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:
@@ -1,8 +1,19 @@
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package com.tiedup.remake.client.events;
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import com.mojang.logging.LogUtils;
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import com.tiedup.remake.client.animation.AnimationStateRegistry;
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import com.tiedup.remake.client.animation.BondageAnimationManager;
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import com.tiedup.remake.client.animation.PendingAnimationManager;
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import com.tiedup.remake.client.animation.render.DogPoseRenderHandler;
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import com.tiedup.remake.client.animation.render.HeldItemHideHandler;
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import com.tiedup.remake.client.animation.render.PetBedRenderHandler;
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import com.tiedup.remake.client.animation.render.PlayerArmHideEventHandler;
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import com.tiedup.remake.client.animation.tick.AnimationTickHandler;
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import com.tiedup.remake.client.animation.tick.MCAAnimationTickCache;
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import com.tiedup.remake.client.animation.tick.NpcAnimationTickHandler;
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import com.tiedup.remake.client.gltf.GltfAnimationApplier;
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import com.tiedup.remake.client.state.MovementStyleClientState;
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import com.tiedup.remake.client.state.PetBedClientState;
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import com.tiedup.remake.core.TiedUpMod;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.event.entity.EntityLeaveLevelEvent;
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@@ -11,16 +22,10 @@ import net.minecraftforge.fml.common.Mod;
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import org.slf4j.Logger;
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/**
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* Automatic cleanup handler for entity-related resources.
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*
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* <p>This handler automatically cleans up animation layers and pending animations
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* when entities leave the world, preventing memory leaks from stale cache entries.
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*
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* <p>Phase: Performance & Memory Management
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*
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* <p>Previously, cleanup had to be called manually via {@link BondageAnimationManager#cleanup(java.util.UUID)},
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* which was error-prone and could lead to memory leaks if forgotten.
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* This handler ensures cleanup happens automatically on entity removal.
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* Fans out {@link EntityLeaveLevelEvent} to every per-entity state map on
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* the client — the single source of truth for "entity is gone, drop its
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* tracked state". Each target owns its own static map; this handler
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* ensures none of them leak entries for dead/unloaded entities.
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*/
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@Mod.EventBusSubscriber(
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modid = TiedUpMod.MOD_ID,
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@@ -56,15 +61,25 @@ public class EntityCleanupHandler {
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return;
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}
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// Clean up animation layers
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BondageAnimationManager.cleanup(event.getEntity().getUUID());
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java.util.UUID uuid = event.getEntity().getUUID();
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// Clean up pending animation queue
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PendingAnimationManager.remove(event.getEntity().getUUID());
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BondageAnimationManager.cleanup(uuid);
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PendingAnimationManager.remove(uuid);
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GltfAnimationApplier.removeTracking(uuid);
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NpcAnimationTickHandler.remove(uuid);
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MovementStyleClientState.clear(uuid);
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PetBedClientState.clear(uuid);
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PetBedRenderHandler.onEntityLeave(uuid);
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AnimationTickHandler.removeFurnitureRetry(uuid);
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AnimationStateRegistry.getLastTiedState().remove(uuid);
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DogPoseRenderHandler.onEntityLeave(uuid);
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PlayerArmHideEventHandler.onEntityLeave(event.getEntity().getId());
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HeldItemHideHandler.onEntityLeave(event.getEntity().getId());
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MCAAnimationTickCache.remove(uuid);
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LOGGER.debug(
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"Auto-cleaned animation resources for entity: {} (type: {})",
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event.getEntity().getUUID(),
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uuid,
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event.getEntity().getClass().getSimpleName()
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);
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}
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