has joined #mcdevs 2024-09-14 19:41:19 --> Artea (~Lufia@vps.artea.ovh) has joined #mcdevs 2024-09-14 22:01:04 Tides So I'm back from the other day and I figured out the issue specifically was that spawn entity and set entity data weren't being sent bundled so I've started using the bundle delimiter packet with that ^ ^ 2024-09-14 22:01:37 Tides (To ensure they're processed on the same tick) 2024-09-14 22:02:29 Tides And honestly, that one bit helped me find a lot more bugs within the project as well so :) 2024-09-14 22:15:48 pokechu22 One other thing I'm curious about - did you have compression enabled? 2024-09-14 22:16:20 pokechu22 If so that might explain why you got different results for different block change packets, as I'd expect air to compress better than other blocks (at least possibly) 2024-09-14 22:17:15 pokechu22 but it's good to hear that bundle delimiter fixed the issues :) 2024-09-14 22:18:14 Tides Nope no compression enabled 2024-09-14 22:20:36 pokechu22 Alright, then I've got no idea why using different blocks would give different results... but it's good that it's fixed anyways :) 2024-09-14 22:21:25 Tides And yeah, that kinda makes sense honestly; its still very odd to me that it happened but I'm not that knowledgeable when it comes to it 2024-09-14 22:21:33 Tides Also, yeah I was testing with my friend as well and he was also stumped why using different blocks gave us different results 2024-09-14 22:28:52 -- balrog_ is now known as balrog 2024-09-15 05:17:30 <-- Tides (~Tides@user/Tides) has quit (Quit: Client closed) 2024-09-15 08:58:53 <-- MiniDigger09 (~MiniDigge@user/minidigger) has quit (Quit: The Lounge - 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2024-09-17 05:38:46 <-- Tides (~Tides@user/Tides) has quit (Read error: Connection reset by peer) 2024-09-17 12:58:44 <-- Hafydd (~Hafydd@user/hafydd) has quit (Ping timeout: 245 seconds) 2024-09-17 12:59:02 --> Hafydd (~Hafydd@user/hafydd) has joined #mcdevs 2024-09-17 13:37:07 <-- Disconsented (~quassel@irc.disconsented.com) has quit (Remote host closed the connection) 2024-09-17 13:38:16 --> Disconsented (~quassel@irc.disconsented.com) has joined #mcdevs 2024-09-17 16:40:23 --> Tides (~Tides@user/Tides) has joined #mcdevs 2024-09-17 20:06:15 <-- dav1d (~dav1d@user/meow/dav1d) has quit (Ping timeout: 276 seconds) 2024-09-17 20:09:04 --> dav1d (~dav1d@user/meow/dav1d) has joined #mcdevs 2024-09-18 05:07:15 <-- Tides (~Tides@user/Tides) has quit (Remote host closed the connection) 2024-09-18 08:23:59 --> l4mRh4X0r (~l4mRh4X0r@pomacium.student.ipv6.utwente.nl) has joined #mcdevs 2024-09-18 14:03:08 botifico [Burger] New data now avaliable for 24w38a: 2024-09-18 14:03:09 botifico [Burger] Diff from 24w37a: https://pokechu22.github.io/Burger/diff_24w37a_24w38a.html (https://pokechu22.github.io/Burger/diff_24w37a_24w38a.json) 2024-09-18 14:03:12 botifico [Burger] Full data: https://pokechu22.github.io/Burger/24w38a.html (https://pokechu22.github.io/Burger/24w38a.json) 2024-09-18 14:05:03 botifico [McUpdates] Minecraft snapshot 24w38a has just been published to the launcher! 2024-09-18 15:35:18 <-- sudden (~cat@user/sudden) has quit (Ping timeout: 265 seconds) 2024-09-18 15:41:06 <-- Hafydd (~Hafydd@user/hafydd) has quit (*.net *.split) 2024-09-18 15:41:07 <-- simon816 (~simon816@secondary.machine.simon816.com) has quit (*.net *.split) 2024-09-18 15:41:07 <-- yosafbridge (~yosafbrid@static.38.6.217.95.clients.your-server.de) has quit (*.net *.split) 2024-09-18 15:41:07 <-- TkTech (~TkTech@modemcable198.106-201-24.mc.videotron.ca) has quit (*.net *.split) 2024-09-18 15:41:07 <-- Wanderer (~wanderer@user/wanderer) has quit (*.net *.split) 2024-09-18 15:41:07 <-- 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(~DFrostedW@user/DFrostedWang) has quit (Quit: Leaving) 2024-09-20 23:53:09 bswartz Are the snapshots builds of 1.21.2 or builds of 1.22? 2024-09-20 23:53:11 <-- SpaceManiac (~SpaceMani@c-98-238-129-154.hsd1.ca.comcast.net) has quit (Ping timeout: 252 seconds) 2024-09-20 23:53:11 -- SpaceMan1ac is now known as SpaceManiac 2024-09-20 23:55:36 pokechu22 https://minecraft.wiki/w/Java_Edition_24w38a says 1.21.2 2024-09-20 23:58:45 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Ping timeout: 246 seconds) 2024-09-21 00:00:17 <-- SpaceManiac (~SpaceMani@c-98-238-129-154.hsd1.ca.comcast.net) has quit (Ping timeout: 248 seconds) 2024-09-21 00:03:40 --> SpaceManiac (~SpaceMani@c-98-238-129-154.hsd1.ca.comcast.net) has joined #mcdevs 2024-09-21 00:17:20 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-21 00:22:19 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Quit: Ping timeout (120 seconds)) 2024-09-21 00:22:41 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 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(~Almtesh@2001:bc8:3335:c1aa:7951:ec8e:b50c:5a74) has joined #mcdevs 2024-09-21 22:32:14 lassipulkkinen found a bug where block breaking animations that were ongoing when you leave a world are remembered when you join another. i feel like i might have seen this before but i searched the bug tracker and didn't find anything. 2024-09-21 22:36:25 lassipulkkinen you can actually reproduce this even in singleplayer if you pause while breaking and then rejoin. 2024-09-21 22:48:18 pokechu22 Hmm, I would have expected pausing to clear your own break animation (but maybe that doesn't happen in singleplayer) 2024-09-21 22:48:23 pokechu22 Looks like there is an existing report, though: https://bugs.mojang.com/browse/MC-173876 2024-09-21 22:48:42 pokechu22 Found by searching `text ~ "breaking animation world" AND project = MC` and then finding https://bugs.mojang.com/browse/MC-267740 which was a duplicate of that 2024-09-21 22:49:14 pokechu22 I assume you've reproduced in Vanilla 1.21.1? 2024-09-21 22:49:55 lassipulkkinen i searched for "breaking animation" and "crack" but that somehow those didn't come up 2024-09-21 22:50:02 lassipulkkinen *but somehow 2024-09-21 22:51:15 lassipulkkinen and it does happen in multiplayer too with the pausing technique. 2024-09-21 22:51:43 pokechu22 Looks like the word "animation" isn't present in the description 2024-09-21 22:52:04 lassipulkkinen also, i ignored duplicates so that's why i didn't see that one 2024-09-21 22:52:34 lassipulkkinen weird that searching for "crack" doesn't count "cracking" as a match, tho 2024-09-21 22:52:56 pokechu22 That should work - I'm pretty sure jira's search handles stemming like that 2024-09-21 22:53:19 pokechu22 for `text ~ "breaking cracks" AND project = MC` it's on the second page 2024-09-21 22:53:50 lassipulkkinen https://bugs.mojang.com/browse/MC-110703?jql=project%20%3D%20MC%20and%20resolution%20not%20in%20(fixed%2C%20duplicate%2C%20invalid%2C%20%22Cannot%20Reproduce%22%2C%20incomplete)%20AND%20text%20~%20%22crack%22 2024-09-21 22:57:01 pokechu22 "unresolved" means resolution is empty, and I guess "not in" also implies "not empty" 2024-09-21 22:57:42 pokechu22 ... no, that doesn't make sense 2024-09-21 22:58:06 lassipulkkinen totally possible i screwed up the search though 2024-09-21 22:58:20 lassipulkkinen i don't remember seeing a lot of unresolved issues 2024-09-21 22:59:26 pokechu22 Yeah, this behavior doesn't make sense, "unresolved" is also suggested as a value, but empty gets treated differently here? But https://bugs.mojang.com/browse/MC-4?jql=project%20%3D%20MC%20and%20resolution%20is%20empty%20order%20by%20created%20asc and https://bugs.mojang.com/browse/MC-4?jql=project%20%3D%20MC%20and%20resolution%20%3D%20%22unresolved%22%20order%20by%20created%20asc are the same 2024-09-21 22:59:41 pokechu22 ... and https://bugs.mojang.com/browse/MC-4?jql=project%20%3D%20MC%20and%20resolution%20in%20(unresolved)%20order%20by%20created%20asc is the same too 2024-09-21 23:09:07 pokechu22 Seems to be as simple as `resolution != fixed AND key ="MC-173876"` not working while `resolution = unresolved AND key ="MC-173876"` and `resolution is empty AND key ="MC-173876"` work, weird 2024-09-21 23:13:14 pokechu22 Unrelated to all of that... https://bugs.mojang.com/browse/MC-69865 is weird. I don't think it was an intentional chance since I'm pretty sure it didn't exist in 1.7, but it was introduced in 1.8 and it is kinda convenient for e.g. chopping down slightly too tall trees. But I have no idea why it works... 2024-09-21 23:20:52 lassipulkkinen i guess the reason it only happens in that particular scenario is that there's a MultiPlayerGameMode.continueDestroyBlock method that gets called specifically when you're already punching but the targeted block is now non-air. 2024-09-21 23:23:42 lassipulkkinen so it also happens when you start holding while looking at air, then start digging the block, then unfocus again. the initial breaking attempt isn't necessary, like the bug report would imply. 2024-09-21 23:24:40 pokechu22 I was told that the search behavior matches the documentation (see https://support.atlassian.com/jira-software-cloud/docs/jql-operators/). Seems kinda silly and annoying but it is how it is :/ 2024-09-21 23:28:48 lassipulkkinen the fact that there even is a method with the name "continueDestroyBlock" kinda seems like they were intending for something like this to work. 2024-09-21 23:31:08 lassipulkkinen ah nvm, it always gets called when you look at a block 2024-09-21 23:31:19 lassipulkkinen (while pressing attack) 2024-09-21 23:32:04 lassipulkkinen apparently continueAttack gets called unconditionally, so that was a red herring 2024-09-21 23:32:11 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Ping timeout: 252 seconds) 2024-09-21 23:35:19 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-22 00:00:21 lassipulkkinen ok, the explanation for MC-69865 seems to be that continueDestroyBlock assumes isDestroying to be true, even though it won't be if you start destroying the block after looking somewhere else with the button held down. so it looks in every way as if you're destroying a block, and it does get destroyed, yet isDestroying is false the whole time. 2024-09-22 00:01:29 lassipulkkinen which causes stopDestroyingBlock to become a no-op when it shouldn't. 2024-09-22 00:02:14 pokechu22 Hmm, that's interesting, and now I'm curious how it worked in 1.7 that made that *not* happen 2024-09-22 00:02:31 lassipulkkinen basically, it's the same bug as https://bugs.mojang.com/browse/MC-255057, or at least has the same fix. 2024-09-22 00:05:09 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Ping timeout: 248 seconds) 2024-09-22 00:07:14 lassipulkkinen part of it i guess is that the server's anticheat isn't picky enough to complain that you're slightly out of range while breaking the block (or not looking at it, for that matter). 2024-09-22 00:19:36 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-22 00:21:46 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Client Quit) 2024-09-22 00:22:03 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-22 00:32:41 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Ping timeout: 252 seconds) 2024-09-22 00:34:17 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-22 00:40:31 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Quit: Ping timeout (120 seconds)) 2024-09-22 00:40:51 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-22 00:51:30 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Ping timeout: 246 seconds) 2024-09-22 01:03:00 pokechu22 OK, and I took a look at MCP, and it seems like between 1.7 and 1.8, resetBlockRemoving (aka stopDestroyBlock), which is called on each tick if left-click isn't held or a block isn't targetted, changed from sending the abort packet only when isHittingBlock was true and *always* setting isHittingBlock to false and resetting the block damage (both in that class and visually in the world), to only 2024-09-22 01:03:02 pokechu22 resetting the block damage when isHittingBlock was true. I'm not sure why (but I'll look at snapshots and hopefully one of them will make it obvious) 2024-09-22 01:03:46 Disconsented Hmm, I thought there was a movement/location packet that was sent to the client every tick. Might be having a blind moment 2024-09-22 01:04:20 pokechu22 There is (though at least at the time one of them was just updating whether on ground had changed or not, if the player hadn't moved) 2024-09-22 01:04:41 pokechu22 err wait, no, that's from the client to the server each tick 2024-09-22 01:08:15 pokechu22 Disconsented: A server->client one did exist in the past: https://wiki.vg/index.php?title=Protocol&oldid=14204#Entity 2024-09-22 01:08:57 Disconsented Yeah... I went looking for it again the other day, was researching a idea (monitoring TPS over the network) 2024-09-22 01:14:55 pokechu22 I think https://wiki.vg/Protocol#Bundle_Delimiter can be used for that maybe? 2024-09-22 01:16:44 pokechu22 Looks like the block breaking behavior was introduced in https://minecraft.wiki/w/Java_Edition_14w29a - and the only reason why I can see for that happening is https://bugs.mojang.com/browse/MC-676 but that doesn't seem to be *super* relevant 2024-09-22 01:43:39 lassipulkkinen bundle delimiter is used only specifically with entity creation (which is what it was meant for). it can't be used to tell apart ticks. 2024-09-22 01:46:58 lassipulkkinen as i discussed here before, it isn't really possible to reliably detect server ticks as they happen; if all you need is TPS statistics, though, vanilla already has that in recent versions as long as you have op (F3+2, Debug Sample Subscription), or you can use Update Time. 2024-09-22 01:52:21 lassipulkkinen about the block breaking behavior changes, it sounds like pre-1.8 had a variation of the bug where other players would see the block breaking animation continue just as in newer versions, but the client breaking the block wouldn't and the block wouldn't break. 2024-09-22 01:56:30 lassipulkkinen oh, for some reason (in current versions) other players _don't_ see any breaking animation while the bug is happening. 2024-09-22 01:57:26 lassipulkkinen i would've expected the server to incorrectly continue the animation. 2024-09-22 01:58:08 lassipulkkinen i did confirm with a mod that the fix in https://bugs.mojang.com/browse/MC-255057 works, so the code analysis was still correct. 2024-09-22 02:02:28 lassipulkkinen come to think of it, the server will indeed be put in a situation similar to that report; maybe the server has logic similar to sameDestroyTarget that allows Finished Digging withotu Started Digging? 2024-09-22 02:04:22 pokechu22 hmm, I'm pretty sure the client sent the abort packet (at least in 1.7.10) 2024-09-22 02:04:47 pokechu22 but I do remember some weird stuff happening with the block breaking animation in old versions - long enough ago that I don't remember which :| 2024-09-22 02:05:11 lassipulkkinen yes, i was probably wrong about 1.7 behavior as well, like i was about 1.21.1 2024-09-22 02:06:05 pokechu22 I did just test and find a bug in 1.7.10 where redstone ore doesn't light up if you move away from it and then move back - though this is really annoying to test because it can take over a minute for it to deactivate after first being punched, and ultimately doesn't really do anything important 2024-09-22 02:07:04 pokechu22 I don't think there's any other blocks that react to being punched (I think you could left-click to open doors in some really old version, but I think that was beta and they didn't even sync block breaking back then?) 2024-09-22 02:14:43 lassipulkkinen now i'm kinda confused. if (and only if) you trigger the bug by clicking at air first and then moving to a block, the client does send Started Digging, which would suggest that startDestroyBlock is being called -- which would make sense anyway, given that sameDestroyTarget would generally return false in that case. but the bug still happens on the client..? 2024-09-22 02:16:11 lassipulkkinen and adding && this.isDestroying after the sameDestroyTarget check does fix that case as well....? 2024-09-22 02:19:13 pokechu22 continueDestroyBlock will call startDestroyingBlock if sameDestroyTarget returns false 2024-09-22 02:19:38 lassipulkkinen yes, and that should lead to the bug not happening 2024-09-22 02:19:51 lassipulkkinen since isDestroying will be set to true 2024-09-22 02:21:48 lassipulkkinen ah, it does send abort in that case? 2024-09-22 02:23:03 lassipulkkinen nvm, i was confusing myself by testing repeatedly on the same block. 2024-09-22 02:23:45 lassipulkkinen so my original assertion from before the code analysis that the bug also works without the initial breaking attempt was incorrect. 2024-09-22 02:26:54 lassipulkkinen and yes, the server does only check that the block position being broken is the same as that of the last Start Digging received (which, btw, defaults to 0,0,0), and thus accepts the Finished Digging after a Cancel. 2024-09-22 02:31:50 lassipulkkinen it also doesn't seem to reset destroyProgressStart, so you could probably instantly break blocks repeatedly appearing in a given position by just sending Finished Digging without Started Digging. cheat devs probably already figured that out if they found any use for it... 2024-09-22 04:14:58 --> Tides (~Tides@user/Tides) has joined #mcdevs 2024-09-22 07:11:28 <-- Tides (~Tides@user/Tides) has quit (Remote host closed the connection) 2024-09-22 09:59:43 --> magmaus3 (~magmaus3@user/magmaus3) has joined #mcdevs 2024-09-22 10:03:40 <-- magmaus3 (~magmaus3@user/magmaus3) has quit (Read error: Connection reset by peer) 2024-09-22 10:03:54 --> magmaus3 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<-- Hypericats (~Hypericat@modemcable130.116-37-24.static.videotron.ca) has quit (Remote host closed the connection) 2024-09-27 19:13:59 --> Guest55 (~Guest55@79.184.99.229.ipv4.supernova.orange.pl) has joined #mcdevs 2024-09-27 19:14:02 <-- Guest55 (~Guest55@79.184.99.229.ipv4.supernova.orange.pl) has quit (Client Quit) 2024-09-27 19:14:15 --> Hypericats (~Hypericat@modemcable130.116-37-24.static.videotron.ca) has joined #mcdevs 2024-09-27 19:14:28 Hypericats hello? 2024-09-27 19:15:53 Hypericats hello??? 2024-09-27 19:17:24 Hypericats great 2024-09-27 19:21:05 Hypericats ok so basically I am making a headless mc client 2024-09-27 19:21:32 Hypericats using java and netty for networking 2024-09-27 19:22:09 Hypericats I recieve the intial packets in the configuration, login and handhsake stages fine 2024-09-27 19:22:30 Hypericats however, after sending the finish config packet 2024-09-27 19:22:41 Hypericats I get junk data/packets 2024-09-27 19:23:47 Hypericats here is the first packet I recieve after the config: 2024-09-27 19:23:48 Hypericats [-99, 12, 7, 24, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 119, 111, 114, 108, 100, 103, 101, 110, 47, 98, 105, 111, 109, 101, 64, 18, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 98, 97, 100, 108, 97, 110, 100, 115, 0, 23, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 98, 97, 109, 98, 111, 111, 95, 106, 117, 110, 103, 108, 101, 0, 23, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 98, 2024-09-27 19:23:57 Hypericats this would indicate of size of -99? 2024-09-27 19:24:01 Hypericats which is impossible 2024-09-27 19:24:02 pokechu22 You might be handling splitting packets incorrectly - one TCP packet can end up containing multiple MC packets in it (or only part of one); this is particularly common when there's several small packets. Netty should have a way to handle this though. 2024-09-27 19:24:08 pokechu22 ... oh, that's something different 2024-09-27 19:24:42 Hypericats ye and I am overriding the netty onMessageRecieved from the simple inbound handler 2024-09-27 19:24:43 Hypericats @Override protected void messageReceived(ChannelHandlerContext ctx, ByteBuf buf) { System.out.println("RECEIVED REAL PACKET WITH SIZE " + buf.readableBytes()); NetworkHandler.debugBuf(buf); 2024-09-27 19:24:44 pokechu22 Size is a https://wiki.vg/Protocol#VarInt_and_VarLong - and Java only has signed types. So -99 is actually 157 2024-09-27 19:24:55 Hypericats oh 2024-09-27 19:25:05 Hypericats so every negative should just be positive? 2024-09-27 19:25:48 pokechu22 and specifically in that case size is 29+(12*128)=1565 2024-09-27 19:26:48 Hypericats message received is called on packets of 512 size? 2024-09-27 19:26:48 pokechu22 where 29 is 157 & 0x7F (but also -99 & 0x7F) 2024-09-27 19:27:01 Hypericats so I need to merge multiple messages? 2024-09-27 19:28:21 pokechu22 Yeah, based on the size in the packet itself 2024-09-27 19:29:13 Hypericats but the packets can come in any order? so how do I know which receive calls are linked to each other? 2024-09-27 19:34:12 lassipulkkinen no, they'll come in order. udp is unreliable and out of order; tcp, which is used here is reliable, and conceptually just a stream of bytes with no boundaries. 2024-09-27 19:34:40 pokechu22 TCP is stream-based, so things will always appear in order (but as a user of TCP you don't get information about where things are split up and need to do that yourself) 2024-09-27 19:35:41 pokechu22 It'd be nice if https://en.wikipedia.org/wiki/Reliable_User_Datagram_Protocol were commonly used and available, but it's not :/ 2024-09-27 19:35:51 Hypericats i hate people of colour 2024-09-27 19:36:04 lassipulkkinen wtf 2024-09-27 19:36:07 Hypericats bro 2024-09-27 19:36:12 Hypericats some guy went on my comouter 2024-09-27 19:36:14 Hypericats sorr 2024-09-27 19:38:59 pokechu22 oh, you probably will also want to see the note on https://wiki.vg/Protocol#Packet_format about the maximum size of a packet 2024-09-27 19:39:57 lassipulkkinen anyway, i'm unfamiliar with netty, but the "messages" you'receiving are presumably just arbitrary fragments of the data stream. the length field could even be split across multiple of those fragments. 2024-09-27 19:40:52 pokechu22 I do know Mojang uses netty and its pipeline(?) feature to handle things like splitting packets, handling encryption, handling compression, etc. That's probably a good approach to use. I don't remember the details though 2024-09-27 19:41:31 Hypericats yes I used netty because mc uses it 2024-09-27 19:42:09 Hypericats so basically I just need to convert the bytes into shorts and add 128 to the ones under 0? 2024-09-27 19:42:21 Hypericats and also merge some together 2024-09-27 19:43:23 pokechu22 Depends on what you're doing, but yeah, that will probably work for handling varints. There's also java code at https://wiki.vg/Protocol#VarInt_and_VarLong you can use for it though 2024-09-27 19:44:32 lassipulkkinen you can also use bitwise operators, like b & 0x80 != 0 to check if it's a continuation byte, annd b & 0x7f to get the bottom 7 bits. 2024-09-27 19:44:41 Hypericats do they convert from negative or do I need to do that first? 2024-09-27 19:44:58 Hypericats continuation byte? 2024-09-27 19:45:21 Hypericats oh nvm private static final int SEGMENT_BITS = 0x7F; private static final int CONTINUE_BIT = 0x80; 2024-09-27 19:45:51 lassipulkkinen bitwise ops in java don't care about signedness. the numbers are represented in two's complement (look up on wikipedia) 2024-09-27 19:47:25 lassipulkkinen if you use bit shifts to reassemble the number, you don't need any conversions unless you want to interpret the resulting number as unsigned 2024-09-27 19:47:58 lassipulkkinen which you don't need to here, since the lengths can't be lafge enough for that to matter. 2024-09-27 19:48:06 lassipulkkinen *large 2024-09-27 19:53:40 lassipulkkinen oh, except that if you convert a byte to an int it gets sign extended, so you need to chop off the top bits. sorry, i don't program in java 2024-09-27 19:54:50 lassipulkkinen one way to do that is to add 128 if negative like you mentioned, but you can also do it with bitwise and, like b & 0xff 2024-09-27 19:55:08 pokechu22 I believe netty provides a readByte function that returns an int so that you get unsigned values 2024-09-27 19:55:39 pokechu22 https://netty.io/4.1/api/io/netty/buffer/ByteBuf.html#readUnsignedByte-- 2024-09-27 19:55:48 Hypericats alr ty 2024-09-27 19:56:28 Hypericats it says I get alot of Set Tab List Header And Footer packets 2024-09-27 19:56:30 Hypericats is that normal 2024-09-27 19:56:34 Hypericats like right after joining 2024-09-27 19:56:38 Hypericats it's a normal paper server 2024-09-27 19:56:49 pokechu22 For vanilla no; for paper, maybe, depending on the plugin? 2024-09-27 19:56:59 pokechu22 I don't think the header and footer is used by vanilla at all 2024-09-27 19:57:08 Hypericats I've got like via versions 2024-09-27 19:57:11 Hypericats that's it 2024-09-27 19:57:25 Hypericats actually nope 2024-09-27 19:57:27 Hypericats no plugins?? 2024-09-27 19:57:33 lassipulkkinen what version are you connecting as 2024-09-27 19:57:46 Hypericats latest 2024-09-27 19:58:04 lassipulkkinen 767? 2024-09-27 19:58:09 Hypericats 767 2024-09-27 19:58:13 Hypericats ye 2024-09-27 19:58:13 Hypericats yes 2024-09-27 19:59:35 Hypericats I get spammed with like over 20 2024-09-27 19:59:42 lassipulkkinen i guess you're parsing something wrong then. can you send one of the packets here? 2024-09-27 20:00:06 Hypericats weird thing is the parse fine before login 2024-09-27 20:00:11 Hypericats sec 2024-09-27 20:00:20 lassipulkkinen (trim if they're awkwardly long) 2024-09-27 20:01:41 Hypericats [24, 14, 1, 9, 109, 105, 110, 101, 99, 114, 97, 102, 116, 4, 99, 111, 114, 101, 6, 49, 46, 50, 49, 46, 49] 2024-09-27 20:01:48 Hypericats so this is the config end packet 2024-09-27 20:01:51 Hypericats and it works fine 2024-09-27 20:02:01 Hypericats Received packet with type 14 with CONFIGURATION 2024-09-27 20:02:16 Hypericats The next I receive is : [-99, 12, 7, 24, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 119, 111, 114, 108, 100, 103, 101, 110, 47, 98, 105, 111, 109, 101, 64, 18, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 98, 97, 100, 108, 97, 110, 100, 115, 0, 23, 109, 105, 110, 101, 99, 114, 97, 102, 116, 58, 98, 97, 109, 98, 111, 111, 95, 106, 117, 110, 103, 108, 101, 0, 23, 109, 105, 110, 101, 99, 11 2024-09-27 20:02:37 Hypericats which is Received packet with type 101 with PLAY 2024-09-27 20:02:58 Hypericats set title text packet? 2024-09-27 20:03:00 Hypericats 0x65 2024-09-27 20:03:03 lassipulkkinen uh, that's type 7 2024-09-27 20:03:12 Hypericats oh 2024-09-27 20:03:13 Hypericats wiat 2024-09-27 20:03:21 Hypericats 7 is login right? 2024-09-27 20:03:30 Hypericats player session 2024-09-27 20:04:04 lassipulkkinen 7 is block entity data, which doesn't really make sense either 2024-09-27 20:04:24 Hypericats although that is one of two 2024-09-27 20:04:29 Hypericats I get two packets of 496 length 2024-09-27 20:04:35 Hypericats and sometimes it's 512 length x2 2024-09-27 20:04:50 lassipulkkinen but that's what it looks like. you might be splitting them wrong. 2024-09-27 20:05:36 Hypericats https://pastebin.com/vQ6PAiEE 2024-09-27 20:06:54 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:07:22 lassipulkkinen also, finish configuration is 3. where did you get the "14"? 2024-09-27 20:08:10 Hypericats2 ClientboundKnownPacks 2024-09-27 20:08:19 lassipulkkinen or, the packet you sent is indeed type 14, but that means it's not finish config. 2024-09-27 20:08:37 Hypericats2 No those are packets a receive 2024-09-27 20:08:42 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:08:58 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:09:41 Hypericats2 I think clientbound know packe should be 0xE so 14 2024-09-27 20:10:12 lassipulkkinen yes, that's known packs. you just said it was finish config. bht nvm 2024-09-27 20:10:15 lassipulkkinen *but 2024-09-27 20:10:36 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:11:06 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:11:25 lassipulkkinen having a look at the pastebin 2024-09-27 20:11:37 Hypericats2 Ye I dont receive finish config either 2024-09-27 20:12:08 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:12:47 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:13:03 Hypericats2 I can send git repo too 2024-09-27 20:13:35 <-- Hypericats (~Hypericat@modemcable130.116-37-24.static.videotron.ca) has quit (Ping timeout: 256 seconds) 2024-09-27 20:15:05 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:16:11 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:19:47 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:25:24 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:26:30 lassipulkkinen ok, the only problem that jumps out to me is that as discussed before, you're not handling the case where packets get split across multiple buffers. right now, if the buffer ends in the middle of a length field, you catch the error and shrug it off with no further action. if it ends in the middle of the payload, you call ByteBuf.slice with overflowing indices. the doc doesn't say what that leads 2024-09-27 20:26:31 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:26:32 lassipulkkinen to, but it's abug either way. in both of these cases, you should save the portion of the buffer containing the incomplete packet, and prepend it on the next messageReceived. 2024-09-27 20:30:01 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:30:42 lassipulkkinen here's my reply again if you missed it: ok, the only problem that jumps out to me is that as discussed before, you're not handling the case where packets get split across multiple buffers. right now, if the buffer ends in the middle of a length field, you catch the error and shrug it off with no further action. if it ends in the middle of the payload, you call ByteBuf.slice with overflowing 2024-09-27 20:30:44 lassipulkkinen indices. the doc doesn't say what that leads to, but it's abug either way. in both of these cases, you should save the portion of the buffer containing the incomplete packet, and prepend it on the next messageReceived. 2024-09-27 20:30:53 Hypericats2 Yeah but that wouldn’t change the type of the first packet? 2024-09-27 20:31:41 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:32:08 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:32:15 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:32:43 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:33:10 lassipulkkinen not the very first packet you receive, but after that all packets could potentially be out of sync. 2024-09-27 20:33:45 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 20:35:38 --> Hypericats2 (~Hypericat@204.48.77.240) has joined #mcdevs 2024-09-27 20:35:49 Hypericats2 And most of them are out of sync anyways 2024-09-27 20:36:51 lassipulkkinen i don't know for sure if what i said is the reason for the problems, but i don't see any other bugs 2024-09-27 20:37:03 Hypericats2 Alr tysm 2024-09-27 20:38:04 <-- Hypericats2 (~Hypericat@204.48.77.240) has quit (Client Quit) 2024-09-27 21:19:16 --> Hypericats (~Hypericat@69.157.138.216) has joined #mcdevs 2024-09-27 22:05:27 Hypericats Hello, I am having issues with decoding a packet after the clientboundknownpacks packet 2024-09-27 22:06:22 lassipulkkinen after fixing the bug? 2024-09-27 22:07:02 Hypericats ye give me a sec I might have found solution 2024-09-27 22:22:41 Hypericats Ok it's fixed, tysm. 2024-09-27 22:31:47 Hypericats Do you know what packets are sent to the client when the client player dies and needs to respawn? 2024-09-27 22:39:43 lassipulkkinen this is indeed not well documented, but the server sends both Set Health with 0 and Combat Death. either of the two is enough to get the client to show the death screen, but the Combat Death is used to send the cause of death. i don't remember how this changes when immediate respawn is enabled. 2024-09-27 22:42:08 lassipulkkinen then the client needs to send Client Status with action 0 in order to respawn, and the server sends a Respawn packet, like when switching dimensions. 2024-09-27 22:48:19 Hypericats ty 2024-09-28 00:46:18 Hypericats In the chunk data packets do I need to read and process the heightmaps or can I do without it? 2024-09-28 01:17:57 pokechu22 You need to read it if you want to understand the data after it (which you probably care about), since there's no way to skip over NBT data without parsing it 2024-09-28 01:18:12 pokechu22 You probably don't need to do anything with the heightmap data though; it's mainly important for handling lighting 2024-09-28 01:18:27 pokechu22 If you don't care about the blocks in the chunk then you can ignore the chunk data packet entirely 2024-09-28 01:18:28 Hypericats ok so I just need to read it to get through it 2024-09-28 01:18:33 pokechu22 Yeah 2024-09-28 01:18:45 Hypericats yeah I want to know the blocks in the chunk dont care about light 2024-09-28 01:19:15 Hypericats and in order to read it do I need to use the library or is there an easy way to know the length? 2024-09-28 01:23:08 pokechu22 You need to use a library or implement NBT yourself, unfortunately 2024-09-28 01:23:37 Hypericats ok and 2024-09-28 01:23:38 Hypericats https://wiki.vg/Chunk_Format#Paletted_Container_structure 2024-09-28 01:23:42 Hypericats what is this 2024-09-28 01:23:59 Hypericats like how would I get just the blocks easily 2024-09-28 01:24:03 Hypericats I dont care about anything else 2024-09-28 01:24:19 Hypericats I've been reading it over for 20 minutes and still don't understand anything 2024-09-28 01:24:45 pokechu22 Unfortunately that's the structure that stores the blocks - it's a way of sending less data (and it's also used by the client and server internally to save memory), so you *need* to implement it 2024-09-28 01:25:04 pokechu22 I assume you've read https://wiki.vg/Chunk_Format#Concepts as well? 2024-09-28 01:26:39 lassipulkkinen a bit of a correction: the heightmaps are not used for lighting, at least if i can trust my own prior research that the heightmaps section is based on. they're only used for rain/snow and beacon beams. 2024-09-28 01:27:39 lassipulkkinen though there might have been lighting engine changes since so who knows. 2024-09-28 01:28:50 lassipulkkinen but yeah, it'easier to "implement" nbt if you only need to gloss over it rather than doing anything with it 2024-09-28 01:29:12 Hypericats with a library or by hand? 2024-09-28 01:29:13 lassipulkkinen probably like a screenful of code 2024-09-28 01:29:19 lassipulkkinen by hand 2024-09-28 01:29:30 Hypericats My head hurts so bad lol 2024-09-28 01:30:17 pokechu22 I was under the vague impression that heightmaps were also used for sunlight specifically, but maybe that's changed in the years since 2024-09-28 01:30:17 Hypericats https://wiki.vg/Chunk_Format#Data_structure 2024-09-28 01:30:28 pokechu22 rain/snow is another major use though 2024-09-28 01:30:48 Hypericats the data structure has an array right 2024-09-28 01:31:19 pokechu22 Yes 2024-09-28 01:31:37 Hypericats so do I just iterate through it with a for loop for worldheight/16 ? 2024-09-28 01:31:59 Hypericats and how do I know how big each section is? 2024-09-28 01:32:02 Hypericats in bytes* 2024-09-28 01:32:13 lassipulkkinen you parse them, like with nbt 2024-09-28 01:32:47 pokechu22 You don't know ahead of time for them, either 2024-09-28 01:32:55 Hypericats so I also need to parse the biome data? 2024-09-28 01:33:30 pokechu22 Yeah, you'd also need to parse that 2024-09-28 01:33:58 lassipulkkinen you don't need to interpret the data array though, since the size of that can be inferred from the bits per entry 2024-09-28 01:34:08 Hypericats ok great 2024-09-28 01:34:35 lassipulkkinen not that it would be much extra work anyway, since you do need to do that for the blocks 2024-09-28 01:37:12 Hypericats so if I understand correctly, the palette has a list of block IDs mapped in a list, and then a bunch of bytes of data with representing the index of the block id from the previous list? 2024-09-28 01:37:33 lassipulkkinen one hint that i can give is that you really don't need to implement the direct palette until you have nothing better to do. it just doesn't appear in practice. 2024-09-28 01:38:26 lassipulkkinen yeah, your understanding is correct, though the "bunch of bytes" is also packed such that each block takes up less than a byte, to save space. 2024-09-28 01:38:44 Hypericats so how do I read a bit? 2024-09-28 01:38:49 Hypericats bit shifting? 2024-09-28 01:39:43 lassipulkkinen yes. you'll want to read the data in longs, due to the padding added at the end of each long and endianness weirdness. 2024-09-28 01:40:07 pokechu22 It's a *lot* of bit shifting 2024-09-28 01:40:22 lassipulkkinen and then you'll shift through the long until you've ran out of bits. 2024-09-28 01:40:28 pokechu22 but hopefully the sample code on the page will help some 2024-09-28 01:40:48 Hypericats ok and how do I tell if the palette is indirect or single? 2024-09-28 01:40:55 Hypericats because they both start with varints? 2024-09-28 01:41:10 lassipulkkinen eh, maybe don't trust the sample too much since it's for the old pre-1.16 format 2024-09-28 01:41:26 lassipulkkinen that didn't have padding 2024-09-28 01:41:51 lassipulkkinen it was harder to parse so the sample id actually pronably more complex than you'd do on 1.16+ 2024-09-28 01:41:57 lassipulkkinen *is 2024-09-28 01:42:06 lassipulkkinen *probably 2024-09-28 01:43:15 lassipulkkinen you tell that based on the bits per entry value. there's the table under palette formats. 2024-09-28 01:44:08 Hypericats alr 2024-09-28 01:47:38 Hypericats and how would I store the block data? 2024-09-28 01:47:41 Hypericats in a hashmap? 2024-09-28 01:51:43 lassipulkkinen the block data adds up to a _lot_, so you want to take care to only as much memory as you need. a hashmap is a good way to store _chunks_, at least on the server where there can be an infinite number of them, but the individual blocks within should be stored in an array of some sort, or you'll quickly run out of memory. 2024-09-28 01:52:46 lassipulkkinen you can even use the same format for the block array as in the packet, and only interpret the array as needed. that's what the vanilla client does. 2024-09-28 01:53:01 Hypericats ok 2024-09-28 01:55:10 lassipulkkinen you can start with a simpler implementation at first if you don't want to deal with e.g. resizing the array to use a larger palette when blocks are modified. an int array is still just about fine enough for a client, though the memory usage will definitely be noticeable. 2024-09-28 01:55:58 Hypericats I only plan to have like 3 render distance 2024-09-28 01:56:10 Hypericats but I also want to run like 10+ instances 2024-09-28 01:56:26 lassipulkkinen on current vanilla versions it's also okay to use shorts for block state ids, since the bits per entry for the direct palette is just 15 bits, but it could increase in the future so i'd only suggest it as a temporary solution. 2024-09-28 01:57:00 Hypericats do I need to implement Direct? 2024-09-28 01:57:05 Hypericats or only single and indirect? 2024-09-28 01:58:25 lassipulkkinen as i said before, implementing direct is pretty unimportant, but it might be simpler to _store_ the blocks without an indirect palette. the bpe of the direct palette is relecant because it tells how many bits you need to do that. 2024-09-28 01:58:39 lassipulkkinen *relevant 2024-09-28 02:00:33 lassipulkkinen so what i'm saying is, if you don't want to deal with the complications of _maintaining_ an indirect paletted container as blocks get modified etc, you can store them directly in an array, which on current versions can use shorts to save space, but that could change in the future. 2024-09-28 02:00:41 Hypericats what order does the mappings store them in 2024-09-28 02:00:46 Hypericats like x y z 2024-09-28 02:01:00 lassipulkkinen you mean in the array? 2024-09-28 02:01:06 Hypericats yeah 2024-09-28 02:01:17 lassipulkkinen it's described in the data array format section 2024-09-28 02:01:36 lassipulkkinen x grows fastest, then z, then y the slowest 2024-09-28 02:01:50 Hypericats alr 2024-09-28 02:02:09 Hypericats so should I make the array int[][][]? 2024-09-28 02:02:15 Hypericats or just one array? 2024-09-28 02:02:44 lassipulkkinen specifically on java, no, since that'll create a separate memory allocation for every row of 16 blocks. 2024-09-28 02:03:18 lassipulkkinen in c that has a different meaning, and would be more useful. 2024-09-28 02:03:37 lassipulkkinen so put them in one array of 4096 and do the index math manually 2024-09-28 02:06:49 lassipulkkinen as for whether you're okay with the memory consumption of simpler approaches, you can calculate the space usage for e.g. 8x8 chunks like: 8 * 8 * 16 * 16 * 384 (world height) * 4 (size of int) = 25165824 ~ 25 MB 2024-09-28 02:07:14 Hypericats oh that's totally fine 2024-09-28 02:07:25 lassipulkkinen for 10 clients that's 250 MB, so yeah, probably fine 2024-09-28 02:07:57 lassipulkkinen but if you want to go bigger render distance at some point, it'll get bigger quadratically. 2024-09-28 02:08:35 lassipulkkinen so for 16 render distance (about 32x32 chunks) you have half a gig 2024-09-28 02:09:13 Hypericats wouldn't it be 33x33? 2024-09-28 02:09:21 Hypericats since center chunk 2024-09-28 02:09:27 Hypericats or is that included in the 16 2024-09-28 02:10:42 lassipulkkinen yeah, but i think the vanilla server sends in a circle and i don't remember what the radius actually is wrt the render distance, so i rounded it to 32, which makes it probably an overestimation) 2024-09-28 02:11:26 lassipulkkinen though that's only if you skip storing chunks that you don't receive 2024-09-28 02:12:06 Hypericats it's an array of 4096 * bpe right? 2024-09-28 02:12:18 Hypericats so if I want to get at an index 2024-09-28 02:12:25 Hypericats It may overlap 2 longs? 2024-09-28 02:13:21 lassipulkkinen it can't, though before 1.16 it could (so the outdated sample has now-unnecessary code for handling that) 2024-09-28 02:13:51 lassipulkkinen but the non-overlapping does make the length calculation more complex than just 4096 * pbe / 64 2024-09-28 02:14:03 Hypericats ok so 1 entry will always be in the same long? 2024-09-28 02:14:24 lassipulkkinen it'll be entirely within 1 long 2024-09-28 02:14:36 Hypericats alr 2024-09-28 02:14:53 Hypericats so padding at the end? 2024-09-28 02:16:01 lassipulkkinen to get the length, you first get the number of entries in a long, so 64 / bpe rounding down, and then you do 4096 / entries per long (rounding _up_) to get the number of longs. 2024-09-28 02:16:11 Hypericats int dataPerLong = (int) Math.floor((double) Long.SIZE / (double) bpe); 2024-09-28 02:19:18 Hypericats and what is the data? 2024-09-28 02:19:20 Hypericats is it a varInt? 2024-09-28 02:19:22 lassipulkkinen to do integer division rounding down, you can just use the normal /. i'd say converting to float in the middle of integer math is an anti-pattern that can bite pretty hard if you end up handling numbers bigger than the float can accurately store. here it's fine, though slower than necessary. 2024-09-28 02:20:11 Hypericats int dataPerLong = Long.SIZE / bpe; int longIndex = dataIndex / dataPerLong; 2024-09-28 02:20:51 lassipulkkinen though floor and / actually are slightly different for negative numbers: / rounds towards 0 while floor rounds towards INT_MIN. 2024-09-28 02:21:03 lassipulkkinen or LONG_MIN in thid case 2024-09-28 02:21:15 Hypericats well it should never be negative anyways 2024-09-28 02:21:29 lassipulkkinen yeah, here it doesn't matter 2024-09-28 02:22:02 lassipulkkinen but it's sometimes annoying since it's very rarely what you actually want in my experience. 2024-09-28 02:23:04 Hypericats https://pastebin.com/7NXKYsej 2024-09-28 02:23:07 Hypericats this right? 2024-09-28 02:23:13 Hypericats ignore the return value 2024-09-28 02:25:10 lassipulkkinen looks correct 2024-09-28 02:27:10 lassipulkkinen then you use bit shifting to put the bits you want at the bottom of the long, and isolate the entry using bitwise and. 2024-09-28 02:34:46 Hypericats public static short getBits(int bitIndexStart, int length, long l) { return (short) (l >>> bitIndexStart & (1L << length) - 1L); } 2024-09-28 02:35:29 Hypericats so whats in the bits 2024-09-28 02:35:45 Hypericats like an int of the index? 2024-09-28 02:35:58 lassipulkkinen that looks correct 2024-09-28 02:36:23 lassipulkkinen it's the index into the palette 2024-09-28 02:37:00 Hypericats so return mappings[getBits(firstBitIndex, bpe, l)];? 2024-09-28 02:37:33 lassipulkkinen if mappings is the palette, then yes. 2024-09-28 02:37:40 Hypericats ye 2024-09-28 02:38:19 Hypericats so now I just need to skip over the biomes 2024-09-28 02:38:35 Hypericats can I also ignore direct? 2024-09-28 02:39:30 lassipulkkinen with this kind of code it should be easy enough to implement the direct palette that you might as well do it. so in that case you just skip the indexing step. i had a graphical client for 1.20.4 that never supported direct, there was some random complication with my particular code that i don't remember anymore. but if it's easy then you should do it. 2024-09-28 02:40:57 Hypericats so Direct has nothing under palette? 2024-09-28 02:42:24 lassipulkkinen also, if you want to be serious about handling untrusted data safely (or at least giving good error messages), you might eant to check that the index doesn't overflow the palette. really not as much of a concern in java, and the notchian implementation is really sloppy about this and seems to be fine. but still eorth noting. 2024-09-28 02:42:30 lassipulkkinen *worth 2024-09-28 02:43:01 lassipulkkinen yes, direct doesn't even have a palette length field 2024-09-28 02:43:11 Hypericats by index you mean I need to clamp x y z? 2024-09-28 02:43:16 Hypericats from 0 to 15 2024-09-28 02:43:45 lassipulkkinen i mean when you index mappings[] 2024-09-28 02:46:11 Hypericats return mappings[Math.clamp(getBits(firstBitIndex, bpe, l), 0, mappings.length)]; 2024-09-28 02:46:13 lassipulkkinen the vanilla server is not going to send overflowing indices but a malicious one (if you care about that possibility) could. in c this would be a big deal and could lead to artbitrary code execution etc; in java not so much, but it's still bad user experience to have your client crashed by a server, not that we weren't consatantly dealing with that when doing server dev with the vanilla client. 2024-09-28 02:47:42 lassipulkkinen clamping doesn't make much sense; the data is invalid in that case so you should really terminate the connection. again, what you were doing is "fine" in java, and you can catch the exception to avoid a total crash, but you or.others could appreciate a clearer error message. 2024-09-28 02:50:21 lassipulkkinen there's still some danger to catching those kinds of errors and continuing; you could have accidentally left some variables in a state they should be in (see update suppression for examples). but it's less likely at least, and if you terminate the connection immediately afterwards i doubt it would happen. 2024-09-28 02:50:34 lassipulkkinen *shouldn't be in 2024-09-28 02:50:53 Hypericats https://pastebin.com/f4Bruy2f 2024-09-28 02:50:57 Hypericats that should be it? 2024-09-28 02:52:18 Hypericats I removed the clamp x y z 2024-09-28 02:52:26 Hypericats so that it just throws an error and terminate 2024-09-28 02:52:28 Hypericats s 2024-09-28 02:54:10 lassipulkkinen in readDirect and readPacketIndirect (inconsistrnt naming much?), you declare data as a local variable, which seems unintended since it makes it a no-op. 2024-09-28 02:54:47 Hypericats thanks didn 2024-09-28 02:54:51 Hypericats didn't see that 2024-09-28 02:59:42 lassipulkkinen there's another crash bug that again isn't a huge deal here, but probably unintentional anyway: the server could pass -1 as the simpleID and consequently make getIdAt think there's a data array, and then NullReferenceException. 2024-09-28 03:01:27 Hypericats if (simpleID == -1 && data == null) throw new RuntimeException("Simple ID and Data have no data!"); 2024-09-28 03:01:48 Hypericats for the biomes 2024-09-28 03:02:01 lassipulkkinen also the object can be left totally uninitialized without an error being thrown while parsing if the bpe is >= 32 2024-09-28 03:02:47 Hypericats throw new IllegalArgumentException("Invalid bpe provided!"); 2024-09-28 03:03:09 Hypericats do I also need to look at single, indirect and direct for the biomes to just skip them over? 2024-09-28 03:03:18 lassipulkkinen yes 2024-09-28 03:03:54 lassipulkkinen and note that the bpe rules are different