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Author SHA1 Message Date
Ludovic MarieandClaude Opus 5.5 266c4576a5 Launcher: java_launch's Windows paths, one part at a time
The log config and old versions' asset folder were joined from
"a/b" strings; on Windows their tests compared those mixed
separators with paths joined part by part. Join them part by part.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 01:21:50 +01:00
710 changed files with 7718 additions and 52475 deletions

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---
name: vanilla-parity
description: Fix a Horizon bug or gap so it behaves 1:1 like vanilla 26.3, starting from the port ledger (tools/port_ledger.py) instead of grepping. Use for any issue, Discord report or PR that makes Horizon match vanilla: "X doesn't work like in Java", a missing sound, particle, animation, mob behaviour, block rule, screen or packet.
---
# Vanilla parity with the port ledger
The port ledger pairs every vanilla method with the Rust fn that ports it (or says it is missing, or needs
no port) and lists where a port isn't wired like vanilla. Ask it first; grep only for what it can't answer.
Full reference: `docs/port-ledger.md`.
## 0. Have a fresh ledger
```sh
python3 tools/port_ledger.py build # ~20 s; again after pulling main
```
It needs the vanilla jar (the launcher's `versions/26.3/26.3.jar`, or `--jar`) and/or the lab's decompiled
sources (`python3 tools/lab.py decompile`, or `--sources DIR`). If `build` says it has no vanilla code, run
the lab first; don't guess vanilla from memory.
## 1. From the report to the code
```sh
python3 tools/port_ledger.py issue 3236 # a GitHub issue number
python3 tools/port_ledger.py issue "mooshroom stays red after lightning" # or the report's text
```
It ranks the vanilla classes the report names and lists, per class, its Rust home files, where each method is
ported, and the known gaps (`missing` rows from the verdict map, seam/client/drift gaps). Often the cause is
already written there ("Type is not saved"). Then drill in:
```sh
python3 tools/port_ledger.py where MushroomCow.readAdditionalSaveData # ports, callers, callees, gaps
python3 tools/port_ledger.py class MushroomCow # every method: where, or missing
python3 tools/port_ledger.py what crates/horizon-client/src/mobs/farm.rs:120 # which vanilla method a fn ports
```
A ledger answer is a lead, not a verdict: about 1 in 12 map rows is wrong. Read the vanilla method (path and
line are in the output) and the Rust fn before changing anything.
## 2. Port it the vanilla way
- Translate the vanilla method, don't reinvent it: same order of operations, same constants, the same random
draws in the same order (`horizon_core::random`), Java `Math` through `horizon_core::jmath`.
- Open the fn's doc with the vanilla method it ports: `` /// `MushroomCow.readAdditionalSaveData`: ... ``.
That one line is what makes the next agent find it.
- Fix the path players run: single player is a client of the integrated server, so server logic lives in
`game/lan*.rs` and `src/lan/`, and what only the client's copy shows (particles, local sounds, hand
animation) must be reached from `game/remote*.rs`. A fix on the old in-frame path alone fixes nothing.
- Look at the neighbours the ledger lists for the same class: a `client` or `seam` gap next to your fix is
usually the same bug on the other path.
## 3. Before the PR
```sh
python3 tools/port_ledger.py check --base origin/main
```
It lists the ports your branch touches with their open gaps, citations to add, stale citations, and (against
the base) the gaps the branch closes and opens. Close what belongs to your fix, cite what you ported, leave
no new stale citation. If you ported a method the verdict map called `missing`, change its row in
`tools/port_map/*.tsv` to `port` with the fn (`file.rs::Owner::fn`) and run
`python3 tools/port_ledger.py map-check tools/port_map/<file>.tsv`.
Then the usual: the harness for the area (`docs/architecture.md`), `cargo check`/tests per `AGENTS.md`, and
a small PR that says which vanilla method it now matches.
## Finding work
```sh
python3 tools/port_ledger.py gaps --kind seam # ported on two paths, wired on one: the best leads
python3 tools/port_ledger.py gaps --kind client # client-only effects the server path never reaches
python3 tools/port_ledger.py gaps --kind drift # a port missing a sound, particle, item or constant
rg -n "player:" tools/port_map/*.tsv # missing behaviour a player would see
```
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@@ -1,5 +1,3 @@
<!-- Opened by an AI agent? First line: "> 🤖 Opened by <your GitHub login>'s AI agent (<tool, model>), not by <your GitHub login> personally." Use your own login, not someone else's. -->
## What and why
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
+4 -6
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@@ -16,14 +16,12 @@ jobs:
GH_TOKEN: ${{ github.token }}
REPO: ${{ github.repository }}
BRANCH: ${{ github.event.pull_request.head.ref }}
HEAD_REPO: ${{ github.event.pull_request.head.repo.full_name }}
SHA: ${{ github.event.pull_request.head.sha }}
run: |
# Every head the pull request had, not only its last: a run-parity label added on an older head left that
# run queued after the merge (#3104, 2026-10-29). Its branch in its own repository names its runs (another
# fork can have a branch of the same name).
for status in queued in_progress waiting pending requested; do
gh api -X GET "repos/$REPO/actions/runs" -f branch="$BRANCH" -f event=pull_request -f status="$status" \
-f per_page=100 --jq ".workflow_runs[] | select(.head_repository.full_name == \"$HEAD_REPO\") | .id"
gh run list -R "$REPO" --branch "$BRANCH" --status "$status" --limit 100 \
--json databaseId,event,headSha \
-q ".[] | select(.event == \"pull_request\" and .headSha == \"$SHA\") | .databaseId"
done | sort -u | while read -r id; do
gh run cancel -R "$REPO" "$id" || true
done
+4 -4
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@@ -63,7 +63,7 @@ jobs:
run: |
cargo +stable fmt --all -- --check
# With the game's code mods (on in every release build, off by default).
cargo +stable clippy --workspace --all-targets -- -D warnings
cargo +stable clippy --workspace --all-targets --features horizon-client/mods -- -D warnings
# The server build (released as horizon-engine): the game without sound or controllers.
cargo +stable clippy -p horizon-client --all-targets --no-default-features -- -D warnings
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy above already
@@ -71,11 +71,11 @@ jobs:
- name: Test Rust core and voxel kernel correctness
if: steps.rust.outputs.required != 'false'
run: |
cargo +stable test --workspace --lib --bins --tests --features horizon-mods/pack
cargo +stable test --workspace --lib --bins --tests --features horizon-client/mods,horizon-mods/pack
# The full content-root tests (#[ignore]d: minutes each on a laptop). The same build as above; they need the
# prepared vanilla data, so without it they pass at once.
cargo +stable test --workspace --lib --features horizon-mods/pack mod_content::tests:: -- --ignored
cargo +stable test --workspace --doc --features horizon-mods/pack
cargo +stable test --workspace --lib --features horizon-client/mods,horizon-mods/pack mod_content::tests:: -- --ignored
cargo +stable test --workspace --doc --features horizon-client/mods,horizon-mods/pack
# The launcher is its own workspace (launcher/Cargo.toml), so verify's cargo runs never build it. A pull request that
# changes it or a crate it builds is checked here, and so is every push to main: two pull requests can each pass
# alone and break it together (#2059 and the registry ratings did, 2026-10-26).
+9 -8
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@@ -37,10 +37,9 @@ permissions:
jobs:
exporters:
# This runner holds the maintainer's own pinned Minecraft jars. Only our classes leave it. An untrusted build
# goes to the Mac mini's nightly runner (macOS + horizon-nightly: ludovics-mac-mini-nightly, beside the one that
# runs pull requests' parity jobs, so a nightly never waits behind their queue), never the release runner
# (MAC_RUNNER: ludovics-mac-mini-release) nor parity-main's.
runs-on: ${{ inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-nightly"]') }}
# goes to the Mac mini runner that already runs pull requests' parity jobs (macOS + horizon-game:
# ludovics-mac-mini), never the release runner (MAC_RUNNER: ludovics-mac-mini-release) nor parity-main's.
runs-on: ${{ inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-game"]') }}
# Three full preparations (two isolated, one batched) besides the compile.
timeout-minutes: 60
steps:
@@ -104,7 +103,7 @@ jobs:
mac: true
dir: horizon-macos-arm64
asset: horizon-macos-arm64.zip
runs-on: ${{ matrix.mac && (inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-nightly"]')) || matrix.os }}
runs-on: ${{ matrix.mac && (inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-game"]')) || matrix.os }}
# Notarizing the zip can take a few minutes.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
env:
@@ -138,7 +137,8 @@ jobs:
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
# `horizon-client/mods`: every released game runs code mods (the feature is off in dev builds).
run: cargo build --release --locked --features horizon-client/mods -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Every program the release folder takes was built
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
@@ -266,8 +266,9 @@ jobs:
run: |
set -euo pipefail
# After the client is packaged: target/release/horizon-client is rebuilt without the audio and
# controllers features, so it needs neither libasound nor libudev (minimal server images lack them).
cargo build --release --locked -p horizon-client --no-default-features --bin horizon-client
# controllers features, so it needs neither libasound nor libudev (minimal server images lack them),
# and with code mods like the client.
cargo build --release --locked -p horizon-client --no-default-features --features mods --bin horizon-client
cargo run --locked -p xtask -- package-server target/release/horizon-client "dist/${{ matrix.server_dir }}"
folder="dist/${{ matrix.server_dir }}"
python3 tools/check_imports.py --server "$folder/horizon-engine" "$folder/horizon-server" "$folder/horizon-prepare"
+2 -6
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@@ -5,15 +5,11 @@ name: run-parity
# skipped `verify`, and GitHub counts a skipped required check as passed.
on:
pull_request:
# A push starts a run only to cancel the old head's (see concurrency): the job runs on the label alone.
types: [labeled, synchronize]
types: [labeled]
permissions:
contents: read
concurrency:
# The run-parity label and pushes share one group per pull request, so the newest run cancels the one before: a
# pushed pull request's run tested a head the merge would no longer land. Any other label gets a group of its own:
# in the shared one, adding needs-proof cancelled the parity run queued seconds before (run 40766180150).
group: run-parity-${{ github.event.pull_request.number }}${{ github.event.action == 'labeled' && github.event.label.name != 'run-parity' && format('-{0}', github.run_id) || '' }}
group: run-parity-${{ github.event.pull_request.number }}
cancel-in-progress: true
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
+15 -23
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@@ -13,15 +13,13 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
launcher, `HORIZON_LAUNCHER_TRASH`, `HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming the person whose agent opened it and
the tool: `> 🤖 Opened by <login>'s AI agent (<tool, model>), not by <login> personally.`, where `<login>`
is the GitHub account the PR is opened from (`gh api user --jq .login`). Issues say "Filed by", reviews
"Review by". Every comment starts with `🤖 Agent:`. Write only as the person you work for: the lines on
this page that name Ludovic are for his own agents (account `ludovic111`), never for anyone else's.
- **Mark what an agent posts.** A PR body starts with a line naming whose agent opened it and with what.
Ludovic's agents write `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, and a
contributor's agent names its own person and tool (issues: "Filed by", reviews: "Review by"). Every
comment starts with `🤖 Agent:`. Never write as Ludovic or as anyone else.
- **Attribution.** Commits end with a `Co-Authored-By:` line for the agent that wrote them, and PR bodies
with that agent's own "Generated with" line. Example, Ludovic's agents (Claude Code on `ludovic111`):
first line `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, commits
`Co-Authored-By: Claude <model> <[email protected]>`, last line
with that agent's own "Generated with" line. Ludovic's agents use
`Co-Authored-By: Claude <model> <[email protected]>` and
`🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
- Everything players run is Rust. Python/Java only for dev tools and harness drivers in `tools/`.
- Horizon-only features follow [docs/design-system.md](docs/design-system.md) and are off by default where
@@ -37,12 +35,11 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| Crate | Owns |
|---|---|
| `horizon-client` | The game: a lib (`src/lib.rs`, ~100 flat modules: gameplay, networking, title screens) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-client` | The game: a lib (`src/lib.rs`, ~170 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-items` | Blocks and items below gameplay: `blocks.rs` (block facts), `items.rs`, `item_data.rs` (components), `enchant.rs`, `cooldowns.rs`, `bundle.rs`, `item_nbt.rs`. Re-exported as `horizon_client::items`... |
| `horizon-command` | Command parsing (Brigadier): the vanilla tree, argument types, selectors, suggestions, the tree's network form. Re-exported as `horizon_client::command` |
| `horizon-client-core` | The client lib's bottom layer: `text.rs`, `lang.rs`, `snbt.rs`, `nbt_path.rs`, `component.rs`, `scoreboard.rs`, `bossbar.rs`, `gamerules.rs`, `block_entity_nbt.rs`, registry/particle/sound tables. Re-exported under the old paths (`horizon_client::text`...) |
| `horizon-client-input` | Key bindings and key names, toggle keys, mouse options, controller settings and glyphs, the clipboard, window options (`keybinds.rs`, `gamepad.rs`, `mouse.rs`, `window.rs`...). Re-exported under the old paths |
| `horizon-client-render` | The client's world data, rendering and screens (chunks, meshing, light, streaming, `gfx`, HUD, menus, settings): ~80 modules that horizon-client re-exports under the same paths. Nothing in it reaches gameplay |
| `horizon-world` | Vanilla world data with no gameplay loop: NBT, regions, chunks, `datafix/`, `worldgen/`, `level/` (server-side block behaviour, ticks, redstone), entity physics, items, effects, food, damage |
| `horizon-core` | Simulation primitives: Java `Random`s, `jmath` (HotSpot-exact `Math`), positions, noise, density, paletted storage, `version.rs` (the pinned version) |
| `horizon-protocol` | Network protocol 777: codecs, framing, encryption, `packets/{handshake,status,login,configuration,play}.rs`, `entity_data.rs` |
@@ -76,7 +73,7 @@ cargo build --profile fast -p horizon-client # optimized, quick to link:
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
python3 tools/parity.py mob_ai sculk # named harnesses
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host)
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host); --in-frame compares the fallback
python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
```
@@ -102,9 +99,6 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
## Vanilla reference
- Start parity work from the port ledger, not grep: `python3 tools/port_ledger.py issue N` (or `where
Class.method`, `what file:line`), and `check --base origin/main` before the PR. How:
[.claude/skills/vanilla-parity/SKILL.md](.claude/skills/vanilla-parity/SKILL.md), [docs/port-ledger.md](docs/port-ledger.md).
- Decompiled sources: `.local/minecraft/26.3/sources/{client,server}/` (`python3 tools/lab.py decompile`).
- Bytecode queries (callers through lambdas, every overload):
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`
@@ -116,8 +110,7 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
## horizon-client: where things live
`L:` = lib (`crates/horizon-client/src/`, or `crates/horizon-client-render/src/` for the modules that crate holds, under
the same `horizon_client::<module>` paths), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`L:` = lib (`crates/horizon-client/src/`), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`Game`; bin code reaches the lib as `horizon_client::<module>`.
| Subsystem | Files |
@@ -169,18 +162,17 @@ the same `horizon_client::<module>` paths), `G:` = bin (`crates/horizon-client/s
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
`[server-thread]` issues list the gaps left.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`): DEPRECATED, never use it, it
will be removed soon.** The window's `Game` ticks the world itself, one level that follows the player
(`fn enter_dimension`). Compatibility does not matter: don't add features or fixes for it, don't write new
tests against it, and move code off it when you touch it. The deterministic rule fixtures still run on it
until they are ported.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`):** the window's `Game` ticks
the world itself, one level that follows the player (`fn enter_dimension`). Deterministic rule fixtures still use this path; player-facing integration uses the default server thread.
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test the server
thread when you touch player-facing gameplay:
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test both paths
when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T --in-frame # in-frame
python3 tools/lan_e2e.py --check <name> # host on its server thread, guest is a server client
python3 tools/lan_e2e.py --in-frame --check <name> # comparison (portals, levels, distance, lava need server-thread mode)
python3 tools/parity.py dedicated_server server_entities server_player_damage
```
Generated
+2 -46
View File
@@ -1378,6 +1378,7 @@ dependencies = [
"ab_glyph",
"bytemuck",
"chrono",
"cpal",
"flate2",
"gilrs",
"glam",
@@ -1385,7 +1386,6 @@ dependencies = [
"horizon-bench",
"horizon-client-core",
"horizon-client-input",
"horizon-client-render",
"horizon-command",
"horizon-core",
"horizon-dualsense",
@@ -1412,6 +1412,7 @@ dependencies = [
"serde_json",
"sha1",
"sha2",
"symphonia",
"unicode-bidi",
"ureq",
"wgpu",
@@ -1440,48 +1441,6 @@ dependencies = [
"winit",
]
[[package]]
name = "horizon-client-render"
version = "0.1.0"
dependencies = [
"ab_glyph",
"bytemuck",
"chrono",
"cpal",
"flate2",
"glam",
"horizon-assets",
"horizon-bench",
"horizon-client-core",
"horizon-client-input",
"horizon-command",
"horizon-core",
"horizon-hdr",
"horizon-items",
"horizon-protocol",
"horizon-shader-api",
"horizon-shaders",
"horizon-telemetry",
"horizon-theme",
"horizon-threads",
"horizon-world",
"log",
"miniz_oxide 0.8.9",
"naga",
"png",
"pollster",
"rustix 1.1.5",
"serde",
"serde_json",
"sha2",
"symphonia",
"unicode-bidi",
"ureq",
"wgpu",
"winit",
"zip",
]
[[package]]
name = "horizon-command"
version = "0.1.0"
@@ -1527,9 +1486,6 @@ name = "horizon-hdr"
version = "0.1.0"
dependencies = [
"ash",
"wayland-backend",
"wayland-client",
"wayland-protocols",
"wgpu",
]
-1
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@@ -9,7 +9,6 @@ members = [
"crates/horizon-client",
"crates/horizon-client-core",
"crates/horizon-client-input",
"crates/horizon-client-render",
"crates/horizon-command",
"crates/horizon-items",
"crates/horizon-server-files",
+6 -11
View File
@@ -1,5 +1,5 @@
<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by more than 300 differential harnesses" width="100%">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by 281 differential harnesses" width="100%">
</p>
<p align="center">
@@ -23,15 +23,15 @@
# Horizon
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by more than 300 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by 281 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
## Download
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs the game and keeps it up to date with each new build (Horizon ships on one channel, the Nightly), prepares its files from your copy of Minecraft (your own install, or downloaded from Mojang for your account), and updates itself.
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your copy of Minecraft (your own install, or downloaded from Mojang for your account), and updates itself.
**You need** a Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it, as other launchers do; see [Microsoft account](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 on Linux, Vulkan or DirectX 12 on Windows, or any Apple Silicon Mac. Nothing else: with no Minecraft on your computer, Play downloads 26.3 and the Java it needs from Mojang for your account, as the official launcher does, then prepares it once. An install you already have (the official launcher, Prism, MultiMC and other launchers all work) is used instead. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
**You need** a Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it, as other launchers do; see [Microsoft account](docs/microsoft-account.md)) and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Nothing else: with no Minecraft on your computer, Play downloads 26.3 and the Java it needs from Mojang for your account, as the official launcher does, then prepares it once. An install you already have (the official launcher, Prism, MultiMC and other launchers all work) is used instead. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
@@ -46,9 +46,9 @@ The [documentation](https://playhorizon.dev/docs/) covers each of these.
- **The game:** singleplayer with vanilla's world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on saves in vanilla's format. Worlds from 1.8 to 26.2 are upgraded as vanilla does. [Status table](#project-status).
- **Horizon's own extras:** new menus (vanilla's are one setting away), graphics presets, distant terrain up to 1024 chunks, controller support, optional zoom, minimap and more, all off by default where they would change the vanilla look. See [Settings](https://playhorizon.dev/docs/settings).
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates, item modifiers and world generation (vanilla's heights and biomes for now).
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates and item modifiers.
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining servers, online-mode ones with the Microsoft account the launcher signs in with. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** Horizon has its own mods, installed from the launcher. The official ones (Zoom, FPS Counter, Keystrokes and Minimap) are native Rust that the launcher builds into your game, with no Rust to install; older WebAssembly mods still run while they move. Java mod jars do not run in Horizon. See [Mods and data packs](https://playhorizon.dev/docs/mods).
- **Mods:** Horizon has its own mod system (Rust compiled to WebAssembly). Java mod jars do not run. See [Mods and data packs](https://playhorizon.dev/docs/mods).
Screenshots, captured in the Rust client itself with vanilla assets and no mods or shaders:
@@ -139,11 +139,6 @@ average; `tests/test_parity.py` keeps it in sync with this table. Last audited
rerun whenever one of its inputs changed, and the Mac mini now runs every one of
them too (Rust uses Java's own float maths on each platform).
The harnesses measure behaviour. A second measure is method by method: the [port ledger](tools/port_ledger.py)
lists every method of vanilla 26.3 next to the Rust functions that port it, with a verdict for each one
(ported, folded into another function, missing, or needing no port), and the untested ports. Run
`python3 tools/port_ledger.py build`, then `coverage`, with the vanilla data in `.local/`.
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
| Window, input and game loop | 1 | None: the game loop, options, camera, auto-jump, toggle sprint/sneak, local input and the frame limiter match vanilla |
+30 -111
View File
@@ -16,7 +16,7 @@ Horizon is Minecraft: Java Edition 26.3 rewritten from scratch in Rust, so it ru
- **Single player as a server: the last differences**: Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
- **Horizon's mod registry**: One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
**Next**: A new launcher design; CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command; Ready-made setups for hosting panels.
**Next**: Microsoft sign-in (coming soon); CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Lua and other languages for mods; Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command.
**How to help**: Play it and tell us what differs from vanilla (Discord or GitHub), run the benchmark on your computer, vote for what you want next, or pick one of the Help wanted items.
@@ -104,49 +104,37 @@ More: [docs/mods.md](docs/mods.md)
</details>
#### Native mods, built by the launcher
Horizon's own mods become native code that the launcher builds into your game, with no Rust to install: Zoom, FPS Counter, Keystrokes and Minimap already are, and Recipes is next.
<details><summary>Technical</summary>
Stable hook points in the game (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346); v2 with the item panel and recipe pages, [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)), horizon-mixins applied by the launcher with its own portable Rust ([#3388](https://github.com/horizon-rust/horizon/issues/3388)), on/off in Options > Mods. The official mods live in horizon-mods/native/ and are in the registry as native mods. Next: Recipes, native mods on automatically when a player installs one (with a notice about the first build), then the WebAssembly runtime is removed ([#3350](https://github.com/horizon-rust/horizon/issues/3350), [#3351](https://github.com/horizon-rust/horizon/issues/3351), [#3353](https://github.com/horizon-rust/horizon/issues/3353), [#3371](https://github.com/horizon-rust/horizon/issues/3371)).
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Mods that run on the server
Mods that run on the server side of a world, so a dedicated server or a LAN world can have mods that react to players joining, chat and blocks being broken or placed, and that add commands.
<details><summary>Technical</summary>
The same hook points on the server thread and the dedicated server: world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The earlier WebAssembly API 0.3 ([#1833](https://github.com/horizon-rust/horizon/issues/1833)) is the reference for what to cover.
More: [docs/native-mods.md](docs/native-mods.md)
API 0.3, experimental first ([#1833](https://github.com/horizon-rust/horizon/issues/1833), in review): the same sandboxed component runs on the server thread and the dedicated server, with world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The world, item and entity interfaces come after (see 'Mods that read and change the world'). [docs/api/mods.md](docs/api/mods.md), [docs/mods.md](docs/mods.md).
</details>
#### Screens, input and drawing for mods
Mods will be able to open their own screens and settings pages, react to keys and item use, and draw, so bigger mods, such as the Orbital Laser, run on the normal game.
Mods will be able to open their own screens and settings pages and react to keys and item use, so bigger mods, such as the Orbital Laser, can run on the normal game.
<details><summary>Technical</summary>
On native hook points ([docs/native-mods.md](docs/native-mods.md)): settings pages under Options > Mods and the item panel are there ([#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3435](https://github.com/horizon-rust/horizon/issues/3435)). Next: mod-owned screens built from vanilla's widgets, an item's use, key binds and the crosshair target, and a budgeted draw list on the native shader API. Orbital Laser is the acceptance test.
Capability `ui` is in review ([#1864](https://github.com/horizon-rust/horizon/issues/1864)): mod-owned screens and a settings page under Options > Mods, built from vanilla's widgets. Still to design: `input` (an item's use, key binds, the crosshair target), `render` (a budgeted draw list on the native shader API) and `world` (changing blocks). Orbital Laser is the acceptance test: it needs all four today through its author's fork (see 'Orbital Laser on the normal game').
More: [docs/mods.md](docs/mods.md)
</details>
#### Tools for people who make mods
Better tools for mod makers: templates for each kind of mod, a test run with no game window, and clear promises about which hook points keep working from one version to the next.
Better tools for mod makers: a test runner that needs no game window, templates for each kind of mod, and clear promises about what keeps working from one version to the next.
<details><summary>Technical</summary>
Native mod template and the content mod template (horizon-mods), `native.py check` that applies mods on a chosen Horizon and builds them together, a weekly check of every official mod on the newest Nightly. Left: a versioned list of stable hook points (NATIVE_HOOKS_API), a test runner without a window, and docs on the site for native mods.
`cargo horizon-mod test` runs a mod's test scripts against a fake game snapshot ([#1816](https://github.com/horizon-rust/horizon/issues/1816)) and, for server mods, scripted server events ([#1837](https://github.com/horizon-rust/horizon/issues/1837)); the content template and the guides are merged ([#1859](https://github.com/horizon-rust/horizon/issues/1859), [#1810](https://github.com/horizon-rust/horizon/issues/1810), [docs/api/stability.md](docs/api/stability.md)). Left: templates for hud, server and machine mods, typed wrappers in the SDK, a frozen 0.1 compatibility mod that every runtime must load, a CI check that fails when a stable reference entry is removed without a new major version, and the SDK on crates.io once the API is stable.
More: [#3388](https://github.com/horizon-rust/horizon/issues/3388) · [docs/native-mods.md](docs/native-mods.md)
More: [https://playhorizon.dev/docs/test-a-mod](https://playhorizon.dev/docs/test-a-mod)
</details>
@@ -256,20 +244,6 @@ Horizon's own way to make shader packs, with tools to write and test them. Every
</details>
### Launcher
#### Minecraft Java instances in the launcher
Play the real Java game from the Horizon launcher too: vanilla and modded instances, any version, mods from Modrinth filtered to what fits, and your instances imported from other launchers.
<details><summary>Technical</summary>
For an account that owns the game: any version downloaded with the Java it needs ([#3406](https://github.com/horizon-rust/horizon/issues/3406)), Java instances, the version list and the CLI ([#3395](https://github.com/horizon-rust/horizon/issues/3395)), the start command read from the version JSON ([#3419](https://github.com/horizon-rust/horizon/issues/3419)). Next: Play for a Java instance, Fabric and Quilt, then NeoForge and Forge; Modrinth with compatibility filtering and dependencies; imports from Prism, MultiMC, the CurseForge app, the Modrinth App, ATLauncher and the official launcher, each from its documented on-disk format.
More: [#3506](https://github.com/horizon-rust/horizon/issues/3506)
</details>
### Horizon extras
#### Discord Rich Presence
@@ -294,16 +268,6 @@ A review of the whole tree: dead code and stubs removed ([#1432](https://github.
</details>
#### Every vanilla method, tracked
A public list of every method of the Java game and where Horizon does it, so anyone can see what is ported, what is missing and pick something to fix.
<details><summary>Technical</summary>
[tools/port_ledger.py](tools/port_ledger.py) and tools/port_map/ ([#3139](https://github.com/horizon-rust/horizon/issues/3139)): every 26.3 method outside the skipped packages has a verdict (port, inline, missing, skip, trivial), linked to the harnesses that cover it ([#3526](https://github.com/horizon-rust/horizon/issues/3526)), with one tracking issue per area. Bug fixes start from it (.claude/skills/vanilla-parity).
</details>
## Next
### Performance
@@ -480,16 +444,6 @@ A player's idea (#horizon-ideas). `horizon-server` already runs headless; left:
</details>
#### Ready-made setups for hosting panels
Install a Horizon server from the panels hosts use, such as Pterodactyl and AMP, the usual way for each panel.
<details><summary>Technical</summary>
Asked in the suggestion queue for Pterodactyl eggs and AMP templates. Builds on the one-command install ('A server you install with one command') and horizon-server's server.toml ([docs/hosting.md](docs/hosting.md)).
</details>
### Mods and API
#### Mods that read and change the world
@@ -498,9 +452,9 @@ Mods that can see and change blocks, read inventories and items, and find and af
<details><summary>Technical</summary>
Hook points for reading blocks, states and biomes and changing them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory and item stacks with components; entity queries near a position. Batched per tick, never per-block calls in hot paths.
After server mods: read blocks, states and biomes in loaded chunks and change them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory, held item, open container and item stacks with components; entity queries near a position, a safe subset of entity data and data-driven mod entity types. Snapshots and batched calls per tick, never per-block host calls in hot paths. [docs/api/mods.md](docs/api/mods.md) ('Not there yet').
More: [docs/native-mods.md](docs/native-mods.md) · [docs/modpacks.md](docs/modpacks.md)
More: [docs/modpacks.md](docs/modpacks.md)
</details>
@@ -514,6 +468,16 @@ Block entities and menus: ticking machines with slots, server menu logic and the
</details>
#### Lua and other languages for mods
Write mods as Lua scripts, in the style of KubeJS, with no compiler, and later in other languages that pass the tests. Every language runs in the same sandbox.
<details><summary>Technical</summary>
Lua first: Horizon ships a Lua interpreter that is itself a WebAssembly mod, and a script mod's manifest names it and the capabilities it uses, so a script can do exactly what a compiled mod with the same manifest can, with hot reload of `main.lua`. Then C, C++, Zig, Go (TinyGo), AssemblyScript and JavaScript or TypeScript are measured against Rust on the same tick-heavy example, and each is supported only with a template, an example and a CI test. [docs/api/mods.md](docs/api/mods.md) ('Ways in').
</details>
### Gameplay parity
#### Pistons push players and mobs
@@ -572,13 +536,15 @@ More: [docs/shaders.md](docs/shaders.md)
### Launcher
#### A new launcher design
#### Microsoft sign-in (coming soon)
A redesigned launcher: every button where you expect it, the fewest clicks to play, add an instance or add mods, smooth animations, and instant startup.
Coming soon: sign in with your Microsoft account to play on online-mode servers. The code is ready; it waits for Microsoft's approval.
<details><summary>Technical</summary>
Based on the site concept by the Team (Bricolage Grotesque, a night sky and an animated pixel sunset). Screens and flows are designed first, then small PRs; tokens in [crates/horizon-theme](crates/horizon-theme) and rules in [docs/design-system.md](docs/design-system.md), the game's vanilla look unchanged. Measured before and after: startup, frame time and idle CPU/GPU, reduced motion honoured. Mods screens separate Horizon native mods from Java mods; a running instance can be stopped from the launcher.
Device-code sign-in in the launcher and online-mode login in the client ([docs/microsoft-account.md](docs/microsoft-account.md)). It is turned on by setting the app's client id once Minecraft API access is approved; until then the launcher shows "Coming soon".
More: [#1270](https://github.com/horizon-rust/horizon/issues/1270)
</details>
@@ -742,18 +708,6 @@ Issue [#1270](https://github.com/horizon-rust/horizon/issues/1270) asks for Ely.
</details>
#### Join servers on older versions
Join servers that run older Minecraft versions, such as 1.21 or 1.8 PvP servers, from Horizon.
<details><summary>Technical</summary>
Asked often in the suggestion queue. Horizon speaks 26.3's protocol; the path is a native protocol adapter in Rust that translates older versions' packets, not a downloaded Java proxy. Java instances in the launcher already play any version with the real game.
More: [#3023](https://github.com/horizon-rust/horizon/issues/3023)
</details>
#### Online-mode checks for Play with Friends
Friends who join through an invite code could prove who they are with their Microsoft account, as on online-mode servers.
@@ -766,18 +720,6 @@ Play with Friends joins over an encrypted tunnel with an invite code ([docs/play
### Mods and API
#### Scripts for mods
Small mods written as scripts, in the style of KubeJS, with no compiler.
<details><summary>Technical</summary>
Waits for native mods to settle: the earlier plan ran Lua inside the WebAssembly sandbox, which is being removed. A script layer over the native hook points is to be designed.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Orbital Laser on the normal game
The community mod Orbital Laser, made for a fork of Horizon, running on the normal game and listed in the registry as the showcase of the mod API.
@@ -790,13 +732,13 @@ A pull request on [https://github.com/Stink-O/orbital-laser](https://github.com/
#### Native versions of popular client mods
Built-in versions of the client mods players ask for: block info on hover, a world map, inventory tweaks and schematic overlays.
Built-in versions of the client mods players ask for: block info on hover, a recipe viewer like JEI, a world map and schematic overlays.
<details><summary>Technical</summary>
Done: a mod list and menu, minimap, zoom, keystrokes, an FPS counter and a recipe viewer, as native mods (horizon-mods/native/). Asked for: an angled world map that shows hills, overhangs and caves, inventory tweaks (drag and scroll to move items), block info tooltips and schematic overlays.
Done as extras: a mod list and menu, a minimap and a zoom ([docs/extras.md](docs/extras.md)). Left: block info tooltips, a recipe viewer (a contributor offered to port JEI if it becomes a native feature), a world map and a schematic overlay. They need the read-only interfaces `inventory-read`, `recipes`, `world-read` and `render` in the mod API, or they go into the game directly.
More: [docs/extras.md](docs/extras.md) · [docs/native-mods.md](docs/native-mods.md)
More: [docs/mods.md](docs/mods.md)
</details>
@@ -842,16 +784,6 @@ The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read
</details>
#### Splitscreen
Play with a friend on the same screen, each with a controller.
<details><summary>Technical</summary>
Issue [#2054](https://github.com/horizon-rust/horizon/issues/2054); a contributor is working on it. Two local players on the same world, each with their own camera and HUD, built on the server thread's multiplayer.
</details>
#### The full debug screen
Vanilla's complete F3 screen: debug options, a profiler chart, ten-second captures and an atlas dump.
@@ -902,7 +834,7 @@ More graphics options: multisample anti-aliasing, anisotropic filtering and an e
<details><summary>Technical</summary>
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA, and SMAA or TAA are asked for too; exclusive fullscreen where the backend supports it.
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA; exclusive fullscreen where the backend supports it.
</details>
@@ -930,18 +862,6 @@ Issue [#1709](https://github.com/horizon-rust/horizon/issues/1709): aarch64 buil
</details>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
<details><summary>Technical</summary>
Releases are x64 for Windows and Linux and arm64 for macOS. Needs an aarch64-pc-windows-msvc build in the release workflow and a machine to test on.
More: [docs/release-flow.md](docs/release-flow.md)
</details>
#### Android, iOS and the browser
Versions of Horizon for Android, iOS and web browsers. Nothing official yet; contributors have started the first pieces.
@@ -1048,7 +968,6 @@ Armour and tools in End city chests should come enchanted, as in vanilla.
## Recently shipped
- **Microsoft sign-in** (launcher@0.2.17): Sign in with your Microsoft account in the launcher to play on online-mode servers. [docs/microsoft-account.md](docs/microsoft-account.md) · [#2879](https://github.com/horizon-rust/horizon/issues/2879)
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/horizon-rust/horizon/issues/1917) · [#1920](https://github.com/horizon-rust/horizon/issues/1920) · [#1936](https://github.com/horizon-rust/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/horizon-rust/horizon/issues/1562) · [#1569](https://github.com/horizon-rust/horizon/issues/1569) · [#1570](https://github.com/horizon-rust/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/horizon-rust/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
+53 -208
View File
@@ -1,6 +1,6 @@
//! Text components from commands: `ComponentArgument` reads an SNBT (or JSON)
//! value, `ComponentSerialization` turns it into styled text.
use crate::text::{InlineObject, Style, Text, named_color};
use crate::text::{Style, Text, named_color};
use horizon_world::nbt::Tag;
use serde_json::{Map, Value};
@@ -11,18 +11,13 @@ pub fn parse_snbt(input: &str) -> Result<(Value, usize), String> {
let mut p = Parser {
s: input.as_bytes(),
i: 0,
depth: 0,
};
let v = p.value()?;
Ok((v, p.i))
}
/// Nesting deeper than NBT's own limit (`NbtAccounter`'s 512) is refused
/// rather than overflowing the stack.
const SNBT_MAX_DEPTH: usize = 512;
struct Parser<'a> {
s: &'a [u8],
i: usize,
depth: usize,
}
impl Parser<'_> {
fn ws(&mut self) {
@@ -46,22 +41,57 @@ impl Parser<'_> {
self.ws();
match self.peek() {
Some(b'{') => {
if self.depth >= SNBT_MAX_DEPTH {
return Err(format!("tag nesting too deep at {}", self.i));
self.i += 1;
let mut map = Map::new();
self.ws();
if self.peek() == Some(b'}') {
self.i += 1;
return Ok(Value::Object(map));
}
loop {
self.ws();
let key = self.string()?;
self.expect(b':')?;
map.insert(key, self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b'}') => {
self.i += 1;
return Ok(Value::Object(map));
}
_ => return Err("expected ',' or '}'".into()),
}
}
self.depth += 1;
let v = self.object();
self.depth -= 1;
v
}
Some(b'[') => {
if self.depth >= SNBT_MAX_DEPTH {
return Err(format!("tag nesting too deep at {}", self.i));
self.i += 1;
let mut list = Vec::new();
self.ws();
// Typed arrays [B;...], [I;...], [L;...].
if matches!(
self.s.get(self.i..self.i + 2),
Some([b'B' | b'I' | b'L', b';'])
) {
self.i += 2;
}
self.ws();
if self.peek() == Some(b']') {
self.i += 1;
return Ok(Value::Array(list));
}
loop {
list.push(self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b']') => {
self.i += 1;
return Ok(Value::Array(list));
}
_ => return Err("expected ',' or ']'".into()),
}
}
self.depth += 1;
let v = self.array();
self.depth -= 1;
v
}
Some(b'"' | b'\'') => Ok(Value::String(self.string()?)),
Some(_) => {
@@ -75,20 +105,10 @@ impl Parser<'_> {
_ => {
let digits = word
.trim_end_matches(['b', 'B', 's', 'S', 'l', 'L', 'f', 'F', 'd', 'D']);
// Only digits (and an exponent) make a number: `nan`
// or `Infinity`, which Rust's parse would take, stays
// a string.
if digits
.bytes()
.any(|c| c.is_ascii_alphabetic() && c != b'e' && c != b'E')
{
Value::String(word)
} else {
match (digits.parse::<i64>(), digits.parse::<f64>()) {
(Ok(n), _) if digits.len() + 1 >= word.len() => Value::from(n),
(_, Ok(f)) if digits.len() + 1 >= word.len() => Value::from(f),
_ => Value::String(word),
}
match (digits.parse::<i64>(), digits.parse::<f64>()) {
(Ok(n), _) if digits.len() + 1 >= word.len() => Value::from(n),
(_, Ok(f)) if digits.len() + 1 >= word.len() => Value::from(f),
_ => Value::String(word),
}
}
})
@@ -96,59 +116,6 @@ impl Parser<'_> {
None => Err("expected a value".into()),
}
}
fn object(&mut self) -> Result<Value, String> {
self.i += 1;
let mut map = Map::new();
self.ws();
if self.peek() == Some(b'}') {
self.i += 1;
return Ok(Value::Object(map));
}
loop {
self.ws();
let key = self.string()?;
self.expect(b':')?;
map.insert(key, self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b'}') => {
self.i += 1;
return Ok(Value::Object(map));
}
_ => return Err("expected ',' or '}'".into()),
}
}
}
fn array(&mut self) -> Result<Value, String> {
self.i += 1;
let mut list = Vec::new();
self.ws();
// Typed arrays [B;...], [I;...], [L;...].
if matches!(
self.s.get(self.i..self.i + 2),
Some([b'B' | b'I' | b'L', b';'])
) {
self.i += 2;
}
self.ws();
if self.peek() == Some(b']') {
self.i += 1;
return Ok(Value::Array(list));
}
loop {
list.push(self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b']') => {
self.i += 1;
return Ok(Value::Array(list));
}
_ => return Err("expected ',' or ']'".into()),
}
}
}
fn unquoted(&mut self) -> String {
let start = self.i;
while let Some(c) = self.peek() {
@@ -296,10 +263,6 @@ pub fn to_text_with(
let style = object_style(o);
let content = if let Some(t) = contents(o) {
t
} else if let Some(object) = inline_object(o, resolve, contents) {
let mut text = Text::literal("\u{fffc}");
text.spans[0].style.inline_object = Some(object);
text
} else if let Some(t) = o.get("text") {
match t {
Value::String(s) => Text::literal(s.clone()),
@@ -336,74 +299,12 @@ pub fn to_text_with(
{
out.push(to_text_with(extra, resolve, contents).with_style(&style));
}
if o.contains_key("object") || o.contains_key("player") || o.contains_key("sprite") {
out.with_component(Value::Object(o.clone()))
} else {
out
}
out
}
Value::Null => Text::empty(),
}
}
fn inline_object(
object: &serde_json::Map<String, Value>,
resolve: &mut dyn FnMut(&str) -> Text,
contents: &mut dyn FnMut(&serde_json::Map<String, Value>) -> Option<Text>,
) -> Option<InlineObject> {
let kind = object.get("object").and_then(Value::as_str);
let fallback = object
.get("fallback")
.map(|value| to_text_with(value, resolve, contents).plain());
match kind {
Some("player") | None if object.contains_key("player") => {
let profile = object.get("player")?.clone();
// PlayerSprite.defaultFallback.
let fallback = fallback.unwrap_or_else(|| {
match profile
.as_str()
.or_else(|| profile.get("name").and_then(Value::as_str))
{
Some(name) => format!("[{name} head]"),
None => "[unknown player head]".to_owned(),
}
});
Some(InlineObject::Player {
profile,
hat: object.get("hat").and_then(Value::as_bool).unwrap_or(true),
fallback,
})
}
Some("atlas") | None if object.contains_key("sprite") => {
let atlas = object
.get("atlas")
.and_then(Value::as_str)
.unwrap_or("minecraft:blocks")
.to_owned();
let sprite = object.get("sprite")?.as_str()?.to_owned();
// AtlasSprite.defaultFallback: short names, the atlas unless blocks.
let fallback = fallback.unwrap_or_else(|| {
let short = |id: &str| match id.split_once(':') {
Some(("minecraft", path)) => path.to_owned(),
Some(_) => id.to_owned(),
None => id.to_owned(),
};
if short(&atlas) == "blocks" {
format!("[{}]", short(&sprite))
} else {
format!("[{}@{}]", short(&sprite), short(&atlas))
}
});
Some(InlineObject::Atlas {
atlas,
sprite,
fallback,
})
}
_ => None,
}
}
/// `CustomName` as text: a string keeps its legacy formatting codes, anything
/// else is a component (`ComponentSerialization`).
pub fn name_text(tag: &Tag) -> Text {
@@ -417,44 +318,6 @@ pub fn name_text(tag: &Tag) -> Text {
mod tests {
use super::*;
#[test]
fn player_object_survives_text_parsing_and_keeps_its_siblings() {
let component = serde_json::json!({
"text": "<",
"extra": [
{"object": "player", "player": {"name": "elyapluggin"}, "hat": false,
"fallback": "[head]"},
{"text": " >", "color": "gold"}
]
});
let text = to_text(&component, &mut |_| Text::empty());
assert_eq!(text.plain(), "<[head] >");
assert!(matches!(
&text.spans[1].style.inline_object,
Some(InlineObject::Player { hat: false, .. })
));
assert!(text.spans[2].style.inline_object.is_none());
assert_eq!(text.component(), component);
let sprite = serde_json::json!({"object": "atlas", "sprite": "minecraft:item/porkchop"});
let text = to_text(&sprite, &mut |_| Text::empty());
assert!(matches!(
&text.spans[0].style.inline_object,
Some(InlineObject::Atlas { sprite, .. }) if sprite == "minecraft:item/porkchop"
));
// ObjectContents.visit without a fallback: the sprite's defaultFallback.
assert_eq!(text.plain(), "[item/porkchop]");
let head = serde_json::json!({"object": "player", "player": {"name": "Steve"}});
assert_eq!(
to_text(&head, &mut |_| Text::empty()).plain(),
"[Steve head]"
);
let gui = serde_json::json!({"atlas": "gui", "sprite": "hud/heart/full"});
assert_eq!(
to_text(&gui, &mut |_| Text::empty()).plain(),
"[hud/heart/full@gui]"
);
}
#[test]
fn snbt_and_json_components() {
let input = "{text:'Hi ',color:red,extra:[{text:\"there\",bold:1b}]} rest";
@@ -488,22 +351,4 @@ mod tests {
let t = to_text(&v, &mut |_| Text::empty());
assert_eq!(t.spans[0].style.font, None);
}
#[test]
fn snbt_nesting_is_bounded() {
let nest = |n: usize| format!("{}1{}", "[".repeat(n), "]".repeat(n));
assert!(parse_snbt(&nest(512)).is_ok());
assert!(parse_snbt(&nest(513)).is_err());
assert!(parse_snbt(&nest(100_000)).is_err());
}
#[test]
fn bare_words_that_look_numeric_stay_strings() {
let (v, _) = parse_snbt("{text:nan}").unwrap();
assert_eq!(v["text"], Value::String("nan".into()));
let (v, _) = parse_snbt("{text:Infinity}").unwrap();
assert_eq!(v["text"], Value::String("Infinity".into()));
let (v, _) = parse_snbt("{n:1.5}").unwrap();
assert_eq!(v["n"], Value::from(1.5));
}
}
+1 -38
View File
@@ -40,10 +40,6 @@ static BIDIRECTIONAL: AtomicBool = AtomicBool::new(false);
/// A source of resource files: the prepared root plus packs, highest priority last.
pub trait ResourceSource {
fn read(&self, path: &str) -> Option<Vec<u8>>;
/// Whether `path` is there, without reading it where the source can tell.
fn exists(&self, path: &str) -> bool {
self.read(path).is_some()
}
/// The namespaces under `assets/` (resource packs may add their own).
fn namespaces(&self) -> Vec<String> {
vec!["minecraft".into()]
@@ -60,9 +56,6 @@ impl ResourceSource for Bundled {
"assets/horizon/lang/ru_ru.json" => {
include_str!("../../horizon-client/assets/horizon/lang/ru_ru.json")
}
"assets/horizon/lang/uk_ua.json" => {
include_str!("../../horizon-client/assets/horizon/lang/uk_ua.json")
}
_ => return None,
};
Some(body.as_bytes().to_vec())
@@ -75,9 +68,6 @@ impl ResourceSource for std::path::PathBuf {
fn read(&self, path: &str) -> Option<Vec<u8>> {
std::fs::read(self.join(path)).ok()
}
fn exists(&self, path: &str) -> bool {
self.join(path).is_file()
}
fn namespaces(&self) -> Vec<String> {
std::fs::read_dir(self.join("assets"))
.into_iter()
@@ -200,7 +190,7 @@ pub fn available(sources: &[&dyn ResourceSource]) -> Vec<LanguageInfo> {
for (code, info) in value["language"].as_object().into_iter().flatten() {
// Only languages whose file exists somewhere are selectable.
let file = format!("assets/minecraft/lang/{code}.json");
if code != DEFAULT && !sources.iter().any(|s| s.exists(&file)) {
if code != DEFAULT && !sources.iter().any(|s| s.read(&file).is_some()) {
continue;
}
found.insert(
@@ -269,11 +259,6 @@ mod tests {
assert_eq!(en.get("horizon.options.controller"), Some("Controller"));
let ru = Language::load(&[&empty], "ru_ru");
assert_eq!(ru.get("horizon.options.controller"), Some("Геймпад"));
let uk = Language::load(&[&empty], "uk_ua");
assert_eq!(
uk.get("horizon.options.on_screen_keyboard"),
Some("Екранна клавіатура")
);
}
#[test]
@@ -299,26 +284,4 @@ mod tests {
);
assert_eq!(langs[1].label(), "Français (France)");
}
#[test]
fn languages_are_listed_without_reading_their_files() {
struct NoLangReads;
impl ResourceSource for NoLangReads {
fn read(&self, path: &str) -> Option<Vec<u8>> {
assert!(!path.contains("/lang/"), "read {path}");
(path == "assets/pack.mcmeta").then(|| {
br#"{"language":{"fr_fr":{"name":"French"},"de_de":{"name":"German"}}}"#
.to_vec()
})
}
fn exists(&self, path: &str) -> bool {
path == "assets/minecraft/lang/fr_fr.json"
}
}
let langs = available(&[&NoLangReads]);
assert_eq!(
langs.iter().map(|l| l.code.as_str()).collect::<Vec<_>>(),
["en_us", "fr_fr"]
);
}
}
+1 -2
View File
@@ -91,7 +91,6 @@ pub fn effect(id: &str) -> Option<&'static EffectDef> {
/// Namespaced effect ids for mob effect storage.
pub fn namespaced(id: &'static str) -> &'static str {
static IDS: OnceLock<HashMap<&'static str, &'static str>> = OnceLock::new();
let key = id.strip_prefix("minecraft:").unwrap_or(id);
IDS.get_or_init(|| {
EFFECTS
.iter()
@@ -103,7 +102,7 @@ pub fn namespaced(id: &'static str) -> &'static str {
})
.collect()
})
.get(key)
.get(id)
.copied()
.unwrap_or(id)
}
@@ -54,12 +54,6 @@ pub struct Registries {
pub function_tags: Vec<String>,
/// The block the source is looking at (relevant coordinates).
pub target_block: Option<[i32; 3]>,
/// `ClientSuggestionProvider.getSelectedEntities`: the UUID of the
/// entity under the crosshair (`Entity.getStringUUID`), if any.
pub selected_entities: Vec<String>,
/// `ClientSuggestionProvider.getAbsoluteCoordinates`: the exact point of
/// that block hit, each coordinate as `%.2f` (`Locale.ROOT`).
pub target_point: Option<[String; 3]>,
/// Every registry's element and tag ids (`minecraft:item` -> ...), as
/// the server's registry access and reloadable registries hold them.
pub by_registry: BTreeMap<String, RegistryIds>,
+4 -16
View File
@@ -662,22 +662,10 @@ pub fn name_shown(own: Option<&Team>, viewer: Option<&Team>, v: NameView) -> boo
}
!v.hud_hidden && !v.is_camera && visible && !v.is_vehicle
}
/// `ServerPlayer.die`: whether `other` hears the death message of `dying`
/// (`broadcastSystemMessage`, `broadcastSystemToTeam` or
/// `broadcastSystemToAllExceptTeam`, by the team's death message visibility).
pub fn death_message_reaches(board: &Scoreboard, dying: &str, other: &str) -> bool {
let Some(team) = board.players_team(dying) else {
return true;
};
let same_team = board
.players_team(other)
.is_some_and(|t| t.name == team.name);
match team.death_message_visibility {
Visibility::Always => true,
Visibility::Never => false,
Visibility::HideForOtherTeams => same_team && other != dying,
Visibility::HideForOwnTeam => !same_team,
}
/// `ServerPlayer.die`: whether a player's death message reaches the player
/// themselves (the team broadcasts leave out the dying player).
pub fn own_death_message_shown(team: Option<&Team>) -> bool {
team.is_none_or(|t| t.death_message_visibility == Visibility::Always)
}
// ---- objectives and scores ---------------------------------------------
+26 -61
View File
@@ -58,28 +58,6 @@ pub enum ClickEvent {
OpenFile(String),
}
/// A non-character `minecraft:object` embedded in a text component.
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum InlineObject {
Player {
profile: Value,
hat: bool,
fallback: String,
},
Atlas {
atlas: String,
sprite: String,
fallback: String,
},
}
impl InlineObject {
pub fn fallback(&self) -> &str {
match self {
Self::Player { fallback, .. } | Self::Atlas { fallback, .. } => fallback,
}
}
}
/// Text style; `None` fields inherit from the enclosing style.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
pub struct Style {
@@ -99,8 +77,6 @@ pub struct Style {
/// The font (`FontDescription.Resource`), a full id like
/// `minecraft:alt`; the default font when unset.
pub font: Option<String>,
/// Content metadata for a single U+FFFC object span; never inherited.
pub inline_object: Option<InlineObject>,
}
/// A style's `font` field: an identifier (`alt` is `minecraft:alt`).
pub fn font_id(v: &Value) -> Option<String> {
@@ -361,13 +337,7 @@ impl Text {
}
/// Component.getString: the plain characters.
pub fn plain(&self) -> String {
self.spans
.iter()
.map(|s| match &s.style.inline_object {
Some(object) if s.text == "\u{fffc}" => object.fallback(),
_ => s.text.as_str(),
})
.collect()
self.spans.iter().map(|s| s.text.as_str()).collect()
}
pub fn is_empty(&self) -> bool {
self.spans.iter().all(|s| s.text.is_empty())
@@ -433,7 +403,31 @@ impl Text {
continue;
}
let Some(code) = chars.next() else { break };
let next = legacy_format(&style, code, &span.style);
let code = code.to_ascii_lowercase();
let next = if let Some(c) = COLORS.iter().find(|c| c.0 == code) {
// Style.applyLegacyFormat: a colour clears the decorations.
Style {
color: Some(c.2),
bold: Some(false),
italic: Some(false),
underlined: Some(false),
strikethrough: Some(false),
obfuscated: Some(false),
..style.clone()
}
} else {
let mut s = style.clone();
match code {
'k' => s.obfuscated = Some(true),
'l' => s.bold = Some(true),
'm' => s.strikethrough = Some(true),
'n' => s.underlined = Some(true),
'o' => s.italic = Some(true),
'r' => s = span.style.clone(),
_ => {}
}
s
};
if next != style {
if !current.is_empty() {
out.spans.push(Span {
@@ -594,35 +588,6 @@ fn style_json(style: &Style) -> Vec<(String, Value)> {
out
}
/// `Style.applyLegacyFormat` for the code after a `§`, `§r` going back to
/// `reset` (`StringDecomposer.iterateFormatted`); an unknown code changes nothing.
pub fn legacy_format(style: &Style, code: char, reset: &Style) -> Style {
let code = code.to_ascii_lowercase();
if let Some(c) = COLORS.iter().find(|c| c.0 == code) {
// A colour clears the decorations.
return Style {
color: Some(c.2),
bold: Some(false),
italic: Some(false),
underlined: Some(false),
strikethrough: Some(false),
obfuscated: Some(false),
..style.clone()
};
}
let mut s = style.clone();
match code {
'k' => s.obfuscated = Some(true),
'l' => s.bold = Some(true),
'm' => s.strikethrough = Some(true),
'n' => s.underlined = Some(true),
'o' => s.italic = Some(true),
'r' => s = reset.clone(),
_ => {}
}
s
}
/// TranslatableContents.decomposeTemplate: `%s` takes the next argument,
/// `%n$s` a numbered one and `%%` is a percent sign. Malformed templates are
/// shown verbatim.
@@ -60,19 +60,6 @@ pub fn edit_shortcut(
})
}
/// Windows reports AltGr as Ctrl plus Alt: the system presses a left Control
/// in front of the right Alt.
pub const ALTGR_IS_CTRL_ALT: bool = cfg!(windows);
/// Whether a key's text reaches the screen (`KeyboardHandler.textInput`, then
/// `charTyped` per code point). The edit modifier's shortcuts type nothing,
/// but `textInput` takes no modifiers: with AltGr held (Ctrl plus Alt where
/// `altgr_is_ctrl_alt`) the layout's third-level characters are text, as `/`
/// on ABNT2, `@`, `{` and `[` on German or the Polish letters.
pub fn types_text(edit_modifier: bool, alt: bool, altgr_is_ctrl_alt: bool) -> bool {
!edit_modifier || (altgr_is_ctrl_alt && alt)
}
/// `StringUtil.isAllowedChatCharacter`.
pub fn is_allowed_chat_character(c: char) -> bool {
c != '§' && c >= ' ' && c != '\u{7f}'
@@ -316,22 +303,6 @@ pub fn append_limited(value: &mut String, text: &str, max_chars: usize) -> bool
mod tests {
use super::*;
#[test]
fn altgr_types_text_where_it_is_ctrl_alt() {
// Plain keys and Shift type.
assert!(types_text(false, false, true));
assert!(types_text(false, false, false));
// Ctrl (Cmd) shortcuts do not.
assert!(!types_text(true, false, true));
assert!(!types_text(true, false, false));
// AltGr on Windows is Ctrl+Alt: ABNT2 `/`, German `@` type.
assert!(types_text(true, true, true));
// Where AltGr is its own modifier, Ctrl+Alt is a shortcut.
assert!(!types_text(true, true, false));
// Alt alone (macOS Option, Linux AltGr) types.
assert!(types_text(false, true, false));
}
#[test]
fn shortcuts_need_the_edit_modifier_alone() {
let c = Some('c');
+13 -48
View File
@@ -300,8 +300,9 @@ impl Default for KeyBinds {
}
}
/// Each default key once, in order: two mappings that share a default key
/// (Pick Block and the spectator hotbar both on the middle button) are one
/// press of it, not two.
/// (Advancements and the debug profiler both on L) are one press of it, not
/// two (the second would close the screen the first opened). Vanilla clicks
/// both mappings, but the profiler one only acts with F3 held.
fn distinct<T: PartialEq>(keys: Vec<T>) -> Vec<T> {
let mut out = Vec::with_capacity(keys.len());
for k in keys {
@@ -367,25 +368,6 @@ impl KeyBinds {
.map(|m| m.0)
.filter(move |n| self.get(n) == key)
}
/// The mappings bound to `key` that [`KeyBinds::translate_all`] follows:
/// all but the debug keys. Those act only with F3 held
/// (`KeyboardHandler.handleDebugKeys`, `debug_keys.rs` reads the physical
/// key and the binding itself); their defaults (A, S, D, T, L, 1 to 4...)
/// would otherwise turn the key back into its old gameplay meaning.
fn translated_mappings<'a>(&'a self, key: &'a str) -> impl Iterator<Item = &'static str> + 'a {
MAPPINGS
.iter()
.filter(|m| m.2 != "debug")
.map(|m| m.0)
.filter(move |n| self.get(n) == key)
}
/// Whether a mapping (other than a debug key) whose default is `key` was
/// bound elsewhere.
fn default_moved(&self, key: &str) -> bool {
MAPPINGS
.iter()
.any(|(n, d, c)| *d == key && *c != "debug" && !self.is_default(n))
}
/// Translate a physical key into the default key of the mapping it is
/// bound to, so game code written against vanilla defaults follows the
/// player's bindings. `None` means the key now does nothing; mouse
@@ -402,7 +384,7 @@ impl KeyBinds {
return vec![Ok(key)];
};
let bound: Vec<_> = self
.translated_mappings(name)
.mappings_for(name)
.filter_map(|mapping| {
let default = Self::default_of(mapping);
match key_code(default) {
@@ -415,7 +397,10 @@ impl KeyBinds {
return distinct(bound);
}
// An unbound key whose default meaning was moved elsewhere is inert.
if self.default_moved(name) {
if MAPPINGS
.iter()
.any(|(n, d, _)| *d == name && !self.is_default(n))
{
return Vec::new();
}
vec![Ok(key)]
@@ -428,7 +413,7 @@ impl KeyBinds {
pub fn translate_mouse_all(&self, button: MouseButton) -> Vec<Result<KeyCode, MouseButton>> {
let name = mouse_name(button);
let bound: Vec<_> = self
.translated_mappings(&name)
.mappings_for(&name)
.filter_map(|mapping| {
let default = Self::default_of(mapping);
match mouse_button(default) {
@@ -440,7 +425,10 @@ impl KeyBinds {
if !bound.is_empty() {
return distinct(bound);
}
if self.default_moved(&name) {
if MAPPINGS
.iter()
.any(|(n, d, _)| *d == name && !self.is_default(n))
{
return Vec::new();
}
vec![Err(button)]
@@ -520,29 +508,6 @@ mod tests {
assert_eq!(k.conflicts("key.forward"), ["key.jump"]);
}
#[test]
fn a_moved_key_keeps_no_default_action() {
// #3158: the debug keys (F3+A, F3+1...) share these keys' defaults,
// and must not hand them back their gameplay meaning.
let mut k = KeyBinds::default();
k.set("key.hotbar.1", "key.keyboard.q");
assert_eq!(k.translate_all(KeyCode::Digit1), []);
assert_eq!(
k.translate_all(KeyCode::KeyQ),
[Ok(KeyCode::KeyQ), Ok(KeyCode::Digit1)]
);
k.set("key.inventory", "key.keyboard.a");
k.set("key.left", "key.keyboard.e");
assert_eq!(k.translate_all(KeyCode::KeyA), [Ok(KeyCode::KeyE)]);
assert_eq!(k.translate_all(KeyCode::KeyE), [Ok(KeyCode::KeyA)]);
k.set("key.back", "key.keyboard.down");
assert_eq!(k.translate_all(KeyCode::KeyS), []);
// Keys left alone still act, and a moved debug key changes nothing.
k.set("key.debug.fpsCharts", "key.keyboard.9");
assert_eq!(k.translate_all(KeyCode::Digit2), [Ok(KeyCode::Digit2)]);
assert_eq!(k.translate_all(KeyCode::Digit9), [Ok(KeyCode::Digit9)]);
assert_eq!(k.translate_all(KeyCode::F3), [Ok(KeyCode::F3)]);
}
#[test]
fn display_names() {
assert_eq!(display_name("key.keyboard.w").plain(), "W");
assert_eq!(display_name("key.keyboard.slash").plain(), "/");
-67
View File
@@ -1,67 +0,0 @@
[package]
name = "horizon-client-render"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.90"
description = "The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer, the HUD, menus and settings; no gameplay"
[dependencies]
horizon-assets = { path = "../horizon-assets" }
horizon-bench = { path = "../horizon-bench" }
horizon-client-core = { path = "../horizon-client-core" }
horizon-client-input = { path = "../horizon-client-input" }
horizon-command = { path = "../horizon-command" }
horizon-core = { path = "../horizon-core" }
horizon-hdr = { path = "../horizon-hdr" }
horizon-items = { path = "../horizon-items" }
horizon-protocol = { path = "../horizon-protocol" }
horizon-shader-api = { path = "../horizon-shader-api" }
horizon-shaders = { path = "../horizon-shaders" }
horizon-telemetry = { path = "../horizon-telemetry", default-features = false, features = ["live"] }
horizon-theme = { path = "../horizon-theme" }
horizon-threads = { path = "../horizon-threads" }
horizon-world = { path = "../horizon-world" }
ab_glyph = "0.2.32"
bytemuck = { version = "1.24", features = ["derive"] }
# Sound (ALSA on Linux); the `audio` feature.
cpal = { version = "0.16", optional = true }
chrono = { version = "0.4.42", default-features = false, features = ["clock", "std"] }
flate2 = { version = "1.1.10", default-features = false, features = ["zlib-rs", "runtime_detection"] }
glam = "0.30"
log = "0.4"
miniz_oxide = "0.8"
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
png = "0.18"
pollster = "0.4"
serde = { version = "1", features = ["derive"] }
serde_json = { version = "1.0.151", features = ["raw_value"] }
sha2 = "0.10.9"
symphonia = { version = "0.5", default-features = false, features = ["ogg", "vorbis"] }
unicode-bidi = "0.3.18"
ureq = { version = "2", default-features = false, features = ["tls"] }
wgpu = { version = "30.0.1", default-features = false, features = ["std", "parking_lot", "vulkan", "metal", "wgsl", "naga-ir"] }
winit = "0.30.13"
zip = { version = "2", default-features = false, features = ["deflate"] }
[target.'cfg(unix)'.dependencies]
rustix = { version = "1", default-features = false, features = ["std", "time"] }
[target.'cfg(windows)'.dependencies]
wgpu = { version = "30.0.1", default-features = false, features = ["dx12"] }
[target.'cfg(not(target_os = "macos"))'.dependencies]
wgpu = { version = "30.0.1", default-features = false, features = ["gles"] }
[features]
# Sound output: horizon-client's `audio` feature.
audio = ["dep:cpal"]
# Helpers horizon-client's tests build their fixtures with.
test-support = []
[lints]
workspace = true
[dev-dependencies]
horizon-items = { path = "../horizon-items", features = ["test-support"] }
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out", "msl-out", "spv-out"] }
@@ -1,151 +0,0 @@
//! Two offscreen frames presented in one window, without game resources or player data.
//! `cargo run --profile fast -p horizon-client-render --example compositor -- --smoke`
use horizon_client_render::gfx::compositor::Compositor;
use std::sync::Arc;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
window::{Window, WindowId},
};
struct Frames {
window: Arc<Window>,
compositor: Compositor,
textures: [wgpu::Texture; 2],
}
impl Frames {
fn new(event_loop: &ActiveEventLoop) -> horizon_client_render::Result<Self> {
let window = Arc::new(
event_loop.create_window(
Window::default_attributes()
.with_title("Compositor: red and blue views")
.with_inner_size(winit::dpi::PhysicalSize::new(640, 360)),
)?,
);
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_with_display_handle(
Box::new(window.clone()),
));
let surface = instance.create_surface(window.clone())?;
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
compatible_surface: Some(&surface),
..Default::default()
}))?;
let (device, queue) = pollster::block_on(adapter.request_device(&Default::default()))?;
let textures = [[0, 0, 255, 255], [255, 0, 0, 255]].map(|pixel| {
let size = wgpu::Extent3d {
width: 320,
height: 360,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Offscreen view"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8Unorm,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
texture.as_image_copy(),
&pixel.repeat(320 * 360),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(320 * 4),
rows_per_image: Some(360),
},
size,
);
texture
});
let compositor = Compositor::new(
surface,
&adapter,
&device,
&queue,
window.inner_size().into(),
)?;
Ok(Self {
window,
compositor,
textures,
})
}
}
#[derive(Default)]
struct Demo {
frames: Option<Frames>,
error: Option<String>,
presented: usize,
smoke: bool,
}
impl ApplicationHandler for Demo {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.frames.is_none() {
match Frames::new(event_loop) {
Ok(frames) => self.frames = Some(frames),
Err(error) => {
self.error = Some(error.to_string());
event_loop.exit();
}
}
}
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
let Some(f) = &mut self.frames else { return };
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => f.compositor.resize(size.width, size.height),
// Uncovered pixels are black; resize smaller to exercise clipping.
WindowEvent::RedrawRequested
if f.compositor
.present(&[(&f.textures[0], [0, 0]), (&f.textures[1], [320, 0])]) =>
{
self.presented += 1;
if self.smoke && self.presented == 10 {
f.compositor.set_vsync(false);
f.compositor.resize(0, 0);
assert!(!f.compositor.present(&[]));
f.compositor.resize(u32::MAX, u32::MAX);
assert!(!f.compositor.present(&[]));
f.compositor.resize(400, 240);
let _ = f
.window
.request_inner_size(winit::dpi::PhysicalSize::new(400, 240));
}
if self.smoke && self.presented == 20 {
println!("compositor: 20 frames, resize, suspension and clipping passed");
event_loop.exit();
}
}
_ => {}
}
}
fn about_to_wait(&mut self, _: &ActiveEventLoop) {
if let Some(f) = &self.frames {
f.window.request_redraw();
}
}
}
fn main() -> horizon_client_render::Result<()> {
let mut demo = Demo {
smoke: std::env::args().any(|a| a == "--smoke"),
..Default::default()
};
EventLoop::new()?.run_app(&mut demo)?;
if let Some(error) = demo.error {
return Err(error.into());
}
if demo.smoke && demo.presented < 20 {
return Err("smoke test closed early".into());
}
Ok(())
}
@@ -1,214 +0,0 @@
//! Splitscreen: several players' renderers draw offscreen on one device, and the
//! compositor copies each frame into its place on a window's surface. A window holds views but
//! never owns them, so a view can later move to another window (another monitor, detached).
use super::Renderer;
use crate::Result;
use std::sync::Arc;
use winit::window::Window;
pub struct Compositor {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
present_modes: Vec<wgpu::PresentMode>,
suspended: bool,
}
impl Renderer {
/// A compositor for `window` on this renderer's device, presenting on the surface it gave up.
pub fn compositor(&self, window: Arc<Window>) -> Result<Compositor> {
// The surface this renderer set aside for its successor (`release_surface`), else a new
// one: a window can't keep two.
let spare = self
.spare_surface
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner)
.take();
let surface = match spare {
Some(surface) => surface,
None => self.instance.create_surface(window.clone())?,
};
Compositor::new(
surface,
&self.adapter,
&self.device,
&self.queue,
window.inner_size().into(),
)
}
/// The last offscreen frame (`--offscreen`), for the compositor.
pub fn offscreen_frame(&self) -> Option<&wgpu::Texture> {
self.offscreen.as_ref()
}
/// Splitscreen turned off: a compositor's surface, set aside for the renderer that draws on
/// the window again (it takes it, as after `release_surface`).
pub fn take_back(&self, compositor: Compositor) {
*self
.spare_surface
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner) = Some(compositor.surface);
}
}
impl Compositor {
/// Present offscreen BGRA frames on a compatible surface using their existing device.
/// The surface must support COPY_DST and Bgra8Unorm; unsupported surfaces return an error.
pub fn new(
surface: wgpu::Surface<'static>,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
size: [u32; 2],
) -> Result<Self> {
let caps = surface.get_capabilities(adapter);
// ponytail: a plain texture copy needs the offscreen frames' format; a blit pass would
// take any surface format (Rgba8Unorm on some Linux drivers).
if !caps.usages.contains(wgpu::TextureUsages::COPY_DST) {
return Err("surface does not support copying offscreen frames".into());
}
let format = wgpu::TextureFormat::Bgra8Unorm;
if !caps.formats.contains(&format) {
return Err(format!(
"splitscreen needs a {format:?} surface; this one offers {:?}",
caps.formats
)
.into());
}
let max = device.limits().max_texture_dimension_2d;
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format,
width: size[0].clamp(1, max),
height: size[1].clamp(1, max),
present_mode: wgpu::PresentMode::Fifo,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::Opaque,
view_formats: vec![],
color_space: wgpu::SurfaceColorSpace::default(),
};
surface.configure(device, &config);
Ok(Compositor {
surface,
device: device.clone(),
queue: queue.clone(),
config,
present_modes: caps.present_modes,
suspended: !super::drawable_size(size[0], size[1], max),
})
}
/// Vsync on: presents wait for the display. Off: they don't (Mailbox, else Immediate).
pub fn set_vsync(&mut self, vsync: bool) {
let mode = [wgpu::PresentMode::Mailbox, wgpu::PresentMode::Immediate]
.into_iter()
.find(|m| !vsync && self.present_modes.contains(m))
.unwrap_or(wgpu::PresentMode::Fifo);
if mode != self.config.present_mode {
self.config.present_mode = mode;
self.surface.configure(&self.device, &self.config);
}
}
pub fn resize(&mut self, width: u32, height: u32) {
self.suspended =
!super::drawable_size(width, height, self.device.limits().max_texture_dimension_2d);
if !self.suspended {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
}
}
/// Copy each view's frame to its top-left corner on the window and present. Frames that
/// don't fit are clipped; parts of the window no view covers (a view before its first frame,
/// one still at its old size after a resize) are black. Nothing when the window has no frame
/// to give (occluded, resized, timed out). Returns true when a frame was submitted.
pub fn present(&mut self, views: &[(&wgpu::Texture, [u32; 2])]) -> bool {
if self.suspended {
return false;
}
let frame = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(f)
| wgpu::CurrentSurfaceTexture::Suboptimal(f) => f,
wgpu::CurrentSurfaceTexture::Outdated | wgpu::CurrentSurfaceTexture::Lost => {
self.surface.configure(&self.device, &self.config);
return false;
}
_ => return false,
};
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Splitscreen compositor"),
});
let target = frame.texture.create_view(&Default::default());
drop(encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Splitscreen compositor clear"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
}));
for &(texture, [x, y]) in views {
let [width, height] = clipped_size(
[texture.width(), texture.height()],
[x, y],
[self.config.width, self.config.height],
);
if width == 0 || height == 0 {
continue;
}
encoder.copy_texture_to_texture(
texture.as_image_copy(),
wgpu::TexelCopyTextureInfo {
origin: wgpu::Origin3d { x, y, z: 0 },
..frame.texture.as_image_copy()
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
}
self.queue.submit([encoder.finish()]);
self.queue.present(frame);
true
}
}
/// Copies never reach past the surface, including while a resized view still has its old frame.
fn clipped_size(view: [u32; 2], at: [u32; 2], surface: [u32; 2]) -> [u32; 2] {
[
view[0].min(surface[0].saturating_sub(at[0])),
view[1].min(surface[1].saturating_sub(at[1])),
]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn frames_are_clipped_to_the_window_during_resize() {
assert_eq!(clipped_size([640, 480], [0, 0], [1280, 720]), [640, 480]);
assert_eq!(
clipped_size([640, 480], [1000, 600], [1280, 720]),
[280, 120]
);
assert_eq!(clipped_size([640, 480], [1280, 720], [1280, 720]), [0, 0]);
assert_eq!(
clipped_size([640, 480], [u32::MAX, 0], [1280, 720]),
[0, 480]
);
}
}
@@ -1,213 +0,0 @@
//! Screenshots of a swapchain that cannot be copied from. OpenGL's surfaces
//! offer `RENDER_ATTACHMENT` only, so a frame whose pixels are read back
//! (the screenshot key, a world's icon) is drawn into a texture that can be,
//! then drawn onto the swapchain image as a fullscreen triangle.
/// The texture a frame to read back is drawn into, and the pass that puts it
/// on the swapchain afterwards.
#[derive(Default)]
pub struct Readback {
texture: Option<wgpu::Texture>,
blitter: Option<(wgpu::TextureFormat, wgpu::util::TextureBlitter)>,
/// A frame drew into `texture` and still has to reach the swapchain.
drawn: bool,
}
impl Readback {
/// The texture this frame draws into instead of the swapchain image
/// `surface`: `None` unless the frame is read back (`screenshot`) and the
/// image cannot be copied from.
pub fn target(
&mut self,
device: &wgpu::Device,
surface: &wgpu::Texture,
screenshot: bool,
) -> Option<wgpu::Texture> {
if !screenshot || surface.usage().contains(wgpu::TextureUsages::COPY_SRC) {
return None;
}
let format = surface.format().remove_srgb_suffix();
if self
.texture
.as_ref()
.is_none_or(|t| t.size() != surface.size() || t.format() != format)
{
self.texture = Some(device.create_texture(&wgpu::TextureDescriptor {
label: Some("Horizon screenshot frame"),
size: surface.size(),
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
}));
}
self.drawn = true;
self.texture.clone()
}
/// Draws the frame `target` gave onto the swapchain image `surface`; nothing
/// when this frame drew straight into it.
pub fn present(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
surface: &wgpu::Texture,
) {
if !std::mem::take(&mut self.drawn) {
return;
}
let Some(texture) = &self.texture else {
return;
};
// The frame's passes write the swapchain through its non-sRGB view
// (`view_formats`), so the copy goes there unconverted too.
let format = surface.format().remove_srgb_suffix();
if self.blitter.as_ref().is_none_or(|b| b.0 != format) {
self.blitter = Some((format, wgpu::util::TextureBlitter::new(device, format)));
}
let target = surface.create_view(&wgpu::TextureViewDescriptor {
format: Some(format),
..Default::default()
});
let source = texture.create_view(&Default::default());
if let Some((_, blitter)) = &self.blitter {
blitter.copy(device, encoder, &source, &target);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn device() -> Option<(wgpu::Device, wgpu::Queue)> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
pollster::block_on(adapter.request_device(&Default::default())).ok()
}
fn texture(device: &wgpu::Device, usage: wgpu::TextureUsages) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 70,
height: 3,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8Unorm,
usage,
view_formats: &[],
})
}
fn clear(encoder: &mut wgpu::CommandEncoder, texture: &wgpu::Texture, color: wgpu::Color) {
let view = texture.create_view(&Default::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(color),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
}
fn read(device: &wgpu::Device, buffer: &wgpu::Buffer) -> Vec<u8> {
buffer.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
buffer.get_mapped_range(..).unwrap().to_vec()
}
/// The last pixel of the last row of a 70x3 frame read back by `copy_frame`.
fn last_pixel(device: &wgpu::Device, buffer: &wgpu::Buffer) -> Vec<u8> {
let pixels = read(device, buffer);
let row = 70usize * 4;
let last = row.next_multiple_of(256) * 2 + row - 4;
pixels[last..last + 4].to_vec()
}
/// The renderer's screenshot path on a surface like OpenGL's (#3510): the
/// frame is drawn into `target`, read back with `copy_frame` and drawn on
/// the swapchain, with no validation error (the copy used to need the
/// swapchain's missing `COPY_SRC`), and the swapchain shows the frame.
#[test]
fn screenshot_of_a_surface_without_copy_src() {
let Some((device, queue)) = device() else {
return;
};
// Sampled only so the test can look at what reached it.
let surface = texture(
&device,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
);
let check = texture(
&device,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
let blitter = wgpu::util::TextureBlitter::new(&device, wgpu::TextureFormat::Bgra8Unorm);
let mut readback = Readback::default();
let colors = [
(1.0, [0, 0, 255, 255]),
// A second screenshot reuses the texture.
(0.0, [255, 0, 0, 255]),
];
for (r, bgra) in colors {
let color = wgpu::Color {
r,
g: 0.0,
b: 1.0 - r,
a: 1.0,
};
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let mut encoder = device.create_command_encoder(&Default::default());
let frame = readback
.target(&device, &surface, true)
.unwrap_or_else(|| surface.clone());
clear(&mut encoder, &frame, color);
let buffer = crate::gfx::copy_frame(&device, &mut encoder, &frame, [70, 3]);
readback.present(&device, &mut encoder, &surface);
queue.submit([encoder.finish()]);
if let Some(error) = pollster::block_on(scope.pop()) {
panic!("{error}");
}
assert_eq!(last_pixel(&device, &buffer), bgra);
let mut encoder = device.create_command_encoder(&Default::default());
let view = |t: &wgpu::Texture| t.create_view(&Default::default());
blitter.copy(&device, &mut encoder, &view(&surface), &view(&check));
let buffer = crate::gfx::copy_frame(&device, &mut encoder, &check, [70, 3]);
queue.submit([encoder.finish()]);
assert_eq!(last_pixel(&device, &buffer), bgra);
}
assert!(!readback.drawn);
}
/// A surface that can be copied from, or a frame nobody reads back,
/// draws straight into the swapchain image.
#[test]
fn frames_draw_straight_to_a_readable_surface() {
let Some((device, _)) = device() else {
return;
};
let mut readback = Readback::default();
let readable = texture(
&device,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
assert!(readback.target(&device, &readable, true).is_none());
let surface = texture(&device, wgpu::TextureUsages::RENDER_ATTACHMENT);
assert!(readback.target(&device, &surface, false).is_none());
assert!(readback.texture.is_none() && !readback.drawn);
}
}
@@ -1,131 +0,0 @@
//! The sunrise/sunset fan (`SkyRenderer.renderSunriseAndSunset`) as the sky
//! shader tests it. The fan's 16 triangles depend only on the sunrise alpha
//! and the horizon the sun is on, so their vertices are built here once a
//! frame instead of in every sky pixel (#3143: with the per-pixel build, four
//! `sin`/`cos` per triangle, the sky pass took 10.2 ms at dawn at 1080p on an
//! Intel UHD 730 against 0.6 ms by day; now 1.8 ms).
//!
//! Möller-Trumbore from the camera reduces to triple products: with apex A
//! and rim vertices r0, r1, a ray d hits at barycentrics proportional to
//! (`[d, r0, r1]`, `[A, d, r1]`, `[A, r0, d]`), each a dot of d with a
//! constant normal, and their sum S is the negated determinant. A hit needs
//! S on the side of `[A, r0, r1]`, so only the triangles whose rim normals'
//! dots change sign there are tested in full.
use glam::Vec3;
pub const TRIANGLES: usize = 16;
/// Per triangle: xyz `r0 × r1` (its dot with a ray is the apex's weight
/// times S), w `[A, r0, r1]` (its sign is S's where the hit lies ahead).
/// Then per rim vertex: xyz `r × A`.
pub fn normals(alpha: f32, sun: Vec3) -> [[f32; 4]; 2 * TRIANGLES] {
let (apex, rim) = vertices(alpha, sun);
let mut out = [[0.0; 4]; 2 * TRIANGLES];
for i in 0..TRIANGLES {
let (r0, r1) = (rim[i], rim[(i + 1) % TRIANGLES]);
out[i] = r0.cross(r1).extend(apex.dot(r0.cross(r1))).to_array();
out[TRIANGLES + i] = r0.cross(apex).extend(0.0).to_array();
}
out
}
/// The fan's apex and rim in camera space, as vanilla builds them: the
/// fan turned to the horizon the sun sets on (or rises from), its rim
/// tilted by the alpha.
fn vertices(alpha: f32, sun: Vec3) -> (Vec3, [Vec3; TRIANGLES]) {
// sin(sunAngle) < 0 flips the fan to the other horizon; sun.z = -sin(sunAngle).
let flip = if -sun.z < 0.0 { 180f32 } else { 0.0 };
let (s, c) = (flip + 90.0).to_radians().sin_cos();
let rotate_x90 = |v: Vec3| Vec3::new(v.x, -v.z, v.y);
let apex = rotate_x90(Vec3::new(-100.0 * s, 100.0 * c, 0.0));
let rim = std::array::from_fn(|i| {
let a = i as f32 * std::f32::consts::TAU / TRIANGLES as f32;
let l = Vec3::new(a.sin() * 120.0, a.cos() * 120.0, -a.cos() * 40.0 * alpha);
rotate_x90(Vec3::new(l.x * c - l.y * s, l.x * s + l.y * c, l.z))
});
(apex, rim)
}
#[cfg(test)]
mod tests {
use super::*;
/// terrain.wgsl's `sunrise_weight` over the normals.
fn weight(normals: &[[f32; 4]; 2 * TRIANGLES], d: Vec3) -> f32 {
let n = |i: usize| Vec3::from_slice(&normals[i][..3]);
let mut best = 0.0f32;
let mut k0 = d.dot(n(TRIANGLES));
for i in 0..TRIANGLES {
let k1 = d.dot(n(TRIANGLES + (i + 1) % TRIANGLES));
let w = normals[i][3];
if k0 * w <= 0.0 && k1 * w >= 0.0 {
let apex = d.dot(n(i));
let s = apex + k1 - k0;
if s.abs() >= 1e-6
&& s * w > 0.0
&& apex * s >= 0.0
&& k1 * s >= 0.0
&& k0 * s <= 0.0
{
best = best.max(apex / s);
}
}
k0 = k1;
}
best
}
/// The shader's former per-pixel Möller-Trumbore over the same vertices.
fn reference(alpha: f32, sun: Vec3, d: Vec3) -> f32 {
let (apex, rim) = vertices(alpha, sun);
let mut best = 0.0f32;
for i in 0..TRIANGLES {
let e1 = rim[i] - apex;
let e2 = rim[(i + 1) % TRIANGLES] - apex;
let pv = d.cross(e2);
let det = e1.dot(pv);
if det.abs() < 1e-6 {
continue;
}
let tv = -apex;
let u = tv.dot(pv) / det;
let qv = tv.cross(e1);
let v = d.dot(qv) / det;
let t = e2.dot(qv) / det;
if u >= 0.0 && v >= 0.0 && u + v <= 1.0 && t > 0.0 {
best = best.max(1.0 - u - v);
}
}
best
}
#[test]
fn normals_weigh_every_ray_as_the_per_pixel_fan_did() {
let mut hits = 0;
for (alpha, sun_z) in [(1.0f32, -0.2f32), (0.6, 0.3), (0.05, -0.9), (0.9, 0.05)] {
let sun = Vec3::new(0.0, (1.0 - sun_z * sun_z).sqrt(), sun_z);
let normals = normals(alpha, sun);
for yaw in 0..180 {
for pitch in -45..=45 {
let (yaw, pitch) = (
(yaw as f32 * 2.0).to_radians(),
(pitch as f32 * 2.0).to_radians(),
);
let d = Vec3::new(
yaw.cos() * pitch.cos(),
pitch.sin(),
yaw.sin() * pitch.cos(),
);
let (got, want) = (weight(&normals, d), reference(alpha, sun, d));
assert!(
(got - want).abs() < 1e-4,
"{alpha} {sun_z} {d}: {got} vs {want}"
);
hits += usize::from(want > 0.0);
}
}
}
// The fan covers part of the sky, not none of it.
assert!(hits > 1000, "{hits}");
}
}
@@ -1,133 +0,0 @@
//! The views a frame is drawn from. A flat screen has one; a headset has
//! one per eye. Every view shares the frame's camera position, so the
//! camera-relative world (section origins, entity offsets) is built once and
//! only each view's rotation and lens differ.
use glam::Mat4;
/// The most views one frame draws.
const MAX_VIEWS: usize = 2;
/// One eye's view of the camera-relative world.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct View {
/// Camera-relative world to eye: a rotation, plus the eye's offset from
/// the camera on a headset.
pub view: Mat4,
/// Reversed-Z perspective: the near plane at depth 1, far at 0.
pub projection: Mat4,
/// Width over height of the image this view fills.
pub aspect: f32,
/// `tan(fov_y / 2)`, for shaders rebuilding view rays from NDC.
pub tan_half_fov: f32,
}
impl View {
/// The flat-screen view: vanilla's camera rotation and a symmetric
/// vertical field of view.
pub fn screen(yaw: f32, pitch: f32, fov_degrees: f32, aspect: f32, far: f32) -> Self {
Self {
view: crate::camera::view_matrix(yaw, pitch),
projection: super::world_projection(fov_degrees, aspect, far),
aspect,
tan_half_fov: (fov_degrees.to_radians() / 2.0).tan(),
}
}
/// Clip space from the camera-relative world, with `pose` (view bobbing,
/// nausea spin) between the lens and the rotation.
pub fn view_proj(&self, pose: Mat4) -> Mat4 {
self.projection * pose * self.view
}
}
/// Every view of a frame, and the one geometry is culled with.
#[derive(Clone, Copy, Debug)]
pub struct ViewSet {
views: [View; MAX_VIEWS],
len: usize,
cull: View,
}
impl ViewSet {
/// A frame drawn from `view` alone, culled with it.
pub fn single(view: View) -> Self {
Self {
views: [view; MAX_VIEWS],
len: 1,
cull: view,
}
}
/// The view the HUD, hand and screen-space effects follow.
pub fn primary(&self) -> &View {
&self.views[0]
}
pub fn views(&self) -> &[View] {
&self.views[..self.len]
}
/// The view whose frustum covers every other view's.
pub fn cull(&self) -> &View {
&self.cull
}
}
#[cfg(test)]
mod tests {
use super::*;
/// The formulas `Renderer` used before views existed, kept to pin the
/// screen view to them bit for bit.
fn legacy_view_proj(fov: f32, yaw: f32, pitch: f32, pose: Mat4, aspect: f32, far: f32) -> Mat4 {
super::super::world_projection(fov, aspect, far)
* pose
* crate::camera::view_matrix(yaw, pitch)
}
fn poses() -> [Mat4; 3] {
[
Mat4::IDENTITY,
Mat4::from_translation(glam::Vec3::new(0.013, -0.027, 0.0))
* Mat4::from_rotation_z(0.021),
Mat4::from_rotation_y(0.4) * Mat4::from_scale(glam::Vec3::new(1.1, 0.9, 1.0)),
]
}
#[test]
fn the_screen_view_matches_the_legacy_projection_bit_for_bit() {
for (fov, yaw, pitch, aspect, far) in [
(70.0, 0.0, 0.0, 16.0 / 9.0, 512.0),
(110.0, -137.25, 61.5, 21.0 / 9.0, 8192.0),
(30.0, 359.9, -90.0, 4.0 / 3.0, 96.0),
(82.333, 12.5, 7.75, 1.0, 1024.0),
] {
let view = View::screen(yaw, pitch, fov, aspect, far);
for pose in poses() {
let old = legacy_view_proj(fov, yaw, pitch, pose, aspect, far);
let new = view.view_proj(pose);
assert_eq!(
old.to_cols_array().map(f32::to_bits),
new.to_cols_array().map(f32::to_bits),
"fov {fov} yaw {yaw} pitch {pitch}"
);
}
assert_eq!(view.view, crate::camera::view_matrix(yaw, pitch));
assert_eq!(
view.tan_half_fov.to_bits(),
(fov.to_radians() / 2.0).tan().to_bits()
);
assert_eq!(view.aspect.to_bits(), aspect.to_bits());
}
}
#[test]
fn a_single_view_set_draws_and_culls_with_its_view() {
let view = View::screen(45.0, 10.0, 70.0, 16.0 / 9.0, 512.0);
let set = ViewSet::single(view);
assert_eq!(set.views(), &[view]);
assert_eq!(*set.primary(), view);
assert_eq!(*set.cull(), view);
}
}
@@ -1,564 +0,0 @@
//! Resolution scale, FXAA and TAA (Horizon settings): the world renders into its
//! own target at the scaled size, then one full-screen pass copies or
//! anti-aliases it onto the screen, under the hand and HUD. With none on,
//! the world renders straight to the screen.
//!
//! TAA jitters the world's projection by a sub-pixel offset each frame and blends
//! the frame into a history reprojected through the depth buffer: its motion
//! vectors are the camera's, so what moves on its own leans on the neighbourhood
//! clamp alone.
use glam::{DMat4, DVec3, Mat4, Vec2};
/// The TAA history format: 8 bits would band as frames accumulate.
const HISTORY_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
struct WorldTarget {
size: [u32; 2],
color: wgpu::TextureView,
depth: wgpu::TextureView,
group: wgpu::BindGroup,
taa: Option<History>,
}
/// TAA's two history textures at the output size (the world's, times the upscale), written
/// in turn: `resolve[i]` writes `history[i]` from the world and `history[1 - i]`; `show[i]`
/// copies `history[i]` to the screen.
struct History {
size: [u32; 2],
history: [wgpu::TextureView; 2],
resolve: [wgpu::BindGroup; 2],
show: [wgpu::BindGroup; 2],
}
/// `world_post.wgsl`'s `Taa`.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct TaaUniform {
/// This frame's unjittered clip space to the previous frame's.
reproject: [[f32; 4]; 4],
/// xy: this frame's jitter in clip space; z: 1 when the history is unusable.
jitter: [f32; 4],
}
/// TAA's GPU resources, absent when the device cannot compile the shader
/// (the OpenGL backend's naga GLSL emitter does not support `textureLoad`
/// from depth textures).
struct TaaResources {
layout: wgpu::BindGroupLayout,
pipeline: wgpu::RenderPipeline,
uniform: wgpu::Buffer,
}
pub struct Post {
layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
copy: wgpu::RenderPipeline,
fxaa: wgpu::RenderPipeline,
format: wgpu::TextureFormat,
/// World resolution relative to the window (0.5..=2.0).
pub scale: f32,
pub antialias: bool,
pub taa: bool,
/// Output pixels per rendered pixel while TAA is on (1: native): the world renders
/// this much smaller and TAA rebuilds it at the resolution scale's size.
pub upscale: f32,
/// TAA runs this frame (`jitter`): not on the title screen or under a shader pack.
taa_on: bool,
target: Option<WorldTarget>,
taa_resources: Option<TaaResources>,
/// Frames jittered so far (the Halton index), and which history the next resolve writes.
taa_frame: u32,
/// The last TAA frame's unjittered `view_proj` and camera, `None` once a frame ran without it.
taa_previous: Option<(DMat4, DVec3)>,
taa_this_frame: TaaUniform,
}
impl Post {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon post"),
source: wgpu::ShaderSource::Wgsl(include_str!("../world_post.wgsl").into()),
});
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Horizon post bindings"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let texture = |binding, sample_type| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
};
let float = wgpu::TextureSampleType::Float { filterable: true };
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Horizon post"),
bind_group_layouts: &[Some(&layout)],
..Default::default()
});
let pipeline = |entry: &str, layout: &wgpu::PipelineLayout, format| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Horizon post"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_post"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some(entry),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
};
// The OpenGL backend's GLSL translator does not support textureLoad
// from depth textures: on devices running through OpenGL (such as older
// Intel GPUs on Linux), TAA cannot compile its pipeline.
let taa_resources = {
let taa_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Horizon TAA bindings"),
entries: &[
texture(0, float),
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
texture(2, float),
texture(3, wgpu::TextureSampleType::Depth),
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let taa_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Horizon TAA"),
bind_group_layouts: &[Some(&taa_layout)],
..Default::default()
});
let validation = device.push_error_scope(wgpu::ErrorFilter::Validation);
let internal = device.push_error_scope(wgpu::ErrorFilter::Internal);
let taa_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Horizon TAA"),
layout: Some(&taa_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_post"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_taa"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: HISTORY_FORMAT,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
let internal = pollster::block_on(internal.pop());
match internal.or(pollster::block_on(validation.pop())) {
None => {
let uniform = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Horizon TAA"),
size: std::mem::size_of::<TaaUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Some(TaaResources {
layout: taa_layout,
pipeline: taa_pipeline,
uniform,
})
}
Some(e) => {
log::warn!("Horizon renderer: temporal anti-aliasing unavailable ({e})");
None
}
}
};
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Horizon post"),
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
Self {
copy: pipeline("fs_copy", &pipeline_layout, format),
fxaa: pipeline("fs_fxaa", &pipeline_layout, format),
layout,
sampler,
format,
scale: 1.0,
antialias: false,
taa: false,
upscale: 1.0,
taa_on: false,
target: None,
taa_resources,
taa_frame: 0,
taa_previous: None,
taa_this_frame: bytemuck::Zeroable::zeroed(),
}
}
/// Whether TAA is supported on this GPU/backend.
pub fn supports_taa(&self) -> bool {
self.taa_resources.is_some()
}
/// The world's rendered size and the size it is shown at (TAA's history).
fn sizes(&self, window: [u32; 2]) -> ([u32; 2], [u32; 2]) {
let output = window.map(|v| ((v as f32 * self.scale).round() as u32).clamp(1, 8192));
let upscale = if self.taa_on { self.upscale } else { 1.0 };
(
output.map(|v| ((v as f32 / upscale).round() as u32).max(1)),
output,
)
}
/// TAA's sub-pixel jitter this frame, as a clip-space matrix to multiply into the
/// world's projection (identity while `on` is false); `view_proj` is the unjittered
/// projection, relative to `camera`. Call it before `prepare`, once per frame.
pub fn jitter(&mut self, window: [u32; 2], on: bool, view_proj: Mat4, camera: DVec3) -> Mat4 {
self.taa_on = on && self.taa && self.taa_resources.is_some();
if !self.taa_on {
self.taa_previous = None;
return Mat4::IDENTITY;
}
self.taa_frame = self.taa_frame.wrapping_add(1);
let (size, _) = self.sizes(window);
// Halton (2, 3) over 8 frames per output pixel (FSR's count), in rendered
// pixels around the centre.
let phases = (8.0 * self.upscale * self.upscale).ceil() as u32;
let i = self.taa_frame % phases + 1;
let offset = Vec2::new(halton(i, 2), halton(i, 3)) - 0.5;
let jitter = offset * 2.0 / Vec2::new(size[0] as f32, size[1] as f32);
let current = view_proj.as_dmat4();
let (reproject, reset) = match self.taa_previous {
Some((previous, previous_camera)) => (
reprojection(previous, previous_camera, current, camera),
0.0,
),
None => (DMat4::IDENTITY, 1.0),
};
self.taa_previous = Some((current, camera));
self.taa_this_frame = TaaUniform {
reproject: reproject.as_mat4().to_cols_array_2d(),
jitter: [jitter.x, jitter.y, reset, 0.0],
};
Mat4::from_translation(jitter.extend(0.0))
}
/// The world's colour and depth targets this frame, or `None` to draw
/// it straight to the screen.
/// `always`: a target even at scale 1 without anti-aliasing (a shader pack reads it).
pub fn prepare(
&mut self,
device: &wgpu::Device,
window: [u32; 2],
always: bool,
) -> Option<(wgpu::TextureView, wgpu::TextureView)> {
if self.scale == 1.0 && !self.antialias && !self.taa_on && !always {
self.target = None;
return None;
}
let (size, output) = self.sizes(window);
let history_size = self.taa_on.then_some(output);
if self
.target
.as_ref()
.is_none_or(|t| t.size != size || t.taa.as_ref().map(|h| h.size) != history_size)
{
let make_tex = |label, size: [u32; 2], format, usage| {
device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d {
width: size[0],
height: size[1],
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage,
view_formats: &[],
})
};
let sampled =
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING;
let color = make_tex("Scaled world", size, self.format, sampled)
.create_view(&Default::default());
// TEXTURE_BINDING: occlusion culling and TAA read it.
let depth = make_tex(
"Scaled world depth",
size,
wgpu::TextureFormat::Depth32Float,
sampled,
)
.create_view(&Default::default());
let group = self.bind(device, &color);
let taa = history_size.and_then(|output| {
let res = self.taa_resources.as_ref()?;
let history = [0, 1].map(|_| {
make_tex("TAA history", output, HISTORY_FORMAT, sampled)
.create_view(&Default::default())
});
let resolve = [0, 1].map(|i| {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Horizon TAA"),
layout: &res.layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&color),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&history[1 - i]),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&depth),
},
wgpu::BindGroupEntry {
binding: 4,
resource: res.uniform.as_entire_binding(),
},
],
})
});
let show = [0, 1].map(|i| self.bind(device, &history[i]));
Some(History {
size: output,
history,
resolve,
show,
})
});
// New textures: no history yet.
self.taa_this_frame.jitter[2] = 1.0;
self.target = Some(WorldTarget {
size,
color,
depth,
group,
taa,
});
}
self.target
.as_ref()
.map(|t| (t.color.clone(), t.depth.clone()))
}
/// The size of the world's own target, when it has one.
pub fn size(&self) -> Option<[u32; 2]> {
self.target.as_ref().map(|t| t.size)
}
/// Bindings that copy (or anti-alias) `view` onto the screen in `finish_with`.
pub fn bind(&self, device: &wgpu::Device, view: &wgpu::TextureView) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Horizon post"),
layout: &self.layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
})
}
/// Draw the scaled world onto `screen`, through TAA when this frame's `jitter` had it on.
pub fn finish(
&self,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
screen: &wgpu::TextureView,
) {
let Some(target) = &self.target else { return };
let Some(taa) = target.taa.as_ref().filter(|_| self.taa_previous.is_some()) else {
self.finish_with(encoder, screen, &target.group);
return;
};
let Some(res) = &self.taa_resources else {
self.finish_with(encoder, screen, &target.group);
return;
};
let i = (self.taa_frame % 2) as usize;
queue.write_buffer(&res.uniform, 0, bytemuck::bytes_of(&self.taa_this_frame));
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: &taa.history[i],
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})];
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon TAA"),
color_attachments: &attachments,
..Default::default()
});
pass.set_pipeline(&res.pipeline);
pass.set_bind_group(0, &taa.resolve[i], &[]);
pass.draw(0..3, 0..1);
drop(pass);
self.finish_with(encoder, screen, &taa.show[i]);
}
/// Draw what `group` binds (`bind`) onto `screen`.
pub fn finish_with(
&self,
encoder: &mut wgpu::CommandEncoder,
screen: &wgpu::TextureView,
group: &wgpu::BindGroup,
) {
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: screen,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})];
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon post"),
color_attachments: &attachments,
..Default::default()
});
pass.set_pipeline(if self.antialias {
&self.fxaa
} else {
&self.copy
});
pass.set_bind_group(0, group, &[]);
pass.draw(0..3, 0..1);
}
}
/// This frame's clip space to the previous frame's, for camera-relative projections:
/// a point `camera - previous_camera` further from the previous camera than from this one.
fn reprojection(previous: DMat4, previous_camera: DVec3, current: DMat4, camera: DVec3) -> DMat4 {
previous * DMat4::from_translation(camera - previous_camera) * current.inverse()
}
/// The radical inverse of `i` in `base`: a low-discrepancy sequence in 0..1.
fn halton(mut i: u32, base: u32) -> f32 {
let (mut f, mut r) = (1.0, 0.0);
while i > 0 {
f /= base as f32;
r += f * (i % base) as f32;
i /= base;
}
r
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn reprojection_finds_where_a_block_was_last_frame() {
let projection = DMat4::perspective_rh(1.2, 16.0 / 9.0, 1024.0, 0.05);
let previous = projection * DMat4::from_rotation_y(0.3);
let current = projection * DMat4::from_rotation_y(0.35);
let (previous_camera, camera) = (DVec3::new(10.0, 64.0, 5.0), DVec3::new(10.5, 64.2, 4.0));
let block = DVec3::new(14.0, 66.0, -8.0);
let clip = |m: DMat4, eye: DVec3| m * (block - eye).extend(1.0);
let now = clip(current, camera);
let then = reprojection(previous, previous_camera, current, camera) * (now / now.w);
let expected = clip(previous, previous_camera);
assert!((then.truncate() / then.w - expected.truncate() / expected.w).length() < 1e-9);
}
#[test]
fn jitter_stays_inside_the_pixel() {
for i in 1..=8 {
let (x, y) = (halton(i, 2), halton(i, 3));
assert!((0.0..1.0).contains(&x) && (0.0..1.0).contains(&y));
}
assert_eq!(
[halton(1, 2), halton(2, 2), halton(3, 2)],
[0.5, 0.25, 0.75]
);
}
fn test_device() -> Option<(wgpu::Device, wgpu::Queue)> {
let instance =
wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle().with_env());
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
pollster::block_on(adapter.request_device(&Default::default())).ok()
}
#[test]
fn world_post_pipelines_compile_or_fall_back() {
let Some((device, _)) = test_device() else {
return;
};
let post = Post::new(&device, wgpu::TextureFormat::Rgba8Unorm);
// Copy and FXAA pipelines always compile; TAA compiles if supported by backend.
let _ = post.supports_taa();
}
}
-116
View File
@@ -1,116 +0,0 @@
//! The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer,
//! the HUD, menus and settings. Gameplay (horizon-client) builds on it; nothing here reaches gameplay.
#![forbid(unsafe_code)]
pub mod assets;
pub mod atlas_sources;
pub mod audio;
pub mod auth;
pub mod bidi;
pub mod biome;
pub mod block_entities;
pub mod block_entity_anim;
pub mod block_entity_render;
pub mod border_render;
pub mod breaking;
pub mod brewing;
pub mod camera;
pub mod chat;
pub mod chunk;
pub mod chunk_map;
pub mod clouds;
pub mod collisions;
pub mod command_block;
pub mod containers;
pub mod crash;
pub mod datapack;
pub mod dynamic_light;
pub mod effects;
pub mod environment;
pub mod extras;
pub mod fast_hash;
pub mod fog;
pub mod font;
pub mod gfx;
pub mod graphics;
pub mod graphics_style;
pub mod graphics_ui;
pub mod hud;
pub mod hud_layout;
pub mod hud_overlays;
pub mod inventory_effects;
pub mod java_text;
pub mod level_loading;
pub mod light;
pub mod lod;
pub mod logging;
pub mod menu_blur;
pub mod mesher;
pub mod minimap;
pub mod mipmap;
pub mod mod_list;
pub mod model_library;
pub mod models;
pub mod options_file;
pub mod options_fixes;
pub mod options_ui;
pub mod overlay;
pub mod pack_screen;
pub mod packs;
pub mod par;
pub mod particles;
pub mod poi_sections;
pub mod providers;
pub mod screen_draw;
pub mod screen_effects;
pub mod sculk;
pub mod settings;
pub mod shader_pack_list;
pub mod signs;
pub mod skins;
pub mod sound_engine;
pub mod sound_events;
pub mod spans;
pub mod split_layout;
mod sprite_cache;
pub mod sprites;
pub mod streaming;
pub mod tab_list;
pub mod telemetry;
pub mod testgen;
pub mod title_edition;
pub mod trims;
pub mod ui;
pub mod vault;
pub mod weather;
pub mod widgets;
pub mod world;
pub mod worldborder;
pub mod zip;
pub use horizon_client_core::Result;
pub use horizon_client_core::block_entity_nbt;
pub use horizon_client_core::bossbar;
pub use horizon_client_core::component;
pub use horizon_client_core::fastutil_order;
pub use horizon_client_core::gamerules;
pub use horizon_client_core::lang;
pub use horizon_client_core::nbt_path;
pub use horizon_client_core::scoreboard;
pub use horizon_client_core::snbt;
pub use horizon_client_core::text;
pub use horizon_client_input::clipboard;
pub use horizon_client_input::gamepad;
pub use horizon_client_input::input;
pub use horizon_client_input::interaction_input;
pub use horizon_client_input::key_names;
pub use horizon_client_input::keybinds;
pub use horizon_client_input::keymapping;
pub use horizon_client_input::mouse;
pub use horizon_client_input::window;
pub use horizon_command as command;
pub use horizon_items::blocks;
pub use horizon_items::bundle;
pub use horizon_items::cooldowns;
pub use horizon_items::enchant;
pub use horizon_items::item_data;
pub use horizon_items::items;
pub use horizon_items::random_sequences;
@@ -1,272 +0,0 @@
//! Splitscreen's layout, pure data tested without a window: where each player's view goes in
//! its window (`place`).
use winit::dpi::PhysicalSize;
/// Players at most: P1 and fifteen more.
pub const MAX_PLAYERS: usize = 16;
/// A player's view: its window (an index into the windows), its corner there and its size.
pub type View = (usize, [u32; 2], PhysicalSize<u32>);
/// Rows of five to sixteen players sharing a window, widest first (columns on a tall window): every
/// view stays near a screen's shape, where a full grid would leave a long thin one.
const ROWS: [&[u32]; MAX_PLAYERS - 4] = [
&[3, 2],
&[3, 3],
&[3, 2, 2],
&[3, 3, 2],
&[3, 3, 3],
&[4, 3, 3],
&[4, 4, 3],
&[4, 4, 4],
&[4, 3, 3, 3],
&[4, 4, 3, 3],
&[4, 4, 4, 3],
&[4, 4, 4, 4],
];
/// `order` made a whole order of `n` players: those it names (once, if there are), then the
/// others, P1 first.
pub fn ordered(order: &[usize], n: usize) -> Vec<usize> {
let mut out: Vec<usize> = Vec::with_capacity(n);
for &i in order {
if i < n && !out.contains(&i) {
out.push(i);
}
}
out.extend((0..n).filter(|i| !order.contains(i)));
out
}
/// `place` with the players sharing a window in `order` (`ordered`): the first left or on top.
/// The views are still by player.
pub fn place_ordered(
windows: &[usize],
order: &[usize],
sizes: &[PhysicalSize<u32>],
two: u8,
three: u8,
) -> Vec<View> {
let order = ordered(order, windows.len());
let in_order: Vec<usize> = order.iter().map(|&i| windows[i]).collect();
let placed = place(&in_order, sizes, two, three);
let mut views = placed.clone();
for (k, &i) in order.iter().enumerate() {
views[i] = placed[k];
}
views
}
/// Each player's view, given the window each is in and the windows' sizes. Players in one window
/// share it in the order they come: two take halves (`two`: 0 side by side when wider than
/// tall, 1 side by side, 2 top and bottom); three (`three`: 0 the first wide on top and two below,
/// 1 the first tall on the left and two on the right, 2 three columns); four its quarters; five
/// to sixteen in balanced rows (`ROWS`).
pub fn place(windows: &[usize], sizes: &[PhysicalSize<u32>], two: u8, three: u8) -> Vec<View> {
windows
.iter()
.enumerate()
.map(|(i, &window)| {
let here = windows.iter().filter(|&&w| w == window).count();
let slot = windows[..i].iter().filter(|&&w| w == window).count() as u32;
let size = sizes
.get(window)
.copied()
.unwrap_or(PhysicalSize::new(1, 1));
let (w, h) = (size.width, size.height);
let side_by_side = match two {
1 => true,
2 => false,
_ => w >= h,
};
// The view's cell as fractions of the window: (x0, x1, y0, y1) in halves or thirds.
let cell = |x0: u32, x1: u32, y0: u32, y1: u32, of: u32| {
[w * x0 / of, w * x1 / of, h * y0 / of, h * y1 / of]
};
let [x0, x1, y0, y1] = match (here, slot) {
(1, _) => cell(0, 1, 0, 1, 1),
(2, s) if side_by_side => cell(s, s + 1, 0, 2, 2),
(2, s) => cell(0, 2, s, s + 1, 2),
(3, s) => match (three, s) {
(2, s) => cell(s, s + 1, 0, 3, 3),
(1, 0) => cell(0, 1, 0, 2, 2),
(1, s) => cell(1, 2, s - 1, s, 2),
(_, 0) => cell(0, 2, 0, 1, 2),
(_, s) => cell(s - 1, s, 1, 2, 2),
},
(4, s) => cell(s % 2, s % 2 + 1, s / 2, s / 2 + 1, 2),
(n, s) => rows(n, s, w, h),
};
(
window,
[x0, y0],
PhysicalSize::new((x1 - x0).max(1), (y1 - y0).max(1)),
)
})
.collect()
}
/// Five to sixteen players: `slot`'s cell `[x0, x1, y0, y1]` in balanced rows (`ROWS`), or
/// in columns when the window is taller than wide.
fn rows(n: usize, slot: u32, w: u32, h: u32) -> [u32; 4] {
let counts = ROWS[n.clamp(5, MAX_PLAYERS) - 5];
let bands = counts.len() as u32;
let (mut band, mut k) = (0, slot);
while band + 1 < bands && k >= counts[band as usize] {
k -= counts[band as usize];
band += 1;
}
let across = counts[band as usize];
// Along: the long side, divided between a band's views; down: the bands.
let (along, down) = if w >= h { (w, h) } else { (h, w) };
let (a0, a1) = (along * k / across, along * (k + 1) / across);
let (d0, d1) = (down * band / bands, down * (band + 1) / bands);
if w >= h {
[a0, a1, d0, d1]
} else {
[d0, d1, a0, a1]
}
}
#[cfg(test)]
mod tests {
use super::*;
fn size(w: u32, h: u32) -> PhysicalSize<u32> {
PhysicalSize::new(w, h)
}
#[test]
fn players_on_one_screen_share_it() {
let wide = [size(1920, 1080)];
assert_eq!(
place(&[0, 0], &wide, 0, 0)[1],
(0, [960, 0], size(960, 1080))
);
assert_eq!(
place(&[0, 0], &wide, 2, 0)[1],
(0, [0, 540], size(1920, 540))
);
// Auto on a tall screen: top and bottom.
assert_eq!(place(&[0, 0], &[size(1080, 1920)], 0, 0)[1].1, [0, 960]);
assert_eq!(
place(&[0; 4], &wide, 0, 0)[3],
(0, [960, 540], size(960, 540))
);
}
#[test]
fn desk_and_couch() {
// P1 alone at the desk; P2 and P3 share the TV.
let screens = [size(3024, 1964), size(3840, 2160)];
let views = place(&[0, 1, 1], &screens, 0, 0);
assert_eq!(views[0], (0, [0, 0], size(3024, 1964)));
assert_eq!(views[1], (1, [0, 0], size(1920, 2160)));
assert_eq!(views[2], (1, [1920, 0], size(1920, 2160)));
}
#[test]
fn three_on_a_screen() {
let tv = [size(1920, 1080)];
// One wide on top, two below.
let top = place(&[0; 3], &tv, 0, 0);
assert_eq!(top[0], (0, [0, 0], size(1920, 540)));
assert_eq!(top[2], (0, [960, 540], size(960, 540)));
// One tall on the left, two stacked on the right.
let left = place(&[0; 3], &tv, 0, 1);
assert_eq!(left[0], (0, [0, 0], size(960, 1080)));
assert_eq!(left[2], (0, [960, 540], size(960, 540)));
// Three columns.
assert_eq!(
place(&[0; 3], &tv, 0, 2)[2],
(0, [1280, 0], size(640, 1080))
);
}
#[test]
fn two_windows_two_players_each() {
// P1 and P2 at the desk, P3 and P4 on the TV: halves in each window.
let screens = [size(3024, 1964), size(3840, 2160)];
let views = place(&[0, 0, 1, 1], &screens, 0, 0);
assert_eq!(views[1], (0, [1512, 0], size(1512, 1964)));
assert_eq!(views[2], (1, [0, 0], size(1920, 2160)));
assert_eq!(views[3], (1, [1920, 0], size(1920, 2160)));
}
#[test]
fn five_to_eight_in_rows_of_three_and_two() {
let tv = [size(1920, 1080)];
let eight = place(&[0; 8], &tv, 0, 0);
assert_eq!(eight[0], (0, [0, 0], size(640, 360)));
assert_eq!(eight[5], (0, [1280, 360], size(640, 360)));
assert_eq!(eight[7], (0, [960, 720], size(960, 360)));
let seven = place(&[0; 7], &tv, 0, 0);
assert_eq!(seven[3], (0, [0, 360], size(960, 360)));
// Every count tiles the window exactly: no gap, no overlap.
for n in 5..=MAX_PLAYERS {
for screen in [size(1920, 1080), size(1080, 1920), size(1711, 997)] {
let views = place(&vec![0; n], &[screen], 0, 0);
for (i, (_, [x, y], size)) in views.iter().enumerate() {
assert!(x + size.width <= screen.width && y + size.height <= screen.height);
for (_, [ox, oy], other) in &views[..i] {
assert!(
x + size.width <= *ox
|| ox + other.width <= *x
|| y + size.height <= *oy
|| oy + other.height <= *y,
"overlapping views for {n} in {screen:?}"
);
}
}
let area: u64 = views
.iter()
.map(|v| u64::from(v.2.width) * u64::from(v.2.height))
.sum();
assert_eq!(
area,
u64::from(screen.width) * u64::from(screen.height),
"{n} in {screen:?}"
);
}
}
// A tall window: columns.
let tall = place(&[0; 5], &[size(1080, 1920)], 0, 0);
assert_eq!(tall[0], (0, [0, 0], size(540, 640)));
assert_eq!(tall[4], (0, [540, 960], size(540, 960)));
}
#[test]
fn sixteen_players_form_a_four_by_four_grid() {
let views = place(&[0; 16], &[size(3840, 2160)], 0, 0);
for (i, view) in views.iter().enumerate() {
assert_eq!(
*view,
(
0,
[(i as u32 % 4) * 960, (i as u32 / 4) * 540],
size(960, 540)
)
);
}
}
#[test]
fn an_order_names_each_player_once_and_the_others_come_last() {
assert_eq!(ordered(&[], 3), [0, 1, 2]);
assert_eq!(ordered(&[2, 0], 3), [2, 0, 1]);
// Gone players and repeats are dropped.
assert_eq!(ordered(&[5, 1, 1], 3), [1, 0, 2]);
}
#[test]
fn players_sharing_a_window_fill_it_in_their_order() {
let wide = [size(2000, 1000)];
// P2 first: P2 on the left, P1 on the right.
let views = place_ordered(&[0, 0], &[1, 0], &wide, 0, 0);
assert_eq!(views[1].1, [0, 0]);
assert_eq!(views[0].1, [1000, 0]);
// P3 first of three: the wide view on top is P3's.
let views = place_ordered(&[0, 0, 0], &[2], &wide, 0, 0);
assert_eq!(views[2].2, size(2000, 500));
}
}
@@ -1,345 +0,0 @@
//! Decoded block sprites kept on disk between launches (M-11): reading and
//! decoding ~1300 small PNGs is most of `Sprites::load`. One file per resource
//! root, valid only while the `textures` trees still have the same paths,
//! sizes and modification times and the format version is the same; anything
//! else (missing, corrupt, stale, unwritable) means the normal decoding path.
use crate::mipmap::Strategy;
use std::{
collections::HashMap,
fs,
hash::{DefaultHasher, Hash, Hasher},
path::{Path, PathBuf},
};
const MAGIC: &[u8; 4] = b"HSPR";
/// Bump when `Decoded` or the decoding in `Sprites::decode` changes.
const VERSION: u32 = 1;
const FILE: &str = "horizon-sprites.cache";
/// What decoding one texture gives, before it takes a layer.
#[derive(Clone)]
pub(crate) struct Decoded {
pub side: u32,
pub frames: Vec<Vec<u8>>,
/// The `.mcmeta` `animation` value, as text.
pub animation: Option<String>,
pub strategy: Strategy,
pub alpha_cutoff_bias: f32,
pub has_transparent: bool,
pub opaque: bool,
pub translucent: bool,
}
pub(crate) struct SpriteCache {
path: PathBuf,
fingerprint: u64,
entries: HashMap<String, Decoded>,
dirty: bool,
}
/// Paths, sizes and modification times of every file under `assets/*/textures`,
/// summed so the directory order does not matter.
fn fingerprint(root: &Path) -> Option<u64> {
fn walk(dir: &Path, base: &Path, sum: &mut u64) -> Option<()> {
for entry in fs::read_dir(dir).ok()? {
let entry = entry.ok()?;
let meta = entry.metadata().ok()?;
if meta.is_dir() {
walk(&entry.path(), base, sum)?;
continue;
}
let mut hasher = DefaultHasher::new();
entry.path().strip_prefix(base).ok()?.hash(&mut hasher);
meta.len().hash(&mut hasher);
meta.modified().ok()?.hash(&mut hasher);
*sum = sum.wrapping_add(hasher.finish());
}
Some(())
}
let mut sum = 0;
for namespace in fs::read_dir(root.join("assets")).ok()? {
let textures = namespace.ok()?.path().join("textures");
if textures.is_dir() {
walk(&textures, root, &mut sum)?;
}
}
Some(sum)
}
impl SpriteCache {
/// The cache of `root`: its stored entries when still valid, else empty.
/// `None` when the textures cannot be fingerprinted (no caching then).
pub fn open(root: &Path) -> Option<Self> {
let fingerprint = fingerprint(root)?;
let path = root.join(FILE);
let entries = fs::read(&path)
.ok()
.and_then(|bytes| parse(&bytes, fingerprint))
.unwrap_or_default();
Some(Self {
path,
fingerprint,
entries,
dirty: false,
})
}
pub fn get(&self, name: &str) -> Option<&Decoded> {
self.entries.get(name)
}
pub fn insert(&mut self, name: &str, decoded: Decoded) {
self.entries.insert(name.to_owned(), decoded);
self.dirty = true;
}
/// Write new entries; a failure only costs the next launch the decoding.
pub fn save(&mut self) {
if !self.dirty {
return;
}
self.dirty = false;
let temporary = self
.path
.with_extension(format!("{}.tmp", std::process::id()));
if fs::write(&temporary, serialize(self.fingerprint, &self.entries)).is_ok()
&& fs::rename(&temporary, &self.path).is_err()
{
let _ = fs::remove_file(&temporary);
}
}
}
fn serialize(fingerprint: u64, entries: &HashMap<String, Decoded>) -> Vec<u8> {
let mut out = Vec::new();
out.extend_from_slice(MAGIC);
out.extend_from_slice(&VERSION.to_le_bytes());
out.extend_from_slice(&fingerprint.to_le_bytes());
out.extend_from_slice(&(entries.len() as u32).to_le_bytes());
for (name, d) in entries {
put_bytes(&mut out, name.as_bytes());
out.extend_from_slice(&d.side.to_le_bytes());
out.extend_from_slice(&(d.frames.len() as u32).to_le_bytes());
for frame in &d.frames {
put_bytes(&mut out, frame);
}
put_bytes(&mut out, d.animation.as_deref().unwrap_or("").as_bytes());
out.push(u8::from(d.animation.is_some()));
out.push(d.strategy as u8);
out.extend_from_slice(&d.alpha_cutoff_bias.to_bits().to_le_bytes());
out.push(
u8::from(d.has_transparent) | u8::from(d.opaque) << 1 | u8::from(d.translucent) << 2,
);
}
out
}
fn put_bytes(out: &mut Vec<u8>, bytes: &[u8]) {
out.extend_from_slice(&(bytes.len() as u32).to_le_bytes());
out.extend_from_slice(bytes);
}
struct Reader<'a>(&'a [u8]);
impl<'a> Reader<'a> {
fn take(&mut self, n: usize) -> Option<&'a [u8]> {
let (head, tail) = self.0.split_at_checked(n)?;
self.0 = tail;
Some(head)
}
fn u32(&mut self) -> Option<u32> {
Some(u32::from_le_bytes(self.take(4)?.try_into().ok()?))
}
fn bytes(&mut self) -> Option<&'a [u8]> {
let n = self.u32()? as usize;
self.take(n)
}
}
fn parse(bytes: &[u8], fingerprint: u64) -> Option<HashMap<String, Decoded>> {
let mut r = Reader(bytes);
if r.take(4)? != MAGIC || r.u32()? != VERSION {
return None;
}
if u64::from_le_bytes(r.take(8)?.try_into().ok()?) != fingerprint {
return None;
}
let count = r.u32()?;
let mut entries = HashMap::new();
for _ in 0..count {
let name = String::from_utf8(r.bytes()?.to_vec()).ok()?;
let side = r.u32()?;
let frame_count = r.u32()?;
let mut frames = Vec::new();
for _ in 0..frame_count {
frames.push(r.bytes()?.to_vec());
}
let animation = String::from_utf8(r.bytes()?.to_vec()).ok()?;
let has_animation = r.take(1)?[0] != 0;
let strategy = match r.take(1)?[0] {
0 => Strategy::Auto,
1 => Strategy::Mean,
2 => Strategy::Cutout,
3 => Strategy::StrictCutout,
4 => Strategy::DarkCutout,
_ => return None,
};
let alpha_cutoff_bias = f32::from_bits(r.u32()?);
let flags = r.take(1)?[0];
let frame_len = (side as usize).checked_mul(side as usize)?.checked_mul(4)?;
if frames.is_empty() || frames.iter().any(|f| f.len() != frame_len) {
return None;
}
entries.insert(
name,
Decoded {
side,
frames,
animation: has_animation.then_some(animation),
strategy,
alpha_cutoff_bias,
has_transparent: flags & 1 != 0,
opaque: flags & 2 != 0,
translucent: flags & 4 != 0,
},
);
}
r.0.is_empty().then_some(entries)
}
#[cfg(test)]
mod tests {
use super::*;
fn sample(blue: u8, animation: Option<&str>) -> Decoded {
Decoded {
side: 2,
frames: vec![vec![blue; 16], vec![blue + 1; 16]],
animation: animation.map(str::to_owned),
strategy: Strategy::Cutout,
alpha_cutoff_bias: 0.25,
has_transparent: true,
opaque: false,
translucent: true,
}
}
fn scratch(tag: &str) -> PathBuf {
let dir =
std::env::temp_dir().join(format!("horizon-sprite-cache-{tag}-{}", std::process::id()));
let _ = fs::remove_dir_all(&dir);
fs::create_dir_all(dir.join("assets/minecraft/textures/block")).unwrap();
dir
}
#[test]
fn round_trips() {
let mut entries = HashMap::new();
entries.insert("a:b".to_owned(), sample(1, Some("{\"frametime\":2}")));
entries.insert("a:c".to_owned(), sample(9, None));
let back = parse(&serialize(7, &entries), 7).unwrap();
for (name, d) in &entries {
let e = &back[name];
assert_eq!(
(d.side, &d.frames, &d.animation),
(e.side, &e.frames, &e.animation)
);
assert_eq!(d.alpha_cutoff_bias, e.alpha_cutoff_bias);
assert_eq!(
(d.has_transparent, d.opaque, d.translucent, d.strategy as u8),
(e.has_transparent, e.opaque, e.translucent, e.strategy as u8)
);
}
}
#[test]
fn wrong_fingerprint_truncation_and_garbage_are_misses() {
let mut entries = HashMap::new();
entries.insert("a:b".to_owned(), sample(1, None));
let bytes = serialize(7, &entries);
assert!(parse(&bytes, 8).is_none());
for cut in 0..bytes.len() {
assert!(parse(&bytes[..cut], 7).is_none(), "cut {cut}");
}
assert!(parse(b"garbage", 7).is_none());
let mut extra = bytes.clone();
extra.push(0);
assert!(parse(&extra, 7).is_none());
}
#[test]
fn changed_texture_invalidates_and_corrupt_file_is_ignored() {
let root = scratch("invalidate");
let png = root.join("assets/minecraft/textures/block/x.png");
fs::write(&png, b"one").unwrap();
let mut cache = SpriteCache::open(&root).unwrap();
cache.insert("minecraft:block/x", sample(1, None));
cache.save();
assert!(
SpriteCache::open(&root)
.unwrap()
.get("minecraft:block/x")
.is_some()
);
// Same length, new content and time: still stale.
std::thread::sleep(std::time::Duration::from_millis(30));
fs::write(&png, b"two").unwrap();
assert!(
SpriteCache::open(&root)
.unwrap()
.get("minecraft:block/x")
.is_none()
);
// A new file also invalidates.
let mut cache = SpriteCache::open(&root).unwrap();
cache.insert("minecraft:block/x", sample(1, None));
cache.save();
fs::write(root.join("assets/minecraft/textures/block/y.png"), b"y").unwrap();
assert!(
SpriteCache::open(&root)
.unwrap()
.get("minecraft:block/x")
.is_none()
);
// Corrupt cache file: empty, no error.
fs::write(root.join(FILE), b"HSPR junk").unwrap();
assert!(
SpriteCache::open(&root)
.unwrap()
.get("minecraft:block/x")
.is_none()
);
let _ = fs::remove_dir_all(&root);
}
fn write_png(path: &Path, rgba: [u8; 4]) {
let mut encoder = png::Encoder::new(fs::File::create(path).unwrap(), 16, 16);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let pixels: Vec<u8> = rgba.iter().copied().cycle().take(16 * 16 * 4).collect();
encoder
.write_header()
.unwrap()
.write_image_data(&pixels)
.unwrap();
}
fn sprite_pixels(root: &Path) -> Vec<u8> {
let mut sprites = crate::sprites::Sprites::with_disk_cache(root);
sprites.insert(root, "minecraft:block/x").unwrap();
sprites.save_disk_cache();
sprites.finish();
sprites.pixels
}
#[test]
fn altered_png_is_not_served_stale_and_cache_matches_decoding() {
let root = scratch("stale");
let png = root.join("assets/minecraft/textures/block/x.png");
write_png(&png, [255, 0, 0, 255]);
let decoded = sprite_pixels(&root);
assert!(root.join(FILE).exists());
assert_eq!(
sprite_pixels(&root),
decoded,
"cache hit differs from decoding"
);
std::thread::sleep(std::time::Duration::from_millis(30));
write_png(&png, [0, 255, 0, 255]);
let fresh = sprite_pixels(&root);
assert_eq!(&fresh[..4], &[0, 255, 0, 255]);
// Corrupt and deleted caches fall back to decoding.
fs::write(root.join(FILE), b"HSPR\x01\0\0\0 junk").unwrap();
assert_eq!(sprite_pixels(&root), fresh);
fs::remove_file(root.join(FILE)).unwrap();
assert_eq!(sprite_pixels(&root), fresh);
let _ = fs::remove_dir_all(&root);
}
}
@@ -1,133 +0,0 @@
// Horizon's world post pass: the world, rendered at the resolution scale,
// copied (bilinear) or anti-aliased with FXAA onto the screen before the
// hand and HUD. Only used when a non-vanilla setting asks for it.
@group(0) @binding(0) var world: texture_2d<f32>;
@group(0) @binding(1) var world_sampler: sampler;
struct PostOut {
@builtin(position) clip: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex fn vs_post(@builtin(vertex_index) i: u32) -> PostOut {
let p = vec2<f32>(f32((i << 1u) & 2u), f32(i & 2u));
var out: PostOut;
out.clip = vec4(p * 2.0 - 1.0, 0.0, 1.0);
out.uv = vec2(p.x, 1.0 - p.y);
return out;
}
@fragment fn fs_copy(in: PostOut) -> @location(0) vec4<f32> {
// The alpha carries the emissive mark through to HDR output (hdr.wgsl).
return textureSampleLevel(world, world_sampler, in.uv, 0.0);
}
fn luma(c: vec3<f32>) -> f32 {
return dot(c, vec3(0.299, 0.587, 0.114));
}
// FXAA 3.11 (console quality): blend along the local edge direction.
@fragment fn fs_fxaa(in: PostOut) -> @location(0) vec4<f32> {
let texel = 1.0 / vec2<f32>(textureDimensions(world));
let centre = textureSampleLevel(world, world_sampler, in.uv, 0.0);
let rgb_m = centre.rgb;
let nw = luma(textureSampleLevel(world, world_sampler, in.uv + vec2(-0.5, -0.5) * texel, 0.0).rgb);
let ne = luma(textureSampleLevel(world, world_sampler, in.uv + vec2(0.5, -0.5) * texel, 0.0).rgb);
let sw = luma(textureSampleLevel(world, world_sampler, in.uv + vec2(-0.5, 0.5) * texel, 0.0).rgb);
let se = luma(textureSampleLevel(world, world_sampler, in.uv + vec2(0.5, 0.5) * texel, 0.0).rgb);
let m = luma(rgb_m);
let lo = min(m, min(min(nw, ne), min(sw, se)));
let hi = max(m, max(max(nw, ne), max(sw, se)));
if hi - lo < max(0.0312, hi * 0.125) {
return centre;
}
var dir = vec2(-((nw + ne) - (sw + se)), (nw + sw) - (ne + se));
let reduce = max((nw + ne + sw + se) * 0.25 * 0.125, 1.0 / 128.0);
let scale = 1.0 / (min(abs(dir.x), abs(dir.y)) + reduce);
dir = clamp(dir * scale, vec2(-8.0), vec2(8.0)) * texel;
let a = 0.5 * (textureSampleLevel(world, world_sampler, in.uv + dir * (1.0 / 3.0 - 0.5), 0.0).rgb
+ textureSampleLevel(world, world_sampler, in.uv + dir * (2.0 / 3.0 - 0.5), 0.0).rgb);
let b = a * 0.5 + 0.25 * (textureSampleLevel(world, world_sampler, in.uv - dir * 0.5, 0.0).rgb
+ textureSampleLevel(world, world_sampler, in.uv + dir * 0.5, 0.0).rgb);
let lb = luma(b);
if lb < lo || lb > hi {
return vec4(a, centre.a);
}
return vec4(b, centre.a);
}
// TAA (`world_post.rs`): blend this frame into the history, reprojected from the
// depth buffer through the camera's motion and clamped to this frame's 3x3
// neighbourhood so that what moved or appeared does not ghost.
struct Taa {
reproject: mat4x4<f32>,
// xy: this frame's jitter in clip space; z: 1 when the history is unusable.
jitter: vec4<f32>,
};
@group(0) @binding(2) var history: texture_2d<f32>;
@group(0) @binding(3) var depth: texture_depth_2d;
@group(0) @binding(4) var<uniform> taa: Taa;
// Catmull-Rom over the history in 5 bilinear taps: sharper than one under motion.
fn sample_history(uv: vec2<f32>) -> vec3<f32> {
let size = vec2<f32>(textureDimensions(history));
let pos = uv * size;
let centre = floor(pos - 0.5) + 0.5;
let f = pos - centre;
let w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
let w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
let w2 = f * (0.5 + f * (2.0 - 1.5 * f));
let w3 = f * f * (-0.5 + 0.5 * f);
let w12 = w1 + w2;
let t0 = (centre - 1.0) / size;
let t3 = (centre + 2.0) / size;
let t12 = (centre + w2 / w12) / size;
let c = textureSampleLevel(history, world_sampler, vec2(t12.x, t0.y), 0.0).rgb * (w12.x * w0.y)
+ textureSampleLevel(history, world_sampler, vec2(t0.x, t12.y), 0.0).rgb * (w0.x * w12.y)
+ textureSampleLevel(history, world_sampler, t12, 0.0).rgb * (w12.x * w12.y)
+ textureSampleLevel(history, world_sampler, vec2(t3.x, t12.y), 0.0).rgb * (w3.x * w12.y)
+ textureSampleLevel(history, world_sampler, vec2(t12.x, t3.y), 0.0).rgb * (w12.x * w3.y);
let weight = w12.x * w0.y + w0.x * w12.y + w12.x * w12.y + w3.x * w12.y + w12.x * w3.y;
return max(c / weight, vec3(0.0));
}
// It runs at the history's size, which upscaling makes larger than the world's.
// The history is unjittered: each output pixel takes the world pixel whose
// jittered sample lands nearest its centre, weighted by how near it lands.
@fragment fn fs_taa(in: PostOut) -> @location(0) vec4<f32> {
let size = vec2<f32>(textureDimensions(world));
// The jitter moved the scene by `jitter` in clip space: where this pixel's
// point was drawn, in world pixels.
let drawn = (in.uv + taa.jitter.xy * vec2(0.5, -0.5)) * size;
let last = vec2<i32>(size) - 1;
let p = clamp(vec2<i32>(floor(drawn)), vec2(0), last);
let centre = textureLoad(world, p, 0);
var lo = centre.rgb;
var hi = centre.rgb;
// Reversed depth: the nearest of the 3x3 is the largest, and its motion keeps
// the edges of what is in front from trailing.
var near = 0.0;
for (var y = -1; y <= 1; y++) {
for (var x = -1; x <= 1; x++) {
let q = clamp(p + vec2(x, y), vec2(0), last);
let c = textureLoad(world, q, 0).rgb;
lo = min(lo, c);
hi = max(hi, c);
near = max(near, textureLoad(depth, q, 0));
}
}
let ndc = vec2(in.uv.x * 2.0 - 1.0, 1.0 - in.uv.y * 2.0);
let previous = taa.reproject * vec4(ndc, near, 1.0);
let uv = vec2(0.5, -0.5) * previous.xy / previous.w + 0.5;
if taa.jitter.z > 0.0 || any(uv != clamp(uv, vec2(0.0), vec2(1.0))) {
return vec4(centre.rgb, centre.a);
}
let past = clamp(sample_history(uv), lo, hi);
// How far the sample landed from this pixel's centre, in output pixels: a
// Gaussian of it scales the new frame's share, so that frames whose sample
// fell far away (most of them when upscaling) barely move the pixel.
let off = (drawn - (vec2<f32>(p) + 0.5)) * vec2<f32>(textureDimensions(history)) / size;
let share = 0.1 * exp(-2.0 * dot(off, off));
// The alpha carries the emissive mark through to HDR output (hdr.wgsl).
return vec4(mix(past, centre.rgb, share), centre.a);
}
+7 -3
View File
@@ -11,7 +11,6 @@ description = "Horizon native development client"
horizon-assets = { path = "../horizon-assets" }
horizon-client-core = { path = "../horizon-client-core" }
horizon-client-input = { path = "../horizon-client-input" }
horizon-client-render = { path = "../horizon-client-render" }
horizon-command = { path = "../horizon-command" }
horizon-items = { path = "../horizon-items" }
horizon-core = { path = "../horizon-core" }
@@ -44,6 +43,9 @@ serde_json = { version = "1.0.151", features = ["raw_value"] }
# hlsl-out: the gfx.rs tests translate every shader as wgpu's DirectX 12 backend does. A normal feature,
# not a dev-dependency's, so builds, tests and examples share one build of naga, wgpu and this crate.
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
# Sound (ALSA on Linux); the `audio` feature.
cpal = { version = "0.16", optional = true }
symphonia = { version = "0.5", default-features = false, features = ["ogg", "vorbis"] }
miniz_oxide = "0.8"
ab_glyph = "0.2.32"
log = "0.4"
@@ -88,9 +90,12 @@ winresource = "0.1"
default = ["audio", "controllers"]
# Sound output. Without it (and `controllers`) the program links neither libasound nor libudev on
# Linux: the server build (`--no-default-features`, released as horizon-engine; docs/server.md).
audio = ["horizon-client-render/audio"]
audio = ["dep:cpal"]
# Controllers: gilrs, and the DualSense's own output. Without it only `horizon-ctl pad`'s virtual pad.
controllers = ["dep:gilrs", "dep:horizon-dualsense", "horizon-client-input/controllers"]
# Runs code mods (wasmtime and cranelift: a quarter of a clean build). On in every release build
# (release.yml); the tests and probes don't need it. Content mods load without it.
mods = ["horizon-mods/runtime"]
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
@@ -103,7 +108,6 @@ path = "examples/probe/main.rs"
workspace = true
[dev-dependencies]
horizon-client-render = { path = "../horizon-client-render", features = ["test-support"] }
horizon-items = { path = "../horizon-items", features = ["test-support"] }
# Every WGSL shader translated as wgpu's DirectX 12 backend does (gfx.rs tests).
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out", "msl-out", "spv-out"] }
@@ -1,15 +0,0 @@
{
"horizon.options.controller": "Геймпад",
"horizon.options.vibration": "Вібрація",
"horizon.options.adaptive_triggers": "Адаптивні тригери",
"horizon.options.lightbar": "Світлова панель",
"horizon.options.look_sensitivity": "Чутливість огляду",
"horizon.options.invert_x": "Інвертувати огляд по X",
"horizon.options.invert_y": "Інвертувати огляд по Y",
"horizon.options.sneak_button": "Кнопка присідання",
"horizon.options.move_deadzone": "Мертва зона руху",
"horizon.options.look_deadzone": "Мертва зона огляду",
"horizon.options.button_glyphs": "Значки кнопок",
"horizon.options.menu_navigation": "Навігація в меню",
"horizon.options.on_screen_keyboard": "Екранна клавіатура"
}
@@ -302,7 +302,7 @@ fn avatar(c: &Value, out: &mut impl Write) -> Result<()> {
for op in c["ops"].as_array().unwrap() {
let name = op[0].as_str().unwrap();
match name {
"tick" => state.tick([0.0; 3]),
"tick" => state.tick(),
"move" => state.add_walked(fl(&op[1]), fl(&op[2])),
"bob" => state.update_bob(b(&op[1]) && !b(&op[2]) && !b(&op[3]), vec3(&op[4])),
"reset" => state.reset_bob(),
@@ -43,7 +43,6 @@ pub fn registries(r: &Value, permission: u8) -> Registries {
reg.timelines = strings(&r["timelines"]);
reg.dimensions = strings(&r["dimensions"]);
reg.players = strings(&r["players"]);
reg.selected_entities = strings(&r["selected_entities"]);
reg.teams = strings(&r["teams"]);
reg.objectives = strings(&r["objectives"]);
reg.tracked = strings(&r["tracked"]);
@@ -1,74 +0,0 @@
//! Double chests for tools/test_chest_pair_parity.py: reads one JSON case per
//! line (see VanillaChestPairOracle), a chest's block state at the origin and
//! another block state at the offset "at", and prints what
//! `horizon_client::containers::ChestHalf` pairs them into, as the game's
//! menus and hoppers do: "double" with the right half's x,z then the left
//! half's, or "single".
//!
//! usage: chest_pair_fixture INPUT OUTPUT
use horizon_client::containers::{ChestHalf, is_chest_block};
use serde_json::Value;
use std::collections::BTreeMap;
use std::fs;
/// `minecraft:chest[facing=north,type=left]` as its name and properties.
fn parse(state: &str) -> Option<(&str, BTreeMap<&str, &str>)> {
let (name, props) = match state.split_once('[') {
Some((name, rest)) => (name, rest.strip_suffix(']')?),
None => (state, ""),
};
let props = props
.split(',')
.filter(|p| !p.is_empty())
.map(|p| p.split_once('='))
.collect::<Option<_>>()?;
Some((name, props))
}
fn half<'a>(name: &'a str, props: &BTreeMap<&str, &'a str>) -> Option<ChestHalf<'a>> {
Some(ChestHalf {
block: name,
kind: props.get("type")?,
facing: props.get("facing")?,
})
}
fn case(line: &str) -> Option<String> {
let case: Value = serde_json::from_str(line).ok()?;
let (name, props) = parse(case["state"].as_str()?)?;
let (other_name, other_props) = parse(case["other"].as_str()?)?;
let at = (
i32::try_from(case["at"][0].as_i64()?).ok()?,
i32::try_from(case["at"][1].as_i64()?).ok()?,
);
if !is_chest_block(name) {
return None;
}
let own = half(name, &props)?;
let paired = own.connected_step() == Some(at)
&& half(other_name, &other_props).is_some_and(|other| own.pairs_with(&other));
Some(if !paired {
"single".to_owned()
} else if own.kind == "right" {
format!("double 0,0 {},{}", at.0, at.1)
} else {
format!("double {},{} 0,0", at.0, at.1)
})
}
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let input = fs::read_to_string(
args.get(1)
.ok_or("usage: chest_pair_fixture INPUT OUTPUT")?,
)?;
let lines: Vec<String> = input
.lines()
.map(|line| case(line).unwrap_or_else(|| "error".to_owned()))
.collect();
fs::write(
args.get(2).ok_or("missing OUTPUT")?,
lines.join("\n") + "\n",
)?;
Ok(())
}
@@ -178,7 +178,6 @@ pub fn main() -> horizon_client::Result<()> {
reg.timelines = strings(&r["timelines"]);
reg.dimensions = strings(&r["dimensions"]);
reg.players = strings(&r["players"]);
reg.selected_entities = strings(&r["selected_entities"]);
reg.teams = strings(&r["teams"]);
reg.objectives = strings(&r["objectives"]);
reg.tracked = strings(&r["tracked"]);
@@ -1,98 +0,0 @@
//! Container menu titles for tools/test_container_title_parity.py: reads one
//! JSON case per line (see VanillaContainerTitleOracle) and prints the title
//! the server opens the container's menu with, as canonical NBT. A single
//! block entity is placed as the game places it (`block_entity_item::place`,
//! whose `CustomName` the game keeps in `World::block_names`), then named by
//! `containers::display_name`; a double chest's halves by
//! `containers::double_chest_name`.
//!
//! usage: container_title_fixture INPUT OUTPUT
use horizon_client::block_entity_item::place;
use horizon_client::block_entity_nbt::canonical;
use horizon_client::containers::{default_name_key, display_name, double_chest_name};
use horizon_client::save::text;
use horizon_world::nbt::{Tag, parse_snbt};
use serde_json::Value;
use std::fs;
/// ParityData.canon of a text component: sorted keys.
fn canon(tag: &Tag, out: &mut String) {
match tag {
Tag::Compound(map) => {
let mut keys: Vec<_> = map.iter().map(|(k, v)| (k.to_string_lossy(), v)).collect();
keys.sort_by(|a, b| a.0.cmp(&b.0));
out.push('{');
for (i, (k, v)) in keys.into_iter().enumerate() {
if i > 0 {
out.push(',');
}
out.push_str(&k);
out.push(':');
canon(v, out);
}
out.push('}');
}
Tag::List(items) => {
out.push('[');
for (i, item) in items.iter().enumerate() {
if i > 0 {
out.push(',');
}
canon(item, out);
}
out.push(']');
}
other => out.push_str(&horizon_client::item_data::canon_tag(other)),
}
}
fn snbt(value: &Value) -> Option<Tag> {
parse_snbt(value.as_str()?).ok().map(|(tag, _)| tag)
}
/// The custom name the game keeps for a block entity saved as `value`.
fn custom_name(value: &Value) -> Option<Option<String>> {
let saved = canonical(&snbt(value)?)?;
Some(text(saved.get("CustomName")))
}
fn case(line: &str) -> Option<String> {
let case: Value = serde_json::from_str(line).ok()?;
let title = if let Some(first) = case.get("first") {
let first = custom_name(first)?;
let second = custom_name(&case["second"])?;
double_chest_name(first.as_deref(), second.as_deref())
} else {
let saved = canonical(&snbt(&case["nbt"])?)?;
// BlockItem.updateBlockEntityComponents, as Game::apply_placed_item runs it.
let placed = match case.get("patch") {
Some(p) => match snbt(p)? {
Tag::Compound(patch) => place(&saved, &patch, true),
_ => return None,
},
None => saved,
};
let key = default_name_key(case["block"].as_str()?)?;
display_name(text(placed.get("CustomName")).as_deref(), key)
};
let mut out = String::new();
canon(&title, &mut out);
Some(out)
}
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let input = fs::read_to_string(
args.get(1)
.ok_or("usage: container_title_fixture INPUT OUTPUT")?,
)?;
let lines: Vec<String> = input
.lines()
.map(|line| case(line).unwrap_or_else(|| "error".to_owned()))
.collect();
fs::write(
args.get(2).ok_or("missing OUTPUT")?,
lines.join("\n") + "\n",
)?;
Ok(())
}
@@ -25,7 +25,6 @@ fn stack(spec: &str) -> LootStack {
ominous_amplifier: None,
stew_effects: Vec::new(),
names: Vec::new(),
components: Vec::new(),
};
for e in parts {
let (name, level) = e.rsplit_once(':').unwrap_or((e, "1"));
@@ -24,11 +24,9 @@ mod breaking_fixture;
mod camera_probe;
mod cauldron_fixture;
mod chat_screen_fixture;
mod chest_pair_fixture;
mod cloud_fixture;
mod command_parse_fixture;
mod container_screen_probe;
mod container_title_fixture;
mod creative_mining_probe;
mod creative_search_fixture;
mod cushion_placement_probe;
@@ -88,12 +86,10 @@ mod sound_event_fixture;
mod spawn_rules_fixture;
mod sprint_probe;
mod squid_client_probe;
mod storage_menu_fixture;
mod subtitle_fixture;
mod tab_list_fixture;
mod team_rules_fixture;
mod text_display_fixture;
mod text_display_render_fixture;
mod toggle_keys_probe;
mod tooltip_display_fixture;
mod trading_fixture;
@@ -119,11 +115,9 @@ probes! {
cushion_placement_probe,
cauldron_fixture,
chat_screen_fixture,
chest_pair_fixture,
cloud_fixture,
command_parse_fixture,
container_screen_probe,
container_title_fixture,
creative_search_fixture,
emitter_particles_probe,
enchanting_fixture,
@@ -180,14 +174,12 @@ probes! {
sound_event_fixture,
spawn_rules_fixture,
sprint_probe,
storage_menu_fixture,
subtitle_fixture,
tab_list_fixture,
team_rules_fixture,
toggle_keys_probe,
tooltip_display_fixture,
text_display_fixture,
text_display_render_fixture,
trading_fixture,
translucency_fixture,
weather_fixture,
@@ -5,7 +5,7 @@
//! usage: mob_ai_probe RESOURCES SCENARIOS OUTPUT
use horizon_client::{
assets::Assets,
beehive::{BeehiveExt, HiveHost},
beehive::HiveHost,
biome::Biomes,
blocks::BlockFacts,
chunk::{Chunk, HEIGHT, MIN_Y},
@@ -67,9 +67,8 @@ struct Scenario {
/// The player hits a mob for 1 at the start of a tick: (tick, mob index).
hurts: Vec<(i32, usize)>,
/// The player feeds an animal at the start of a tick (Animal.mobInteract):
/// (tick, mob index, None); the scenario only feeds each animal its food.
/// `interact` uses another item on a horse: (tick, mob index, Some(item)).
feeds: Vec<(i32, usize, Option<String>)>,
/// (tick, mob index); the scenario only feeds each animal its food.
feeds: Vec<(i32, usize)>,
hand: Option<String>,
mobs: Vec<MobSpec>,
}
@@ -109,14 +108,7 @@ fn parse(text: &str) -> Vec<Scenario> {
}
"heart" => s.hearts.push(f.iter().map(|x| (*x).to_owned()).collect()),
"hurt" => s.hurts.push((f[1].parse().unwrap(), f[2].parse().unwrap())),
"feed" => s
.feeds
.push((f[1].parse().unwrap(), f[2].parse().unwrap(), None)),
"interact" => s.feeds.push((
f[1].parse().unwrap(),
f[2].parse().unwrap(),
Some(f[3].to_owned()),
)),
"feed" => s.feeds.push((f[1].parse().unwrap(), f[2].parse().unwrap())),
"player" => {
s.player = Some([
f[1].parse().unwrap(),
@@ -234,8 +226,6 @@ fn goal_name(m: &Mob, name: &str) -> String {
"FreezeWhenLookedAt" => "EndermanFreezeWhenLookedAt",
"LookForPlayer" => "EndermanLookForPlayerGoal",
"HealRaiders" => "NearestHealableRaiderTargetGoal",
"MountPanic" => "MountPanicGoal",
"LlamaHurtBy" => "LlamaHurtByTargetGoal",
other => return other.to_owned(),
};
vanilla.to_owned()
@@ -735,15 +725,6 @@ fn print(out: &mut String, t: i32, i: usize, m: &Mob, player_down: bool, now: i6
.map_or("-".into(), |p| format!("{},{},{}", p[0], p[1], p[2]));
let _ = write!(out, "\tcg {} {held} {opened}", m.extra.variant3);
}
if m.species() == Species::Wolf {
// NeutralMob anger left (the angry texture), -1 when calm.
let anger = if m.extra.anger > 0 {
i64::from(m.extra.anger)
} else {
-1
};
let _ = write!(out, "\twolf {anger}");
}
if let Some(b) = horizon_client::mobs::bee::get(m) {
let anger = if b.anger_end > 0 {
b.anger_end - now
@@ -1131,7 +1112,6 @@ pub fn main() -> horizon_client::Result<()> {
others_grid: $grid,
others_index: None,
daylight: (world.day_time.rem_euclid(24000)) < 12000,
monsters_burn: !(12542..23460).contains(&world.day_time.rem_euclid(24000)),
game_time: world.game_time,
day_time: world.day_time,
raining: s.rain,
@@ -1228,22 +1208,10 @@ pub fn main() -> horizon_client::Result<()> {
}
events.append(&mut mobs[i].outbox);
}
for (tick, i, item) in &s.feeds {
let (tick, i) = (*tick, *i);
for &(tick, i) in &s.feeds {
if tick != t || i >= mobs.len() || mobs[i].removed {
continue;
}
// Horse.mobInteract's held-item branch (makeMad).
if let Some(item) = item {
horizon_client::mobs::equine::held_item(
&mut mobs[i],
item,
false,
item == "minecraft:golden_dandelion",
&mut events,
);
continue;
}
if let Some(Some((name, volume, pitch))) =
horizon_client::mobs::ai::feed_animal(&mut mobs[i], &mut level_random)
{
@@ -36,14 +36,11 @@ use horizon_client::{
SpawnPlayer, SpawnRequest, SpawnState, Spawned, StructureAt, StructureSpawns,
spawn_box,
},
spawner::{
SpawnDataExt, Spawner, SpawnerAdded, SpawnerEvent, SpawnerExt, SpawnerLevel,
SpawnerSpawn,
},
spawner::{Spawner, SpawnerAdded, SpawnerEvent, SpawnerLevel, SpawnerSpawn},
species::{self, Baby},
trial_spawner::{
Omen, TRIAL_OMEN_TICKS_PER_LEVEL, TrialEvent, TrialPlayer, TrialSpawner,
TrialSpawnerExt, TrialSpawnerLevel, TrialState,
TrialSpawnerLevel, TrialState,
},
},
vault::{Vault, VaultEvent, VaultLevel, VaultPlayer, VaultState},
@@ -126,7 +126,6 @@ pub fn main() -> horizon_client::Result<()> {
.collect();
let mut screen = PackScreen::new(
&m,
Text::translate(c["title"].as_str().unwrap_or("resourcePack.title"), &[]),
int(&c["width"]),
int(&c["height"]),
c["inWorld"] == true,
@@ -1,37 +0,0 @@
//! Storage block menus for tools/test_storage_menu_parity.py: reads one
//! block id per line and prints the menu type the server opens it with
//! (`horizon_client::containers::block_menu_type`, as `lan_open_container`
//! sends it) and whether that menu's slots take a shulker box: the server
//! refuses them in a `minecraft:shulker_box` menu (`ShulkerBoxSlot.mayPlace`,
//! `lan::containers`).
//!
//! usage: storage_menu_fixture INPUT OUTPUT
use horizon_client::containers::block_menu_type;
use std::fs;
fn case(block: &str) -> Option<String> {
let menu = block_menu_type(block.trim())?;
let accepts = if menu == "minecraft:shulker_box" {
"refuses"
} else {
"accepts"
};
Some(format!("{menu} {accepts} shulker_box"))
}
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let input = fs::read_to_string(
args.get(1)
.ok_or("usage: storage_menu_fixture INPUT OUTPUT")?,
)?;
let lines: Vec<String> = input
.lines()
.map(|line| case(line).unwrap_or_else(|| "error".to_owned()))
.collect();
fs::write(
args.get(2).ok_or("missing OUTPUT")?,
lines.join("\n") + "\n",
)?;
Ok(())
}
@@ -1,70 +0,0 @@
//! A text display's text for differential tests against vanilla's
//! `TextDisplayRenderer.submitInner` (tools/test_text_display_render_parity.py):
//! decodes each case's entity data from vanilla's wire bytes, lays the text out
//! with `horizon_client::text_display` and prints the pose and every quad in
//! text units [x, y, z, ARGB], as VanillaTextDisplayRenderOracle does.
//!
//! usage: text_display_render_fixture RESOURCES INPUTS OUTPUT
use horizon_client::{
hud::{HudAtlas, HudBatch},
hud_layout::background_color,
text_display::{self, Lines, TextDisplayData},
};
use horizon_protocol::{ids, packets::play::Clientbound};
use serde_json::{Value, json};
use std::{error::Error, io::Write};
pub fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = crate::args().collect();
let [_, resources, inputs, output] = args.as_slice() else {
return Err("usage: text_display_render_fixture RESOURCES INPUTS OUTPUT".into());
};
let atlas = HudAtlas::build(std::path::Path::new(resources))?;
let mut out = std::io::BufWriter::new(std::fs::File::create(output)?);
for line in std::fs::read_to_string(inputs)?.lines() {
let input: Value = serde_json::from_str(line)?;
let hex = input["wire"].as_str().unwrap_or_default();
let bytes: Vec<u8> = (0..hex.len())
.step_by(2)
.map(|i| u8::from_str_radix(&hex[i..i + 2], 16))
.collect::<Result<_, _>>()?;
let Clientbound::SetEntityData(packet) =
Clientbound::decode(ids::play::clientbound::SET_ENTITY_DATA, &bytes)?
else {
return Err("not entity data".into());
};
let mut d = TextDisplayData::default();
d.apply(&packet.values);
let lines = Lines::split(&atlas.font, &d.text, d.line_width);
let mut batch = HudBatch::new([1, 1]);
let default_background = background_color(
input["chat_only"].as_bool().unwrap_or(false),
input["background_opacity"].as_f64().unwrap_or(0.0),
0.25,
);
text_display::draw(&mut batch, &atlas, &d, &lines, default_background);
let quads: Vec<Value> = batch
.vertices
.as_chunks::<6>()
.0
.iter()
.map(|q| {
let corners: Vec<Value> = [0, 1, 2, 5]
.map(|i| {
let v = q[i];
let [r, g, b, a] = v.color.to_le_bytes().map(u32::from);
let argb = (a << 24 | r << 16 | g << 8 | b) as i32;
json!([v.pos[0], v.pos[1], v.depth, argb])
})
.into();
corners.into()
})
.collect();
writeln!(
out,
"{}",
json!({"pose": lines.pose().to_cols_array(), "quads": quads})
)?;
}
Ok(())
}
@@ -1,58 +0,0 @@
//! M-11 gate: block assets loaded through the sprite disk cache are byte-identical
//! to the ones decoded from the PNGs. Deletes the cache file in ROOT, loads (decodes
//! and writes it), loads again (reads it) and compares the sprite arrays.
//! cargo run --profile fast -p horizon-client --example sprite_cache_parity -- ROOT
use horizon_client::assets::{Assets, RenderAssets};
use std::{
hash::{DefaultHasher, Hash, Hasher},
path::Path,
time::Instant,
};
fn digest(render: &RenderAssets) -> u64 {
let mut h = DefaultHasher::new();
render.pixels.hash(&mut h);
(
render.sprite_size,
render.sprite_minimum_size,
render.texture_layers,
)
.hash(&mut h);
render.sprite_layers.hash(&mut h);
render.translucent_layers.hash(&mut h);
format!("{:?}", render.sprite_mips).hash(&mut h);
for animation in &render.animations {
animation.layer.hash(&mut h);
for frame in 0..animation.frame_count() {
animation.pixels(frame).hash(&mut h);
}
for tick in 0..400 {
format!("{:?}", animation.blend(tick)).hash(&mut h);
}
}
h.finish()
}
fn main() -> horizon_client::Result<()> {
let root = std::env::args()
.nth(1)
.ok_or("usage: sprite_cache_parity ROOT")?;
let root = Path::new(&root);
let assets = Assets::load(root)?;
let _ = std::fs::remove_file(root.join("horizon-sprites.cache"));
let start = Instant::now();
let cold = digest(&assets.reload(root)?);
let cold_ms = start.elapsed().as_secs_f64() * 1000.;
let size = std::fs::metadata(root.join("horizon-sprites.cache"))?.len();
let start = Instant::now();
let warm = digest(&assets.reload(root)?);
let warm_ms = start.elapsed().as_secs_f64() * 1000.;
println!(
"cold={cold:016x} ({cold_ms:.1} ms) warm={warm:016x} ({warm_ms:.1} ms) cache_bytes={size}"
);
if cold != warm {
return Err("cached sprites differ from decoded sprites".into());
}
println!("PARITY OK");
Ok(())
}
-16
View File
@@ -877,22 +877,6 @@ pub fn item_entity(
&& item(&v["item"], stack, w)
}
/// `RecipeCraftedTrigger.TriggerInstance.matches`: each ingredient predicate
/// takes a different one of the stacks used, in order.
pub fn recipe_ingredients(v: &Value, used: &[ItemView], w: &dyn World) -> bool {
let Some(preds) = v.as_array() else {
return true;
};
let mut remaining: Vec<&ItemView> = used.iter().collect();
preds.iter().all(|p| {
let Some(i) = remaining.iter().position(|it| item(p, it, w)) else {
return false;
};
remaining.remove(i);
true
})
}
/// A `ContextAwarePredicate`: a list of loot conditions (or one condition).
pub fn conditions(v: &Value, ctx: &Entities, w: &dyn World) -> bool {
match v {
@@ -42,11 +42,11 @@ impl HeightmapState for StateFacts {
}
#[derive(Clone)]
pub struct Properties(Arc<Vec<StateFacts>>);
#[cfg(any(test, feature = "test-support"))]
#[cfg(test)]
impl Properties {
/// Heightmap facts for tests, per state: (air, has a fluid, blocks
/// motion, blocks motion but is not leaves). State 0 is minecraft:air.
pub fn for_tests(states: &[(bool, bool, bool, bool)]) -> Self {
pub(crate) fn for_tests(states: &[(bool, bool, bool, bool)]) -> Self {
Self(Arc::new(
states
.iter()
@@ -196,7 +196,7 @@ impl Assets {
impl RenderAssets {
pub fn load(root: &Path, assets: &Assets) -> Result<Self> {
let registry = assets.registry;
let mut sprites = crate::sprites::Sprites::with_disk_cache(root);
let mut sprites = crate::sprites::Sprites::default();
for name in MATERIALS {
sprites.insert(root, &format!("minecraft:block/{name}"))?;
}
@@ -217,7 +217,6 @@ impl RenderAssets {
for stage in 0..10 {
sprites.insert(root, &format!("minecraft:block/destroy_stage_{stage}"))?;
}
sprites.save_disk_cache();
sprites.finish();
// `finish` grows the buffer by doubling: keep only the bytes in use.
sprites.pixels.shrink_to_fit();
@@ -187,14 +187,7 @@ pub fn list_textures(root: &Path) -> Vec<String> {
};
for e in entries.flatten() {
let p = e.path();
// `file_type` comes with the listing; `Path::is_dir` is a stat per
// entry, kept for links (which it follows).
let dir = match e.file_type() {
Ok(t) if t.is_symlink() => p.is_dir(),
Ok(t) => t.is_dir(),
Err(_) => p.is_dir(),
};
if dir {
if p.is_dir() {
stack.push(p);
} else if p.extension().is_some_and(|x| x == "png")
&& let Ok(rel) = p.strip_prefix(&base)
@@ -144,7 +144,6 @@ type Stream = cpal::Stream;
type Stream = std::convert::Infallible;
pub struct Audio {
_stream: Option<Stream>,
device_name: String,
pub engine: SoundEngine,
backend: MixerBackend,
/// Record `Heard` sounds (the subtitle overlay is listening).
@@ -544,48 +543,15 @@ fn build_stream<T: cpal::SizedSample + cpal::FromSample<f32>>(
)?;
Ok(stream)
}
/// Available audio output device names.
#[cfg(feature = "audio")]
pub fn output_devices() -> Vec<String> {
if output_disabled(|name| std::env::var_os(name)).is_some() {
return Vec::new();
}
let host = cpal::default_host();
let mut names = Vec::new();
if let Ok(devices) = host.output_devices() {
for device in devices {
if let Ok(name) = device.name()
&& !names.contains(&name)
{
names.push(name);
}
}
}
names
}
#[cfg(not(feature = "audio"))]
pub fn output_devices() -> Vec<String> {
Vec::new()
}
impl Audio {
pub fn new(root: &Path) -> Self {
Self::with_device(root, "")
}
pub fn with_device(root: &Path, device_name: &str) -> Self {
Self::with_output(root, true, device_name)
Self::with_output(root, true)
}
/// No output device: the dedicated server.
pub fn silent(root: &Path) -> Self {
Self::with_output(root, false, "")
Self::with_output(root, false)
}
/// The output device asked for (`soundDevice`), empty for the system's default; the
/// default plays when that one can't be opened, as in vanilla.
pub fn device(&self) -> &str {
&self.device_name
}
fn with_output(root: &Path, output: bool, target_device: &str) -> Self {
fn with_output(root: &Path, output: bool) -> Self {
let registry = SoundRegistry::load(root);
if output && registry.is_empty() {
// The game then plays nothing on a working output (#1035, #1076).
@@ -598,7 +564,7 @@ impl Audio {
}
let mixer = Arc::new(Mutex::new(Mixer::default()));
let opened = if output {
Self::open_named(mixer.clone(), target_device)
Self::open(mixer.clone())
} else {
Err("no output on a dedicated server".into())
};
@@ -615,7 +581,6 @@ impl Audio {
engine.loaded = live;
Self {
_stream: stream,
device_name: target_device.to_owned(),
engine,
backend: MixerBackend {
mixer,
@@ -637,61 +602,10 @@ impl Audio {
}
}
#[cfg(not(feature = "audio"))]
fn open_named(_: Arc<Mutex<Mixer>>, _: &str) -> Result<Stream> {
fn open(_: Arc<Mutex<Mixer>>) -> Result<Stream> {
Err("this build has no sound output (built without the `audio` feature)".into())
}
#[cfg(feature = "audio")]
fn open_named(mixer: Arc<Mutex<Mixer>>, target: &str) -> Result<Stream> {
if let Some(reason) = output_disabled(|name| std::env::var_os(name)) {
return Err(reason.into());
}
let host = cpal::default_host();
if !target.is_empty()
&& let Ok(devices) = host.output_devices()
{
for device in devices {
let name = device.name().unwrap_or_else(|_| "unnamed device".into());
if name == target {
match open_device(&device, mixer.clone()) {
Ok((stream, config)) => {
log::info!(
"Horizon: audio output {name} ({} Hz, {} channels, {})",
config.sample_rate().0,
config.channels(),
config.sample_format()
);
return Ok(stream);
}
Err(e) => {
log::warn!(
"Horizon: could not open audio device '{target}': {e}; falling back to default"
);
}
}
break;
}
}
}
Self::open(mixer)
}
#[cfg(feature = "audio")]
pub fn set_device(&mut self, name: &str) -> Result<()> {
if !self.backend.live && self._stream.is_none() && !self.engine.loaded {
self.device_name = name.to_owned();
return Ok(());
}
self._stream = Some(Self::open_named(self.backend.mixer.clone(), name)?);
self.device_name = name.to_owned();
self.backend.live = true;
self.engine.loaded = true;
Ok(())
}
#[cfg(not(feature = "audio"))]
pub fn set_device(&mut self, name: &str) -> Result<()> {
self.device_name = name.to_owned();
Ok(())
}
#[cfg(feature = "audio")]
fn open(mixer: Arc<Mutex<Mixer>>) -> Result<Stream> {
if let Some(reason) = output_disabled(|name| std::env::var_os(name)) {
return Err(reason.into());
File renamed without changes.
+22 -58
View File
@@ -83,19 +83,10 @@ fn pos(tag: Option<&Tag>) -> Option<[i32; 3]> {
}
}
/// The bee occupant's codec and constructors, over the data in `chunk::block_entity`.
pub trait OccupantExt: Sized {
impl Occupant {
/// `Occupant.of`: the bee's saved tag without the ignored tags, staying
/// 2400 ticks with nectar, else 600.
fn of(tag: Tag) -> Self;
/// `Occupant.create`: a worldgen nest's bee, a bare bee tag.
fn create(ticks_in_hive: i32) -> Self;
fn has_nectar(&self) -> bool;
fn from_nbt(tag: &Tag) -> Option<Self>;
fn to_nbt(&self) -> Tag;
}
impl OccupantExt for Occupant {
fn of(mut tag: Tag) -> Self {
pub fn of(mut tag: Tag) -> Self {
if let Tag::Compound(c) = &mut tag {
strip_ignored(c);
}
@@ -106,7 +97,8 @@ impl OccupantExt for Occupant {
min_ticks_in_hive: if nectar { 2400 } else { 600 },
}
}
fn create(ticks_in_hive: i32) -> Self {
/// `Occupant.create`: a worldgen nest's bee, a bare bee tag.
pub fn create(ticks_in_hive: i32) -> Self {
Self {
entity_data: Tag::compound([("id", Tag::String("minecraft:bee".into()))]),
ticks_in_hive,
@@ -136,50 +128,13 @@ impl OccupantExt for Occupant {
}
}
/// `BeehiveBlockEntity`'s behaviour, over the data in `chunk::block_entity`.
pub trait BeehiveExt: Sized {
fn full(&self) -> bool;
/// `loadAdditional`: `bees` (all or none, as the list codec reads them)
/// and `flower_pos`.
fn from_nbt(tag: &Tag) -> Self;
/// `saveAdditional`.
fn to_nbt(&self) -> Vec<(&'static str, Tag)>;
/// `addOccupant` (the bee's own tag, saved by the host): the hive keeps
/// the bee's flower, or now and then swaps its own for it. The host then
/// discards the bee.
fn add_occupant(
&mut self,
at: [i32; 3],
tag: Tag,
bee_flower: Option<[i32; 3]>,
host: &mut impl HiveHost,
) -> bool;
/// `serverTick`: the bees whose time is up come out, then the hive
/// hums now and then while it holds any. `honey` is the hive state's
/// honey level as the tick starts (`None` without the property);
/// `facing` its front.
fn server_tick(
&mut self,
at: [i32; 3],
facing: [i32; 2],
honey: Option<i32>,
host: &mut impl HiveHost,
);
/// `releaseAllOccupants`: the ids of the bees let out.
fn release_all(
&mut self,
at: [i32; 3],
facing: [i32; 2],
honey: Option<i32>,
status: Release,
host: &mut impl HiveHost,
) -> Vec<u32>;
}
impl BeehiveExt for Beehive {
fn full(&self) -> bool {
impl Beehive {
pub fn full(&self) -> bool {
self.bees.len() == MAX_OCCUPANTS
}
fn from_nbt(tag: &Tag) -> Self {
/// `loadAdditional`: `bees` (all or none, as the list codec reads them)
/// and `flower_pos`.
pub fn from_nbt(tag: &Tag) -> Self {
let bees = match tag.get("bees") {
Some(Tag::List(list)) => list
.iter()
@@ -193,7 +148,8 @@ impl BeehiveExt for Beehive {
flower: pos(tag.get("flower_pos")),
}
}
fn to_nbt(&self) -> Vec<(&'static str, Tag)> {
/// `saveAdditional`.
pub fn to_nbt(&self) -> Vec<(&'static str, Tag)> {
let mut out = vec![(
"bees",
Tag::List(self.bees.iter().map(Occupant::to_nbt).collect()),
@@ -203,7 +159,10 @@ impl BeehiveExt for Beehive {
}
out
}
fn add_occupant(
/// `addOccupant` (the bee's own tag, saved by the host): the hive keeps
/// the bee's flower, or now and then swaps its own for it. The host then
/// discards the bee.
pub fn add_occupant(
&mut self,
at: [i32; 3],
tag: Tag,
@@ -223,7 +182,11 @@ impl BeehiveExt for Beehive {
host.sound("block.beehive.enter", corner);
true
}
fn server_tick(
/// `serverTick`: the bees whose time is up come out, then the hive
/// hums now and then while it holds any. `honey` is the hive state's
/// honey level as the tick starts (`None` without the property);
/// `facing` its front.
pub fn server_tick(
&mut self,
at: [i32; 3],
facing: [i32; 2],
@@ -260,7 +223,8 @@ impl BeehiveExt for Beehive {
host.sound("block.beehive.work", hum);
}
}
fn release_all(
/// `releaseAllOccupants`: the ids of the bees let out.
pub fn release_all(
&mut self,
at: [i32; 3],
facing: [i32; 2],
File renamed without changes.
@@ -146,7 +146,6 @@ const PAGES: Ty = Ty::Enum(&[
"shader-packs",
"graphics",
"graphics-advanced",
"graphics-hdr",
"extras",
"horizon",
"agent",
@@ -426,7 +425,7 @@ pub const COMMANDS: &[Cmd] = &[
&[BOX[0], BOX[1], BOX[2], BOX[3], BOX[4], BOX[5], p("block", Ty::Str, "block state")], mcp: true, local: false),
cmd!("container", World, "container X Y Z [ITEM COUNT]", "list a container's items, or add items to it", "", ["horizon-ctl container 3 64 1", "horizon-ctl container 3 64 1 diamond 3"],
&[BLOCK_XYZ[0], BLOCK_XYZ[1], BLOCK_XYZ[2], opt("item", Ty::Str, "item to add"), opt("count", Ty::Int, "how many")], mcp: true, local: false),
cmd!("render-distance", World, "render-distance N", "chunks, 2..128", "", ["horizon-ctl render-distance 8"], &[p("chunks", Ty::Int, "render distance")], mcp: false, local: false),
cmd!("render-distance", World, "render-distance N", "chunks, 2..64", "", ["horizon-ctl render-distance 8"], &[p("chunks", Ty::Int, "render distance")], mcp: false, local: false),
cmd!("wait", World, "wait TICKS", "wait until TICKS game ticks have passed (20 per second)",
"Keys and mouse buttons held with key ... down or mouse ... down stay held while it waits. Release them with key ... up, release or stop.",
["horizon-ctl wait 40", "horizon-ctl key w down && horizon-ctl wait 40 && horizon-ctl key w up"],
@@ -256,10 +256,6 @@ impl Biomes {
.copied()
.unwrap_or(0)
}
/// Whether the game has the biome `name`.
pub fn contains(&self, name: &str) -> bool {
self.index.contains_key(name)
}
pub fn get(&self, id: u16) -> &BiomeInfo {
&self.list[usize::from(id).min(self.list.len() - 1)]
}
@@ -654,20 +654,10 @@ fn sign_text_calls(
.collect()
}
/// How far the text of an outlined call sits in front of its outline, in
/// text units (`Font.DisplayMode.POLYGON_OFFSET`, see `draw_text`).
const TEXT_OVER_OUTLINE: f32 = 0.05;
/// Draws a text call with the font atlas: 8x8 glyph cells, the outline as
/// eight one-pixel offsets under the text.
///
/// `TextFeatureRenderer.renderText` draws the outline glyphs NORMAL and the
/// text over them POLYGON_OFFSET, so the coplanar text always wins the depth
/// test. Here both share one mesh, so the text is lifted a hair towards the
/// reader instead (a twentieth of a font pixel, invisible) rather than
/// z-fighting with the outline under it.
fn draw_text(scene: &Scene, call: &TextCall, out: &mut Vec<Vertex>) {
let mut emit = |dx: f32, dy: f32, z: f32, argb: u32| {
let mut emit = |dx: f32, dy: f32, argb: u32| {
let mut x = call.x + dx;
let y0 = call.y + dy;
for ch in call.text.chars() {
@@ -682,7 +672,7 @@ fn draw_text(scene: &Scene, call: &TextCall, out: &mut Vec<Vertex>) {
normal: [0; 4],
pos: call
.matrix
.transform_point3(Vec3::new(cx, cy, z))
.transform_point3(Vec3::new(cx, cy, 0.0))
.to_array(),
uv,
layer: 0,
@@ -707,15 +697,10 @@ fn draw_text(scene: &Scene, call: &TextCall, out: &mut Vec<Vertex>) {
(0.0, 1.0),
(1.0, 1.0),
] {
emit(dx, dy, 0.0, call.outline);
emit(dx, dy, call.outline);
}
}
let z = if call.outline != 0 {
TEXT_OVER_OUTLINE
} else {
0.0
};
emit(0.0, 0.0, z, call.color);
emit(0.0, 0.0, call.color);
}
/// Block-entity fields the level ticks, at one position (vanilla's own field
@@ -2273,69 +2258,6 @@ mod tests {
assert_eq!(out[2].uv, [0.5, 0.5]);
}
/// TextFeatureRenderer.renderText: an outlined call's text is drawn over
/// its outline (Font.DisplayMode.POLYGON_OFFSET), never level with it,
/// and plain text stays on the sign's plane.
#[test]
fn outlined_sign_text_sits_in_front_of_its_outline() {
let world = World::new(BlockStateId(0), 1);
let sprites = HashMap::new();
let glyph = |_: char| {
let rect = Rect {
u0: 0.0,
v0: 0.0,
u1: 0.0625,
v1: 0.0625,
w: 8,
h: 8,
};
(Some(rect), 6.0)
};
let scene = Scene {
camera: DVec3::ZERO,
orientation: Quat::IDENTITY,
anim: &|_| BlockAnim::default(),
texts: None,
partial: 0.0,
game_time: 0,
max_y: 320,
world: &world,
sprites: &sprites,
nether: false,
lid: &|_| 0.0,
sign: &|_| None,
banner: &|_| Vec::new(),
skull: &|_| None,
glyph: &glyph,
glyphs: 0,
};
let mut call = TextCall {
matrix: Mat4::IDENTITY,
x: 0.0,
y: 0.0,
text: "Hi".into(),
color: 0xFFFF_FF00,
outline: 0xFF33_3300,
light: 240 | 240 << 8,
};
let mut out = Vec::new();
draw_text(&scene, &call, &mut out);
// Eight outline copies, then the text, four corners a glyph.
assert_eq!(out.len(), 9 * 2 * 4);
let (outline, text) = out.split_at(8 * 2 * 4);
let front = outline.iter().map(|v| v.pos[2]).fold(f32::MIN, f32::max);
assert!(
text.iter().all(|v| v.pos[2] > front),
"text z {:?} not in front of the outline at {front}",
text.iter().map(|v| v.pos[2]).collect::<Vec<_>>()
);
call.outline = 0;
out.clear();
draw_text(&scene, &call, &mut out);
assert_eq!(out.len(), 2 * 4);
assert!(out.iter().all(|v| v.pos[2] == 0.0));
}
#[test]
fn cached_sign_text_matches_and_follows_changes() {
let renderer = BlockEntityRenderer {
@@ -14,19 +14,14 @@ pub use horizon_client_core::potions::{
BASE_POTION_COLOR, Category, EFFECTS, EffectDef, POTIONS, PotionDef, effect, namespaced,
potion, potion_color,
};
/// `MobEffectUtil.formatDuration` at 20 TPS.
/// `MobEffectUtil.formatDuration` at 20 TPS: m:ss or h:mm:ss.
pub fn format_duration(ticks: i32) -> String {
format_tick_duration(ticks, 20.0)
}
/// `StringUtil.formatTickDuration`: mm:ss, or hh:mm:ss from an hour up, every
/// field two digits.
pub fn format_tick_duration(ticks: i32, tick_rate: f32) -> String {
let secs = (ticks as f32 / tick_rate).floor() as i32;
let secs = ticks / 20;
let (h, m, s) = (secs / 3600, secs / 60 % 60, secs % 60);
if h > 0 {
format!("{h:02}:{m:02}:{s:02}")
format!("{h}:{m:02}:{s:02}")
} else {
format!("{m:02}:{s:02}")
format!("{m}:{s:02}")
}
}
/// `item.minecraft.potion.effect.<name>` style translation key for a potion item.
@@ -322,14 +317,10 @@ mod tests {
potion_name_key("minecraft:splash_potion", Some("minecraft:long_swiftness")),
"item.minecraft.splash_potion.effect.swiftness"
);
assert_eq!(format_duration(9600), "08:00");
assert_eq!(format_duration(450), "00:22");
assert_eq!(format_duration(140), "00:07");
assert_eq!(format_duration(1800), "01:30");
assert_eq!(format_duration(72000), "01:00:00");
assert_eq!(format_tick_duration(9600, 40.0), "04:00");
assert_eq!(format_duration(9600), "8:00");
assert_eq!(format_duration(450), "0:22");
let t = tooltip(Some("minecraft:strong_poison"), 1.0, &|_| None);
assert_eq!(t[0].0, "poison II (00:21)");
assert_eq!(t[0].0, "poison II (0:21)");
assert_eq!(POTIONS.len(), 46);
}
@@ -386,23 +377,4 @@ mod tests {
stand.tick(&brewing, &items, &providers);
assert_eq!(stand.brew_time, 0);
}
/// #3312: `PotionContents.getPotionDescription` names the effects with
/// translatable components, so a Russian game reads them from ru_ru.json
/// (the prepared one; skipped without it), as the tooltip's other lines.
#[test]
fn effect_lines_read_the_selected_language() {
let root = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("assets/minecraft/lang/ru_ru.json").exists() {
return;
}
let ru = crate::lang::Language::load(&[&root], "ru_ru");
let translate = |key: &str| ru.get(key).map(str::to_owned);
let lines = tooltip(Some("minecraft:turtle_master"), 0.125, &translate);
assert_eq!(lines.len(), 2);
assert!(lines[0].0.starts_with("Замедление IV ("), "{lines:?}");
assert!(lines[1].0.starts_with("Сопротивление III ("), "{lines:?}");
}
}
@@ -653,57 +653,18 @@ pub fn modify_fov_based_on_death_or_fluid(
fov
}
/// `ClientAvatarState`: the walked distance, view bob and cloak of a player.
/// `ClientAvatarState`: the walked distance and view bob of a player.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct AvatarBob {
pub walk_dist: f32,
pub walk_dist_o: f32,
pub bob: f32,
pub bob_o: f32,
/// `xCloak`, `yCloak`, `zCloak`: a point trailing the player, which the cape leans from.
pub cloak: [f64; 3],
pub cloak_o: [f64; 3],
}
impl AvatarBob {
/// `ClientAvatarState.tick` (at the start of `AbstractClientPlayer.tick`)
/// with the player's position then: `moveCloak` eases the cloak a quarter
/// of the way there, or puts it there from 10 blocks away.
pub fn tick(&mut self, position: [f64; 3]) {
/// `ClientAvatarState.tick` (at the start of `AbstractClientPlayer.tick`).
pub fn tick(&mut self) {
self.walk_dist_o = self.walk_dist;
self.cloak_o = self.cloak;
for i in 0..3 {
let d = position[i] - self.cloak[i];
if d > 10.0 || d < -10.0 {
self.cloak[i] = position[i];
self.cloak_o[i] = position[i];
} else {
self.cloak[i] += d * 0.25;
}
}
}
/// `AvatarRenderer.extractCapeState`: the cape's `capeFlap`, `capeLean`
/// and `capeLean2` (degrees) for the player at `position` (interpolated)
/// with its body turned `body_yaw` and its `fallFlyingScale`.
pub fn cape(
&self,
partial: f32,
position: [f64; 3],
body_yaw: f32,
fall_flying_scale: f32,
) -> [f32; 3] {
let d: [f64; 3] = std::array::from_fn(|i| {
lerp_d(f64::from(partial), self.cloak_o[i], self.cloak[i]) - position[i]
});
let rad = f64::from(body_yaw * DEG_TO_RAD);
let (sin, cos) = (f64::from(trig::sin(rad)), f64::from(-trig::cos(rad)));
let mut flap = (d[1] as f32 * 10.0).clamp(-6.0, 32.0);
let lean = ((d[0] * sin + d[2] * cos) as f32 * 100.0 * (1.0 - fall_flying_scale))
.clamp(0.0, 150.0);
let lean2 = ((d[0] * cos - d[2] * sin) as f32 * 100.0).clamp(-20.0, 20.0);
let bob = self.interpolated_bob(partial);
let walk = lerp(partial, self.walk_dist_o, self.walk_dist);
flap += trig::sin(f64::from(walk * 6.0)) * 32.0 * bob;
[flap, lean, lean2]
}
/// `LocalPlayer.move`: `addWalkedDistance(Mth.length(dx, dz) * 0.6F)`
/// with the float horizontal displacement.
@@ -834,23 +795,6 @@ pub fn spinning_effect_matrix(intensity: f32, angle_degrees: f32) -> glam::Mat4
#[cfg(test)]
mod tests {
/// `moveCloak` trails a quarter of the way, jumps from 10 blocks away; the
/// cape leans back as the player walks forward (south, body yaw 0).
#[test]
fn the_cloak_trails_the_player() {
let mut a = super::AvatarBob::default();
a.tick([0.0, 64.0, 0.0]);
assert_eq!((a.cloak, a.cloak_o), ([0.0, 64.0, 0.0], [0.0, 64.0, 0.0]));
a.tick([0.0, 64.0, 1.0]);
assert_eq!(a.cloak, [0.0, 64.0, 0.25]);
let [flap, lean, lean2] = a.cape(1.0, [0.0, 64.0, 1.0], 0.0, 0.0);
assert_eq!((flap, lean, lean2), (0.0, 75.0, 0.0));
// Falling lifts the flap, at most 32 degrees.
assert_eq!(a.cape(1.0, [0.0, 60.0, 0.25], 0.0, 0.0)[0], 32.0);
// Gliding takes the lean away.
assert_eq!(a.cape(1.0, [0.0, 64.0, 1.0], 0.0, 1.0)[1], 0.0);
}
#[test]
fn depth_far_covers_the_cloud_range() {
// renderDistance 2 with the default Cloud Distance (128 chunks).
@@ -653,42 +653,6 @@ pub struct Commands<'a> {
pub registries: &'a Registries,
}
/// `CommandSuggestions`' constructor arguments: how a screen's suggestions
/// parse and where they are drawn.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct SuggestLayout {
/// `commandsOnly`: the input is a command without a leading `/`.
pub commands_only: bool,
/// `onlyShowIfCursorPastError`: completions from the command's start,
/// not only past the `/`.
pub only_past_error: bool,
/// `suggestionLineLimit`.
pub line_limit: usize,
/// `anchorToBottom`: the list and usage over a box at the bottom, else
/// under one at the top (y 72).
pub anchor_to_bottom: bool,
/// `fillColor`: behind the list and the usage lines.
pub fill: i32,
}
impl SuggestLayout {
/// ChatScreen.init's `CommandSuggestions`.
pub const CHAT: Self = Self {
commands_only: false,
only_past_error: false,
line_limit: 10,
anchor_to_bottom: true,
fill: FILL,
};
/// AbstractCommandBlockEditScreen.init's `CommandSuggestions`.
pub const COMMAND_BLOCK: Self = Self {
commands_only: true,
only_past_error: true,
line_limit: 7,
anchor_to_bottom: false,
fill: i32::MIN,
};
}
/// The open chat screen: vanilla's `ChatScreen` with its `EditBox` and
/// `CommandSuggestions` (argument colouring, usage lines, parse errors,
/// the suggestion list, Tab completion, history).
@@ -716,7 +680,6 @@ pub struct ChatScreen {
pub auto_suggestions: bool,
/// `CommandSuggestions.setRestrictions`: what the Chat option allows.
pub abilities: ChatAbilities,
pub layout: SuggestLayout,
}
/// Local completions waiting for the server's reply to request `id`.
struct Awaiting {
@@ -787,43 +750,6 @@ impl ChatScreen {
keep_suggestions: false,
auto_suggestions: true,
abilities,
layout: SuggestLayout::CHAT,
};
s.update_command_info(m, c);
s
}
/// `AbstractCommandBlockEditScreen.init`: the command box at the top,
/// focused, holding `command`, with suggestions from the start.
pub fn command_block(
m: &Measure,
c: &Commands,
command: &str,
width: i32,
height: i32,
) -> Self {
let mut input = TextField::new(width / 2 - 150, 50, 300, 20);
input.max_length = 32500;
input.focused = true;
input.set_value(m, command);
let mut s = Self {
input,
width,
height,
history_buffer: String::new(),
history_pos: 0,
parse: None,
pending: None,
awaiting: None,
request: None,
suggestions: None,
usage: Vec::new(),
usage_position: 0,
usage_width: 0,
allow_suggestions: true,
keep_suggestions: false,
auto_suggestions: true,
abilities: ChatAbilities::new(ChatVisibility::Full),
layout: SuggestLayout::COMMAND_BLOCK,
};
s.update_command_info(m, c);
s
@@ -842,11 +768,7 @@ impl ChatScreen {
let value = self.input.value.clone();
let auto = self.auto_suggestions;
let abilities = self.abilities;
*self = if self.layout == SuggestLayout::CHAT {
Self::new(m, c, &value, self.history_pos, width, height, abilities)
} else {
Self::command_block(m, c, &value, width, height)
};
*self = Self::new(m, c, &value, self.history_pos, width, height, abilities);
self.auto_suggestions = auto;
}
}
@@ -892,18 +814,11 @@ impl ChatScreen {
self.usage.clear();
let cursor = self.input.cursor;
let cursor_b = byte_at(&command, cursor);
let slash = command.starts_with('/');
if self.layout.commands_only || slash {
let start = usize::from(slash);
if command.starts_with('/') {
if self.parse.is_none() {
self.parse = Some(c.dispatcher.parse_at(&command, start, c.registries));
self.parse = Some(c.dispatcher.parse_at(&command, 1, c.registries));
}
let from = if self.layout.only_past_error {
start
} else {
1
};
if cursor >= from && (self.suggestions.is_none() || !self.keep_suggestions) {
if cursor >= 1 && (self.suggestions.is_none() || !self.keep_suggestions) {
let parse = self.parse.as_ref().expect("parsed above");
let (range, list, ask) =
c.dispatcher
@@ -1087,11 +1002,7 @@ impl ChatScreen {
0,
self.input.screen_x(m, 0) + self.input.inner_width() - width,
);
let y = if self.layout.anchor_to_bottom {
self.height - 12
} else {
72
};
let y = self.height - 12;
// sortSuggestions: those starting with the word at the cursor first.
let partial = &value[..byte_at(&value, self.input.cursor)];
let word = partial[last_word_index(partial)..].to_lowercase();
@@ -1100,16 +1011,9 @@ impl ChatScreen {
s.text.starts_with(&word) || s.text.starts_with(&format!("minecraft:{word}"))
});
first.extend(rest);
// SuggestionsList: beside a bordered box, or over an unbordered one.
let n = first.len().min(self.layout.line_limit) as i32;
let bordered = i32::from(self.input.bordered);
let top = if self.layout.anchor_to_bottom {
y - 3 - n * 12
} else {
y - bordered
};
let n = first.len().min(10) as i32;
let mut l = SuggestionList {
rect: [x - (1 - bordered), top, width + 1, n * 12],
rect: [x - 1, y - 3 - n * 12, width + 1, n * 12],
original: value,
list: first,
offset: 0,
@@ -1138,12 +1042,11 @@ impl ChatScreen {
}
fn cycle(&mut self, l: &mut SuggestionList, dir: isize) {
self.select(l, l.current as isize + dir);
let limit = self.layout.line_limit;
let max = l.list.len().saturating_sub(limit);
let max = l.list.len().saturating_sub(10);
if l.current < l.offset {
l.offset = l.current.min(max);
} else if l.current >= l.offset + limit {
l.offset = (l.current as isize + 1 - limit as isize).clamp(0, max as isize) as usize;
} else if l.current > l.offset + 9 {
l.offset = (l.current as isize + 1 - 10).clamp(0, max as isize) as usize;
}
}
/// `SuggestionsList.useSuggestion`.
@@ -1171,57 +1074,7 @@ impl ChatScreen {
ctrl: bool,
) -> ChatAction {
use winit::keyboard::KeyCode as K;
if self.suggestions_key(m, c, key, shift) {
return ChatAction::None;
}
match key {
K::Escape => return ChatAction::Close,
K::Enter | K::NumpadEnter => {
// ChatScreen.keyPressed: without `hasAllowedInput` the input
// stays, unsent, and the screen stays open.
if !self.abilities.allows(&self.input.value) {
return ChatAction::None;
}
return ChatAction::Submit(self.normalized());
}
K::ArrowUp => self.move_in_history(m, c, history, -1),
K::ArrowDown => self.move_in_history(m, c, history, 1),
_ => {
self.field_key(m, c, key, shift, ctrl);
}
}
ChatAction::None
}
/// The input box's own keys (`EditBox.keyPressed`), the suggestions
/// following an edit: whether the box took the key.
pub fn field_key(
&mut self,
m: &Measure,
c: &Commands,
key: winit::keyboard::KeyCode,
shift: bool,
ctrl: bool,
) -> bool {
match self.input.key(m, key, shift, ctrl) {
Some(changed) => {
if changed {
self.edited(m, c);
}
true
}
None => false,
}
}
/// `CommandSuggestions.keyPressed`: the list's arrows, Tab and Escape,
/// and Tab to show it. True when the suggestions took the key.
pub fn suggestions_key(
&mut self,
m: &Measure,
c: &Commands,
key: winit::keyboard::KeyCode,
shift: bool,
) -> bool {
use winit::keyboard::KeyCode as K;
// CommandSuggestions.keyPressed.
if let Some(mut l) = self.suggestions.take() {
let handled = match key {
K::ArrowUp | K::ArrowDown => {
@@ -1238,18 +1091,37 @@ impl ChatScreen {
}
K::Escape => {
self.input.suggestion = None;
return true;
return ChatAction::None;
}
_ => false,
};
self.suggestions = Some(l);
handled
if handled {
return ChatAction::None;
}
} else if key == K::Tab {
self.show_suggestions(m);
true
} else {
false
return ChatAction::None;
}
match key {
K::Escape => return ChatAction::Close,
K::Enter | K::NumpadEnter => {
// ChatScreen.keyPressed: without `hasAllowedInput` the input
// stays, unsent, and the screen stays open.
if !self.abilities.allows(&self.input.value) {
return ChatAction::None;
}
return ChatAction::Submit(self.normalized());
}
K::ArrowUp => self.move_in_history(m, c, history, -1),
K::ArrowDown => self.move_in_history(m, c, history, 1),
_ => {
if self.input.key(m, key, shift, ctrl) == Some(true) {
self.edited(m, c);
}
}
}
ChatAction::None
}
/// `ChatScreen.moveInHistory`.
fn move_in_history(&mut self, m: &Measure, c: &Commands, history: &[String], dir: isize) {
@@ -1303,7 +1175,7 @@ impl ChatScreen {
if !l.contains(mouse.0, mouse.1) {
return false;
}
let max = l.list.len().saturating_sub(self.layout.line_limit) as i32;
let max = l.list.len().saturating_sub(10) as i32;
l.offset = ((l.offset as f64 - amount.clamp(-1.0, 1.0)) as i32).clamp(0, max) as usize;
true
}
@@ -1374,9 +1246,7 @@ impl ChatScreen {
) -> Vec<Draw> {
let (w, h) = (self.width, self.height);
let mut out = Vec::new();
if self.layout.anchor_to_bottom {
d::fill(&mut out, 2, h - 14, w - 2, h - 2, background);
}
d::fill(&mut out, 2, h - 14, w - 2, h - 2, background);
let format = |s: &str, o: usize| self.format(s, o);
self.input.draw(&mut out, m, blink_ms, Some(&format));
if let Some(mut l) = self.suggestions.take() {
@@ -1384,18 +1254,14 @@ impl ChatScreen {
self.suggestions = Some(l);
} else {
for (i, line) in self.usage.iter().enumerate() {
let y = if self.layout.anchor_to_bottom {
h - 27 - 12 * i as i32
} else {
72 + 12 * i as i32
};
let y = h - 27 - 12 * i as i32;
d::fill(
&mut out,
self.usage_position - 1,
y,
self.usage_position + self.usage_width + 1,
y + 12,
self.layout.fill,
FILL,
);
d::text(&mut out, line.clone(), self.usage_position, y + 2, -1, true);
}
@@ -1409,7 +1275,7 @@ impl ChatScreen {
l: &mut SuggestionList,
mouse: (i32, i32),
) {
let limit = l.list.len().min(self.layout.line_limit);
let limit = l.list.len().min(10);
let [rx, ry, rw, rh] = l.rect;
let has_prev = l.offset > 0;
let has_next = l.list.len() > l.offset + limit;
@@ -1418,8 +1284,8 @@ impl ChatScreen {
l.last_mouse = mouse;
}
if has_prev || has_next {
d::fill(out, rx, ry - 1, rx + rw, ry, self.layout.fill);
d::fill(out, rx, ry + rh, rx + rw, ry + rh + 1, self.layout.fill);
d::fill(out, rx, ry - 1, rx + rw, ry, FILL);
d::fill(out, rx, ry + rh, rx + rw, ry + rh + 1, FILL);
if has_prev {
for x in (0..rw).step_by(2) {
d::fill(out, rx + x, ry - 1, rx + x + 1, ry, -1);
@@ -1434,7 +1300,7 @@ impl ChatScreen {
let mut hovered = false;
for i in 0..limit {
let y = ry + 12 * i as i32;
d::fill(out, rx, y, rx + rw, y + 12, self.layout.fill);
d::fill(out, rx, y, rx + rw, y + 12, FILL);
if mouse.0 > rx && mouse.0 < rx + rw && mouse.1 > y && mouse.1 < y + 12 {
if moved {
self.select(l, (i + l.offset) as isize);
File renamed without changes.
@@ -74,28 +74,9 @@ pub enum BlockEntity {
/// `DaylightDetectorBlockEntity`: no data, only the ticker
/// (`DaylightDetectorBlock.tickEntity`).
DaylightDetector,
/// Suspicious sand and gravel: saved loot and the transient brushed face.
Brushable(Box<Brushable>),
/// A shelf holds three displayed item stacks.
Shelf(Box<Shelf>),
/// `ChiseledBookShelfBlockEntity`: a `Container` of six one-book slots.
ChiseledBookshelf(Box<ChiseledBookshelf>),
}
/// `BrushableBlockEntity`: the loot table is resolved on the first brush.
#[derive(Clone, Debug, Default)]
pub struct Brushable {
pub loot_table: Option<horizon_world::nbt::Tag>,
pub loot_seed: Option<horizon_world::nbt::Tag>,
pub item: Option<ItemStack>,
/// Direction's legacy network id; not saved to disk by vanilla.
pub hit_direction: Option<i32>,
}
/// `ShelfBlockEntity`'s displayed slots and alignment flag.
#[derive(Clone, Debug, Default)]
pub struct Shelf {
pub items: [Option<ItemStack>; 3],
pub align_to_bottom: bool,
}
/// `ChiseledBookShelfBlockEntity`: six slots and `lastInteractedSlot`.
#[derive(Clone, Debug, PartialEq)]
pub struct ChiseledBookshelf {
@@ -249,7 +230,7 @@ pub struct Info {
/// `VibrationSelector`: the closest, then highest-frequency candidate of a tick.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct Selector {
pub current: Option<(Info, i64)>,
pub(crate) current: Option<(Info, i64)>,
}
/// `VibrationSystem.Data`.
#[derive(Clone, Debug, Default, PartialEq)]
@@ -297,7 +278,7 @@ pub struct SpawnData {
/// Which `SpawnData` is next: one of the potentials (the same object in
/// vanilla, so changing it changes the potential) or its own.
#[derive(Clone, Debug, PartialEq)]
pub enum Next {
pub(crate) enum Next {
Potential(usize),
Own(SpawnData),
}
@@ -307,7 +288,7 @@ pub struct Spawner {
pub spawn_delay: i32,
/// `SpawnPotentials`: data and weight.
pub potentials: Vec<(SpawnData, i32)>,
pub next: Option<Next>,
pub(crate) next: Option<Next>,
pub min_spawn_delay: i32,
pub max_spawn_delay: i32,
pub spawn_count: i32,
@@ -320,24 +301,6 @@ pub struct Spawner {
pub spin: f64,
pub o_spin: f64,
}
impl Default for Spawner {
fn default() -> Self {
Self {
spawn_delay: 20,
potentials: Vec::new(),
next: None,
min_spawn_delay: 200,
max_spawn_delay: 800,
spawn_count: 4,
max_nearby_entities: 6,
required_player_range: 16,
spawn_range: 4,
client_delay: 20,
spin: 0.0,
o_spin: 0.0,
}
}
}
/// `TrialSpawnerConfig`.
#[derive(Clone, Debug, PartialEq)]
pub struct TrialConfig {
@@ -351,26 +314,6 @@ pub struct TrialConfig {
pub loot_tables_to_eject: Vec<(String, i32)>,
pub items_to_drop_when_ominous: String,
}
impl Default for TrialConfig {
/// `TrialSpawnerConfig.Builder`'s defaults.
fn default() -> Self {
Self {
spawn_range: 4,
total_mobs: 6.0,
simultaneous_mobs: 2.0,
total_mobs_added_per_player: 2.0,
simultaneous_mobs_added_per_player: 1.0,
ticks_between_spawn: 40,
spawn_potentials: Vec::new(),
loot_tables_to_eject: vec![
("minecraft:spawners/trial_chamber/consumables".into(), 1),
("minecraft:spawners/trial_chamber/key".into(), 1),
],
items_to_drop_when_ominous:
"minecraft:spawners/trial_chamber/items_to_drop_when_ominous".into(),
}
}
}
/// A `Holder<TrialSpawnerConfig>` as saved: a registry id
/// (`minecraft:trial_chamber/breeze/normal`) or an inline config.
#[derive(Clone, Debug, Default, PartialEq)]
@@ -404,28 +347,6 @@ pub struct TrialSpawner {
/// and their weights (the rolled counts).
pub dispensing: Option<Vec<ItemStack>>,
}
impl Default for TrialSpawner {
fn default() -> Self {
Self {
normal: ConfigSlot::default(),
ominous: ConfigSlot::default(),
target_cooldown_length: 36000,
required_player_range: 14,
detected_players: Vec::new(),
current_mobs: Vec::new(),
cooldown_ends_at: 0,
next_mob_spawns_at: 0,
total_mobs_spawned: 0,
next_spawn_data: None,
ejecting_loot_table: None,
is_ominous: false,
has_display: false,
spin: 0.0,
o_spin: 0.0,
dispensing: None,
}
}
}
/// `VaultConfig`.
#[derive(Clone, Debug, PartialEq)]
pub struct VaultConfig {
@@ -2,8 +2,8 @@
//! kinds, ticking as `AbstractFurnaceBlockEntity.serverTick` with fuel times
//! from the data-driven `context_int_provider`/`context_float_provider` files.
pub use crate::chunk::block_entity::{
Banner, Beacon, BlockEntity, Brushable, Campfire, ChiseledBookshelf, Crafter, CreakingHeart,
EndGateway, Furnace, FurnaceKind, Jukebox, Lectern, Shelf, Skull, SkullSkin,
Banner, Beacon, BlockEntity, Campfire, ChiseledBookshelf, Crafter, CreakingHeart, EndGateway,
Furnace, FurnaceKind, Jukebox, Lectern, Skull, SkullSkin,
};
use crate::items::ItemStack;
use std::collections::HashMap;
@@ -42,45 +42,6 @@ pub fn recipe_used_key(id: &str) -> String {
/// A hopper's slots: the only plain container with five.
pub const HOPPER_SLOTS: usize = 5;
/// `getDefaultName` of the `BaseContainerBlockEntity` that `block` holds: the
/// translation key of its menu's title when it has no custom name. Copper
/// chests hold a `ChestBlockEntity`, shulker boxes of every colour a
/// `ShulkerBoxBlockEntity`.
pub fn default_name_key(block: &str) -> Option<&'static str> {
Some(match block {
"minecraft:chest" | "minecraft:trapped_chest" => "container.chest",
n if n.ends_with("copper_chest") => "container.chest",
"minecraft:barrel" => "container.barrel",
n if n.ends_with("shulker_box") => "container.shulkerBox",
"minecraft:dispenser" => "container.dispenser",
"minecraft:dropper" => "container.dropper",
"minecraft:hopper" => "container.hopper",
"minecraft:furnace" => "container.furnace",
"minecraft:smoker" => "container.smoker",
"minecraft:blast_furnace" => "container.blast_furnace",
"minecraft:brewing_stand" => "container.brewing",
"minecraft:crafter" => "container.crafter",
_ => return None,
})
}
/// `BaseContainerBlockEntity.getDisplayName` (`getName`), the title of the
/// `ClientboundOpenScreenPacket` that opens it: the block entity's custom
/// name (`CustomName`, a literal), else its default name.
pub fn display_name(custom: Option<&str>, default_key: &str) -> horizon_world::nbt::Tag {
match custom {
Some(name) => horizon_protocol::text::literal(name),
None => horizon_protocol::text::translatable(default_key, &[]),
}
}
/// `ChestBlock.MENU_PROVIDER_COMBINER`'s `getDisplayName` for a double chest:
/// the first half's custom name (the right half, `DoubleBlockCombiner`'s
/// `FIRST`), else the second's, else `container.chestDouble`.
pub fn double_chest_name(first: Option<&str>, second: Option<&str>) -> horizon_world::nbt::Tag {
display_name(first.or(second), "container.chestDouble")
}
impl Campfire {
/// `placeFood`'s slot: the first empty one, given the item's
/// `campfire_cooking` time; it takes one item of `held`.
@@ -230,14 +191,6 @@ impl BlockEntity {
recipes_used: HashMap::new(),
}));
}
if matches!(
name,
"minecraft:suspicious_sand"
| "minecraft:suspicious_gravel"
| "minecraft:brushable_block"
) {
return Some(Self::Brushable(Box::default()));
}
if name == "minecraft:creaking_heart" {
return Some(Self::CreakingHeart(Box::default()));
}
@@ -300,9 +253,6 @@ impl BlockEntity {
if name == "minecraft:campfire" || name == "minecraft:soul_campfire" {
return Some(Self::Campfire(Box::default()));
}
if name == "minecraft:shelf" || name.ends_with("_shelf") {
return Some(Self::Shelf(Box::default()));
}
if name == "minecraft:chiseled_bookshelf" {
return Some(Self::ChiseledBookshelf(Box::default()));
}
@@ -345,10 +295,8 @@ impl BlockEntity {
Self::Skull(_) => "minecraft:skull",
Self::EndGateway(_) => "minecraft:end_gateway",
Self::DaylightDetector => "minecraft:daylight_detector",
Self::Brushable(_) => "minecraft:brushable_block",
Self::Campfire(_) => "minecraft:campfire",
Self::ChiseledBookshelf(_) => "minecraft:chiseled_bookshelf",
Self::Shelf(_) => "minecraft:shelf",
}
}
pub fn contents(&self) -> Vec<ItemStack> {
@@ -367,15 +315,13 @@ impl BlockEntity {
| Self::CommandBlock(_)
| Self::EndGateway(_)
| Self::Skull(_)
| Self::DaylightDetector
| Self::Brushable(_) => Vec::new(),
| Self::DaylightDetector => Vec::new(),
Self::Lectern(l) => l.book.iter().cloned().collect(),
Self::Sculk(_) => Vec::new(),
Self::Banner(_) => Vec::new(),
Self::Crafter(c) => c.items.iter().flatten().cloned().collect(),
Self::Campfire(c) => c.items.iter().flatten().cloned().collect(),
Self::ChiseledBookshelf(b) => b.items.iter().flatten().cloned().collect(),
Self::Shelf(b) => b.items.iter().flatten().cloned().collect(),
}
}
pub fn slots(&self) -> &[Option<ItemStack>] {
@@ -391,11 +337,9 @@ impl BlockEntity {
| Self::Banner(_)
| Self::EndGateway(_)
| Self::Skull(_)
| Self::DaylightDetector
| Self::Brushable(_) => &[],
| Self::DaylightDetector => &[],
Self::Crafter(c) => &c.items,
Self::ChiseledBookshelf(b) => &b.items,
Self::Shelf(b) => &b.items,
Self::CreakingHeart(_)
| Self::Spawner(_)
| Self::TrialSpawner(_)
@@ -419,11 +363,9 @@ impl BlockEntity {
| Self::Banner(_)
| Self::EndGateway(_)
| Self::Skull(_)
| Self::DaylightDetector
| Self::Brushable(_) => &mut [],
| Self::DaylightDetector => &mut [],
Self::Crafter(c) => &mut c.items,
Self::ChiseledBookshelf(b) => &mut b.items,
Self::Shelf(b) => &mut b.items,
Self::CreakingHeart(_)
| Self::Spawner(_)
| Self::TrialSpawner(_)
@@ -436,58 +378,6 @@ impl BlockEntity {
}
pub use crate::providers::Providers;
/// A `ChestBlock`, which `ChestBlock.combine` can join into a double chest:
/// chests, trapped chests and copper chests in every weathering state, waxed
/// or not (`CopperChestBlock` extends `ChestBlock`). Ender chests are
/// `EnderChestBlock`s and always single.
pub fn is_chest_block(name: &str) -> bool {
matches!(name, "minecraft:chest" | "minecraft:trapped_chest") || name.ends_with("copper_chest")
}
/// A chest block's name with its `type` and `facing` properties.
#[derive(Clone, Copy, Debug)]
pub struct ChestHalf<'a> {
pub block: &'a str,
pub kind: &'a str,
pub facing: &'a str,
}
impl ChestHalf<'_> {
/// `ChestBlock.getConnectedDirection` as an (x, z) step to the other
/// half: clockwise from the facing for a left half, counter-clockwise for
/// a right one. None for a single chest.
pub fn connected_step(&self) -> Option<(i32, i32)> {
let step = |facing: &str| match facing {
"north" => Some((0, -1)),
"south" => Some((0, 1)),
"west" => Some((-1, 0)),
"east" => Some((1, 0)),
_ => None,
};
let (x, z) = step(self.facing)?;
// Turning clockwise seen from above takes (x, z) to (-z, x).
match self.kind {
"left" => Some((-z, x)),
"right" => Some((z, -x)),
_ => None,
}
}
/// `DoubleBlockCombiner.combineWithNeigbour` as `ChestBlock.combine` calls
/// it: `other`, the block in this half's connected direction, is its other
/// half when it is the same block, a half of the other side and faces the
/// same way. Copper chests in different weathering states never join
/// (`CopperChestBlock` keeps both halves in one state instead).
pub fn pairs_with(&self, other: &ChestHalf) -> bool {
is_chest_block(self.block)
&& self.kind != "single"
&& other.block == self.block
&& other.kind != "single"
&& other.kind != self.kind
&& other.facing == self.facing
}
}
/// `AbstractFurnaceBlockEntity.createExperience`: `count * experience`, floored, and one
/// more with the chance of what is left over (a level random draw only when there is some).
pub fn create_experience(
@@ -505,24 +395,6 @@ pub fn create_experience(
xp
}
/// The `MenuType` the block entity of a one-block storage container opens
/// (`createMenu`): `ChestMenu.threeRows` for chests, trapped and copper chests
/// and barrels, `ShulkerBoxMenu` for shulker boxes of any colour (its
/// `ShulkerBoxSlot`s refuse shulker boxes), `DispenserMenu` for dispensers
/// and droppers, `HopperMenu` for hoppers. None for other blocks.
pub fn block_menu_type(block: &str) -> Option<&'static str> {
Some(match block {
"minecraft:chest" | "minecraft:trapped_chest" | "minecraft:barrel" => {
"minecraft:generic_9x3"
}
n if n.ends_with("copper_chest") => "minecraft:generic_9x3",
n if n.ends_with("shulker_box") => "minecraft:shulker_box",
"minecraft:dispenser" | "minecraft:dropper" => "minecraft:generic_3x3",
"minecraft:hopper" => "minecraft:hopper",
_ => return None,
})
}
#[cfg(test)]
mod tests {
use super::*;
+9 -1
View File
@@ -27,7 +27,7 @@ impl Ingredient {
pub fn of(items: Vec<String>) -> Self {
Self(items.iter().cloned().collect(), items)
}
pub(crate) fn parse(v: &Value, items: &Items) -> Option<Self> {
fn parse(v: &Value, items: &Items) -> Option<Self> {
let mut list: Vec<String> = Vec::new();
let mut add = |s: &str| {
let more: Vec<String> = match s.strip_prefix('#') {
@@ -43,6 +43,14 @@ impl Ingredient {
match v {
Value::String(s) => add(s),
Value::Array(a) => a.iter().filter_map(Value::as_str).for_each(&mut add),
Value::Object(o) => {
if let Some(s) = o.get("item").and_then(Value::as_str) {
add(s);
}
if let Some(t) = o.get("tag").and_then(Value::as_str) {
add(&format!("#{t}"));
}
}
_ => return None,
}
(!list.is_empty()).then(|| Self::of(list))
@@ -3,7 +3,6 @@
//! Written to `crash-reports/crash-<yyyy-MM-dd_HH.mm.ss>-client.txt` in the game folder when
//! the main thread panics or `main` gets an error back. It leaves the machine only scrubbed, and
//! only if the player allows crash reports (`telemetry`).
use std::cell::{Cell, RefCell};
use std::fmt::Write as _;
use std::path::{Path, PathBuf};
use std::sync::Mutex;
@@ -15,51 +14,6 @@ use chrono::{DateTime, Local};
static DETAILS: Mutex<Vec<(&'static str, String)>> = Mutex::new(Vec::new());
static REPORTED: AtomicBool = AtomicBool::new(false);
thread_local! {
/// How many `contain` calls this thread is inside.
static CONTAINED: Cell<u32> = const { Cell::new(0) };
/// The message of the last panic `contain` caught on this thread, from the hook.
static CAUGHT: RefCell<Option<String>> = const { RefCell::new(None) };
}
/// Runs `f`, and returns a panic in it as an error with the panic's message instead of letting
/// it end the game. For work that is not the game's own and whose failure the caller recovers
/// from, such as handing a shader pack's programs to the GPU driver's compiler: the panic goes
/// to the log with its stack, and no crash report is made for it.
pub fn contain<T>(f: impl FnOnce() -> T) -> Result<T, String> {
CONTAINED.with(|c| c.set(c.get() + 1));
let result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(f));
CONTAINED.with(|c| c.set(c.get() - 1));
result.map_err(|payload| {
CAUGHT
.with(|c| c.borrow_mut().take())
.unwrap_or_else(|| payload_text(&*payload))
})
}
/// For the hook: a panic inside `contain` is logged with its stack and kept for `contain` to
/// return. False for any other panic.
fn contained_panic(info: &std::panic::PanicHookInfo) -> bool {
if CONTAINED.with(Cell::get) == 0 {
return false;
}
let message = panic_message(info);
let stack = stack_lines(
&std::backtrace::Backtrace::force_capture().to_string(),
true,
);
log::error!(
"Recovered from an error: {message}\n{}",
stack
.lines()
.map(|l| format!("\tat {l}"))
.collect::<Vec<_>>()
.join("\n")
);
CAUGHT.with(|c| *c.borrow_mut() = Some(message));
true
}
/// Sets one line of the report's details (replacing the last value under `key`).
pub fn set_detail(key: &'static str, value: impl Into<String>) {
let mut details = DETAILS.lock().unwrap_or_else(|e| e.into_inner());
@@ -354,35 +308,13 @@ fn deliver(home: &Path, report: Report) -> Option<PathBuf> {
}
}
/// The report for a hung server tick, written by the watchdog thread
/// (`ServerWatchdog`): the stuck thread's stack is not available to Rust, so
/// the report carries none.
pub fn report_watchdog(home: &Path, side: &'static str, message: String) -> Option<PathBuf> {
deliver(
home,
Report {
time: Local::now(),
description: "Watching Server".into(),
error: format!("{message} (Watching Server)"),
stack: String::new(),
thread: thread_name(),
side,
details: system_details(),
log: crate::logging::recent_lines(),
},
)
}
fn payload_text(payload: &(dyn std::any::Any + Send)) -> String {
payload
fn panic_message(info: &std::panic::PanicHookInfo) -> String {
let payload = info.payload();
let text = payload
.downcast_ref::<&str>()
.map(|s| s.to_string())
.or_else(|| payload.downcast_ref::<String>().cloned())
.unwrap_or_else(|| "Box<dyn Any>".into())
}
fn panic_message(info: &std::panic::PanicHookInfo) -> String {
let text = payload_text(info.payload());
.unwrap_or_else(|| "Box<dyn Any>".into());
match info.location() {
Some(at) => format!("panicked at {at}:\n{text}"),
None => format!("panicked:\n{text}"),
@@ -398,7 +330,7 @@ pub fn stack_lines(backtrace: &str, from_panic: bool) -> String {
// separator the build machine used.
let manifest = env!("CARGO_MANIFEST_DIR").replace('\\', "/");
let root = manifest
.strip_suffix("crates/horizon-client-render")
.strip_suffix("crates/horizon-client")
.unwrap_or(&manifest);
let mut frames: Vec<(String, Option<String>)> = Vec::new();
for line in backtrace.lines() {
@@ -485,13 +417,10 @@ pub fn panic_report(info: &std::panic::PanicHookInfo, side: &'static str) -> Rep
/// Reports panics: on the main thread a crash report (the panic then ends the game, exit code
/// 101); on other threads the error goes to the log, as vanilla's uncaught exception handler
/// does. The default hook still prints the panic. A panic inside `contain` is only logged.
/// does. The default hook still prints the panic.
pub fn install(home: PathBuf, side: &'static str) {
let default = std::panic::take_hook();
std::panic::set_hook(Box::new(move |info| {
if contained_panic(info) {
return;
}
default(info);
let main = std::thread::current().name() == Some("main");
if main {
@@ -676,21 +605,10 @@ mod tests {
);
assert_eq!(
stack_lines(&bt, true),
"horizon_client::crash::debug_crash_tick (crates/horizon-client-render/src/crash.rs:359:9)\nwinit::dispatch (winit-0.30.13/src/event_loop.rs:642:56)\nmain\n"
"horizon_client::crash::debug_crash_tick (crates/horizon-client/src/crash.rs:359:9)\nwinit::dispatch (winit-0.30.13/src/event_loop.rs:642:56)\nmain\n"
);
}
#[test]
fn contained_panics_come_back_as_errors() {
assert_eq!(contain(|| 7), Ok(7));
let error = contain(|| -> u8 { panic!("a pack's program") }).unwrap_err();
assert!(error.contains("a pack's program"), "{error}");
// Nested, and the thread is no longer inside one after.
let outer = contain(|| contain(|| -> u8 { panic!("inner") }));
assert!(outer.unwrap().unwrap_err().contains("inner"));
assert_eq!(CONTAINED.with(Cell::get), 0);
}
#[test]
fn the_debug_crash_is_reported_as_vanillas() {
let error: Box<dyn std::error::Error> = DebugCrash::new().into();
-207
View File
@@ -527,53 +527,6 @@ impl Creative {
pub fn scroller_offset(&self) -> f32 {
((Self::SCROLL_HEIGHT - 17.0) * self.scroll) as i32 as f32
}
/// The tabs whose `CreativeModeTab.contains(stack)` holds, in
/// `CreativeModeTabs.tabs()` order, the search tab left out: the stack is
/// among the tab's search-tab items, by item and components. The export
/// lists each tab's own items; the search tab's stacks that no tab shows
/// (the enchanted books below their top level, `SEARCH_TAB_ONLY`) belong
/// to the tabs that show their item.
pub fn tabs_containing(&self, stack: &ItemStack) -> Vec<usize> {
let category = |t: &Tab| !t.search && !t.inventory;
let tabs_where = |shows: &dyn Fn(&ItemStack) -> bool| -> Vec<usize> {
(0..self.tabs.len())
.filter(|&i| category(&self.tabs[i]) && self.tabs[i].items.iter().any(shows))
.collect()
};
let found = tabs_where(&|s| same_components(s, stack));
if found.is_empty() && self.search_items.iter().any(|s| same_components(s, stack)) {
return tabs_where(&|s| s.item == stack.item);
}
found
}
/// The `#namespace:path` lines `getTooltipFromContainerItem` adds for a
/// search tab stack while the search is a `#` query: the item tags
/// `updateVisibleTags` keeps for the text after `#` (the path contains it;
/// with a colon, the namespace and the path each contain their part) that
/// the stack has.
pub fn search_tag_lines(&self, stack: &ItemStack) -> Vec<String> {
let Some(text) = self.search.value.strip_prefix('#') else {
return Vec::new();
};
let Some(entry) = self
.search_items
.iter()
.position(|s| same_components(s, stack))
.and_then(|i| self.search_index.get(i))
else {
return Vec::new();
};
let visible = |(ns, path): &(String, String)| match text.split_once(':') {
None => path.contains(text),
Some((n, p)) => ns.contains(java_trim(n)) && path.contains(java_trim(p)),
};
entry
.tags
.iter()
.filter(|t| visible(t))
.map(|(ns, path)| format!("#{ns}:{path}"))
.collect()
}
/// Tab button position relative to the screen origin (CreativeModeInventoryScreen.getTabX/Y).
pub fn tab_position(tab: &Tab) -> (f32, f32) {
let mut x = tab.column as f32 * 27.0;
@@ -584,35 +537,12 @@ impl Creative {
let y = if tab.top { -28.0 } else { Self::HEIGHT - 4.0 };
(x, y)
}
/// `CreativeModeInventoryScreen.extractTabButton`'s cursor: an unselected
/// tab asks for the pointing hand when the whole-pixel mouse, relative to
/// the screen origin, is strictly inside its 26x32 button.
pub fn tab_wants_hand(tab: &Tab, selected: bool, mouse: (f32, f32)) -> bool {
let (x, y) = Self::tab_position(tab);
let (mx, my) = (mouse.0.floor(), mouse.1.floor());
!selected && mx > x && my > y && mx < x + 26.0 && my < y + 32.0
}
}
/// Whether a suffix array of `strings` has a suffix starting with `text`:
/// some string contains it (none for no strings, even when `text` is empty).
fn any<'a>(strings: impl IntoIterator<Item = &'a str>, text: &str) -> bool {
strings.into_iter().any(|s| s.contains(text))
}
/// `ItemStack.isSameItemSameComponents`, the count left out, as the
/// tabs' `ItemStackLinkedSet` compares: no components and empty ones match.
fn same_components(a: &ItemStack, b: &ItemStack) -> bool {
let none = crate::item_data::StackData::default();
a.item == b.item
&& a.damage == b.damage
&& a.data().unwrap_or(&none) == b.data().unwrap_or(&none)
}
/// `CreativeModeInventoryScreen.getTooltipFromContainerItem`: the plain
/// tooltip only for a category tab's own grid slots (`CustomCreativeSlot`);
/// everywhere else in the screen the tab names (and, on the search tab's
/// grid, the tag lines) follow the item's name.
pub fn tooltip_lists_tabs(category_tab: bool, grid_slot: bool) -> bool {
!(category_tab && grid_slot)
}
/// String.toLowerCase(Locale.ROOT).
fn java_lower(s: &str) -> String {
s.to_lowercase()
@@ -760,109 +690,6 @@ mod tests {
(carried, effect)
}
/// Tabs as the export lists them: two block tabs sharing the oak log,
/// ingredients with the top-level book only, the search tab with every
/// stack (a level 1 book only there) and its tags, the inventory.
fn tooltip_tabs() -> Creative {
let book = |level: u8| {
format!(
r#"{{components:{{"minecraft:stored_enchantments":{{"minecraft:sharpness":{level}}}}},count:1,id:"minecraft:enchanted_book"}}"#
)
};
let log = r#"{count:1,id:"minecraft:oak_log"}"#;
let dirt = r#"{count:1,id:"minecraft:dirt"}"#;
let tab = |id: &str, kind: &str, items: Vec<String>| serde_json::json!({"id": id, "type": kind, "title": id, "icon": log, "items": items});
let mut search = tab(
"minecraft:search",
"SEARCH",
vec![log.into(), dirt.into(), book(1), book(5)],
);
search["lines"] = serde_json::json!([[], [], [], []]);
search["tags"] = serde_json::json!([
[
"minecraft:logs",
"minecraft:oak_logs",
"minecraft:logs_that_burn"
],
["minecraft:dirt"],
[],
[]
]);
Creative::from_json(&serde_json::json!({"tabs": [
tab("minecraft:building_blocks", "CATEGORY", vec![log.into()]),
tab("minecraft:natural_blocks", "CATEGORY", vec![log.into(), dirt.into()]),
tab("minecraft:hotbar", "HOTBAR", vec![]),
search,
tab("minecraft:ingredients", "CATEGORY", vec![book(5)]),
tab("minecraft:inventory", "INVENTORY", vec![]),
]}))
.unwrap()
}
#[test]
fn tooltip_lists_the_tabs_that_contain_the_stack() {
let c = tooltip_tabs();
let ids = |s: &ItemStack| -> Vec<&str> {
c.tabs_containing(s)
.into_iter()
.map(|i| c.tabs[i].id.as_str())
.collect()
};
// In tab order, the search and inventory tabs left out; the count
// doesn't matter.
assert_eq!(
ids(&stack("oak_log", 37)),
["minecraft:building_blocks", "minecraft:natural_blocks"]
);
assert_eq!(ids(&stack("dirt", 1)), ["minecraft:natural_blocks"]);
// A stack no tab holds: other components, or no creative item.
let mut damaged = stack("oak_log", 1);
damaged.damage = 3;
assert!(ids(&damaged).is_empty());
assert!(ids(&stack("barrier", 1)).is_empty());
// A level 1 book is a search-tab-only stack of the ingredients tab.
let books: Vec<&ItemStack> = c
.search_items()
.iter()
.filter(|s| &*s.item == "minecraft:enchanted_book")
.collect();
assert_eq!(ids(books[0]), ["minecraft:ingredients"]);
assert_eq!(ids(books[1]), ["minecraft:ingredients"]);
}
#[test]
fn tooltip_tab_names_skip_only_a_category_tab_grid() {
assert!(!tooltip_lists_tabs(true, true));
// The hotbar row of a category tab, the search tab's grid and hotbar,
// the inventory tab.
assert!(tooltip_lists_tabs(true, false));
assert!(tooltip_lists_tabs(false, true));
assert!(tooltip_lists_tabs(false, false));
}
#[test]
fn tag_search_lists_the_matching_tags_of_the_stack() {
let mut c = tooltip_tabs();
let log = stack("oak_log", 1);
assert!(c.search_tag_lines(&log).is_empty());
c.search.set_value("logs");
assert!(c.search_tag_lines(&log).is_empty());
c.search.set_value("#logs");
assert_eq!(
c.search_tag_lines(&log),
[
"#minecraft:logs",
"#minecraft:oak_logs",
"#minecraft:logs_that_burn"
]
);
c.search.set_value("#oak");
assert_eq!(c.search_tag_lines(&log), ["#minecraft:oak_logs"]);
c.search.set_value("#mine : burn");
assert_eq!(c.search_tag_lines(&log), ["#minecraft:logs_that_burn"]);
assert!(c.search_tag_lines(&stack("dirt", 1)).is_empty());
}
#[test]
fn search_tab_number_keys_swap_over_a_slot_before_typing() {
let filled = Hover::Display { filled: true };
@@ -1179,38 +1006,4 @@ mod tests {
c.search.key(KeyCode::Backspace, false, false);
assert_eq!(c.search.value, "world");
}
#[test]
fn unselected_tabs_want_the_hand_strictly_inside() {
let tab = |top, column| Tab {
id: String::new(),
title: String::new(),
icon: String::new(),
items: Vec::new(),
top,
column,
search: false,
inventory: false,
};
// Top row, second column: the button spans x 27..53, y -28..4.
let t = tab(true, 1);
assert!(Creative::tab_wants_hand(&t, false, (40.0, -10.0)));
assert!(!Creative::tab_wants_hand(&t, true, (40.0, -10.0)));
// Its edges ask for nothing; the mouse counts in whole pixels.
assert!(!Creative::tab_wants_hand(&t, false, (27.0, -10.0)));
assert!(!Creative::tab_wants_hand(&t, false, (27.9, -10.0)));
assert!(Creative::tab_wants_hand(&t, false, (28.0, -10.0)));
assert!(Creative::tab_wants_hand(&t, false, (52.9, -10.0)));
assert!(!Creative::tab_wants_hand(&t, false, (53.0, -10.0)));
assert!(!Creative::tab_wants_hand(&t, false, (40.0, -28.0)));
assert!(Creative::tab_wants_hand(&t, false, (40.0, -27.0)));
assert!(Creative::tab_wants_hand(&t, false, (40.0, 3.9)));
assert!(!Creative::tab_wants_hand(&t, false, (40.0, 4.0)));
// Bottom row, right-aligned inventory column: x 169..195, y 132..164.
let b = tab(false, 6);
assert!(Creative::tab_wants_hand(&b, false, (180.0, 140.0)));
assert!(!Creative::tab_wants_hand(&b, false, (169.0, 140.0)));
assert!(Creative::tab_wants_hand(&b, false, (170.0, 140.0)));
assert!(!Creative::tab_wants_hand(&b, false, (180.0, 132.0)));
}
}
@@ -2,10 +2,7 @@
//! the parts of them commands use: `.mcfunction` functions (with macros and
//! line continuation), function tags and predicates.
use crate::zip::Zip;
use horizon_world::{
nbt::Tag,
worldgen::overrides::{self, PackFile, WorldgenOverrides},
};
use horizon_world::nbt::Tag;
use std::{
collections::BTreeMap,
path::{Path, PathBuf},
@@ -128,114 +125,6 @@ pub fn discover(world: &Path) -> Vec<DataPack> {
packs
}
// ---- Create World ------------------------------------------------------------
/// Create World's Data Packs screen (`PackSelectionScreen` on vanilla's
/// `mcworld-` folder): the folder's packs (`PackSource.WORLD`) and the
/// built-in one (`resources` holds its `pack.png`), which can be unselected
/// and stays at the bottom. Horizon has no experiments, so their feature
/// packs are not offered.
pub fn screen_packs(dir: &Path, resources: &Path) -> Vec<crate::pack_screen::PackInfo> {
use crate::{
pack_screen::{Compat, PackInfo, Source, load_icon},
packs::Position,
text::{Style, Text},
};
let format = horizon_core::version::DATA_PACK_FORMAT;
let mut infos: Vec<PackInfo> = crate::packs::folder(dir, format)
.into_iter()
.map(|p| PackInfo {
icon: p.icon_png().as_deref().and_then(load_icon),
id: p.id,
title: p.title,
description: p.raw_description,
description_style: p.description_style,
source: Source::World,
compat: p.compatibility,
required: false,
position: Position::Top,
fixed: false,
})
.collect();
infos.push(PackInfo {
id: "vanilla".into(),
title: Text::translate("dataPack.vanilla.name", &[]),
description: Text::translate("dataPack.vanilla.description", &[]),
description_style: Style::default(),
source: Source::BuiltIn,
compat: Compat::Compatible,
icon: std::fs::read(resources.join("pack.png"))
.ok()
.as_deref()
.and_then(load_icon),
required: false,
position: Position::Bottom,
fixed: false,
});
infos
}
/// A new empty folder for Create World's packs
/// (`Files.createTempDirectory("mcworld-")`).
pub fn temp_folder() -> std::io::Result<PathBuf> {
let nanos = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap_or_default()
.as_nanos();
let dir = std::env::temp_dir().join(format!("mcworld-{}-{nanos}", std::process::id()));
std::fs::create_dir_all(&dir)?;
Ok(dir)
}
/// What's in a folder of packs, to notice packs added or removed while the
/// screen shows it (`PackSelectionScreen.Watcher`).
pub fn folder_stamp(dir: &Path) -> Vec<(String, Option<std::time::SystemTime>)> {
let mut stamp: Vec<_> = std::fs::read_dir(dir)
.into_iter()
.flatten()
.flatten()
.map(|e| {
let modified = e.metadata().and_then(|m| m.modified()).ok();
(e.file_name().to_string_lossy().into_owned(), modified)
})
.collect();
stamp.sort();
stamp
}
/// Create World's packs into the new world before it opens
/// (`copyTempDataPackDirToNewWorld`): every pack of `dir` goes to
/// `<world>/datapacks`, and `datapacks.json` enables those `selected`
/// (lowest priority first) and disables the rest.
pub fn install(dir: &Path, world: &Path, selected: &[String]) -> Result<(), String> {
let err = |p: &Path, e: std::io::Error| format!("{}: {e}", p.display());
let target = world.join("datapacks");
std::fs::create_dir_all(&target).map_err(|e| err(&target, e))?;
let mut disabled = Vec::new();
for pack in crate::packs::folder(dir, horizon_core::version::DATA_PACK_FORMAT) {
let (crate::packs::Source::Dir(from) | crate::packs::Source::Zip(from)) = &pack.source;
copy(from, &target.join(pack.id.trim_start_matches("file/")))?;
if !selected.contains(&pack.id) {
disabled.push(pack.id);
}
}
if !selected.iter().any(|id| id == "vanilla") {
disabled.push("vanilla".into());
}
let json = serde_json::json!({ "enabled": selected, "disabled": disabled });
let file = world.join("datapacks.json");
std::fs::write(&file, json.to_string()).map_err(|e| err(&file, e))
}
/// A file, or a folder and everything in it.
fn copy(from: &Path, to: &Path) -> Result<(), String> {
let err = |e: std::io::Error| format!("{} -> {}: {e}", from.display(), to.display());
if !from.is_dir() {
return std::fs::copy(from, to).map(drop).map_err(err);
}
std::fs::create_dir_all(to).map_err(err)?;
for e in std::fs::read_dir(from).map_err(err)?.flatten() {
copy(&e.path(), &to.join(e.file_name()))?;
}
Ok(())
}
// ---- functions ---------------------------------------------------------------
/// A `.mcfunction`: plain command lines and macro lines.
@@ -532,138 +421,9 @@ fn hash_normalize(s: &str) -> String {
}
}
/// The ids of `packs` (a world's, from `discover`) that are enabled, lowest
/// priority first: those `<world>/datapacks.json` lists as enabled, in its
/// order, then every pack it lists neither way, in name order.
pub fn enabled_ids(world: &Path, packs: &[DataPack]) -> Vec<String> {
let saved: Option<serde_json::Value> = std::fs::read(world.join("datapacks.json"))
.ok()
.and_then(|b| serde_json::from_slice(&b).ok());
let list = |key: &str| -> Vec<String> {
saved
.as_ref()
.and_then(|v| v[key].as_array())
.map(|a| {
a.iter()
.filter_map(|s| s.as_str().map(str::to_owned))
.collect()
})
.unwrap_or_default()
};
let disabled = list("disabled");
let mut enabled: Vec<String> = list("enabled")
.into_iter()
.filter(|id| packs.iter().any(|p| &p.id == id))
.collect();
for p in packs {
if !enabled.contains(&p.id) && !disabled.contains(&p.id) {
enabled.push(p.id.clone());
}
}
enabled
}
// ---- worldgen ----------------------------------------------------------------
/// The worldgen entries of `packs` (lowest priority first, the built-in pack
/// left out: the prepared bundles are it) for the chunk generator, and what
/// it leaves out, for the log. `biomes` says which biomes the game has: a
/// pack's new biome is left out (the game has no colours, sounds or id for it).
pub fn worldgen_overrides(
packs: &[&DataPack],
biomes: impl Fn(&str) -> bool,
) -> (WorldgenOverrides, Vec<String>) {
let mut out = WorldgenOverrides::default();
let mut not_read: BTreeMap<String, usize> = BTreeMap::new();
let mut warnings = Vec::new();
for pack in packs {
for file in pack.list_kinds(&overrides::PACK_KINDS) {
let read = || String::from_utf8(pack.read(&file)?).ok();
match out.add_file(&pack.id, &file, read) {
PackFile::Read | PackFile::Other => {}
PackFile::DimensionType { id, min_y, height } => warnings.push(format!(
"{}: dimension type {id} (min_y {min_y}, height {height}) is not used: \
the dimension keeps its vanilla build height",
pack.id
)),
PackFile::NotRead(kind) => {
*not_read.entry(format!("{}: {kind}", pack.id)).or_default() += 1
}
PackFile::Unreadable => warnings.push(format!("{}: {file}: unreadable", pack.id)),
}
}
}
warnings.extend(out.finish(biomes));
for (kind, files) in not_read {
warnings.push(format!("{kind}: {files} files the generator does not read"));
}
(out, warnings)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn enabled_packs_override_worldgen_in_order() {
let dir = std::env::temp_dir().join(format!("hz-datapack-worldgen-{}", std::process::id()));
let _ = std::fs::remove_dir_all(&dir);
let write = |pack: &str, p: &str, t: &str| {
let path = dir.join("datapacks").join(pack).join(p);
std::fs::create_dir_all(path.parent().unwrap()).unwrap();
std::fs::write(path, t).unwrap();
};
for pack in ["a", "b", "off"] {
write(pack, "pack.mcmeta", "{}");
write(pack, "data/minecraft/worldgen/noise/cave.json", pack);
write(
pack,
"data/minecraft/tags/worldgen/biome/is_hill.json",
"{\"values\":[]}",
);
}
write("a", "data/minecraft/worldgen/biome/new_peaks.json", "{}");
write("a", "data/minecraft/worldgen/biome/plains.json", "{}");
write(
"a",
"data/minecraft/worldgen/world_preset/normal.json",
"{}",
);
write(
"b",
"data/minecraft/dimension_type/overworld.json",
"{\"min_y\":-64,\"height\":2096}",
);
// `b` is enabled first, so `a` (enabled after it) wins.
std::fs::write(
dir.join("datapacks.json"),
"{\"enabled\":[\"file/b\",\"file/a\"],\"disabled\":[\"file/off\"]}",
)
.unwrap();
let packs = discover(&dir);
let enabled = enabled_ids(&dir, &packs);
assert_eq!(enabled, ["file/b", "file/a"]);
let enabled: Vec<&DataPack> = enabled
.iter()
.map(|id| packs.iter().find(|p| &p.id == id).unwrap())
.collect();
let (o, warnings) = worldgen_overrides(&enabled, |b| b == "minecraft:plains");
assert_eq!(
o.entries("noises").collect::<Vec<_>>(),
[("minecraft:cave", "a")]
);
assert_eq!(
o.entries("biomes").collect::<Vec<_>>(),
[("minecraft:plains", "{}")]
);
let tag_packs: Vec<&str> = o.tags("biome_tags").map(|(_, p, _)| p).collect();
assert_eq!(tag_packs, ["file/b", "file/a"]);
assert_eq!(warnings.len(), 3, "{warnings:?}");
assert!(warnings[0].contains("height 2096"));
assert!(warnings[1].contains("minecraft:new_peaks"));
assert!(warnings[2].contains("worldgen/world_preset"));
let _ = std::fs::remove_dir_all(&dir);
}
use horizon_world::nbt::parse_snbt;
#[test]
@@ -806,51 +566,4 @@ mod tests {
assert_eq!(p.list_kinds(&kinds), wanted);
let _ = std::fs::remove_dir_all(&dir);
}
#[test]
fn create_world_installs_its_packs() {
let root = std::env::temp_dir().join(format!("hz-datapack-install-{}", std::process::id()));
let _ = std::fs::remove_dir_all(&root);
let (dir, world) = (root.join("mcworld"), root.join("world"));
let write = |pack: &str, p: &str, t: &str| {
let path = dir.join(pack).join(p);
std::fs::create_dir_all(path.parent().unwrap()).unwrap();
std::fs::write(path, t).unwrap();
};
write("fns", "pack.mcmeta", r#"{"pack":{"pack_format":121}}"#);
write("fns", "data/x/function/f.mcfunction", "say hi");
write("off", "pack.mcmeta", r#"{"pack":{"pack_format":121}}"#);
std::fs::create_dir_all(&dir).unwrap();
let mut zip = zip::ZipWriter::new(std::fs::File::create(dir.join("old.zip")).unwrap());
zip.start_file("pack.mcmeta", zip::write::SimpleFileOptions::default())
.unwrap();
std::io::Write::write_all(&mut zip, br#"{"pack":{"pack_format":48}}"#).unwrap();
zip.finish().unwrap();
let infos = screen_packs(&dir, &root);
let ids: Vec<&str> = infos.iter().map(|p| p.id.as_str()).collect();
assert_eq!(ids, ["file/fns", "file/off", "file/old.zip", "vanilla"]);
let compat: Vec<_> = infos.iter().map(|p| p.compat).collect();
use crate::pack_screen::Compat;
assert_eq!(
compat,
[
Compat::Compatible,
Compat::Compatible,
Compat::TooOld,
Compat::Compatible
]
);
let selected = ["vanilla", "file/old.zip", "file/fns"].map(String::from);
install(&dir, &world, &selected).unwrap();
let packs = discover(&world);
let ids: Vec<&str> = packs.iter().map(|p| p.id.as_str()).collect();
assert_eq!(ids, ["file/fns", "file/off", "file/old.zip"]);
let saved: serde_json::Value =
serde_json::from_slice(&std::fs::read(world.join("datapacks.json")).unwrap()).unwrap();
assert_eq!(
saved,
serde_json::json!({"enabled": selected, "disabled": ["file/off"]})
);
let _ = std::fs::remove_dir_all(&root);
}
}
-28
View File
@@ -152,14 +152,6 @@ impl DebugCharts {
}
self.packet_tick = (self.packet_tick + 1) % 20;
}
/// Whether `draw` (or the lightmap view) puts something in the bottom
/// left and the bottom right corner, for a `remote` server or not.
pub fn corners(&self, remote: bool) -> [bool; 2] {
[
self.fps || (self.network && remote),
(self.fps && !self.tick_times.is_empty()) || self.network || self.lightmap,
]
}
/// The charts along the bottom of the screen (`extractRenderState`):
/// frame times left and tick times right, or bandwidth left (remote
/// servers only) and ping right. `mspt` is the level's milliseconds
@@ -533,26 +525,6 @@ mod tests {
assert!(overlay && c.fps);
}
#[test]
fn corners_are_where_the_charts_are_drawn() {
let mut c = DebugCharts::default();
assert_eq!(c.corners(true), [false, false]);
// Frame times left; tick times right once the server logged a tick.
c.fps = true;
assert_eq!(c.corners(false), [true, false]);
c.tick_times.log(1);
assert_eq!(c.corners(false), [true, true]);
// Ping right; bandwidth left on a remote server only.
c.fps = false;
c.network = true;
assert_eq!(c.corners(false), [false, true]);
assert_eq!(c.corners(true), [true, true]);
// The lightmap view, bottom right.
c.network = false;
c.lightmap = true;
assert_eq!(c.corners(true), [false, true]);
}
#[test]
fn the_lightmap_puts_full_sky_light_at_the_top_left() {
let mut pixels = [0u8; 16 * 16 * 4];
+25 -126
View File
@@ -37,11 +37,9 @@ pub enum Kind {
columns: i32,
button_width: i32,
},
/// `DialogListDialog`: its dialogs as sent (ids, a tag or inline dialogs),
/// and one button per dialog they resolve to (`set_list`).
/// `DialogListDialog`: its dialogs as sent (ids, a tag or inline dialogs).
DialogList {
dialogs: Tag,
entries: Vec<Button>,
exit: Option<Button>,
columns: i32,
button_width: i32,
@@ -327,36 +325,29 @@ impl Control {
fn parse(t: &Tag) -> Option<Self> {
let label = || t.get("label").map(text);
Some(match path(&string(t.get("type"))?) {
"text" => {
let initial = string(t.get("initial")).unwrap_or_default();
let max_length = int(t, "max_length", 32);
// TextInput: the default text may not be longer than the length.
if initial.encode_utf16().count() > max_length.max(0) as usize {
return None;
}
Self::Text {
width: int(t, "width", 200),
label: label()?,
label_visible: boolean(t, "label_visible", true),
initial,
max_length,
multiline: t.get("multiline").map(|m| {
let get = |key| number(m.get(key)).map(|v| v as i32);
(get("max_lines"), get("height"))
}),
}
}
"text" => Self::Text {
width: int(t, "width", 200),
label: label()?,
label_visible: boolean(t, "label_visible", true),
initial: string(t.get("initial")).unwrap_or_default(),
max_length: int(t, "max_length", 32),
multiline: t.get("multiline").map(|m| {
let get = |key| number(m.get(key)).map(|v| v as i32);
(get("max_lines"), get("height"))
}),
},
"boolean" => Self::Boolean {
label: label()?,
initial: boolean(t, "initial", false),
on_true: string(t.get("on_true")).unwrap_or_else(|| "true".into()),
on_false: string(t.get("on_false")).unwrap_or_else(|| "false".into()),
},
"single_option" => {
"single_option" => Self::SingleOption {
width: int(t, "width", 200),
// SingleOptionInput.Entry.CODEC: a full entry or just its id.
let options: Vec<_> = list(t.get("options"))
options: list(t.get("options"))
.iter()
.map(|o| match o {
.filter_map(|o| match o {
Tag::String(id) => Some((id.to_string_lossy(), None, false)),
o => Some((
string(o.get("id"))?,
@@ -364,18 +355,10 @@ impl Control {
boolean(o, "initial", false),
)),
})
.collect::<Option<_>>()?;
// A non-empty list with at most one initial entry.
if options.is_empty() || options.iter().filter(|o| o.2).count() > 1 {
return None;
}
Self::SingleOption {
width: int(t, "width", 200),
options,
label: label()?,
label_visible: boolean(t, "label_visible", true),
}
}
.collect(),
label: label()?,
label_visible: boolean(t, "label_visible", true),
},
"number_range" => {
let float = |key| number(t.get(key)).map(|v| v as f32);
Self::NumberRange {
@@ -412,44 +395,6 @@ impl Control {
)),
}
}
/// The text on a cycle button or slider holding `value`
/// (`CycleButton.createFullName`, `NumberRangeInput.computeLabel`).
pub fn message(&self, value: &InputValue) -> Option<Text> {
match (self, value) {
(
Self::SingleOption {
options,
label,
label_visible,
..
},
InputValue::Option(i),
) => {
let (id, display, _) = options.get(*i)?;
let shown = display.clone().unwrap_or_else(|| Text::literal(id));
Some(if *label_visible {
Text::translate("options.generic_value", &[label.clone(), shown])
} else {
shown
})
}
(
Self::NumberRange {
label,
label_format,
..
},
InputValue::Slider(_),
) => {
let shown = number_string(self.scaled(value)?);
Some(Text::translate(
label_format,
&[label.clone(), Text::literal(shown)],
))
}
_ => None,
}
}
/// `ValueGetter.asTemplateSubstitution`.
pub fn substitution(&self, value: &InputValue) -> String {
match (self, value) {
@@ -591,7 +536,6 @@ impl Dialog {
},
"dialog_list" => Kind::DialogList {
dialogs: t.get("dialogs")?.clone(),
entries: Vec::new(),
exit: button("exit_action"),
columns: int(t, "columns", 2),
button_width: int(t, "button_width", 150),
@@ -599,21 +543,20 @@ impl Dialog {
_ => return None,
};
// DialogBody.COMPACT_LIST_CODEC: one body, or a list of them.
// A body or input it cannot read fails the whole dialog.
let body = match t.get("body") {
Some(Tag::List(items)) => items.iter().map(Body::parse).collect::<Option<_>>()?,
Some(one) => vec![Body::parse(one)?],
Some(Tag::List(items)) => items.iter().filter_map(Body::parse).collect(),
Some(one) => Body::parse(one).into_iter().collect(),
None => Vec::new(),
};
let inputs = list(t.get("inputs"))
.iter()
.map(|i| {
.filter_map(|i| {
Some(Input {
key: string(i.get("key"))?,
control: Control::parse(i)?,
})
})
.collect::<Option<_>>()?;
.collect();
Some(Self {
kind,
title: text(t.get("title")?),
@@ -645,51 +588,7 @@ impl Dialog {
Kind::Notice(b) => vec![b],
Kind::Confirmation { yes, no } => vec![yes, no],
Kind::MultiAction { actions, exit, .. } => actions.iter().chain(exit).collect(),
Kind::ServerLinks { exit, .. } => exit.iter().collect(),
Kind::DialogList { entries, exit, .. } => entries.iter().chain(exit).collect(),
}
}
/// `DialogListDialogScreen.createListActions`: a button for each of `dialogs`
/// (what the list names), labelled by its external title, opening it.
pub fn set_list(&mut self, dialogs: &[Tag]) {
let Kind::DialogList {
entries,
button_width,
..
} = &mut self.kind
else {
return;
};
*entries = dialogs
.iter()
.filter_map(|tag| {
let sub = Dialog::parse(tag)?;
Some(Button {
label: sub.external_title.unwrap_or(sub.title),
tooltip: None,
width: *button_width,
action: Some(Action::Static(Click::ShowDialog(tag.clone()))),
})
})
.collect();
}
/// The dialogs a `dialog_list`'s `dialogs` names: the entries of a `#tag`
/// (by `tag`), registry ids (by `registry`) and dialogs written inline.
pub fn list_entries(
dialogs: &Tag,
tag: &dyn Fn(&str) -> Vec<Tag>,
registry: &dyn Fn(&str) -> Option<Tag>,
) -> Vec<Tag> {
let one = |t: &Tag| match t {
Tag::String(id) => registry(&id.to_string_lossy()),
inline => Some(inline.clone()),
};
match dialogs {
Tag::String(id) if id.to_string_lossy().starts_with('#') => {
tag(&id.to_string_lossy()[1..])
}
Tag::List(items) => items.iter().filter_map(one).collect(),
single => one(single).into_iter().collect(),
Kind::ServerLinks { exit, .. } | Kind::DialogList { exit, .. } => exit.iter().collect(),
}
}
/// What `status` reports of it.
+55 -125
View File
@@ -31,44 +31,6 @@ pub enum Part {
Check { input: usize, rect: [f32; 4] },
/// A button of `Dialog::buttons`.
Button { index: usize, rect: [f32; 4] },
/// A single option input's cycle button.
Cycle { input: usize, rect: [f32; 4] },
/// A number range input's slider.
Slider { input: usize, rect: [f32; 4] },
/// An item body's widget; `body` indexes `Dialog::body`.
Item { body: usize, rect: [f32; 4] },
}
impl Part {
/// The part moved by `(dx, dy)`.
fn moved(self, dx: f32, dy: f32) -> Self {
match self {
Self::Line(t, x, y) => Self::Line(t, x + dx, y + dy),
Self::Field { input, rect } => Self::Field {
input,
rect: shift(rect, dx, dy),
},
Self::Check { input, rect } => Self::Check {
input,
rect: shift(rect, dx, dy),
},
Self::Button { index, rect } => Self::Button {
index,
rect: shift(rect, dx, dy),
},
Self::Cycle { input, rect } => Self::Cycle {
input,
rect: shift(rect, dx, dy),
},
Self::Slider { input, rect } => Self::Slider {
input,
rect: shift(rect, dx, dy),
},
Self::Item { body, rect } => Self::Item {
body,
rect: shift(rect, dx, dy),
},
}
}
}
#[derive(Clone, Debug)]
@@ -93,7 +55,21 @@ struct Element {
impl Element {
/// Its parts moved to `(x, y)`.
fn at(self, x: f32, y: f32) -> impl Iterator<Item = Part> {
self.parts.into_iter().map(move |p| p.moved(x, y))
self.parts.into_iter().map(move |p| match p {
Part::Line(t, px, py) => Part::Line(t, px + x, py + y),
Part::Field { input, rect } => Part::Field {
input,
rect: shift(rect, x, y),
},
Part::Check { input, rect } => Part::Check {
input,
rect: shift(rect, x, y),
},
Part::Button { index, rect } => Part::Button {
index,
rect: shift(rect, x, y),
},
})
}
}
fn shift([x, y, w, h]: [f32; 4], dx: f32, dy: f32) -> [f32; 4] {
@@ -124,43 +100,9 @@ fn message(font: &Font, contents: &Text, width: f32) -> Element {
}
}
/// `DialogBodyHandlers.ItemHandler`: the item widget, with its description 2
/// to the right of it, both centred on each other vertically.
fn item(
font: &Font,
body: usize,
description: Option<&(Text, i32)>,
(w, h): (f32, f32),
) -> Element {
let widget = |rect_h: f32, y: f32| Part::Item {
body,
rect: [0.0, y, w, rect_h],
};
let Some((contents, width)) = description else {
return Element {
w,
h,
parts: vec![widget(h, 0.0)],
};
};
let text = message(font, contents, *width as f32);
let height = h.max(text.h);
let mut parts = vec![widget(h, centre(height, h))];
parts.extend(
text.parts
.into_iter()
.map(|p| p.moved(w + 2.0, centre(height, text.h))),
);
Element {
w: w + 2.0 + text.w,
h: height,
parts,
}
}
/// `InputControlHandlers`: the control for input `i`.
fn input(font: &Font, i: usize, control: &Control) -> Element {
match control {
/// `InputControlHandlers`: the control for input `i`, if Horizon has it.
fn input(font: &Font, i: usize, control: &Control) -> Option<Element> {
Some(match control {
Control::Text {
width,
label,
@@ -169,14 +111,14 @@ fn input(font: &Font, i: usize, control: &Control) -> Element {
} => {
let w = *width as f32;
if !label_visible {
return Element {
return Some(Element {
w,
h: 20.0,
parts: vec![Part::Field {
input: i,
rect: [0.0, 0.0, w, 20.0],
}],
};
});
}
// CommonLayouts.labeledElement: the label, 4 below it the box,
// both on the left.
@@ -203,25 +145,8 @@ fn input(font: &Font, i: usize, control: &Control) -> Element {
}],
}
}
// CycleButton and AbstractSliderButton: one 20 high button whose
// message holds the label.
Control::SingleOption { width, .. } => Element {
w: *width as f32,
h: 20.0,
parts: vec![Part::Cycle {
input: i,
rect: [0.0, 0.0, *width as f32, 20.0],
}],
},
Control::NumberRange { width, .. } => Element {
w: *width as f32,
h: 20.0,
parts: vec![Part::Slider {
input: i,
rect: [0.0, 0.0, *width as f32, 20.0],
}],
},
}
Control::SingleOption { .. } | Control::NumberRange { .. } => return None,
})
}
/// `DialogScreen.packControlsIntoColumns`: full rows in a grid 2 apart, what
@@ -285,20 +210,9 @@ impl Layout {
let mut elements: Vec<Element> = dialog
.body
.iter()
.enumerate()
.map(|(i, b)| match b {
Body::Message { contents, width } => message(font, contents, *width as f32),
Body::Item {
description,
width,
height,
..
} => item(
font,
i,
description.as_ref(),
(*width as f32, *height as f32),
),
.filter_map(|b| match b {
Body::Message { contents, width } => Some(message(font, contents, *width as f32)),
Body::Item { .. } => None,
})
.collect();
elements.extend(
@@ -306,24 +220,26 @@ impl Layout {
.inputs
.iter()
.enumerate()
.map(|(i, input_)| input(font, i, &input_.control)),
.filter_map(|(i, input_)| input(font, i, &input_.control)),
);
let buttons = dialog.buttons();
let (listed, footer_buttons, footer_h) = match &dialog.kind {
Kind::MultiAction {
exit, columns: n, ..
}
| Kind::DialogList {
exit, columns: n, ..
actions,
exit,
columns: n,
} => {
let listed = buttons.len() - usize::from(exit.is_some());
let widths: Vec<f32> = buttons[..listed].iter().map(|b| b.width as f32).collect();
let widths: Vec<f32> = actions.iter().map(|b| b.width as f32).collect();
elements.push(columns(&widths, *n as usize, 0));
// ButtonListDialogScreen: the exit button in the footer, else a 5 high one.
let footer = exit.as_ref().map(|_| listed).into_iter().collect();
(listed, footer, if exit.is_some() { BAR } else { 5.0 })
let footer = exit.as_ref().map(|_| actions.len()).into_iter().collect();
(
actions.len(),
footer,
if exit.is_some() { BAR } else { 5.0 },
)
}
Kind::ServerLinks { exit, .. } => {
Kind::ServerLinks { exit, .. } | Kind::DialogList { exit, .. } => {
let footer = exit.as_ref().map(|_| 0).into_iter().collect();
(0, footer, if exit.is_some() { BAR } else { 5.0 })
}
@@ -387,10 +303,24 @@ impl Layout {
/// whether it is in the body (clipped to its area).
pub fn placed(&self, scroll: f32) -> impl Iterator<Item = (Part, bool)> + '_ {
let dy = self.area[1] - scroll;
let body = self
.body
.iter()
.map(move |p| (p.clone().moved(0.0, dy), true));
let body = self.body.iter().map(move |p| {
let p = match p.clone() {
Part::Line(t, x, y) => Part::Line(t, x, y + dy),
Part::Field { input, rect } => Part::Field {
input,
rect: shift(rect, 0.0, dy),
},
Part::Check { input, rect } => Part::Check {
input,
rect: shift(rect, 0.0, dy),
},
Part::Button { index, rect } => Part::Button {
index,
rect: shift(rect, 0.0, dy),
},
};
(p, true)
});
body.chain(self.footer.iter().map(|p| (p.clone(), false)))
}
}
@@ -22,7 +22,6 @@ struct Globals {
outline_params: vec4<f32>,
// Horizon Extras' dynamic lights: camera-relative position and level (dynamic_light.rs).
dynamic_lights: array<vec4<f32>, 16>,
sunrise_fan: array<vec4<f32>, 32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var atlas: texture_2d<f32>;
+3 -156
View File
@@ -129,27 +129,6 @@ fn is_animal(id: &str) -> bool {
| "zombie_nautilus"
)
}
/// The `NeutralMob`s whose anger is `Extra::anger`: they write and read
/// `anger_end_time` and `angry_at`. The bee keeps its own anger, and a
/// piglin's is a brain memory, not `NeutralMob`'s.
fn persistent_anger(s: crate::mobs::Species) -> bool {
use crate::mobs::Species as S;
matches!(
s,
S::Wolf | S::IronGolem | S::PolarBear | S::Enderman | S::ZombifiedPiglin
)
}
/// The single player's UUID (`offline_uuid("Player")`): the entity the
/// neutral mobs are angry at.
fn player_uuid() -> [i32; 4] {
let u = horizon_protocol::crypto::offline_uuid("Player");
[
(u >> 96) as u32 as i32,
(u >> 64) as u32 as i32,
(u >> 32) as u32 as i32,
u as u32 as i32,
]
}
pub fn mob_to_nbt(m: &Mob, uuid: [i32; 4], raw: Option<&Tag>) -> Tag {
let base = Base {
id: &m.kind.id,
@@ -180,22 +159,6 @@ pub fn mob_to_nbt(m: &Mob, uuid: [i32; 4], raw: Option<&Tag>) -> Tag {
] {
put(&mut tag, key, value);
}
// `NeutralMob.addPersistentAngerSaveData`: the anger ends at an
// absolute game time, and the target is the entity the mob is angry at.
if persistent_anger(m.species()) {
put(
&mut tag,
"anger_end_time",
Tag::Long(if m.extra.anger_end > 0 {
m.extra.anger_end
} else {
-1
}),
);
if m.extra.angry_at == Some(crate::mobs::Who::Player) {
put(&mut tag, "angry_at", Tag::IntArray(player_uuid().to_vec()));
}
}
// `Entity.saveWithoutId` writes the flag only when set.
if m.name_visible {
put(&mut tag, "CustomNameVisible", Tag::Byte(1));
@@ -629,13 +592,6 @@ pub fn mob_to_nbt(m: &Mob, uuid: [i32; 4], raw: Option<&Tag>) -> Tag {
"minecraft:wither" => {
map.insert("Invul".into(), Tag::Int(m.extra.counter));
}
// IronGolem.addAdditionalSaveData.
"minecraft:iron_golem" => {
map.insert(
"PlayerCreated".into(),
Tag::Byte(i8::from(m.extra.player_created)),
);
}
"minecraft:warden" => {
if let Some(st) = &m.extra.warden {
map.insert("listener".into(), st.vibration.to_nbt());
@@ -759,13 +715,12 @@ pub fn mob_to_nbt(m: &Mob, uuid: [i32; 4], raw: Option<&Tag>) -> Tag {
.into_iter()
.enumerate()
{
// Enchanted or trimmed gear is saved with its components.
// Enchanted gear is saved with its `minecraft:enchantments`.
if let (Some(id), Some(g)) = (item, crate::mobs::gear::gear(m))
&& (!g.slots[index].is_empty() || g.trims[index].is_some())
&& !g.slots[index].is_empty()
{
let mut stack = crate::items::ItemStack::new(id, 1);
stack.data_mut().enchantments = g.slots[index].clone();
stack.data_mut().trim = g.trims[index].clone();
equipment.insert(slot.into(), crate::save::item_to_nbt(&stack));
continue;
}
@@ -953,20 +908,7 @@ pub fn mob_from_nbt(tag: &Tag, types: &HashMap<String, Arc<MobType>>, id: u32) -
continue;
};
let v = f64::from_bits(*bits);
// A mount's rolled health and speed stay attribute bases, which
// the server syncs (its hearts over the rider's hotbar).
let equine = crate::mobs::equine::is_equine(m.species());
match id.as_str() {
"minecraft:max_health" if equine => crate::mobs::finalize::set_base(
&mut m,
crate::mobs::finalize::Attr::MaxHealth,
v,
),
"minecraft:movement_speed" if equine => crate::mobs::finalize::set_base(
&mut m,
crate::mobs::finalize::Attr::MovementSpeed,
v,
),
"minecraft:max_health" => m.attrs.max_health = v as f32,
"minecraft:movement_speed" => m.attrs.speed = v,
"minecraft:attack_damage" => m.attrs.attack_damage = v as f32,
@@ -1008,12 +950,10 @@ pub fn mob_from_nbt(tag: &Tag, types: &HashMap<String, Arc<MobType>>, id: u32) -
m.extra.legs = slot("legs");
m.extra.feet = slot("feet");
}
// Their enchantments and trims.
// Their enchantments.
for (index, key) in crate::mobs::gear::KEYS.iter().enumerate() {
if let Some(stack) = eq.get(key).and_then(crate::save::item_from_nbt) {
crate::mobs::gear::set(&mut m, index, stack.enchantments().to_vec());
let trim = stack.data().and_then(|d| d.trim.clone());
crate::mobs::gear::set_trim(&mut m, index, trim);
}
}
} else {
@@ -1025,17 +965,6 @@ pub fn mob_from_nbt(tag: &Tag, types: &HashMap<String, Arc<MobType>>, id: u32) -
// Mob.readAdditionalSaveData overrides what the constructor set (copper
// golems and elder guardians start persistent).
m.persistent = flag(tag, "PersistenceRequired");
// `NeutralMob.readPersistentAngerSaveData`: the anger end time and the
// target come back with the mob.
if persistent_anger(m.species()) {
m.extra.anger_end = number(tag.get("anger_end_time")).unwrap_or(-1);
if tag
.get("angry_at")
.is_some_and(|t| uuid_from_tag(Some(t)) == Some(player_uuid()))
{
m.extra.angry_at = Some(crate::mobs::Who::Player);
}
}
m.extra.pick_up_loot = flag(tag, "CanPickUpLoot");
m.custom_name = custom_name(tag);
m.custom_name_text = tag.get("CustomName").map(name_text);
@@ -1347,10 +1276,6 @@ pub fn mob_from_nbt(tag: &Tag, types: &HashMap<String, Arc<MobType>>, id: u32) -
m.extra.color = number(tag.get("Color")).map_or(0, |c| (c as u8) & 15);
m.extra.sheared = flag(tag, "Sheared");
}
// IronGolem.readAdditionalSaveData: not player created when absent.
if m.species() == crate::mobs::Species::IronGolem {
m.extra.player_created = flag(tag, "PlayerCreated");
}
if m.species() == crate::mobs::Species::Shulker {
m.extra.variant3 = number(tag.get("AttachFace")).unwrap_or(0).clamp(0, 5) as u8;
m.extra.counter = number(tag.get("Peek")).unwrap_or(0).clamp(0, 100) as i32;
@@ -1584,10 +1509,6 @@ pub fn arrow_to_nbt(
// Projectile: LeftOwner only when set; Owner as the UUID.
map.remove(&"LeftOwner".into());
map.remove(&"inBlockState".into());
map.remove(&"weapon".into());
}
if let Some(weapon) = &a.fired_from_weapon {
put(&mut tag, "weapon", item_to_nbt(weapon));
}
if p.left_owner {
put(&mut tag, "LeftOwner", Tag::Byte(1));
@@ -1634,7 +1555,6 @@ pub fn arrow_from_nbt(
a.fire_ticks = number(tag.get("Fire")).unwrap_or(0) as i16 as i32;
a.fall_distance = float(tag.get("fall_distance")).unwrap_or(0.0);
a.pickup_item = item;
a.fired_from_weapon = tag.get("weapon").and_then(item_from_nbt);
p.stuck = a.in_ground;
Some((p, tag.get("inBlockState").cloned()))
}
@@ -1705,33 +1625,6 @@ pub fn fireball_from_nbt(tag: &Tag, player: Option<[i32; 4]>) -> Option<Projecti
Some(p)
}
/// `FireworkRocketEntity.readAdditionalSaveData`: Life, LifeTime (0 when
/// absent: a bare `/summon` explodes at once), FireworksItem and
/// ShotAtAngle, with `Projectile`'s Owner and LeftOwner.
pub struct RocketNbt {
pub position: Vec3,
pub motion: Vec3,
pub life: i32,
pub lifetime: i32,
pub item: Option<crate::items::ItemStack>,
pub angled: bool,
pub owner: Option<Who>,
pub left_owner: bool,
}
pub fn firework_rocket_from_nbt(tag: &Tag, player: Option<[i32; 4]>) -> Option<RocketNbt> {
let owner = uuid_from_tag(tag.get("Owner"));
Some(RocketNbt {
position: position(tag)?,
motion: motion(tag),
life: number(tag.get("Life")).unwrap_or(0) as i32,
lifetime: number(tag.get("LifeTime")).unwrap_or(0) as i32,
item: tag.get("FireworksItem").and_then(item_from_nbt),
angled: flag(tag, "ShotAtAngle"),
owner: (player.is_some() && owner == player).then_some(Who::Player),
left_owner: flag(tag, "LeftOwner"),
})
}
/// `FallingBlockEntity`: BlockState, Time, DropItem, HurtEntities.
#[allow(clippy::too_many_arguments)]
pub fn falling_block_to_nbt(
@@ -3087,49 +2980,3 @@ mod fireball_nbt_tests {
);
}
}
#[cfg(test)]
mod neutral_anger_tests {
use super::*;
/// #2784: a neutral mob's anger survives the save: the anger ends at an
/// absolute game time and the target comes back with it
/// (`NeutralMob.addPersistentAngerSaveData` / `readPersistentAngerSaveData`).
#[test]
fn a_neutral_mobs_anger_survives_the_save() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("items.json").exists() {
return;
}
let data = crate::mobs::MobTypes::load(&root).unwrap();
let types: HashMap<String, Arc<MobType>> = data
.types
.iter()
.map(|(k, v)| (k.clone(), Arc::new(v.clone())))
.collect();
let mut m = Mob::new(
1,
types["minecraft:wolf"].clone(),
Vec3::new(0.0, 64.0, 0.0),
0.0,
);
m.extra.anger = 400;
m.extra.anger_end = 3000;
m.extra.angry_at = Some(crate::mobs::Who::Player);
let tag = mob_to_nbt(&m, [1, 2, 3, 4], None);
assert_eq!(number(tag.get("anger_end_time")), Some(3000));
assert!(tag.get("angry_at").is_some());
let back = mob_from_nbt(&tag, &types, 2).unwrap();
assert_eq!(back.extra.anger_end, 3000);
assert_eq!(back.extra.angry_at, Some(crate::mobs::Who::Player));
// A mob that is no NeutralMob writes no anger.
let pig = Mob::new(3, types["minecraft:pig"].clone(), Vec3::ZERO, 0.0);
let tag = mob_to_nbt(&pig, [1, 2, 3, 5], None);
assert!(tag.get("anger_end_time").is_none());
// The anger that is left when the mob comes back.
assert_eq!(crate::mobs::anger_left(3000, 1000), 2000);
assert_eq!(crate::mobs::anger_left(3000, 4000), 0);
}
}
@@ -72,8 +72,9 @@ pub struct Extras {
pub zoom_smooth: bool,
/// Divide mouse turning by the zoom.
pub zoom_sensitivity: bool,
/// The FPS counter and keystrokes extras are official mods now: their
/// old settings stay here, kept as they were.
/// The FPS counter and keystrokes extras are official mods now
/// (`moved_extras`): their old settings stay here until the game has
/// installed the mod for a player who had one on.
pub fps: bool,
pub fps_corner: Corner,
/// Also show the minimum and 1% low.
@@ -82,8 +83,8 @@ pub struct Extras {
pub keystrokes_corner: Corner,
/// Clicks per second under the mouse buttons.
pub keystrokes_cps: bool,
/// The official mods once installed for the extras they replace, by mod
/// id (`movedToMods`).
/// The official mods installed for the extras they replace, by mod id
/// (`movedToMods`): each is done once.
pub moved: Vec<String>,
pub minimap: bool,
pub minimap_corner: Corner,
@@ -96,8 +97,6 @@ pub struct Extras {
pub minimap_rotate: bool,
/// Retry lost multiplayer connections (`reconnect`).
pub auto_reconnect: bool,
/// The player's own name tag over its model in third person.
pub own_name_tag: bool,
/// Mouse Tweaks-style drags in the inventory and storage containers.
pub mouse_tweaks: bool,
/// With them, the wheel over a slot moves its items one at a time.
@@ -138,7 +137,6 @@ impl Default for Extras {
minimap_zoom: 1.0,
minimap_rotate: false,
auto_reconnect: false,
own_name_tag: false,
mouse_tweaks: false,
mouse_tweaks_wheel: true,
sort: false,
@@ -213,7 +211,6 @@ impl Extras {
}
"minimapRotate" => e.minimap_rotate = flag(e.minimap_rotate),
"autoReconnect" => e.auto_reconnect = flag(e.auto_reconnect),
"ownNameTag" => e.own_name_tag = flag(e.own_name_tag),
"mouseTweaks" => e.mouse_tweaks = flag(e.mouse_tweaks),
"mouseTweaksWheel" => e.mouse_tweaks_wheel = flag(e.mouse_tweaks_wheel),
"sort" => e.sort = flag(e.sort),
@@ -228,7 +225,7 @@ impl Extras {
}
pub fn serialize(&self) -> String {
format!(
"fullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nownNameTag:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\n{}:{}\nagentControl:{}\ndiscordPresence:{}\n",
"fullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\n{}:{}\nagentControl:{}\ndiscordPresence:{}\n",
bool_text(self.fullbright),
bool_text(self.dynamic_lights),
bool_text(self.zoom),
@@ -254,7 +251,6 @@ impl Extras {
self.minimap_zoom,
bool_text(self.minimap_rotate),
bool_text(self.auto_reconnect),
bool_text(self.own_name_tag),
bool_text(self.mouse_tweaks),
bool_text(self.mouse_tweaks_wheel),
bool_text(self.sort),
@@ -286,7 +282,7 @@ impl Extras {
}
/// The field-of-view modifier target `Camera.tickFov` eases toward: vanilla's
/// (`getFieldOfViewModifier`) divided by a mod's zoom (`native_zoom`). A
/// (`getFieldOfViewModifier`) divided by a mod's zoom (`render.set-zoom`). A
/// zoom of 1 leaves it as is.
pub fn fov_target(vanilla: f32, zoom: f32) -> f32 {
if zoom == 1.0 { vanilla } else { vanilla / zoom }
@@ -382,7 +378,6 @@ impl Cps {
pub enum Item {
Fullbright,
DynamicLights,
OwnNameTag,
AutoReconnect,
MouseTweaks,
MouseTweaksWheel,
@@ -401,8 +396,6 @@ pub fn rows() -> Vec<Result<Item, &'static str>> {
Err("Lighting"),
Ok(Fullbright),
Ok(DynamicLights),
Err("Third person"),
Ok(OwnNameTag),
Err("Inventory"),
Ok(MouseTweaks),
Ok(MouseTweaksWheel),
@@ -417,7 +410,6 @@ impl Item {
match self {
Item::Fullbright => "Fullbright",
Item::DynamicLights => "Dynamic lights",
Item::OwnNameTag => "Own name tag",
Item::AutoReconnect => "Auto-reconnect",
Item::MouseTweaks => "Mouse Tweaks controls",
Item::MouseTweaksWheel => "Scroll wheel moves items",
@@ -434,7 +426,7 @@ impl Item {
Some(match self {
MouseTweaksWheel => MouseTweaks,
SortKey => Sort,
Fullbright | DynamicLights | OwnNameTag | MouseTweaks | Sort | AutoReconnect | NoAi
Fullbright | DynamicLights | MouseTweaks | Sort | AutoReconnect | NoAi
| AgentControl | DiscordPresence => {
return None;
}
@@ -447,9 +439,6 @@ impl Item {
Item::DynamicLights => {
"Torches and other light sources held, dropped or on fire light the blocks around them."
}
Item::OwnNameTag => {
"Shows your name above your head in third person, as other players see it. Hidden when the server hides your team's names or you're invisible."
}
Item::AutoReconnect => {
"Rejoins a server after a lost connection or a restart, never after a kick or ban."
}
@@ -482,9 +471,7 @@ impl Item {
match self {
Item::Fullbright => Some(Cost::None),
Item::DynamicLights => Some(Cost::Low),
Item::OwnNameTag | Item::AutoReconnect | Item::MouseTweaks | Item::Sort => {
Some(Cost::None)
}
Item::AutoReconnect | Item::MouseTweaks | Item::Sort => Some(Cost::None),
_ => None,
}
}
@@ -493,7 +480,6 @@ impl Item {
Some(match self {
Item::Fullbright => e.fullbright,
Item::DynamicLights => e.dynamic_lights,
Item::OwnNameTag => e.own_name_tag,
Item::AutoReconnect => e.auto_reconnect,
Item::MouseTweaks => e.mouse_tweaks,
Item::MouseTweaksWheel => e.mouse_tweaks_wheel,
@@ -520,7 +506,6 @@ impl Item {
match self {
Item::Fullbright => e.fullbright = !e.fullbright,
Item::DynamicLights => e.dynamic_lights = !e.dynamic_lights,
Item::OwnNameTag => e.own_name_tag = !e.own_name_tag,
Item::AutoReconnect => e.auto_reconnect = !e.auto_reconnect,
Item::MouseTweaks => e.mouse_tweaks = !e.mouse_tweaks,
Item::MouseTweaksWheel => e.mouse_tweaks_wheel = !e.mouse_tweaks_wheel,
@@ -549,7 +534,7 @@ mod tests {
let d = Extras::default();
assert!(!d.fullbright && !d.dynamic_lights);
assert!(!d.zoom && !d.fps && !d.keystrokes && !d.minimap && !d.auto_reconnect);
assert!(!d.mouse_tweaks && !d.sort && !d.own_name_tag);
assert!(!d.mouse_tweaks && !d.sort);
assert!(d.discord_presence);
assert_eq!(Extras::parse(""), d);
assert_eq!(Extras::parse(&d.serialize()), d);
@@ -573,8 +558,6 @@ mod tests {
e.minimap_rotate = true;
e.minimap_corner = Corner::BottomLeft;
e.auto_reconnect = true;
Item::OwnNameTag.cycle(&mut e, false);
assert_eq!(Item::OwnNameTag.switch(&e), Some(true));
e.mouse_tweaks = true;
e.mouse_tweaks_wheel = false;
e.sort = true;
+1 -5
View File
@@ -173,16 +173,12 @@ pub fn passes_cobweb(
stuck
}
pub fn hurt_mobs(mobs: &mut [Mob], position: Vec3, amount: f32) {
hurt_mobs_with_kind(mobs, position, amount, DamageKind::FallingBlock);
}
pub fn hurt_mobs_with_kind(mobs: &mut [Mob], position: Vec3, amount: f32, kind: DamageKind) {
if amount <= 0.0 {
return;
}
let bounds = bounds(position);
let source = MobDamage {
kind,
kind: DamageKind::FallingBlock,
attacker: None,
from: Some([position.x, position.y, position.z]),
};
+1 -169
View File
@@ -12,8 +12,6 @@
#[derive(Clone, Copy, Debug)]
pub enum ItemPose {
Swing,
/// A STAB swing (`SwingAnimationType` 2): a spear's jab.
Stab,
Using,
Eat {
remaining: f32,
@@ -88,9 +86,6 @@ pub fn item_pose(left: bool, inverse_height: f32, attack: f32, pose: ItemPose) -
return Mat4::from_translation(Vec3::new(invert * 0.56, -0.52, -0.72))
* crate::spear::first_person_use(&kinetic, ticks_since_hit, time_held, !left);
}
if matches!(pose, ItemPose::Stab) {
return m * crate::spear::first_person_attack(attack, !left);
}
if matches!(pose, ItemPose::SpinAttack) {
return m
* Mat4::from_translation(Vec3::new(invert * -0.4, 0.8, 0.3))
@@ -177,94 +172,8 @@ impl MapHold {
}
}
/// `renderPlayerArm` up to `renderPlayerHand`: the pose of the bare `left`
/// or right arm.
pub fn player_arm_pose(left: bool, inverse_height: f32, attack: f32) -> glam::Mat4 {
use glam::{Mat4, Vec3};
use horizon_core::geometry::trig::Mth;
let f = if left { -1.0 } else { 1.0 };
let pi = std::f32::consts::PI;
let root = attack.sqrt();
let x = -0.3 * (root * pi).msin();
let y = 0.4 * (root * std::f32::consts::TAU).msin();
let z = -0.4 * (attack * pi).msin();
let z_rot = (attack * attack * pi).msin();
let y_rot = (root * pi).msin();
let deg = |d: f32| d.to_radians();
Mat4::from_translation(Vec3::new(
f * (x + 0.640_000_05),
y - 0.6 + inverse_height * -0.6,
z + -0.719_999_97,
)) * Mat4::from_rotation_y(deg(f * 45.0))
* Mat4::from_rotation_y(deg(f * y_rot * 70.0))
* Mat4::from_rotation_z(deg(f * z_rot * -20.0))
* Mat4::from_translation(Vec3::new(-f, 3.6, 3.5))
* Mat4::from_rotation_z(deg(f * 120.0))
* Mat4::from_rotation_x(deg(200.0))
* Mat4::from_rotation_y(deg(f * -135.0))
* Mat4::from_translation(Vec3::new(f * 5.6, 0.0, 0.0))
}
/// `renderTwoHandedMap` up to its arms: the swing, the tilt from the view
/// pitch (`calculateMapTilt`) and the turn towards the player.
pub fn two_handed_map_base(pitch: f32, inverse_height: f32, attack: f32) -> glam::Mat4 {
use glam::{Mat4, Vec3};
use horizon_core::geometry::trig::Mth;
let pi = std::f32::consts::PI;
let y_swing = -0.2 * (attack * pi).msin();
let z_swing = -0.4 * (attack.sqrt() * pi).msin();
let tilt = (1.0 - pitch / 45.0 + 0.1).clamp(0.0, 1.0);
let tilt = -(tilt * pi).mcos() * 0.5 + 0.5;
Mat4::from_translation(Vec3::new(0.0, -y_swing / 2.0, z_swing))
* Mat4::from_translation(Vec3::new(
0.0,
0.04 + inverse_height * -1.2 + tilt * -0.5,
-0.72,
))
* Mat4::from_rotation_x((tilt * -85.0).to_radians())
}
/// The arms under a held map, as (left arm, pose before `renderPlayerHand`):
/// `renderOneHandedMap`'s arm turned 10 degrees outwards, or
/// `renderTwoHandedMap`'s two `renderMapHand` arms under the map's
/// `two_handed_map_base`. Vanilla skips them for an invisible player.
pub fn map_arm_poses(
hold: MapHold,
left: bool,
pitch: f32,
inverse_height: f32,
attack: f32,
) -> Vec<(bool, glam::Mat4)> {
use glam::{Mat4, Vec3};
let deg = |d: f32| d.to_radians();
match hold {
MapHold::OneHanded => {
let f = if left { -1.0 } else { 1.0 };
let m = Mat4::from_translation(Vec3::new(f * 0.125, -0.125, 0.0))
* Mat4::from_rotation_z(deg(f * 10.0))
* player_arm_pose(left, inverse_height, attack);
vec![(left, m)]
}
MapHold::TwoHanded => {
let base = two_handed_map_base(pitch, inverse_height, attack)
* Mat4::from_rotation_y(deg(90.0));
[false, true]
.into_iter()
.map(|left| {
let f = if left { -1.0 } else { 1.0 };
let hand = Mat4::from_rotation_y(deg(92.0))
* Mat4::from_rotation_x(deg(45.0))
* Mat4::from_rotation_z(deg(f * -41.0))
* Mat4::from_translation(Vec3::new(f * 0.3, -1.1, 0.45));
(left, base * hand)
})
.collect()
}
}
}
/// `renderOneHandedMap` up to `renderMap`: the pose of a map in the hand on
/// the `left` or right arm (its arm: [`map_arm_poses`]).
/// the `left` or right arm (the arm under it is not drawn).
pub fn one_handed_map_pose(left: bool, inverse_height: f32, attack: f32) -> glam::Mat4 {
use glam::{Mat4, Vec3};
use horizon_core::geometry::trig::Mth;
@@ -1036,83 +945,6 @@ mod item_pose_tests {
}
}
#[test]
fn maps_draw_the_arms_under_them_as_vanilla() {
// PoseStack.last().pose() (column-major) where renderOneHandedMap's
// renderPlayerArm and renderTwoHandedMap's renderMapHand call
// renderPlayerHand, replayed with vanilla's PoseStack, Axis and Mth.
let near = |got: glam::Mat4, want: [f32; 16], what: &str| {
let got = got.to_cols_array();
for (g, w) in got.iter().zip(want) {
assert!((g - w).abs() < 1e-5, "{what}: {got:?}");
}
};
// (left, inverse height, attack, arm)
#[rustfmt::skip]
let one: [(bool, f32, f32, [f32; 16]); 3] = [
(false, 0.0, 0.0, [
-0.2350201, -0.7860474, -0.5717472, 0.0,
0.24694103, 0.52063686, -0.8172866, 0.0,
0.9400987, -0.33326668, 0.07174723, 0.0,
0.65913033, -1.1543381, -0.73980355, 1.0,
]),
(true, 0.25, 0.3, [
-0.4967606, 0.84289914, -0.20676011, 0.0,
0.7202682, 0.2674863, -0.6400506, 0.0,
-0.4841926, -0.46687466, -0.7399901, 0.0,
-0.59715486, -1.4160433, -0.7328731, 1.0,
]),
(false, 0.6, 0.85, [
-0.47358897, -0.8403256, -0.2637542, 0.0,
0.081554025, 0.25634, -0.96313995, 0.0,
0.87696207, -0.47764266, -0.052867785, 0.0,
0.61887383, -1.6482887, -0.7229744, 1.0,
]),
];
for (left, inverse_height, attack, want) in one {
let arms = map_arm_poses(MapHold::OneHanded, left, 0.0, inverse_height, attack);
assert_eq!(arms.len(), 1, "one arm under a one-handed map");
assert_eq!(arms[0].0, left, "the arm of the hand holding it");
near(
arms[0].1,
want,
&format!("one {left} {inverse_height} {attack}"),
);
}
// (pitch, inverse height, attack, right arm, left arm)
#[rustfmt::skip]
let two: [(f32, f32, f32, [f32; 16], [f32; 16]); 2] = [
(0.0, 0.0, 0.0, [
-0.7380599, 0.44766384, 0.50484115, 0.0,
-0.67428374, -0.46198538, -0.57611704, 0.0,
-0.024677532, -0.76561517, 0.64282537, 0.0,
0.5091893, -0.16204369, 0.3544525, 1.0,
], [
-0.77043974, -0.3951866, -0.50025004, 0.0,
0.637035, -0.5076031, -0.58010805, 0.0,
-0.024677532, -0.76561517, 0.64282537, 0.0,
-0.48071152, -0.12760738, 0.35746527, 1.0,
]),
(30.0, 0.2, 0.5, [
-0.7380599, -0.11453738, 0.6649426, 0.0,
-0.67428374, 0.16124588, -0.72065324, 0.0,
-0.024677532, -0.98024535, -0.1962398, 0.0,
0.5091893, -0.9508533, -0.13439482, 1.0,
], [
-0.77043974, 0.14373614, -0.6210978, 0.0,
0.637035, 0.13586378, -0.75876695, 0.0,
-0.024677532, -0.98024535, -0.1962398, 0.0,
-0.48071152, -0.9316926, -0.1056232, 1.0,
]),
];
for (pitch, inverse_height, attack, right, left) in two {
let arms = map_arm_poses(MapHold::TwoHanded, false, pitch, inverse_height, attack);
assert_eq!(arms.len(), 2, "both arms under a two-handed map");
assert_eq!((arms[0].0, arms[1].0), (false, true), "right, then left");
near(arms[0].1, right, &format!("two right {pitch}"));
near(arms[1].1, left, &format!("two left {pitch}"));
}
}
#[test]
fn ranged_draw_uses_native_charge_curves_and_caps() {
for (ticks, stretch) in [
(0.0, 1.0),
@@ -203,13 +203,6 @@ pub struct FogInputs<'a> {
/// `BossHealthOverlay.shouldCreateWorldFog`: a boss bar with
/// `createWorldFog` is shown (the Ender Dragon's).
pub boss_world_fog: bool,
/// The camera entity is a spectator (`LavaFogEnvironment`).
pub spectator: bool,
/// The camera entity has Fire Resistance (`LavaFogEnvironment`).
pub fire_resistance: bool,
/// `GameRenderer.nightVisionScale` while Night Vision is on without
/// Darkness, else 0 (`FogRenderer.computeFogColor`'s brightenFactor).
pub night_vision: f32,
}
/// `FogRenderer.setupFog` + `computeFogColor`.
@@ -279,11 +272,7 @@ pub fn setup_fog(tables: &FogTables, state: &FogState, input: &FogInputs) -> Fog
color[1] += (color[1] * 0.6 - color[1]) * t;
color[2] += (color[2] * 0.6 - color[2]) * t;
}
let brighten = if eye_in_water {
water_vision
} else {
input.night_vision
};
let brighten = if eye_in_water { water_vision } else { 0.0 };
if color.iter().all(|&c| c != 0.0) {
let scale = 1.0 / color[0].max(color[1]).max(color[2]);
color = color.map(|c| c + (c * scale - c) * brighten);
@@ -299,16 +288,10 @@ pub fn setup_fog(tables: &FogTables, state: &FogState, input: &FogInputs) -> Fog
};
match input.fog_type {
FogType::Lava => {
// LavaFogEnvironment.setupFog.
(fog.environmental_start, fog.environmental_end) = if input.spectator {
(-8.0, rd * 0.5)
} else if input.fire_resistance {
(0.0, 5.0)
} else {
(0.25, 1.0)
};
fog.sky_end = fog.environmental_end;
fog.cloud_end = fog.environmental_end;
fog.environmental_start = 0.25;
fog.environmental_end = 1.0;
fog.sky_end = 1.0;
fog.cloud_end = 1.0;
}
FogType::PowderSnow => {
fog.environmental_start = 0.0;
@@ -379,22 +362,6 @@ pub fn setup_fog(tables: &FogTables, state: &FogState, input: &FogInputs) -> Fog
}
fog
}
/// Horizon's Fog option turned off (`horizon-graphics.txt` `fog:false`):
/// no distance fog, in any dimension: the dimension's and biome's own fog
/// (`visual/fog_start_distance`, `fog_end_distance`: the Nether's ends at 96
/// blocks) and the render-distance fog. The fog of the fluid or powder snow
/// the camera is in, blindness, darkness and a boss's world fog keep their
/// limits. Vanilla has no such option.
pub fn clear_distance_fog(fog: &mut FogData, input: &FogInputs) {
if input.fog_type == FogType::Atmospheric
&& input.darkness.is_none()
&& !input.boss_world_fog
&& input.blindness.is_none()
{
(fog.render_distance_start, fog.render_distance_end) = (1e9, 2e9);
(fog.environmental_start, fog.environmental_end) = (1e9, 2e9);
}
}
/// `AtmosphericFogEnvironment.updateRainFogState`.
pub fn update_rain_fog(
state: &mut FogState,
@@ -438,9 +405,6 @@ mod tests {
darkness: None,
darken_world: 0.0,
boss_world_fog: false,
spectator: false,
fire_resistance: false,
night_vision: 0.0,
}
}
#[test]
@@ -468,56 +432,6 @@ mod tests {
assert_eq!(water.environmental_start, -8.0);
}
#[test]
fn fog_off_clears_the_nether_fog_too() {
// The Nether's visual/fog_start_distance and fog_end_distance (10, 96)
// end before the render distance; the Fog option still clears them.
let nether = Sky {
fog_start: 10.0,
fog_end: 96.0,
..Sky::default()
};
let tables = FogTables {
water_fog_end: vec![1.0],
};
let mut input = inputs(&nether);
input.skybox = false;
let mut fog = setup_fog(&tables, &FogState::default(), &input);
assert_eq!(fog.environmental_end, 96.0);
clear_distance_fog(&mut fog, &input);
assert!(fog.environmental_start >= 1e9 && fog.render_distance_start >= 1e9);
}
#[test]
fn fog_off_keeps_fluid_and_effect_fog() {
let sky = Sky {
fog_start: 10.0,
fog_end: 96.0,
..Sky::default()
};
let tables = FogTables {
water_fog_end: vec![1.0],
};
let kept = |input: &FogInputs| {
let mut fog = setup_fog(&tables, &FogState::default(), input);
let before = fog;
clear_distance_fog(&mut fog, input);
fog == before
};
for fog_type in [FogType::Lava, FogType::PowderSnow, FogType::Water] {
let mut input = inputs(&sky);
input.fog_type = fog_type;
assert!(kept(&input), "{fog_type:?}");
}
let mut input = inputs(&sky);
input.blindness = Some((100, false));
assert!(kept(&input));
let mut input = inputs(&sky);
input.darkness = Some(0.5);
assert!(kept(&input));
let mut input = inputs(&sky);
input.boss_world_fog = true;
assert!(kept(&input));
}
#[test]
fn boss_darkening_dims_fog_color() {
// FogRenderer.computeFogColor: lerp toward 70/60/60% of each channel.
let sky = Sky {
@@ -8,7 +8,7 @@
//! offsets), styled drawing and StringSplitter-style line wrapping.
use crate::{
hud::Rect,
text::{Span, Style, Text, legacy_format},
text::{Style, Text},
zip::Zip,
};
use ab_glyph::{Font as _, ScaleFont as _};
@@ -896,9 +896,6 @@ impl Font {
std::mem::take(&mut self.cache.borrow_mut().region.pending)
}
pub fn advance(&self, c: char, style: &Style) -> f32 {
if c == '\u{fffc}' && style.inline_object.is_some() {
return 8.0;
}
let g = self.glyph_styled(c, style);
g.advance + if style.is_bold() { g.offset } else { 0.0 }
}
@@ -969,83 +966,6 @@ impl Font {
}
out
}
/// `Font.split`: `StringSplitter.splitLines(text, width, Style.EMPTY)` over
/// the text's parts with their `§` codes in. A code styles what follows
/// (`§r` back to no style while measuring), and the part a line breaks in
/// goes on in the style at the break. Lines keep their codes for drawing.
pub fn split_formatted(&self, t: &Text, max_width: f32) -> Vec<Text> {
let max_width = max_width.max(1.0);
let mut parts: Vec<(Vec<char>, Style)> = t
.spans
.iter()
.filter(|s| !s.text.is_empty())
.map(|s| (s.text.chars().collect(), s.style.clone()))
.collect();
let mut flat: Vec<char> = parts.iter().flat_map(|p| p.0.iter().copied()).collect();
let mut out = Vec::new();
let mut force_new_line = false;
// One LineBreakFinder per line, over the parts left.
while let Some((at, split_style)) = self.line_break(&parts, max_width) {
let tail = flat[at];
let new_line = tail == '\n';
let skip = usize::from(new_line || tail == ' ');
force_new_line = new_line;
out.push(split_at(&mut parts, at, skip, &split_style));
flat.drain(..at + skip);
}
if !parts.is_empty() {
let mut rest = Text::default();
rest.spans = parts
.into_iter()
.map(|(text, style)| Span {
text: text.into_iter().collect(),
style,
})
.collect();
out.push(rest);
} else if force_new_line {
out.push(Text::empty());
}
out
}
/// `StringSplitter.LineBreakFinder` fed by `StringDecomposer.iterateFormatted`:
/// where the parts break (a character index) and the style there.
fn line_break(&self, parts: &[(Vec<char>, Style)], max_width: f32) -> Option<(usize, Style)> {
let (mut width, mut had_visible, mut last_space) = (0.0f32, false, None);
let mut offset = 0;
for (contents, part_style) in parts {
let mut style = part_style.clone();
let mut i = 0;
while i < contents.len() {
let c = contents[i];
if c == '§' {
// A `§` that ends its part ends only that part.
let Some(&code) = contents.get(i + 1) else {
break;
};
style = legacy_format(&style, code, &Style::default());
i += 2;
continue;
}
let at = offset + i;
if c == '\n' {
return Some((at, style));
}
if c == ' ' {
last_space = Some((at, style.clone()));
}
let advance = self.advance(c, &style);
width += advance;
if had_visible && width > max_width {
return Some(last_space.unwrap_or((at, style)));
}
had_visible |= advance != 0.0;
i += 1;
}
offset += contents.len();
}
None
}
/// `ComponentRenderUtils.wrapComponents`: the split lines, wrapped ones
/// indented by an unstyled space; one empty line for empty text.
pub fn wrap_components(&self, t: &Text, max_width: i32) -> Vec<Text> {
@@ -1139,47 +1059,6 @@ impl Font {
}
}
/// `StringSplitter.FlatComponents.splitAt`: the parts before `at` as a line,
/// `skip` characters dropped, and the part it ends in restyled as `style`.
fn split_at(parts: &mut Vec<(Vec<char>, Style)>, at: usize, skip: usize, style: &Style) -> Text {
let mut line = Text::default();
let mut push = |text: &[char], style: &Style| {
line.spans.push(Span {
text: text.iter().collect(),
style: style.clone(),
})
};
// Each part done is removed, so the one at hand is always the first.
let (mut position, mut in_skip) = (at, false);
while let Some((text, part_style)) = parts.first() {
let size = text.len();
if !in_skip {
if position > size {
push(text, part_style);
parts.remove(0);
position -= size;
continue;
}
if position > 0 {
push(&text[..position], part_style);
}
position += skip;
in_skip = true;
}
if position <= size {
if position == size {
parts.remove(0);
} else {
parts[0] = (text[position..].to_vec(), style.clone());
}
break;
}
parts.remove(0);
position -= size;
}
line
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1342,37 +1221,6 @@ mod tests {
assert!(!font.take_patches().is_empty());
}
/// StringDecomposer.iterateFormatted: a `§` that ends a part stops that
/// part only; the next part is still measured and can break.
#[test]
fn a_section_sign_ending_a_part_still_breaks_the_next() {
let sheet = png(16, 8, |x, _| x < 2);
let default = br#"{"providers":[{"type":"space","advances":{" ":4}},{"type":"bitmap","file":"minecraft:font/a.png","ascent":7,"chars":["ab"]}]}"#;
let root = root(
"section-sign",
&[
("assets/minecraft/font/default.json", default),
("assets/minecraft/textures/font/a.png", &sheet),
],
);
let font = load(&root);
let _ = std::fs::remove_dir_all(&root);
let mut text = Text::default();
text.spans = ["a§", "a a"]
.map(|part| Span {
text: part.into(),
style: Style::default(),
})
.into();
// 3 + 3 + 4 + 3 is past 12: the line breaks at the space.
let lines: Vec<String> = font
.split_formatted(&text, 12.0)
.iter()
.map(Text::plain)
.collect();
assert_eq!(lines, ["a§a", "a"]);
}
/// A renderer rebuilt over the same font (the loading screen's handoff)
/// makes its atlas texture from the textures alone, so the glyphs it had
/// rasterized into the previous texture must be placed into the new one.
File diff suppressed because it is too large. Load diff
+9 -248
View File
@@ -74,22 +74,6 @@ impl Toast {
(fully_for as f64 / (5000.0 * multiplier / n).max(1.0) % n) as usize
}
}
/// Where the player's fall, lava ride and Nether trip began, the blast that
/// last hit the player, and the effects the last tick saw (`ServerPlayer`'s
/// fields of the same names). A guest keeps their own, as `levitation` does.
#[derive(Clone, Debug, Default)]
pub(super) struct TravelMarks {
/// `startingToFallPosition`.
pub(super) fall: Option<[f64; 3]>,
/// `currentExplosionImpactPos`, and whether a wind charge made the blast.
pub(super) blast: Option<([f64; 3], bool)>,
/// `enteredLavaOnVehiclePosition`.
pub(super) lava_ride: Option<[f64; 3]>,
/// `enteredNetherPosition`.
pub(super) nether: Option<[f64; 3]>,
/// The (effect, amplifier) pairs `EffectsChangedTrigger` last saw.
pub(super) effects: Vec<(&'static str, i32)>,
}
#[derive(Default)]
pub(super) struct AdvState {
pub(super) tree: Arc<Tree>,
@@ -105,8 +89,6 @@ pub(super) struct AdvState {
pub(super) last_inventory: u64,
/// `ServerPlayer.levitationStartPos` and `levitationStartTime`.
pub(super) levitation: Option<([f64; 3], u64)>,
/// The fall, lava ride, Nether trip, blast and effects `tick_marks` follows.
pub(super) marks: TravelMarks,
/// While the game acts for a network player (`as_guest`): the
/// advancements whose progress changed (`progressChanged`), the recipes
/// unlocked and the announcements, for their client and everyone's.
@@ -588,17 +570,10 @@ impl Game<'_> {
.announced
.push(Text::translate(key, &[player, name]));
}
None => {
let text = Text::translate(key, &[self.player_display_text(), name]);
// The guests hear of the host's advancement too.
if let Some(host) = &self.lan {
host.hub
.system_message(horizon_client::lan::data::component_nbt(
&text.component(),
));
}
self.system_message(text);
}
None => self.system_message(Text::translate(
key,
&[Text::literal(super::chat::PLAYER_NAME), name],
)),
}
}
}
@@ -718,7 +693,6 @@ impl Game<'_> {
if let Some((start, since)) = self.adv.levitation {
self.trigger_levitation(start, (self.ticks - since) as i64);
}
self.tick_marks();
if self.ticks.is_multiple_of(20) {
let me = self.player_entity();
self.trigger("minecraft:location", |c, w| {
@@ -808,162 +782,6 @@ impl Game<'_> {
&& adv::range_i(&c["duration"], duration)
});
}
/// `ServerPlayer.tick`: `trackStartFallingPosition` and the end of a fall
/// (`resetFallDistance`), `trackEnteredOrExitedLavaOnVehicle`, the way back
/// from the Nether, and `onEffectAdded`, `onEffectUpdated` and
/// `onEffectsRemoved`, which are seen as each tick ends.
fn tick_marks(&mut self) {
let Some(p) = self.player.as_ref() else {
return;
};
let at = [p.position.x, p.position.y, p.position.z];
let falling = p.fall_distance > 0.0;
let dead = p.health.dead_or_dying();
let lava = self
.riding
.and_then(|id| self.mobs.iter().find(|m| m.id == id))
.is_some_and(|m| m.fluids.in_lava);
match (falling, self.adv.marks.fall) {
(true, None) => {
self.adv.marks.fall = Some(at);
// The blast a wind charge made is spent by the fall, and counts
// only if the player was above where it hit.
if let Some((impact, wind_charge)) = self.adv.marks.blast.take()
&& wind_charge
&& impact[1] <= at[1]
{
self.trigger_fall_after_explosion(impact);
}
}
// `resetFallDistance`: a fall ends by landing, climbing or water.
(false, Some(start)) => {
self.adv.marks.fall = None;
if !dead {
self.trigger_distance("minecraft:fall_from_height", start);
}
}
_ => {}
}
match (lava, self.adv.marks.lava_ride) {
(true, None) => self.adv.marks.lava_ride = Some(at),
(true, Some(start)) => self.trigger_distance("minecraft:ride_entity_in_lava", start),
(false, Some(_)) => self.adv.marks.lava_ride = None,
(false, None) => {}
}
// Back in the Overworld from the Nether: measured from where it was entered.
if let Some(start) = self.adv.marks.nether
&& self.dim == Dim::Overworld
{
self.adv.marks.nether = None;
self.trigger_distance("minecraft:nether_travel", start);
}
let effects: Vec<(&'static str, i32)> = self
.potions
.effects
.list
.iter()
.map(|e| (e.id, e.amplifier))
.collect();
if effects != self.adv.marks.effects {
self.adv.marks.effects = effects;
self.trigger_effects_changed(None);
}
}
/// `DistanceTrigger`: the player's `player` condition, `start_position`
/// at `start`, and the `distance` from `start` to the player.
fn trigger_distance(&mut self, name: &str, start: [f64; 3]) {
let me = self.player_entity();
self.trigger(name, move |c, w| {
let pctx = adv::Entities {
this: Some(&me),
origin: me.position,
tool: None,
block_pos: None,
};
adv::conditions(&c["player"], &pctx, w)
&& adv::location(&c["start_position"], start, w)
&& (c["distance"].is_null() || adv::distance(&c["distance"], start, me.position))
});
}
/// `FallAfterExplosionTrigger` for a wind charge's blast that hit the
/// player at `impact`, measured to where the player is now.
fn trigger_fall_after_explosion(&mut self, impact: [f64; 3]) {
let me = self.player_entity();
let cause = EntityView {
kind: "minecraft:wind_charge".into(),
position: impact,
..EntityView::default()
};
self.trigger("minecraft:fall_after_explosion", move |c, w| {
let pctx = adv::Entities {
this: Some(&me),
origin: me.position,
tool: None,
block_pos: None,
};
let cctx = adv::Entities {
this: Some(&cause),
origin: me.position,
tool: None,
block_pos: None,
};
adv::conditions(&c["player"], &pctx, w)
&& adv::location(&c["start_position"], impact, w)
&& (c["distance"].is_null() || adv::distance(&c["distance"], impact, me.position))
&& adv::conditions(&c["cause"], &cctx, w)
});
}
/// `EffectsChangedTrigger`: the player's `effects`, and for an effect that
/// `source` gave, that entity (`source`).
pub(super) fn trigger_effects_changed(&mut self, source: Option<EntityView>) {
let me = self.player_entity();
self.trigger("minecraft:effects_changed", move |c, w| {
let pctx = adv::Entities {
this: Some(&me),
origin: me.position,
tool: None,
block_pos: None,
};
let effects = c["effects"].is_null()
|| adv::entity(
&serde_json::json!({ "minecraft:effects": c["effects"] }),
&me,
w,
me.position,
);
let source = c["source"].is_null()
|| source.as_ref().is_some_and(|s| {
let sctx = adv::Entities {
this: Some(s),
origin: me.position,
tool: None,
block_pos: None,
};
adv::conditions(&c["source"], &sctx, w)
});
adv::conditions(&c["player"], &pctx, w) && effects && source
});
}
/// `ItemDurabilityTrigger`: a player's item takes damage (`ItemStack.applyDamage`),
/// `stack` as it is before the damage. The durability and delta ranges are not
/// read: no advancement in the data uses them.
pub(super) fn trigger_item_durability(&mut self, stack: &ItemStack) {
if self.remote.is_some() || self.no_player_here() {
return;
}
let me = self.player_entity();
let item = item_view(stack);
self.trigger("minecraft:item_durability_changed", move |c, w| {
let pctx = adv::Entities {
this: Some(&me),
origin: me.position,
tool: None,
block_pos: None,
};
adv::conditions(&c["player"], &pctx, w)
&& (c["item"].is_null() || adv::item(&c["item"], &item, w))
});
}
/// `ServerPlayer.updateUsingItem`: USING_ITEM for the item in use, with
/// what the player looks at (`PlayerPredicate.lookingAt`).
pub(super) fn trigger_using_item(&mut self, stack: &ItemStack) {
@@ -1373,55 +1191,6 @@ impl Game<'_> {
adv::conditions(&c["player"], &pctx, w)
});
}
/// `RecipeCraftedTrigger`: the recipe and the stacks that went into it
/// (`ServerPlayer.triggerRecipeCrafted`); an empty slot is air.
pub(super) fn trigger_recipe_crafted(
&mut self,
recipe: &str,
ingredients: &[Option<ItemStack>],
) {
let me = self.player_entity();
let used: Vec<ItemView> = ingredients
.iter()
.map(|s| {
s.as_ref().map_or_else(
|| ItemView {
id: "minecraft:air".to_owned(),
..Default::default()
},
item_view,
)
})
.collect();
let recipe = recipe.to_owned();
self.trigger("minecraft:recipe_crafted", move |c, w| {
let pctx = adv::Entities {
this: Some(&me),
origin: me.position,
tool: None,
block_pos: None,
};
adv::conditions(&c["player"], &pctx, w)
&& adv::id_matches(&c["recipes"], "recipe", &recipe, w)
&& adv::recipe_ingredients(&c["ingredients"], &used, w)
});
}
/// `LootTableTrigger`: a container's loot table unpacked for this player
/// (`RandomizableContainer.unpackLootTable`).
pub(super) fn trigger_loot_table(&mut self, table: &str) {
let me = self.player_entity();
let table = table.to_owned();
self.trigger("minecraft:player_generates_container_loot", move |c, w| {
let pctx = adv::Entities {
this: Some(&me),
origin: me.position,
tool: None,
block_pos: None,
};
adv::conditions(&c["player"], &pctx, w)
&& adv::id_matches(&c["loot_tables"], "loot_table", &table, w)
});
}
/// `BredAnimalsTrigger`.
pub(super) fn trigger_bred(
&mut self,
@@ -1464,20 +1233,12 @@ impl Game<'_> {
&& test("child", child.as_ref())
});
}
/// `ChangeDimensionTrigger`, and `ServerPlayer.enteredNetherPosition`: the
/// Overworld position the player went into the Nether from (`at`) is kept
/// for the way back, and any other trip drops it.
pub(super) fn trigger_dimension(&mut self, from: Dim, to: Dim, at: [f64; 3]) {
let (from_id, to_id) = (from.id().to_owned(), to.id().to_owned());
/// `ChangeDimensionTrigger`.
pub(super) fn trigger_dimension(&mut self, from: Dim, to: Dim) {
let (from, to) = (from.id().to_owned(), to.id().to_owned());
self.trigger("minecraft:changed_dimension", move |c, _| {
c["from"].as_str().is_none_or(|f| f == from_id)
&& c["to"].as_str().is_none_or(|t| t == to_id)
c["from"].as_str().is_none_or(|f| f == from) && c["to"].as_str().is_none_or(|t| t == to)
});
if from == Dim::Overworld && to == Dim::Nether {
self.adv.marks.nether = Some(at);
} else if !(from == Dim::Nether && to == Dim::Overworld) {
self.adv.marks.nether = None;
}
}
/// `ToastManager.SLOT_COUNT`.
pub(super) const TOAST_SLOTS: usize = 5;
@@ -1549,7 +1310,7 @@ impl Game<'_> {
.iter()
.filter_map(|t| t.slot)
.chain(packs)
.fold(self.tutorial_toast_slots(), |used, slot| used | 1 << slot)
.fold(0, |used, slot| used | 1 << slot)
}
/// The `AdvancementToast` or `RecipeToast` at `index` in its slot at `y`.
fn draw_toast(&mut self, batch: &mut HudBatch, index: usize, y: f32, multiplier: f64) {
+4 -19
View File
@@ -424,6 +424,7 @@ impl Game<'_> {
Screen::DialogWarning => "dialog-warning",
Screen::CommandBlock => "command-block",
Screen::Win => "win",
Screen::Mod => "mod",
}
}
pub(super) fn inventory_counts(&self) -> BTreeMap<String, i64> {
@@ -535,9 +536,7 @@ impl Game<'_> {
title
.recent_worlds()
.iter()
.map(
|w| json!({ "folder": w.folder, "name": w.name, "creative": w.game_mode == 1 }),
)
.map(|w| json!({ "folder": w.folder, "name": w.name, "creative": w.creative }))
.collect::<Vec<_>>()
};
match &title.mode {
@@ -547,7 +546,7 @@ impl Game<'_> {
selected,
} => json!({
"mode": "select-world",
"worlds": list.iter().map(|w| json!({ "folder": w.folder, "name": w.name, "creative": w.game_mode == 1 })).collect::<Vec<_>>(),
"worlds": list.iter().map(|w| json!({ "folder": w.folder, "name": w.name, "creative": w.creative })).collect::<Vec<_>>(),
"selected": selected,
}),
Mode::Create {
@@ -598,9 +597,6 @@ impl Game<'_> {
Mode::Delete { world } => {
json!({ "mode": "delete-world", "folder": world.folder, "name": world.name })
}
Mode::BackupBeforeUpgrade { world } => {
json!({ "mode": "backup-before-upgrade", "folder": world.folder, "name": world.name })
}
Mode::Error { message, .. } => {
json!({ "mode": "world-operation-error", "message": message })
}
@@ -610,9 +606,6 @@ impl Game<'_> {
json!({ "mode": "multiplayer", "disconnected": reason })
}
Mode::Multiplayer(_) => json!({ "mode": "multiplayer" }),
Mode::MultiplayerWarning { check } => {
json!({ "mode": "multiplayer-warning", "check": check })
}
}
}
@@ -1456,15 +1449,7 @@ impl Game<'_> {
self.playing()?;
let all = a.pos.first() == Some(&"all");
let before = self.held().map(|s| self.stack_value(s));
if self.remote.is_some() {
// As Q does on a server (and on the single-player server
// thread): the server throws the stack, the client predicts it.
if !self.spectator() {
self.remote_drop(all);
}
} else {
self.drop_held(all);
}
self.drop_held(all);
ok(
json!({ "ok": true, "dropped_from": before, "held": self.held().map(|s| self.stack_value(s)) }),
)
+17 -43
View File
@@ -2,7 +2,7 @@
//! falling, `interactAt` equipment swaps by clicked height, the two-hit break
//! of `hurtServer` (creative breaks at once), and `ArmorStandRenderer` with
//! the default pose, the hit wobble and humanoid armor layers.
use super::Game;
use super::{Game, view_vector};
use horizon_client::{
entities::ArmorStand,
items::ItemStack,
@@ -153,13 +153,7 @@ impl Game<'_> {
pub(super) fn worn_armor_layers(&self, m: &Mob) -> Vec<(&Part, [f32; 4], u32)> {
let e = &m.extra;
self.armor_layers(
[
(e.head.as_deref(), e.armor[0].as_ref()),
(e.chest.as_deref(), e.armor[1].as_ref()),
(e.legs.as_deref(), e.armor[2].as_ref()),
(e.feet.as_deref(), e.armor[3].as_ref()),
]
.map(|(item, stack)| item.map(|i| (i, stack))),
[&e.head, &e.chest, &e.legs, &e.feet].map(|s| s.as_deref().map(|i| (i, None))),
)
}
/// The layers of the armour items `worn` (with their stacks when known,
@@ -226,7 +220,6 @@ impl Game<'_> {
.armor
.iter()
.chain(guests.flat_map(|g| g.armor.iter()))
.chain(self.mobs.iter().flat_map(|m| m.extra.armor.iter()))
.zip(
["helmet", "chestplate", "leggings", "boots"]
.into_iter()
@@ -374,7 +367,8 @@ impl Game<'_> {
}
/// The armor stand under the crosshair, its distance and the hit point.
pub(super) fn armor_stand_hit(&self) -> Option<(usize, f64, [f64; 3])> {
let (eye, dir) = self.aim()?;
let eye = self.eye_position()?;
let dir = view_vector(self.yaw, self.pitch);
let reach: f64 = if self.creative { 5.0 } else { 3.0 };
let mut best: Option<(usize, f64, [f64; 3])> = None;
for (i, a) in self.armor_stands.iter().enumerate() {
@@ -510,25 +504,6 @@ impl Game<'_> {
if !self.before_block(d) || self.mob_hit().is_some_and(|m| m.1 < d) {
return false;
}
// The stand's box and id, before the hit may remove it.
let (area, id) = (self.armor_stands[i].bounds(), self.armor_stands[i].id);
let (_, _, _, magic) = self.melee_damage("minecraft:armor_stand", true);
let hurt = self.punch_armor_stand(i);
if hurt {
self.attack_effects(
area,
Some(id as i32),
super::mace::Spared::Stand(id),
magic.then_some(id as i32),
);
self.swing_arm();
}
hurt
}
/// `ArmorStand.hurtServer` for a player's attack (also a sweep's): a
/// creative player breaks it, otherwise the first hit wobbles it and a
/// second within five ticks breaks it.
pub(super) fn punch_armor_stand(&mut self, i: usize) -> bool {
let time = self.world.game_time;
let at = self.armor_stands[i].position;
let at = [at.x, at.y, at.z];
@@ -616,6 +591,9 @@ impl Game<'_> {
};
for a in &self.armor_stands {
let entity_start = out.len();
if a.invisible {
continue;
}
// ArmorStand.shouldRenderAtSqrDistance: 256 times the box's mean
// edge (4 for a marker's empty box), whatever the entity distance.
// LivingEntityRenderer grows the culling box by 0.5 for a dragon head.
@@ -687,20 +665,16 @@ impl Game<'_> {
a.position.z.floor() as i32,
);
let packed = (u32::from(light >> 4) * 16) | ((u32::from(light & 15) * 16) << 8);
// LivingEntityRenderer.submit: an invisible stand has no body render type, but its
// layers (held items, custom head, armour) are submitted all the same.
if !a.invisible {
horizon_client::mobs::render::draw(
model,
base,
&poses,
wood,
0xFFFF_FFFF,
packed,
0,
out,
);
}
horizon_client::mobs::render::draw(
model,
base,
&poses,
wood,
0xFFFF_FFFF,
packed,
0,
out,
);
self.armor_stand_items(a, model, base, &posed, packed, out);
// HumanoidArmorLayer: head, chest, legs, feet.
for (slot, layer) in [
+23 -77
View File
@@ -105,28 +105,10 @@ impl Game<'_> {
let Some(BlockEntity::Beacon(mut b)) = self.world.block_entities.take(&key) else {
return;
};
self.tick_beacon(key, &mut b, false);
self.tick_beacon(key, &mut b);
self.world.block_entities.put(key, BlockEntity::Beacon(b));
}
/// `ClientLevel.tickBlockEntities` for beacons: a server's chunk data
/// carries no beam sections, so the client builds them too; effects,
/// sounds and the advancement stay with the server.
pub(super) fn client_tick_beacons(&mut self) {
let keys: Vec<_> = self
.world
.block_entities
.iter()
.filter_map(|(k, e)| matches!(e, BlockEntity::Beacon(_)).then_some(*k))
.collect();
for key in keys {
let Some(BlockEntity::Beacon(mut b)) = self.world.block_entities.take(&key) else {
continue;
};
self.tick_beacon(key, &mut b, true);
self.world.block_entities.put(key, BlockEntity::Beacon(b));
}
}
fn tick_beacon(&mut self, (x, y, z): (i32, i32, i32), b: &mut Beacon, client: bool) {
fn tick_beacon(&mut self, (x, y, z): (i32, i32, i32), b: &mut Beacon) {
let mut check = if b.last_check_y < y {
b.checking.clear();
b.last_check_y = y - 1;
@@ -171,7 +153,7 @@ impl Game<'_> {
if !b.sections.is_empty() {
b.levels = self.beacon_base(x, y, z);
}
if !client && b.levels > 0 && !b.sections.is_empty() {
if b.levels > 0 && !b.sections.is_empty() {
self.beacon_effects([x, y, z], b);
self.beacon_sound([x, y, z], "minecraft:block.beacon.ambient");
}
@@ -181,12 +163,10 @@ impl Game<'_> {
b.sections = std::mem::take(&mut b.checking);
let (was, is) = (previous > 0, b.levels > 0);
if !was && is {
if !client {
self.beacon_sound([x, y, z], "minecraft:block.beacon.activate");
let levels = b.levels;
self.for_each_player(|g| g.beacon_constructed([x, y, z], levels));
}
} else if was && !is && !client {
self.beacon_sound([x, y, z], "minecraft:block.beacon.activate");
let levels = b.levels;
self.for_each_player(|g| g.beacon_constructed([x, y, z], levels));
} else if was && !is {
self.beacon_sound([x, y, z], "minecraft:block.beacon.deactivate");
}
}
@@ -571,12 +551,7 @@ impl Game<'_> {
}
}
/// `BeaconRenderer`: each section's rotating solid beam and its glow.
pub(super) fn beacon_geometry(
&mut self,
camera: glam::DVec3,
alpha: f64,
out: &mut Vec<Vertex>,
) {
pub(super) fn beacon_geometry(&self, camera: glam::DVec3, alpha: f64, out: &mut Vec<Vertex>) {
let Some(s) = self
.gui
.atlas
@@ -588,28 +563,15 @@ impl Game<'_> {
};
let time = (self.world.game_time.rem_euclid(40)) as f32 + alpha as f32;
let scoping = self.scoping();
// `BeaconRenderer.shouldRender` culls at the render distance; far
// terrain extends that to its own distance.
let view = f64::from(self.terrain_distance() * 16);
let world = &self.world;
if self.lod.is_some() {
// The beam stays after its chunk unloads; once the chunk is back,
// its block entity decides whether the beam is still there.
self.far_beacons.retain(|&pos, _| {
let (x, _, z) = pos;
!world.chunks.contains_key(&(x >> 4, z >> 4))
|| world.block_entities.get(&pos).and_then(beam).is_some()
});
} else {
self.far_beacons.clear();
}
for (k, e) in &world.block_entities {
if let Some(sections) = beam(e) {
self.far_beacons.insert(*k, sections.to_vec());
let view = f64::from(self.settings.render_distance * 16);
for (k, e) in &self.world.block_entities {
let BlockEntity::Beacon(b) = e else { continue };
// `getBeamSections` is empty while Levels is 0.
if b.levels == 0 || b.sections.is_empty() {
continue;
}
}
for (k, sections) in &self.far_beacons {
let base = glam::DVec3::new(f64::from(k.0) + 0.5, f64::from(k.1), f64::from(k.2) + 0.5);
// `BeaconRenderer.shouldRender`: horizontal distance under render distance × 16.
let offset = base - camera;
let horizontal = glam::DVec2::new(offset.x, offset.z).length();
if horizontal >= view {
@@ -624,30 +586,14 @@ impl Game<'_> {
let origin = (glam::DVec3::new(f64::from(k.0), f64::from(k.1), f64::from(k.2))
- camera)
.as_vec3();
horizon_client::block_entity_render::beacon_beam(origin, sections, time, scale, s, out);
horizon_client::block_entity_render::beacon_beam(
origin,
&b.sections,
time,
scale,
s,
out,
);
}
}
}
/// The beam sections of an active beacon (`BeaconRenderer` draws no beam for
/// a beacon without a pyramid or with all sections cleared).
fn beam(e: &BlockEntity) -> Option<&[(u32, i32)]> {
match e {
BlockEntity::Beacon(b) if b.levels > 0 && !b.sections.is_empty() => Some(&b.sections),
_ => None,
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn only_active_beacons_have_beams() {
let mut b = Beacon::default();
assert!(beam(&BlockEntity::Beacon(Box::new(b.clone()))).is_none());
b.levels = 1;
b.sections.push((0xFFFFFF, 10));
assert_eq!(
beam(&BlockEntity::Beacon(Box::new(b))),
Some(&[(0xFFFFFF, 10)][..])
);
}
}
-97
View File
@@ -1,97 +0,0 @@
//! Beds' `occupied` (`BedBlock.OCCUPIED`): the head of a bed someone sleeps
//! in, which the foot copies (`updateShape`). `LivingEntity.startSleeping`
//! sets it and `stopSleeping` clears it. A villager's come with its mob
//! events (`MobEvent::BedOccupied`); a player's bed is set when it lies
//! down (`try_sleep`) and freed in the level's tick once nobody sleeps in it
//! any more, whichever way they got up: waking, the Leave Bed button, death,
//! a broken bed, or leaving the game.
use super::{Dim, Game};
use horizon_client::Result;
impl Game<'_> {
/// `setBlockAndUpdate(head, state.setValue(OCCUPIED, occupied))`, when
/// the block at `head` is still a bed and not already so.
pub(super) fn set_bed_occupied(&mut self, head: [i32; 3], occupied: bool) {
let registry = &self.pack.assets.registry;
let Some(mut state) = registry
.state(self.world.block(head[0], head[1], head[2]))
.cloned()
else {
return;
};
let value = if occupied { "true" } else { "false" };
if state.properties.get("occupied").is_none_or(|v| v == value) {
return;
}
state.properties.insert("occupied".into(), value.into());
let Some(id) = registry.id(&state) else {
return;
};
if let Err(e) = self.level_set(head, id) {
log::warn!("could not mark the bed at {head:?} occupied={value}: {e}");
}
}
/// `LivingEntity.startSleeping` for the player in place (the host, or
/// a guest during its turn): the bed it lies in is occupied.
pub(super) fn occupy_bed(&mut self, head: [i32; 3]) {
self.set_bed_occupied(head, true);
if !self.player_beds.contains(&(self.dim, head)) {
self.player_beds.push((self.dim, head));
}
}
/// Whether a player in the level in place still sleeps in `head`.
fn player_in_bed(&self, head: [i32; 3]) -> bool {
self.sleeping == Some(head)
|| self.lan.as_ref().is_some_and(|h| {
h.hub
.guests
.iter()
.any(|g| g.bed == Some(head) && g.dimension == self.dim.id())
})
}
/// `LivingEntity.stopSleeping` for the players who got up: the beds of
/// this level nobody sleeps in any more are free again. Runs in each
/// level's tick, after the players' packets and sleep ticks, never inside
/// a guest's turn (where the hub is taken out of `Game`).
pub(super) fn free_left_beds(&mut self) {
let dim = self.dim;
let left: Vec<[i32; 3]> = self
.player_beds
.iter()
.filter(|(d, head)| *d == dim && !self.player_in_bed(*head))
.map(|(_, head)| *head)
.collect();
for head in left {
self.player_beds.retain(|b| *b != (dim, head));
self.set_bed_occupied(head, false);
}
}
/// The levels with a bed a player marked occupied: they tick until the
/// bed is freed.
pub(super) fn player_bed_levels(&self) -> impl Iterator<Item = Dim> + '_ {
self.player_beds.iter().map(|(d, _)| *d)
}
/// `PlayerList.removeAll` before the server's last save: every player
/// leaves (`ServerPlayer.disconnect` stops its sleep), so no bed is
/// saved occupied by a player who is not in it when the world opens
/// again. Each bed is freed in its own level.
pub(super) fn free_player_beds(&mut self) -> Result<()> {
if self.player_beds.is_empty() {
return Ok(());
}
let back = self.dim;
for (dim, head) in std::mem::take(&mut self.player_beds) {
self.enter_level(None, dim)?;
// The in-frame game has only the level it is in.
if self.dim == dim {
self.set_bed_occupied(head, false);
}
}
self.enter_level(None, back)
}
}
+1 -1
View File
@@ -4,7 +4,7 @@
use super::Game;
use horizon_client::{
Result,
beehive::{self, Beehive, BeehiveExt, HiveHost, Release},
beehive::{self, Beehive, HiveHost, Release},
containers::BlockEntity,
items::ItemStack,
mobs::{Mob, Who, bee},
@@ -153,6 +153,5 @@ impl Game<'_> {
};
}
self.world.block_entities.insert(key, entity);
self.update_spawner_display(key);
}
}
+21 -31
View File
@@ -658,30 +658,16 @@ impl Game<'_> {
}
/// `BoatItem.use`: aim at a block or the water surface.
pub(super) fn place_boat(&mut self, stack: &ItemStack) -> bool {
let Some(boat) = self.boat_to_place(stack) else {
let Some((wood, chest)) = any_boat_wood(&stack.item) else {
return false;
};
self.next_entity += 1;
let key = (
boat.position.x.floor() as i32 >> 4,
boat.position.z.floor() as i32 >> 4,
);
self.world.modified.insert(key);
self.boats.push(boat);
if !self.creative {
self.consume_held();
}
self.swing_arm();
true
}
/// The boat `BoatItem.use` would place for `stack` (its SUCCESS), or
/// None when it aims at nothing (PASS) or the spot is taken (FAIL).
pub(super) fn boat_to_place(&self, stack: &ItemStack) -> Option<Boat> {
let (wood, chest) = any_boat_wood(&stack.item)?;
if !self.boat_models.has(wood, chest) {
return None;
return false;
}
let (eye, dir) = self.aim()?;
let Some(eye) = self.eye_position() else {
return false;
};
let dir = view_vector(self.yaw, self.pitch);
let reach = self.reach();
// ClipContext.Fluid.ANY: the first fluid surface (water or lava) or
// block along the ray.
@@ -721,7 +707,7 @@ impl Game<'_> {
}
(Some(b), None) => b.0,
(None, Some(w)) => w.0,
(None, None) => return None,
(None, None) => return false,
};
let mut boat = Boat::new(
self.next_entity + 1,
@@ -745,12 +731,21 @@ impl Game<'_> {
subject: None,
};
if !scene.unobstructed(inner).unwrap_or(false) || self.boat_entity_collision(bb) {
return None;
return false;
}
Some(boat)
self.next_entity += 1;
let key = (hit[0].floor() as i32 >> 4, hit[2].floor() as i32 >> 4);
self.world.modified.insert(key);
self.boats.push(boat);
if !self.creative {
self.consume_held();
}
self.swing_arm();
true
}
pub(super) fn boat_hit(&self) -> Option<(usize, f64)> {
let (eye, dir) = self.aim()?;
let eye = self.eye_position()?;
let dir = view_vector(self.yaw, self.pitch);
let reach: f64 = if self.creative { 5.0 } else { 3.0 };
let mut best: Option<(usize, f64)> = None;
for (i, b) in self.boats.iter().enumerate() {
@@ -801,7 +796,6 @@ impl Game<'_> {
self.screen = super::Screen::Inventory;
self.capture(false);
self.right = false;
self.swing_arm();
return true;
}
if sneaking
@@ -817,19 +811,15 @@ impl Game<'_> {
true
}
/// `VehicleEntity.hurtServer` from the player's attack.
pub(super) fn attack_boat(&mut self) -> bool {
pub(super) fn attack_boat(&mut self, damage: f32) -> bool {
let Some((i, d)) = self.boat_hit() else {
return false;
};
if !self.before_block(d) || self.mob_hit().is_some_and(|m| m.1 < d) {
return false;
}
let area = self.boats[i].bounds();
// Player.attack's full damage against the boat's entity type.
let (kind, id) = (self.boats[i].entity_type(), self.boats[i].id as i32);
let (damage, _, _, magic) = self.melee_damage(&kind, false);
self.vehicle_attack_sounds();
self.hurt_boat(i, damage, self.creative);
self.vehicle_attack_sounds(area, magic.then_some(id));
self.swing_arm();
true
}
+11 -26
View File
@@ -95,11 +95,6 @@ impl Game<'_> {
/// `BookViewScreen.mouseClicked`: the click event of the text under the
/// cursor on the page.
fn book_link_at(&self, page: &Text, left: f32) -> Option<horizon_client::text::ClickEvent> {
self.book_style_at(page, left)?.click
}
/// `ActiveTextCollector` over the page: the style of the character
/// under the cursor, for its click and hover events.
fn book_style_at(&self, page: &Text, left: f32) -> Option<horizon_client::text::Style> {
let (mx, my) = self.cursor;
let row = ((my - 32.0) / 9.0).floor();
if row < 0.0 || row >= LINES as f32 {
@@ -114,7 +109,7 @@ impl Game<'_> {
for (c, style) in line.chars() {
x -= self.gui.atlas.font.advance(c, style);
if x < 0.0 {
return Some(style.clone());
return style.click.clone();
}
}
None
@@ -144,22 +139,22 @@ impl Game<'_> {
}
}
ClickEvent::OpenUrl(url) => self.click_url(url),
// closeContainerOnServer, then clickCommandAction with no screen
// after the command: the book closes and the command runs.
ClickEvent::RunCommand(command) => {
self.close_book();
self.click_command(&command);
ClickEvent::RunCommand(command) => self.click_command(&command),
ClickEvent::SuggestCommand(command) => {
// defaultHandleClickEvent: the chat screen takes it over.
if self.player.is_some() {
self.close_book();
self.open_chat(&command);
}
}
// Screen.defaultHandleClickEvent: copied, the book stays open.
ClickEvent::CopyToClipboard(value) => {
use horizon_client::clipboard::Clipboard;
self.clipboard.set(&value);
}
// defaultHandleGameClickEvent: the dialog opens over the book.
// BookViewScreen.handleClickEvent: the rest is
// Screen.defaultHandleGameClickEvent's.
ClickEvent::ShowDialog(dialog) => self.show_dialog_ref(&dialog),
// SuggestCommand's insertText does nothing on a book; a server's
// text never opens a file.
ClickEvent::SuggestCommand(_) | ClickEvent::OpenFile(_) => {}
_ => {}
}
}
/// `WritableBookItem.use` / `WrittenBookItem.use` (`Player.openItemGui`).
@@ -1319,16 +1314,6 @@ impl Game<'_> {
true,
);
}
// HoveredTextEffects.TOOLTIP_AND_CURSOR: the hovered words'
// show_text hover event, as the chat shows it.
if let Some(hover) = pages
.get(*page)
.and_then(|t| self.book_style_at(t, left))
.and_then(|s| s.hover)
{
let lines = self.wrapped_rows(&hover, (w as i32 / 2).max(200));
self.draw_tooltip_lines(batch, &lines, mx, my);
}
}
}
}
+7 -97
View File
@@ -1,11 +1,8 @@
//! Brushing suspicious sand and gravel: `BrushItem.onUseTick` and
//! `BrushableBlockEntity`. The block's loot table stays in its saved block
//! entity (like a decorated pot's) until the first counted stroke rolls it.
use super::{Game, Hit, decorated_pot, view_vector};
use super::{Game, Hit, decorated_pot, spill, view_vector};
use horizon_client::{
block_entity_render::vertex_light,
containers::BlockEntity,
mesher::Vertex,
particles::{ParticleOptions, ParticleType},
save,
};
@@ -117,20 +114,6 @@ impl Game<'_> {
let time = self.world.game_time;
let mut brush = self.brushing.remove(&pos).unwrap_or_default();
brush.hit_face.get_or_insert(face);
let direction = match brush.hit_face.unwrap() {
[0, -1, 0] => 0,
[0, 1, 0] => 1,
[0, 0, -1] => 2,
[0, 0, 1] => 3,
[-1, 0, 0] => 4,
[1, 0, 0] => 5,
_ => return false,
};
if let Some(BlockEntity::Brushable(b)) =
self.world.block_entities.get_mut(&(pos[0], pos[1], pos[2]))
{
b.hit_direction = Some(direction);
}
brush.resets_at = time + 40;
if time < brush.cooldown_ends_at {
self.brushing.insert(pos, brush);
@@ -156,20 +139,12 @@ impl Game<'_> {
/// `BrushableBlockEntity.unpackLootTable`: the table's roll becomes the
/// block entity's item.
fn unpack_brush_loot(&mut self, pos: [i32; 3]) {
let key = (pos[0], pos[1], pos[2]);
let Some(BlockEntity::Brushable(b)) = self.world.block_entities.get(&key) else {
let Some(mut tag) = spill::saved_entity(&self.world, pos) else {
return;
};
let Some(horizon_world::nbt::Tag::String(table)) = &b.loot_table else {
if tag.get("LootTable").is_none() {
return;
};
let table = table.to_string_lossy();
let mut tag = save::encode_block_entity(
key,
&BlockEntity::Brushable(b.clone()),
"minecraft:brushable_block",
);
self.trigger_loot_table(&table);
}
let loot = horizon_client::structure_blocks::loot_data(&self.options.resources);
decorated_pot::unpack_loot(
&mut tag,
@@ -178,12 +153,7 @@ impl Game<'_> {
&mut self.rand_sequences,
self.level.seed,
);
if let Some(BlockEntity::Brushable(b)) = self.world.block_entities.get_mut(&key) {
b.loot_table = tag.get("LootTable").cloned();
b.loot_seed = tag.get("LootTableSeed").cloned();
b.item = tag.get("item").and_then(save::item_from_nbt);
}
self.world.modified.insert((pos[0] >> 4, pos[2] >> 4));
spill::put_saved_entity(&mut self.world, pos, tag);
}
/// `BrushableBlockEntity.brushingCompleted`: the item drops out of the
@@ -196,10 +166,8 @@ impl Game<'_> {
_ => "minecraft:air",
};
// dropContent: the item at the middle of the block beside that face.
let item = match self.world.block_entities.get(&(pos[0], pos[1], pos[2])) {
Some(BlockEntity::Brushable(b)) => b.item.clone(),
_ => None,
};
let item = spill::saved_entity(&self.world, pos)
.and_then(|tag| tag.get("item").and_then(save::item_from_nbt));
if let Some(mut item) = item {
let face = face.unwrap_or([0, 1, 0]);
let take = 10 + self.world.random.next_int_bound(21).unwrap_or(0);
@@ -253,70 +221,12 @@ impl Game<'_> {
if brush.count != 0 {
self.brushing.insert(pos, brush);
self.schedule_brushable_tick(pos);
} else if let Some(BlockEntity::Brushable(b)) =
self.world.block_entities.get_mut(&(pos[0], pos[1], pos[2]))
{
b.hit_direction = None;
}
if before != after {
self.set_dusted(pos, after);
}
}
/// `BrushableBlockRenderer`: reveal the item from the first brushed face.
pub(super) fn brushable_geometry(&self, camera: glam::DVec3, out: &mut Vec<Vertex>) {
use horizon_assets::item_model::DisplayContext;
for (key, entity) in &self.world.block_entities {
let BlockEntity::Brushable(b) = entity else {
continue;
};
let (Some(item), Some(face)) = (&b.item, b.hit_direction) else {
continue;
};
let at = glam::DVec3::new(f64::from(key.0), f64::from(key.1), f64::from(key.2));
if at.distance_squared(camera) >= 64.0 * 64.0 {
continue;
}
let state = self.world.block(key.0, key.1, key.2);
let progress = self
.pack
.assets
.registry
.state(state)
.and_then(|s| s.properties.get("dusted"))
.and_then(|s| s.parse::<u8>().ok())
.unwrap_or(0);
if progress == 0 {
continue;
}
let offset = f32::from(progress) * 0.075;
let (translation, adjacent, east_west) = match face {
0 => (glam::Vec3::new(0.5, -0.23 - offset, 0.5), [0, -1, 0], false),
1 => (glam::Vec3::new(0.5, 0.25 + offset, 0.5), [0, 1, 0], false),
2 => (glam::Vec3::new(0.5, 0.0, 0.25 - offset), [0, 0, -1], false),
3 => (glam::Vec3::new(0.5, 0.0, 0.73 + offset), [0, 0, 1], false),
4 => (glam::Vec3::new(0.25 - offset, 0.0, 0.5), [-1, 0, 0], true),
5 => (glam::Vec3::new(0.73 + offset, 0.0, 0.5), [1, 0, 0], true),
_ => continue,
};
let item = self.resolve_item(item, DisplayContext::Fixed, None, 0);
if item.is_empty() {
continue;
}
let pose = glam::Mat4::from_translation(
(at - camera).as_vec3() + glam::Vec3::new(0.0, 0.5, 0.0) + translation,
) * glam::Mat4::from_rotation_y(
(86.0_f32 + if east_west { 90.0 } else { 0.0 }).to_radians(),
) * glam::Mat4::from_scale(glam::Vec3::splat(0.5));
let light = self.world.light(
key.0 + adjacent[0],
key.1 + adjacent[1],
key.2 + adjacent[2],
);
self.submit_item_world(&item, pose, vertex_light(light), out);
}
}
/// Level event 3008 (`LevelEventHandler`): the finished block's sound
/// and break particles.
pub(super) fn brush_complete_event(&mut self, pos: [i32; 3], data: i32) {
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