Chunk Format: Difference between revisions
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This | This article describes the '''Chunk Section''' format used in the [[Protocol#Chunk Data|Chunk Data]] packet ([[Protocol#Play|Play]], 0x20, clientbound). | ||
== Concepts == | == Concepts == | ||
* Chunk Section: a 16×16×16 area, sometimes also called chunk. | |||
* Chunk Column: 16 chunks aligned vertically (totalling 16×256×16). | |||
* Chunk: a | |||
* Chunk Column: 16 chunks aligned vertically (totalling | |||
== Format == | == Format == | ||
A Chunk Section is defined in terms of other [[data types]]: | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Field Name | |||
! Field Type | |||
! Notes | |||
|- | |- | ||
| | | Bits Per Block | ||
| Unsigned Byte | |||
| How many bits per block in Data Array. If 0, the Palette Length and Palette fields are omitted and the global palette (with 13 bits per block) is used. | |||
|- | |- | ||
| | | Palette Length | ||
| | | Optional VarInt | ||
| Length of the following array | |||
|- | |- | ||
| | | Palette | ||
| | | Optional Array of VarInt | ||
| Mapping of block state IDs in the global palette to indices of this array | |||
|- | |- | ||
|Array | | Data Array Length | ||
| | | VarInt | ||
| | | Number of bytes in the following array, divided by 8 (given as such because Notchian implements Data Array as an Array of Long) | ||
|- | |- | ||
|Array | | Data Array | ||
| | | Byte Array | ||
| | | List of 4096 indices pointing to state IDs in the Palette, followed by padding to round the length up to the next multiple of 8 bytes | ||
|- | |- | ||
| | | Block Light | ||
| | | Byte Array | ||
| | | Half byte per block | ||
|- | |||
| Sky Light | |||
| Optional Byte Array | |||
| Only if in the Overworld; half byte per block | |||
|} | |} | ||
Data Array, Block Light, and Sky Light are given for each block with increasing x coordinates, within rows of increasing z coordinates, within layers of increasing y coordinates. | |||
The global palette encodes a block as 13 bits. It uses the {{Minecraft Wiki|Data values#Block IDs|block ID}} for the first 9 bits, and the block damage value for the last 4 bits. For example, diorite (block ID <code>1</code> for <code>minecraft:stone</code> with damage <code>3</code>) would be encoded as <code>000000001 0011</code>. | |||
In half-byte arrays, two values are packed into each byte. Even-indexed items are packed into the ''high bits'', odd-indexed into the ''low bits''. | |||
== Implementations == | == Implementations == |
Revision as of 17:57, 29 February 2016
This article describes the Chunk Section format used in the Chunk Data packet (Play, 0x20, clientbound).
Concepts
- Chunk Section: a 16×16×16 area, sometimes also called chunk.
- Chunk Column: 16 chunks aligned vertically (totalling 16×256×16).
Format
A Chunk Section is defined in terms of other data types:
Field Name | Field Type | Notes |
---|---|---|
Bits Per Block | Unsigned Byte | How many bits per block in Data Array. If 0, the Palette Length and Palette fields are omitted and the global palette (with 13 bits per block) is used. |
Palette Length | Optional VarInt | Length of the following array |
Palette | Optional Array of VarInt | Mapping of block state IDs in the global palette to indices of this array |
Data Array Length | VarInt | Number of bytes in the following array, divided by 8 (given as such because Notchian implements Data Array as an Array of Long) |
Data Array | Byte Array | List of 4096 indices pointing to state IDs in the Palette, followed by padding to round the length up to the next multiple of 8 bytes |
Block Light | Byte Array | Half byte per block |
Sky Light | Optional Byte Array | Only if in the Overworld; half byte per block |
Data Array, Block Light, and Sky Light are given for each block with increasing x coordinates, within rows of increasing z coordinates, within layers of increasing y coordinates.
The global palette encodes a block as 13 bits. It uses the block ID for the first 9 bits, and the block damage value for the last 4 bits. For example, diorite (block ID 1
for minecraft:stone
with damage 3
) would be encoded as 000000001 0011
.
In half-byte arrays, two values are packed into each byte. Even-indexed items are packed into the high bits, odd-indexed into the low bits.