Audit-2 : strip EF extension chain + AnimationConfig dead fields (-334 LOC)

H-02 (EF extension chain DEAD) :
- Delete 5 unreferenced EF-derived files :
  - event/EntityPatchRegistryEvent (ModLoader event for third-party patch
    registration — no third-party EF mods to host).
  - event/RegisterResourceLayersEvent (extra renderer layers registration
    event — no consumers).
  - render/layer/LayerUtil (+ empty package) — sole LayerProvider interface
    only used by the deleted RegisterResourceLayersEvent.
  - render/item/RenderItemBase (+ empty package) — abstract weapon renderer
    stub, TiedUp does not host weapon trails.
  - asset/SelfAccessor — AssetAccessor variant never created.
- PatchedRenderersEvent : drop inner classes RegisterItemRenderer (tied to
  RenderItemBase) and Modify (never posted). Keep Add, used by
  TiedUpRenderEngine.
- JsonAssetLoader : remove loadArmature(ArmatureContructor) + its private
  getJoint helper. Armatures are loaded via the GLB path in Phase 1 — this
  EF JSON route has no callers.
- TiedUpRigRegistry : drop inner interface ArmatureContructor (EF-style
  typo preserved) now that loadArmature is gone.
- EntityPatchProvider : drop CUSTOM_CAPABILITIES map + putCustomEntityPatch
  + clearCustom. No third-party extension surface needed ; inline the
  provider lookup to CAPABILITIES only.

H-03 (TiedUpAnimationConfig dead fields) :
- Remove enableOriginalModel, enableAnimatedFirstPersonModel,
  enableCosmetics, enablePovAction, autoSwitchCamera, preferenceWork,
  combatPreferredItems, miningPreferredItems. None had callers — they were
  inherited from EF ClientConfig without a TiedUp consumer.
- Keep activateComputeShader — read at SkinnedMesh.java:249 to toggle the
  GPU skinning path.

Compile green, 20/20 rig tests still green.
This commit is contained in:
notevil
2026-04-23 04:55:07 +02:00
parent 647894508d
commit 4152f9fc71
10 changed files with 15 additions and 349 deletions

View File

@@ -6,39 +6,24 @@
package com.tiedup.remake.rig;
import java.util.Set;
/**
* Remplace {@code yesman.epicfight.config.ClientConfig} du fork upstream.
* Expose uniquement les flags pertinents au pipeline animation/rendu RIG.
*
* <p><b>Note Phase 0</b> : tous les flags sont des {@code static final} avec
* <p><b>Note Phase 0</b> : les flags sont des {@code static final} avec
* valeurs par défaut hardcodées. À convertir en {@code ForgeConfigSpec} réel
* (TOML config file) Phase 2 ou plus tard si on veut permettre la
* configuration utilisateur.</p>
*
* <p>Valeurs combat (autoSwitchCamera, preferenceWork, combatPreferredItems,
* miningPreferredItems) = defaults no-op, on ne les utilise pas. Les refs
* restantes dans LocalPlayerPatch/ClientPlayerPatch seront strippées en
* Phase 2 quand on simplifiera ces classes.</p>
*/
public final class TiedUpAnimationConfig {
private TiedUpAnimationConfig() {}
// Rendu
/**
* Toggle pour le chemin "compute shader" de {@code SkinnedMesh.draw} —
* quand true et qu'un {@code ComputeShaderSetup} est disponible, la mesh
* est skinnée côté GPU (plus rapide sur modèles lourds). False (défaut)
* = skin CPU comme vanilla.
*/
public static final boolean activateComputeShader = false;
public static final boolean enableOriginalModel = true; // rendu vanilla model = on par défaut
public static final boolean enableAnimatedFirstPersonModel = true;
public static final boolean enableCosmetics = true;
public static final boolean enablePovAction = false; // POV action combat → off
public static final boolean autoSwitchCamera = false; // combat camera switch → off
// Combat (stubs pour compat refs LocalPlayerPatch Phase 0 — à supprimer
// en Phase 2 avec le reste du strip combat)
public static final Object preferenceWork = new Object() {
public boolean checkHitResult() { return false; }
};
public static final Set<Object> combatPreferredItems = Set.of();
public static final Set<Object> miningPreferredItems = Set.of();
}