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Use local buffer to create chunks array
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@ -15,6 +15,7 @@ import net.minestom.server.network.packet.server.play.UpdateLightPacket;
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import net.minestom.server.network.packet.server.play.data.ChunkData;
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import net.minestom.server.network.packet.server.play.data.ChunkData;
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import net.minestom.server.network.packet.server.play.data.LightData;
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import net.minestom.server.network.packet.server.play.data.LightData;
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import net.minestom.server.utils.MathUtils;
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import net.minestom.server.utils.MathUtils;
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import net.minestom.server.utils.PacketUtils;
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import net.minestom.server.utils.Utils;
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import net.minestom.server.utils.Utils;
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import net.minestom.server.utils.binary.BinaryWriter;
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import net.minestom.server.utils.binary.BinaryWriter;
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import net.minestom.server.utils.chunk.ChunkUtils;
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import net.minestom.server.utils.chunk.ChunkUtils;
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@ -196,7 +197,7 @@ public class DynamicChunk extends Chunk {
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"WORLD_SURFACE", NBT.LongArray(Utils.encodeBlocks(worldSurface, bitsForHeight))));
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"WORLD_SURFACE", NBT.LongArray(Utils.encodeBlocks(worldSurface, bitsForHeight))));
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}
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}
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// Data
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// Data
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final BinaryWriter writer = new BinaryWriter();
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final BinaryWriter writer = new BinaryWriter(PacketUtils.localBuffer());
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for (Section section : sections) writer.write(section);
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for (Section section : sections) writer.write(section);
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return new ChunkDataPacket(chunkX, chunkZ,
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return new ChunkDataPacket(chunkX, chunkZ,
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new ChunkData(heightmapsNBT, writer.toByteArray(), entries),
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new ChunkData(heightmapsNBT, writer.toByteArray(), entries),
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