azalea_protocol/packets/game/
c_level_chunk_with_light.rs1use std::sync::Arc;
2
3use azalea_buf::AzBuf;
4use azalea_protocol_macros::ClientboundGamePacket;
5use azalea_world::heightmap::HeightmapKind;
6use simdnbt::owned::Nbt;
7
8use super::c_light_update::ClientboundLightUpdatePacketData;
9
10#[derive(Clone, Debug, AzBuf, ClientboundGamePacket)]
11pub struct ClientboundLevelChunkWithLight {
12 pub x: i32,
14 pub z: i32,
15 pub chunk_data: ClientboundLevelChunkPacketData,
16 pub light_data: ClientboundLightUpdatePacketData,
17}
18
19#[derive(Clone, Debug, AzBuf)]
20pub struct ClientboundLevelChunkPacketData {
21 pub heightmaps: Vec<(HeightmapKind, Box<[u64]>)>,
22 pub data: Arc<Box<[u8]>>,
30 pub block_entities: Vec<BlockEntity>,
31}
32
33#[derive(Clone, Debug, AzBuf)]
34pub struct BlockEntity {
35 pub packed_xz: u8,
36 pub y: u16,
37 pub kind: azalea_registry::BlockEntityKind,
38 pub data: Nbt,
39}