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:
@@ -72,8 +72,55 @@ public final class GltfClientSetup {
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}
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/**
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* Register resource reload listener to clear GLB caches on resource pack reload.
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* This ensures re-exported GLB models are picked up without restarting the game.
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* Register resource reload listeners in the order required by the
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* cache/consumer dependency graph.
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*
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* <p><b>ORDER MATTERS — do not rearrange without checking the
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* invariants below.</b> Forge does not guarantee parallel-safe
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* ordering between listeners registered on the same event; we rely
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* on {@code apply()} running sequentially in the order of
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* {@code registerReloadListener} calls.</p>
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*
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* <ol>
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* <li><b>GLB cache clear</b> (inline listener below) — must run
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* first. Inside this single listener's {@code apply()}:
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* <ol type="a">
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* <li>Blow away the raw GLB byte caches
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* ({@code GltfCache.clearCache},
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* {@code GltfAnimationApplier.invalidateCache},
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* {@code GltfMeshRenderer.clearRenderTypeCache}).
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* These three caches are mutually independent — none
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* of them reads from the others — so their relative
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* order is not load-bearing.</li>
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* <li>Reload {@code ContextGlbRegistry} from the new
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* resource packs <i>before</i> clearing
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* {@code ContextAnimationFactory.clearCache()} — if
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* the order is swapped, the next factory lookup will
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* lazily rebuild clips against the stale registry
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* (which is still populated at that moment), cache
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* them, and keep serving old data until the next
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* reload.</li>
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* <li>Clear {@code FurnitureGltfCache} last, after the GLB
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* layer has repopulated its registry but before any
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* downstream item listener queries furniture models.</li>
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* </ol>
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* </li>
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* <li><b>Data-driven item reload</b>
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* ({@code DataDrivenItemReloadListener}) — consumes the
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* reloaded GLB registry indirectly via item JSON references.
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* Must run <i>after</i> the GLB cache clear so any item that
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* reaches into the GLB layer during load picks up fresh data.</li>
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* <li><b>GLB validation</b>
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* ({@code GlbValidationReloadListener}) — runs last. It walks
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* both the item registry and the GLB cache to surface
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* authoring issues via toast. If it ran earlier, missing
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* items would falsely trip the "referenced but not found"
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* diagnostic.</li>
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* </ol>
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*
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* <p>When adding a new listener: decide where it sits in this
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* producer/consumer chain. If you're not sure, add it at the end
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* (the safest position — the rest of the graph is already built).</p>
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*/
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@SubscribeEvent
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public static void onRegisterReloadListeners(
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@@ -96,7 +143,6 @@ public final class GltfClientSetup {
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ProfilerFiller profiler
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) {
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GltfCache.clearCache();
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GltfSkinCache.clearAll();
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GltfAnimationApplier.invalidateCache();
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GltfMeshRenderer.clearRenderTypeCache();
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// Reload context GLB animations from resource packs FIRST,
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@@ -125,10 +171,7 @@ public final class GltfClientSetup {
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}
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}
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/**
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* FORGE bus event subscribers for entity lifecycle cleanup.
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* Removes skin cache entries when entities leave the level, preventing memory leaks.
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*/
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/** FORGE bus event subscribers (client-side commands). */
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@Mod.EventBusSubscriber(
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modid = "tiedup",
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bus = Mod.EventBusSubscriber.Bus.FORGE,
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@@ -136,15 +179,6 @@ public final class GltfClientSetup {
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)
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public static class ForgeBusEvents {
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@SubscribeEvent
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public static void onEntityLeaveLevel(
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net.minecraftforge.event.entity.EntityLeaveLevelEvent event
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) {
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if (event.getLevel().isClientSide()) {
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GltfSkinCache.removeEntity(event.getEntity().getId());
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}
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}
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@SubscribeEvent
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public static void onRegisterClientCommands(
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net.minecraftforge.client.event.RegisterClientCommandsEvent event
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