Implement multiplayer persistence and vanilla lighting
This commit is contained in:
parent
8f7cacf9d9
commit
cae06eb97e
47 changed files with 3784 additions and 465 deletions
|
|
@ -10,12 +10,16 @@ import (
|
|||
// default compression for Anvil .mca chunk records (compression type 2).
|
||||
|
||||
// zlibDeflate compresses src into a new byte slice.
|
||||
func zlibDeflate(src []byte) []byte {
|
||||
func zlibDeflate(src []byte) ([]byte, error) {
|
||||
var buf bytes.Buffer
|
||||
w := zlib.NewWriter(&buf)
|
||||
_, _ = w.Write(src)
|
||||
_ = w.Close()
|
||||
return buf.Bytes()
|
||||
if _, err := w.Write(src); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if err := w.Close(); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return buf.Bytes(), nil
|
||||
}
|
||||
|
||||
// zlibInflate decompresses src (a zlib stream). It returns an error if src is
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue