Files
TiedUp-/src/main/java/com/tiedup/remake/client/animation/AnimationStateRegistry.java
NotEvil 355e2936c9 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.
2026-04-18 17:34:03 +02:00

57 lines
2.0 KiB
Java

package com.tiedup.remake.client.animation;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Client-side animation state tracking + world-unload cleanup facade.
*
* <p>Holds {@link #lastTiedState} (the per-player edge-detector used by
* {@link com.tiedup.remake.client.animation.tick.AnimationTickHandler} to
* spot the "just untied" transition) and chains cleanup via
* {@link #clearAll()} across every animation-related cache on world unload.</p>
*/
@OnlyIn(Dist.CLIENT)
public final class AnimationStateRegistry {
/** Track last tied state per player (edge-detect on untie transition). */
static final Map<UUID, Boolean> lastTiedState = new ConcurrentHashMap<>();
private AnimationStateRegistry() {}
public static Map<UUID, Boolean> getLastTiedState() {
return lastTiedState;
}
/**
* Clear all animation-related state in one call.
* Called on world unload to prevent memory leaks and stale data.
*/
public static void clearAll() {
// Animation state tracking
lastTiedState.clear();
// Animation managers
BondageAnimationManager.clearAll();
PendingAnimationManager.clearAll();
// V2 animation context system (clearAll chains to ContextAnimationFactory.clearCache)
com.tiedup.remake.client.gltf.GltfAnimationApplier.clearAll();
// Render state
com.tiedup.remake.client.animation.render.DogPoseRenderHandler.clearState();
com.tiedup.remake.client.animation.render.PetBedRenderHandler.clearAll();
com.tiedup.remake.client.animation.render.HeldItemHideHandler.clearAll();
com.tiedup.remake.client.animation.render.PlayerArmHideEventHandler.clearAll();
// NPC animation state
com.tiedup.remake.client.animation.tick.NpcAnimationTickHandler.clearAll();
// MCA animation cache
com.tiedup.remake.client.animation.tick.MCAAnimationTickCache.clear();
}
}