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-rw-r--r--azalea-protocol/src/packets/game/c_level_chunk_with_light.rs4
-rw-r--r--azalea-protocol/src/packets/game/c_light_update.rs6
2 files changed, 6 insertions, 4 deletions
diff --git a/azalea-protocol/src/packets/game/c_level_chunk_with_light.rs b/azalea-protocol/src/packets/game/c_level_chunk_with_light.rs
index 00489513..83fadd0b 100644
--- a/azalea-protocol/src/packets/game/c_level_chunk_with_light.rs
+++ b/azalea-protocol/src/packets/game/c_level_chunk_with_light.rs
@@ -22,8 +22,8 @@ pub struct ClientboundLevelChunkPacketData {
pub heightmaps: Vec<(HeightmapKind, Box<[u64]>)>,
/// The raw chunk sections.
///
- /// We can't parse the data in azalea-protocol because it depends on context
- /// from other packets
+ /// We can't parse the data in `azalea-protocol` because sometimes we want
+ /// to skip parsing this.
///
/// This is an Arc because it's often very big and we want it to be cheap to
/// clone.
diff --git a/azalea-protocol/src/packets/game/c_light_update.rs b/azalea-protocol/src/packets/game/c_light_update.rs
index 83dbda34..1a7027ca 100644
--- a/azalea-protocol/src/packets/game/c_light_update.rs
+++ b/azalea-protocol/src/packets/game/c_light_update.rs
@@ -1,3 +1,5 @@
+use std::sync::Arc;
+
use azalea_buf::AzBuf;
use azalea_core::bitset::BitSet;
use azalea_protocol_macros::ClientboundGamePacket;
@@ -17,6 +19,6 @@ pub struct ClientboundLightUpdatePacketData {
pub block_y_mask: BitSet,
pub empty_sky_y_mask: BitSet,
pub empty_block_y_mask: BitSet,
- pub sky_updates: Vec<Vec<u8>>,
- pub block_updates: Vec<Vec<u8>>,
+ pub sky_updates: Arc<Box<[Box<[u8]>]>>,
+ pub block_updates: Arc<Box<[Box<[u8]>]>>,
}