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[Bleeding] Include chunk biome data for refresh chunk. Fixes BUKKIT-1166
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@ -114,7 +114,7 @@ class PlayerInstance {
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if (this.dirtyCount == 64) {
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i = this.chunkX * 16;
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j = this.chunkZ * 16;
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this.sendAll(new Packet51MapChunk(worldserver.getChunkAt(this.chunkX, this.chunkZ), false, this.h));
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this.sendAll(new Packet51MapChunk(worldserver.getChunkAt(this.chunkX, this.chunkZ), (this.h == 0xFFFF), this.h)); // CraftBukkit - send everything (including biome) if all sections flagged
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for (k = 0; k < 16; ++k) {
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if ((this.h & 1 << k) != 0) {
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@ -203,18 +203,14 @@ public class CraftWorld implements World {
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int px = x << 4;
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int pz = z << 4;
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// If there are more than 64 updates to a chunk at once, it carries out the update as a cuboid
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// This flags 64 blocks along the bottom for update and then flags a block at the opposite corner at the top
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// The cuboid that contains these 65 blocks covers the entire chunk
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// The server will compress the chunk and send it to all clients
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for (int xx = px; xx < (px + 16); xx++) {
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world.notify(xx, 0, pz);
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world.notify(xx, 1, pz);
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world.notify(xx, 2, pz);
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world.notify(xx, 3, pz);
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// If there are more than 64 updates to a chunk at once, it will update all 'touched' sections within the chunk
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// And will include biome data if all sections have been 'touched'
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// This flags 65 blocks distributed across all the sections of the chunk, so that everything is sent, including biomes
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int height = getMaxHeight() / 16;
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for (int idx = 0; idx < 64; idx++) {
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world.notify(px + (idx / height), ((idx % height) * 16), pz);
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}
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world.notify(px, 255, pz + 15);
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world.notify(px + 15, (height * 16) - 1, pz + 15);
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return true;
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}
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