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use std::sync::Arc;
use azalea_buf::AzBuf;
use azalea_core::bitset::BitSet;
use azalea_protocol_macros::ClientboundGamePacket;
#[derive(AzBuf, ClientboundGamePacket, Clone, Debug, PartialEq)]
pub struct ClientboundLightUpdate {
#[var]
pub x: i32,
#[var]
pub z: i32,
pub light_data: ClientboundLightUpdatePacketData,
}
#[derive(AzBuf, Clone, Debug, Default, PartialEq)]
pub struct ClientboundLightUpdatePacketData {
pub sky_y_mask: BitSet,
pub block_y_mask: BitSet,
pub empty_sky_y_mask: BitSet,
pub empty_block_y_mask: BitSet,
pub sky_updates: Arc<Box<[Box<[u8]>]>>,
pub block_updates: Arc<Box<[Box<[u8]>]>>,
}
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