Refactor V2 animation, furniture, and GLTF rendering
Broad consolidation of the V2 bondage-item, furniture-entity, and
client-side GLTF pipeline.
Parsing and rendering
- Shared GLB parsing helpers consolidated into GlbParserUtils
(accessor reads, weight normalization, joint-index clamping,
coordinate-space conversion, animation parse, primitive loop).
- Grow-on-demand Matrix4f[] scratch pool in GltfSkinningEngine and
GltfLiveBoneReader — removes per-frame joint-matrix allocation
from the render hot path.
- emitVertex helper dedups three parallel loops in GltfMeshRenderer.
- TintColorResolver.resolve has a zero-alloc path when the item
declares no tint channels.
- itemAnimCache bounded to 256 entries (access-order LRU) with
atomic get-or-compute under the map's monitor.
Animation correctness
- First-in-joint-order wins when body and torso both map to the
same PlayerAnimator slot; duplicate writes log a single WARN.
- Multi-item composites honor the FullX / FullHeadX opt-in that
the single-item path already recognized.
- Seat transforms converted to Minecraft model-def space so
asymmetric furniture renders passengers at the correct offset.
- GlbValidator: IBM count / type / presence, JOINTS_0 presence,
animation channel target validation, multi-skin support.
Furniture correctness and anti-exploit
- Seat assignment synced via SynchedEntityData (server is
authoritative; eliminates client-server divergence on multi-seat).
- Force-mount authorization requires same dimension and a free
seat; cross-dimension distance checks rejected.
- Reconnection on login checks for seat takeover before re-mount
and force-loads the target chunk for cross-dimension cases.
- tiedup_furniture_lockpick_ctx carries a session UUID nonce so
stale context can't misroute a body-item lockpick.
- tiedup_locked_furniture survives death without keepInventory
(Forge 1.20.1 does not auto-copy persistent data on respawn).
Lifecycle and memory
- EntityCleanupHandler fans EntityLeaveLevelEvent out to every
per-entity state map on the client.
- DogPoseRenderHandler re-keyed by UUID (stable across dimension
change; entity int ids are recycled).
- PetBedRenderHandler, PlayerArmHideEventHandler, and
HeldItemHideHandler use receiveCanceled + sentinel sets so
Pre-time mutations are restored even when a downstream handler
cancels the render.
Tests
- JUnit harness with 76+ tests across GlbParserUtils, GltfPoseConverter,
FurnitureSeatGeometry, and FurnitureAuthPredicate.
This commit is contained in:
19
build.gradle
19
build.gradle
@@ -231,11 +231,30 @@ dependencies {
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// The group id is ignored when searching -- in this case, it is "blank"
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// implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}")
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// Unit tests (pure-logic, no Minecraft runtime).
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// Do NOT add Forge/Minecraft dependencies here — the test classpath is intentionally
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// kept minimal so tests run fast and are isolated from the mod environment.
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// Tests that need MC runtime should use the Forge GameTest framework instead.
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testImplementation 'org.junit.jupiter:junit-jupiter:5.10.2'
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testImplementation 'org.mockito:mockito-core:5.11.0'
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testRuntimeOnly 'org.junit.platform:junit-platform-launcher:1.10.2'
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// For more info:
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// http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html
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// http://www.gradle.org/docs/current/userguide/dependency_management.html
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}
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// JUnit 5 test task configuration.
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// ForgeGradle's default `test` task does not enable JUnit Platform by default — we
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// must opt-in explicitly for the Jupiter engine to discover @Test methods.
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tasks.named('test', Test).configure {
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useJUnitPlatform()
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testLogging {
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events 'passed', 'skipped', 'failed'
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showStandardStreams = false
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}
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}
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// This block of code expands all declared replace properties in the specified resource targets.
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// A missing property will result in an error. Properties are expanded using ${} Groovy notation.
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// When "copyIdeResources" is enabled, this will also run before the game launches in IDE environments.
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