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Author SHA1 Message Date
levzzz ddb317c771 Merge branch 'pr-5909-new' into mod-api-rework 2026-11-01 20:40:22 +05:00
[email protected]andClaude Opus 5.5 aef97f1e43 Merge upstream/main into staging/unified-hmod
Upstream added --player-dir handling to the startup code in main.rs. With the
library split that code lives in entry.rs, so the change is applied there and
main.rs stays the thin launcher.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 16:35:47 +01:00
levzzz 3f3bdfa663 Merge branch 'pr-5909' into mod-api-rework 2026-11-01 20:24:21 +05:00
levzzzandClaude Opus 5.5 5482b975fb Merge hr/main into the mod API rework (#5446)
main.rs moved to entry.rs on this branch; carry main's --player-dir
log/crash folder handling over to entry.rs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 20:18:53 +05:00
[email protected]andClaude Opus 5.5 18a02fe574 Merge native/api-mods (#5446) into staging/unified-hmod
Combined staging branch: the game library split (#5446) and the single mod
file format (#5909) together, as agreed to land in one release. No conflicts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 16:17:21 +01:00
[email protected]andClaude Opus 5.5 cb11c1d221 Block states: drop a needless borrow clippy 1.99 refuses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 13:45:12 +01:00
[email protected] 2aa6aa28cd Merge remote-tracking branch 'upstream/main' into staging/unified-hmod 2026-11-01 13:43:44 +01:00
[email protected]andClaude Opus 5.5 df6e0f0547 Mods: keep publishing .hnmod, write the mod file format down
Review on #5909: native versions published as .hmod would reach
launchers that drop their content or refuse them. The registry keeps
.hnmod until launchers and the game read native .hmods.

docs/api/mod-files.md holds every rule of a .hmod/.hnmod in one
place: zip and path rules, top-level entries, the horizon-native.json
schema, what mixins/<id>/ may hold and the size limits.

The registry's Cargo.lock catches up with horizon-mods' png
dependency so its --locked check passes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 13:35:43 +01:00
[email protected]andClaude Opus 5.5 02122e2532 Mods: one .hmod for content and native code (WIP, #5865)
A .hmod's contents decide what it is: content only, native code
(horizon-native.json + mixins/<id>/), or both in one file. Native
bundle reading skips a .hmod's content entries, checks both
manifests name one mod, and refuses mod.wasm with a clear error.
The registry publishes native-mod versions as .hmod and still
accepts .hnmod; .hnmod keeps loading unchanged.

Launcher install, game content loading of native .hmods and the
GitHub install path are not done yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 13:04:52 +01:00
466 changed files with 2632 additions and 41318 deletions

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-61
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@@ -1,61 +0,0 @@
name: pack load bench
# How long resource packs take to load: crates/horizon-client-render/examples/pack_load_bench.rs on generated packs
# (no game files), on the branch and then on `base` with the branch's copy of the bench, on the same runner, so a pull
# request can show its numbers next to main's. Started by hand, or by a push to a `pack-bench/*` branch (a fork can't
# start a workflow its main lacks), against horizon-rust/horizon's main.
on:
push:
branches: ['pack-bench/**']
workflow_dispatch:
inputs:
base:
description: Ref to compare against
default: main
scale:
description: How many times the default pack sizes
default: '1'
permissions:
contents: read
env:
HORIZON_TELEMETRY_URL: "off"
CARGO_TERM_COLOR: never
jobs:
bench:
runs-on: ubuntu-latest
timeout-minutes: 90
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Install Rust and the ALSA and udev headers
run: |
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal
- uses: Swatinem/rust-cache@v2
with:
shared-key: pack-bench
- name: Bench the branch
env:
SCALE: ${{ inputs.scale || '1' }}
run: |
cargo run --profile fast -p horizon-client-render --example pack_load_bench -- --scale "$SCALE" > head.md
- name: Bench the base, with the branch's bench
env:
BASE: ${{ inputs.base || 'main' }}
SCALE: ${{ inputs.scale || '1' }}
run: |
git fetch https://github.com/horizon-rust/horizon.git "$BASE"
git worktree add ../base FETCH_HEAD
cp crates/horizon-client-render/examples/pack_load_bench.rs ../base/crates/horizon-client-render/examples/
# A bench row that times a function the base lacks keeps it from building there: then
# the branch's own rows compare the two ways.
(cd ../base && CARGO_TARGET_DIR="$GITHUB_WORKSPACE/target" cargo run --profile fast -p horizon-client-render \
--example pack_load_bench -- --scale "$SCALE") > base.md \
|| echo "The bench does not build on the base." > base.md
- name: Summary
run: |
{
echo "### Branch ($(git rev-parse --short HEAD))"; cat head.md
echo; echo "### Base (${{ inputs.base || 'main' }})"; cat base.md
} | tee -a "$GITHUB_STEP_SUMMARY"
+1 -2
View File
@@ -30,7 +30,6 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
change), none for a fix. Agents never add `release-now`: the maintainer decides it. Merges ship in batches of 5, or after
6 hours ([docs/release-flow.md](docs/release-flow.md)).
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
- **No hardcoded user-facing strings.** Keep UI translation-ready from the start. In the launcher (`launcher/`), wrap visible text with `tr("...")` or `trf("... {arg} ...", &[("arg", &val)])` from `crate::i18n` instead of raw string literals or `format!`. In the game, use translation keys (`Text::tr`, `lang::get`), never hardcoded English strings.
- **Claim before you start**: comment `/claim` on the issue (no issue yet: open one, then claim it). An assigned
issue is taken: pick another. `/unclaim` when you stop; a claim with no open PR linking it is released after 5 days.
@@ -159,7 +158,7 @@ state stays separate from the library tests. This compiles gameplay twice for ex
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; crate `horizon-client-input` (`keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `clipboard.rs`); L: `osk.rs`; G: `pad.rs`, `pad_menu.rs` |
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `mobs/cem.rs` + `mobs/cem_anim.rs` (OptiFine/EMF entity models and their animations); `horizon-client-core/src/lang.rs`; crates `horizon-assets`, `horizon-optifine`; G: `packs.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`; `horizon-client-core/src/lang.rs`; crate `horizon-assets`; G: `packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
Generated
-3
View File
@@ -1324,7 +1324,6 @@ dependencies = [
"horizon-items",
"horizon-mods",
"horizon-narrator",
"horizon-optifine",
"horizon-protocol",
"horizon-server-files",
"horizon-shader-api",
@@ -1452,7 +1451,6 @@ dependencies = [
"horizon-hdr",
"horizon-items",
"horizon-narrator",
"horizon-optifine",
"horizon-protocol",
"horizon-shader-api",
"horizon-shaders",
@@ -1574,7 +1572,6 @@ name = "horizon-optifine"
version = "0.1.0"
dependencies = [
"horizon-bench",
"log",
"regex",
]
-25
View File
@@ -66,28 +66,3 @@ with Microsoft accounts
The four-square Microsoft symbol in `launcher/src/microsoft.rs` reproduces the squares, positions and
colours of Microsoft's official `ms-symbollockup_mssymbol_19.svg` from that page, unmodified. Microsoft
and its logo are trademarks of the Microsoft group of companies; Horizon is not endorsed by Microsoft.
## CIT Resewn
`crates/horizon-optifine/src/cit.rs` and `crates/horizon-client-render/src/cit.rs` follow the
condition semantics of [CIT Resewn Continuation](https://github.com/EthanVisagie/CIT-Resewn-Continuation-1.21.11)
(at `b792f9a`), a continuation of [CIT Resewn](https://github.com/SHsuperCM/CITResewn) by SHsuperCM: the
1.21 component paths, enchantment levels, percent damage, text matching and rule ordering. It is
licensed under the MIT license:
> Copyright (c) 2021 SHsuperCM
>
> Permission is hereby granted, free of charge, to any person obtaining a copy of this software
> and associated documentation files (the "Software"), to deal in the Software without
> restriction, including without limitation the rights to use, copy, modify, merge, publish,
> distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
> Software is furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in all copies or
> substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
> BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
> NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
> DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-7
View File
@@ -281,13 +281,6 @@ pub struct Player {
pub ground: Option<(u64, f64)>,
/// The client ticks the prediction plays again (only while it runs).
pub record: Option<Box<prediction::Record>>,
/// Sprinting as the client's own commands left it (ServerboundPlayerCommandPacket's
/// START_SPRINTING and STOP_SPRINTING: LocalPlayer.wasSprinting), which the record's ticks take.
/// Not the server's player: a hit with extra knockback stops its sprint
/// (Player.causeExtraKnockback), the client's own `Player.attack` doesn't (a mob's `hurtClient`
/// is false), and once the server's flag reaches it LocalPlayer.aiStep starts the sprint again
/// while the sprint key is held, with nothing to say: wasSprinting never changed.
pub sprinting: bool,
/// The attacks of the client tick being heard.
pub attacks: combat::Attacks,
}
+6 -16
View File
@@ -202,8 +202,10 @@ fn os_version() -> Option<String> {
#[cfg(target_os = "linux")]
fn cpu() -> Option<String> {
let info = std::fs::read_to_string("/proc/cpuinfo").ok()?;
// x86 names the CPU per core; arm64 only gives the core's implementer and part.
horizon_telemetry::system::linux_cpu_name(&info)
// x86 names the CPU per core; ARM boards name the machine once.
key_value(&info, "model name", ':')
.or_else(|| key_value(&info, "Model", ':'))
.map(str::to_owned)
}
#[cfg(target_os = "linux")]
@@ -225,12 +227,12 @@ fn key_value<'a>(text: &'a str, key: &str, sep: char) -> Option<&'a str> {
#[cfg(target_os = "windows")]
fn os_version() -> Option<String> {
horizon_telemetry::system::windows_version()
output("cmd", &["/C", "ver"])
}
#[cfg(target_os = "windows")]
fn cpu() -> Option<String> {
horizon_telemetry::system::windows_cpu()
std::env::var("PROCESSOR_IDENTIFIER").ok()
}
#[cfg(target_os = "windows")]
@@ -279,16 +281,4 @@ mod tests {
assert!(cpu_seconds(std::process::id()).unwrap() >= 0.0);
}
}
/// `hardware.cpu` is the brand name, not the family and model `PROCESSOR_IDENTIFIER` holds.
#[cfg(windows)]
#[test]
fn windows_reports_the_cpu_brand() {
let cpu = Hardware::detect().cpu.expect("a CPU name");
assert!(
!cpu.is_empty() && !cpu.contains(" Family ") && !cpu.contains("Stepping"),
"family and model, not a name: {cpu:?}"
);
assert_eq!(cpu, cpu.trim());
}
}
+4 -41
View File
@@ -73,11 +73,8 @@ horizon-bots: load-test bots for a Minecraft Java Edition 26.3 server (offline m
--attack NAME attack the player NAME twice a second, from wherever the bot is (a reach test),
swinging after each attack as vanilla's client does. NAME,NAME...: each of them
in the same tick (a multi-target kill aura, for the anticheat's tests);
the report gives each bot's last health. A UUID instead of a NAME: the
entity with that UUID (a boat summoned with it, say)
the report gives each bot's last health
--attack-after S start attacking S seconds after joining; default 5
--attack-rounds N stop after N rounds of attacks (each hits every target seen so far once);
default no limit
--no-swing attack without swinging (a kill aura hiding its swing, for the anticheat's tests)
--no-loaded never say the level is loaded (ServerboundPlayerLoadedPacket): a vanilla server
ignores the player's moves and actions for its first 3 seconds
@@ -156,11 +153,9 @@ struct Options {
seed: u64,
explore_speed: f64,
pvp: bool,
/// The players or entity UUIDs to attack, how long after joining to start,
/// and how many rounds.
/// The player to attack, and how long after joining to start.
attack: Option<String>,
attack_after: f64,
attack_rounds: u32,
no_swing: bool,
flood: usize,
no_read: bool,
@@ -195,7 +190,6 @@ fn options() -> Result<Options, String> {
pvp: true,
attack: None,
attack_after: 5.0,
attack_rounds: u32::MAX,
no_swing: false,
flood: 100,
no_read: false,
@@ -253,7 +247,6 @@ fn options() -> Result<Options, String> {
"--flood" => o.flood = value.parse().map_err(|_| number("packets a tick"))?,
"--attack" => o.attack = Some(value),
"--attack-after" => o.attack_after = value.parse().map_err(|_| number("seconds"))?,
"--attack-rounds" => o.attack_rounds = value.parse().map_err(|_| number("a number"))?,
"--name" => o.name = value,
"--report" => o.report = Some(value),
"--brand" => o.brand = Some(value),
@@ -408,16 +401,6 @@ fn join_summary(mut times: Vec<u64>) -> serde_json::Value {
})
}
/// An `--attack` target's UUID: a UUID as written (`8-4-4-4-12` hex), else
/// the offline UUID of the player with that name (a name has no `-`).
fn target_uuid(name: &str) -> u128 {
let hex: String = name.chars().filter(|&c| c != '-').collect();
match u128::from_str_radix(&hex, 16) {
Ok(uuid) if name.contains('-') && hex.len() == 32 => uuid,
_ => offline_uuid(name),
}
}
/// A small deterministic generator (SplitMix64), so every run moves the bots the same way.
struct Random(u64);
impl Random {
@@ -1001,7 +984,7 @@ fn run_bot(
.attack
.iter()
.flat_map(|names| names.split(','))
.map(|name| (target_uuid(name), None))
.map(|name| (offline_uuid(name), None))
.collect();
bot.online.store(true, Ordering::SeqCst);
{
@@ -1056,7 +1039,6 @@ fn run_bot(
send(play::Serverbound::SetCarriedItem(play::SetCarriedItem { slot: 0 }).encode());
}
let mut sequence = 0;
let mut rounds = 0;
let mut random = Random(o.seed ^ (index as u64).wrapping_mul(0x2545_F491_4F6C_DD1D));
let mut pos = spawn;
// Fight bots stay at their spawn height; the others climb to fly above the terrain.
@@ -1220,13 +1202,8 @@ fn run_bot(
send(body);
}
}
if joined.elapsed().as_secs_f64() >= o.attack_after
&& tick % 10 == 0
&& rounds < o.attack_rounds
{
if joined.elapsed().as_secs_f64() >= o.attack_after && tick % 10 == 0 {
let targets: Vec<i32> = lock(&bot.target).iter().filter_map(|t| t.1).collect();
// A round counts once a target is known.
rounds += u32::from(!targets.is_empty());
for id in targets {
send(play::Serverbound::Attack(play::Attack { id }).encode());
// Minecraft.startAttack swings right after the attack.
@@ -1469,20 +1446,6 @@ mod tests {
})
}
/// `--attack`: a UUID names that entity, anything else a player.
#[test]
fn attack_targets_a_uuid_or_a_player() {
assert_eq!(target_uuid("00000000-0000-0000-0000-00000000000a"), 10);
assert_eq!(
target_uuid("0000000a-0000-0001-0000-000000000002"),
0x0000000a_0000_0001_0000_000000000002
);
assert_eq!(target_uuid("V0"), offline_uuid("V0"));
// A name of 32 hex digits is a name: a UUID is written with dashes.
let name = "0123456789abcdef0123456789abcdef";
assert_eq!(target_uuid(name), offline_uuid(name));
}
#[test]
fn tracks_living_entities_only() {
let mut e = Entities::default();
-169
View File
@@ -72,19 +72,6 @@ impl ResourceSource for Bundled {
"assets/horizon/lang/tr_tr.json" => {
include_str!("../../horizon-client/assets/horizon/lang/tr_tr.json")
}
"assets/horizon/lang/de_de.json" | "assets/horizon/lang/de_at.json" => {
include_str!("../../horizon-client/assets/horizon/lang/de_de.json")
}
// Swiss German writes "ss" for "ß", as vanilla's de_ch does.
"assets/horizon/lang/de_ch.json" => {
let de = include_str!("../../horizon-client/assets/horizon/lang/de_de.json");
return Some(de.replace('ß', "ss").into_bytes());
}
"assets/horizon/lang/fr_fr.json"
| "assets/horizon/lang/fr_ca.json"
| "assets/horizon/lang/fr_ch.json" => {
include_str!("../../horizon-client/assets/horizon/lang/fr_fr.json")
}
"assets/horizon/lang/es_es.json"
| "assets/horizon/lang/es_ar.json"
| "assets/horizon/lang/es_cl.json"
@@ -329,20 +316,6 @@ mod tests {
assert_eq!(tr.get("horizon.options.controller"), Some("Kontrolcü"));
let es = Language::load(&[&empty], "es_es");
assert_eq!(es.get("horizon.options.controller"), Some("Mando"));
// German and French, and their regional variants on the same file
// (Swiss German without "ß").
let de = Language::load(&[&empty], "de_de");
assert_eq!(de.get("horizon.osk.close"), Some("Schließen"));
let fr = Language::load(&[&empty], "fr_fr");
assert_eq!(fr.get("horizon.osk.close"), Some("Fermer"));
for (code, base) in [("de_at", &de), ("fr_ca", &fr), ("fr_ch", &fr)] {
let variant = Language::load(&[&empty], code);
assert_eq!(variant.map(), base.map(), "{code}");
}
let de_ch = Language::load(&[&empty], "de_ch");
assert_eq!(de_ch.get("horizon.osk.close"), Some("Schliessen"));
assert!(de_ch.map().values().all(|v| !v.contains('ß')));
assert_eq!(de_ch.len(), de.len());
let es_ve = Language::load(&[&empty], "es_ve");
assert_eq!(
es_ve.get("horizon.options.on_screen_keyboard"),
@@ -350,148 +323,6 @@ mod tests {
);
}
/// `crates/horizon-client/assets/horizon/lang`, where Horizon's own strings live.
fn bundled_dir() -> std::path::PathBuf {
std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../horizon-client/assets/horizon/lang")
}
/// The keys of a flat bundled file in file order, duplicates included (a map
/// would keep only the last of two equal keys). One `"key": "value"` per line.
fn file_keys(body: &str) -> Vec<String> {
body.lines()
.filter(|line| line.starts_with(" \""))
.map(|line| {
serde_json::Deserializer::from_str(line.trim_start())
.into_iter::<String>()
.next()
.and_then(Result::ok)
.unwrap_or_else(|| panic!("no key on line {line}"))
})
.collect()
}
/// The fields the code fills in (`%s`, `%d`, `%1$s`, `%.2f`, `%%`), sorted. A
/// percent sign that starts none of them ("100% is") is plain text.
fn placeholders(text: &str) -> Vec<String> {
let mut found = Vec::new();
let mut rest = text;
while let Some(at) = rest.find('%') {
rest = &rest[at + 1..];
let spec = rest
.find(|c: char| !(c.is_ascii_digit() || c == '$' || c == '.'))
.unwrap_or(rest.len());
let after = rest[spec..].chars().next();
if after.is_some_and(|c| matches!(c, 's' | 'd' | 'f' | '%')) {
let end = spec + 1;
found.push(format!("%{}", &rest[..end]));
rest = &rest[end..];
}
}
found.sort();
found
}
#[test]
fn bundled_files_are_served_and_have_no_stale_or_repeated_keys() {
let dir = bundled_dir();
let en_body = std::fs::read_to_string(dir.join("en_us.json")).unwrap();
let en: HashMap<String, String> = serde_json::from_str(&en_body).unwrap();
let mut seen = 0;
for entry in std::fs::read_dir(&dir).unwrap().flatten() {
let name = entry.file_name().into_string().unwrap();
let Some(code) = name.strip_suffix(".json") else {
continue;
};
seen += 1;
// A file that Bundled::read does not name is never loaded.
let path = format!("assets/horizon/lang/{name}");
assert!(
Bundled.read(&path).is_some(),
"{name} is not served by Bundled"
);
let body = std::fs::read_to_string(entry.path()).unwrap();
let map: HashMap<String, String> = serde_json::from_str(&body)
.unwrap_or_else(|e| panic!("{name} is not a flat string map: {e}"));
let keys = file_keys(&body);
assert_eq!(
keys.len(),
map.len(),
"{name} repeats a key or has a multi-line entry"
);
for (key, value) in &map {
// Stale: the code no longer asks for it, or it was renamed in en_us only.
let english = en
.get(key)
.unwrap_or_else(|| panic!("{code}: {key} is not in en_us.json"));
// A translation keeps the fields the code fills in.
assert_eq!(
placeholders(value),
placeholders(english),
"{code}: {key} changes the placeholders of the English text"
);
assert!(!value.trim().is_empty(), "{code}: {key} is empty");
}
}
assert!(
seen >= 7,
"found {seen} bundled lang files in {}",
dir.display()
);
}
#[test]
fn every_horizon_key_the_code_names_is_in_en_us() {
fn rust_files(dir: &std::path::Path, out: &mut Vec<std::path::PathBuf>) {
for entry in std::fs::read_dir(dir).into_iter().flatten().flatten() {
let path = entry.path();
if path.is_dir() {
rust_files(&path, out);
} else if path.extension().is_some_and(|e| e == "rs") {
out.push(path);
}
}
}
let en: HashMap<String, String> = serde_json::from_str(
&std::fs::read_to_string(bundled_dir().join("en_us.json")).unwrap(),
)
.unwrap();
let crates = std::path::Path::new(env!("CARGO_MANIFEST_DIR")).join("..");
let mut files = Vec::new();
for krate in [
"horizon-client",
"horizon-client-render",
"horizon-client-core",
] {
rust_files(&crates.join(krate).join("src"), &mut files);
}
assert!(files.len() > 100, "found only {} sources", files.len());
let mut found = 0;
for file in files {
let text = std::fs::read_to_string(&file).unwrap();
for (at, _) in text.match_indices("\"horizon.") {
let rest = &text[at + 1..];
let Some(end) = rest.find('"') else { continue };
let key = &rest[..end];
// A key is `horizon.<group>.<name>`: lower-case letters, digits and `_`
// between the dots. A key built at run time has a brace; a file name
// has one dot; the server addresses that look like keys are listed.
const NOT_KEYS: &[&str] = &["horizon.bunchy7s.dev"];
let key_like = key
.bytes()
.all(|b| b.is_ascii_lowercase() || b.is_ascii_digit() || b"_.".contains(&b));
if key.matches('.').count() < 2 || !key_like || NOT_KEYS.contains(&key) {
continue;
}
found += 1;
assert!(
en.contains_key(key),
"{} names {key}, which is not in en_us.json",
file.display()
);
}
}
assert!(found > 50, "found only {found} key names");
}
#[test]
fn layers_selected_language_over_english() {
let base = Mem(HashMap::from([
@@ -483,21 +483,6 @@ impl KeyBinds {
.find(|mapping| self.get(mapping) == name)
.and_then(|mapping| key_code(Self::default_of(mapping)))
}
/// `AbstractContainerScreen.checkHotbarKeyPressed`: the off hand and the
/// hotbar slots, as the controls bind them now. Answers the key the menu
/// acts on (`KeyF` for the off hand, `DigitN` for a slot), so a rebound key
/// swaps instead of reaching the screen.
pub fn container_hotbar_key(&self, key: KeyCode) -> Option<KeyCode> {
let name = key_name(key)?;
if self.get("key.swapOffhand") == name {
return Some(KeyCode::KeyF);
}
MAPPINGS
.iter()
.filter(|m| m.0.starts_with("key.hotbar."))
.find(|m| self.get(m.0) == name)
.and_then(|m| key_code(Self::default_of(m.0)))
}
}
#[cfg(test)]
@@ -534,29 +519,6 @@ mod tests {
assert_eq!(keys.container_mouse_key(MouseButton::Forward, false), None);
}
#[test]
fn container_hotkeys_follow_the_bound_keys() {
let mut keys = KeyBinds::default();
assert_eq!(
keys.container_hotbar_key(KeyCode::KeyF),
Some(KeyCode::KeyF)
);
assert_eq!(
keys.container_hotbar_key(KeyCode::Digit3),
Some(KeyCode::Digit3)
);
assert_eq!(keys.container_hotbar_key(KeyCode::Tab), None);
// The report's key: bound to the off hand, the menu takes it first.
keys.set("key.swapOffhand", "key.keyboard.tab");
assert_eq!(keys.container_hotbar_key(KeyCode::Tab), Some(KeyCode::KeyF));
assert_eq!(keys.container_hotbar_key(KeyCode::KeyF), None);
keys.set("key.hotbar.3", "key.keyboard.t");
assert_eq!(
keys.container_hotbar_key(KeyCode::KeyT),
Some(KeyCode::Digit3)
);
}
#[test]
fn rebinding_translates_to_defaults() {
let mut k = KeyBinds::default();
@@ -549,7 +549,6 @@ pub fn fullscreen_request(
/// it from the `horizon.desktop` entry, macOS from the app bundle). `None` if it can't be read.
pub fn icon() -> Option<winit::window::Icon> {
let mut decoder = png::Decoder::new(std::io::Cursor::new(horizon_theme::ICON_PNG));
decoder.ignore_checksums(true);
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info().ok()?;
let mut bytes = vec![0; reader.output_buffer_size()?];
-3
View File
@@ -17,9 +17,6 @@ horizon-hdr = { path = "../horizon-hdr" }
horizon-items = { path = "../horizon-items" }
# The narrator option's status and whether the narrator is there (Options.narrator).
horizon-narrator = { path = "../horizon-narrator" }
# OptiFine-format pack files: random entity textures (hud.rs), connected textures
# (connected.rs) and custom item texture rules (cit.rs).
horizon-optifine = { path = "../horizon-optifine" }
horizon-protocol = { path = "../horizon-protocol" }
horizon-shader-api = { path = "../horizon-shader-api" }
horizon-shaders = { path = "../horizon-shaders" }
@@ -1,436 +0,0 @@
//! How long a big resource pack takes to load and reload, on generated files only (no game
//! resources): a stand-in vanilla root, a server-style zip pack of many namespaces, and a
//! high-resolution pack over vanilla's own textures. Each stage runs a few times; the median
//! is printed as a Markdown table.
//! `cargo run --profile fast -p horizon-client-render --example pack_load_bench [-- --scale 1]`
//! (`.github/workflows/pack-bench.yml` runs it on a branch and on its base, side by side).
use horizon_client_render::{
hud::HudAtlas,
model_library::ParsedModels,
packs::{self, Pack},
sprites::Sprites,
};
use std::{
fs,
path::{Path, PathBuf},
time::Instant,
};
/// A small deterministic generator: the same files on every run and every branch.
struct Noise(u64);
impl Noise {
fn next(&mut self) -> u64 {
self.0 ^= self.0 << 13;
self.0 ^= self.0 >> 7;
self.0 ^= self.0 << 17;
self.0
}
}
/// A `side`x`side` RGBA PNG (`frames` tall when animated) of blotchy pixels, which compress
/// about as well as real textures do.
fn png(noise: &mut Noise, side: u32, frames: u32, alpha: bool) -> Vec<u8> {
let mut out = Vec::new();
{
let mut encoder = png::Encoder::new(&mut out, side, side * frames);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let mut writer = encoder.write_header().unwrap();
let mut pixels = Vec::with_capacity((side * side * frames * 4) as usize);
let mut colour = [0u8; 4];
for i in 0..side * side * frames {
if i % 3 == 0 {
let n = noise.next();
colour = [n as u8, (n >> 8) as u8, (n >> 16) as u8, 255];
if alpha && n >> 40 & 3 == 0 {
colour[3] = 0;
}
}
pixels.extend_from_slice(&colour);
}
writer.write_image_data(&pixels).unwrap();
}
out
}
fn model(noise: &mut Noise, namespace: &str, texture: &str) -> Vec<u8> {
let n = noise.next() % 4;
format!(
r##"{{"parent":"minecraft:block/cube_all","textures":{{"all":"{namespace}:{texture}"}},"elements":[{{"from":[0,0,0],"to":[16,{h},16],"faces":{{"north":{{"texture":"#all","uv":[0,0,16,16]}},"up":{{"texture":"#all"}}}}}}]}}"##,
h = 4 + n * 4
)
.into_bytes()
}
fn write(root: &Path, name: &str, bytes: &[u8]) {
let path = root.join(name);
fs::create_dir_all(path.parent().unwrap()).unwrap();
fs::write(path, bytes).unwrap();
}
/// A deflated zip written by hand (the reader skips CRCs, so they stay zero), at most 65535
/// entries.
#[derive(Default)]
struct ZipOut {
out: Vec<u8>,
central: Vec<u8>,
count: u16,
}
impl ZipOut {
fn put(&mut self, name: &str, body: &[u8]) {
let data = miniz_oxide::deflate::compress_to_vec(body, 6);
let offset = u32::try_from(self.out.len()).unwrap();
let sizes = [data.len() as u32, body.len() as u32];
self.out.extend(0x0403_4b50u32.to_le_bytes());
self.out.extend([20, 0, 0, 0, 8, 0]);
self.out.extend([0; 8]);
sizes.iter().for_each(|s| self.out.extend(s.to_le_bytes()));
self.out.extend((name.len() as u16).to_le_bytes());
self.out.extend([0; 2]);
self.out.extend(name.as_bytes());
self.out.extend(&data);
self.central.extend(0x0201_4b50u32.to_le_bytes());
self.central.extend([20, 0, 20, 0, 0, 0, 8, 0]);
self.central.extend([0; 8]);
sizes
.iter()
.for_each(|s| self.central.extend(s.to_le_bytes()));
self.central.extend((name.len() as u16).to_le_bytes());
self.central.extend([0; 12]);
self.central.extend(offset.to_le_bytes());
self.central.extend(name.as_bytes());
self.count = self.count.checked_add(1).expect("too many zip entries");
}
fn finish(mut self, path: &Path) {
let start = self.out.len() as u32;
self.out.extend(&self.central);
self.out.extend(0x0605_4b50u32.to_le_bytes());
self.out.extend([0; 4]);
self.out.extend(self.count.to_le_bytes());
self.out.extend(self.count.to_le_bytes());
self.out.extend((self.central.len() as u32).to_le_bytes());
self.out.extend(start.to_le_bytes());
self.out.extend([0; 2]);
fs::write(path, self.out).unwrap();
}
}
const META: &[u8] = br#"{"pack":{"description":"bench","min_format":[69,0],"max_format":[999,0]}}"#;
/// The stand-in game resources: vanilla-sized texture folders, models and the stacked JSON
/// files (lang, sounds, fonts, atlases) every reload merges.
fn vanilla(root: &Path, scale: usize, noise: &mut Noise) -> Vec<String> {
let mut blocks = Vec::new();
for i in 0..1100 * scale {
let name = format!("block/b{i}");
let frames = if i % 50 == 0 { 8 } else { 1 };
write(
root,
&format!("assets/minecraft/textures/{name}.png"),
&png(noise, 16, frames, i % 7 == 0),
);
if frames > 1 {
write(
root,
&format!("assets/minecraft/textures/{name}.png.mcmeta"),
br#"{"animation":{"frametime":2}}"#,
);
}
write(
root,
&format!("assets/minecraft/models/block/b{i}.json"),
&model(noise, "minecraft", &name),
);
blocks.push(format!("minecraft:{name}"));
}
for (folder, count, side) in [("item", 1500, 16), ("entity", 900, 64), ("gui", 800, 16)] {
for i in 0..count * scale {
let sub = if folder == "gui" { "sprites/" } else { "" };
write(
root,
&format!(
"assets/minecraft/textures/{folder}/{sub}{}/t{i}.png",
i % 20
),
&png(noise, side, 1, true),
);
}
}
for i in 0..1500 * scale {
write(
root,
&format!("assets/minecraft/models/item/i{i}.json"),
&model(noise, "minecraft", &format!("item/{}/t{i}", i % 20)),
);
}
let lang: String = (0..4000)
.map(|i| format!("\"key.{i}\":\"Value {i}\""))
.collect::<Vec<_>>()
.join(",");
write(
root,
"assets/minecraft/lang/en_us.json",
format!("{{{lang}}}").as_bytes(),
);
write(
root,
"assets/minecraft/sounds.json",
br#"{"a":{"sounds":["a"]}}"#,
);
write(
root,
"assets/minecraft/atlases/blocks.json",
br#"{"sources":[{"type":"directory","source":"block","prefix":"block/"}]}"#,
);
write(root, "pack.mcmeta", META);
blocks
}
/// A server pack the way ItemsAdder-style plugins make them: one zip of many namespaces, each
/// with its own items' textures and models, its sounds and its lang files.
fn server_zip(path: &Path, scale: usize, noise: &mut Noise) {
let mut zip = ZipOut::default();
zip.put("pack.mcmeta", META);
for n in 0..190 {
let ns = format!("plugin{n}");
for i in 0..50 * scale {
let texture = format!("item/{}/t{i}", i % 5);
zip.put(
&format!("assets/{ns}/textures/{texture}.png"),
&png(noise, 32, 1, true),
);
zip.put(
&format!("assets/{ns}/models/item/{}/m{i}.json", i % 5),
&model(noise, &ns, &texture),
);
if i % 10 == 0 {
zip.put(&format!("assets/{ns}/sounds/s{i}.ogg"), &[0; 2048]);
}
}
zip.put(
&format!("assets/{ns}/lang/en_us.json"),
br#"{"item.custom":"Custom"}"#,
);
}
let lang: String = (0..2000)
.map(|i| format!("\"server.{i}\":\"Server {i}\""))
.collect::<Vec<_>>()
.join(",");
zip.put(
"assets/minecraft/lang/en_us.json",
format!("{{{lang}}}").as_bytes(),
);
zip.finish(path);
}
/// A 64x pack over vanilla's own block, item and entity textures, with OptiFine CTM-style
/// tiles beside them: what the big OptiFine packs look like on disk.
fn hd_zip(path: &Path, scale: usize, noise: &mut Noise) {
let mut zip = ZipOut::default();
zip.put("pack.mcmeta", META);
for i in 0..1100 * scale {
zip.put(
&format!("assets/minecraft/textures/block/b{i}.png"),
&png(noise, 64, 1, i % 7 == 0),
);
if i % 4 == 0 {
for tile in 0..12 {
zip.put(
&format!("assets/minecraft/optifine/ctm/b{i}/{tile}.png"),
&png(noise, 64, 1, false),
);
}
zip.put(
&format!("assets/minecraft/optifine/ctm/b{i}/b{i}.properties"),
format!("matchTiles=b{i}\nmethod=ctm\ntiles=0-11\n").as_bytes(),
);
}
}
for i in 0..750 * scale {
zip.put(
&format!("assets/minecraft/textures/item/{}/t{i}.png", i % 20),
&png(noise, 64, 1, true),
);
}
zip.finish(path);
}
fn median(mut ms: Vec<f64>) -> f64 {
ms.sort_by(f64::total_cmp);
ms[ms.len() / 2]
}
/// `f`'s median time over `runs`, with `before` (not timed) ahead of each run.
fn time(runs: usize, mut before: impl FnMut(), mut f: impl FnMut()) -> f64 {
median(
(0..runs)
.map(|_| {
before();
let started = Instant::now();
f();
started.elapsed().as_secs_f64() * 1000.0
})
.collect(),
)
}
fn zip_pack(id: &str, path: PathBuf) -> Pack {
// Read the way `packs::folder` reads a `resourcepacks/` zip.
let dir = path.parent().unwrap().join(format!("{id}-dir"));
fs::create_dir_all(&dir).unwrap();
let at = dir.join(path.file_name().unwrap());
fs::rename(&path, &at).unwrap();
packs::folder(&dir, packs::RESOURCE_FORMAT)
.into_iter()
.next()
.unwrap_or_else(|| panic!("{id} is not a pack"))
}
fn main() {
let args: Vec<String> = std::env::args().collect();
let scale = args
.iter()
.position(|a| a == "--scale")
.and_then(|i| args.get(i + 1))
.map_or(1, |s| s.parse().unwrap());
let runs = 3;
let scratch = std::env::temp_dir().join(format!("horizon-pack-bench-{}", std::process::id()));
let _ = fs::remove_dir_all(&scratch);
fs::create_dir_all(&scratch).unwrap();
let mut noise = Noise(0x9e37_79b9_7f4a_7c15);
let vanilla_root = scratch.join("vanilla");
let blocks = vanilla(&vanilla_root, scale, &mut noise);
server_zip(&scratch.join("server.zip"), scale, &mut noise);
hd_zip(&scratch.join("hd.zip"), scale, &mut noise);
let server = zip_pack("server", scratch.join("server.zip"));
let hd = zip_pack("hd", scratch.join("hd.zip"));
let cache = scratch.join("cache");
let both = [hd.clone(), server.clone()];
let mut rows: Vec<(String, f64)> = Vec::new();
let mut row = |name: &str, ms: f64| {
eprintln!("{name}: {ms:.1} ms");
rows.push((name.to_owned(), ms));
};
let fresh = || {
let _ = fs::remove_dir_all(&cache);
};
row(
"overlay: build, both packs (cold)",
time(runs, fresh, || {
packs::resource_root(&vanilla_root, &both, &cache).unwrap();
}),
);
let root = packs::resource_root(&vanilla_root, &both, &cache).unwrap();
row(
"overlay: reuse, both packs (cache hit)",
time(
runs,
|| {},
|| {
packs::resource_root(&vanilla_root, &both, &cache).unwrap();
},
),
);
// The pack screen: one pack turned off, then on again.
row(
"overlay: toggle the server pack off (new selection)",
time(
runs,
|| {
let only =
packs::resource_root(&vanilla_root, std::slice::from_ref(&hd), &cache).unwrap();
fs::remove_dir_all(&only).unwrap();
},
|| {
packs::resource_root(&vanilla_root, std::slice::from_ref(&hd), &cache).unwrap();
},
),
);
row(
"models: parse every model",
time(
runs,
|| {},
|| {
std::hint::black_box(ParsedModels::load(&root));
},
),
);
let sprite_cache = root.join("horizon-sprites.cache");
// OptiFine connected-texture tiles, inserted by their path as `ConnectedTextures` does.
let tiles: Vec<String> = (0..1100 * scale)
.step_by(4)
.flat_map(|i| (0..12).map(move |t| format!("assets/minecraft/optifine/ctm/b{i}/{t}.png")))
.collect();
let sprites = |cold: bool, prefetch: bool, names: &[String], files: bool| {
time(
runs,
|| {
if cold {
let _ = fs::remove_file(&sprite_cache);
}
},
|| {
let mut sprites = Sprites::with_disk_cache(&root);
if prefetch {
sprites.prefetch(&root, names.iter().map(String::as_str));
}
for name in names {
if files {
sprites.insert_file(&root, name).unwrap();
} else {
sprites.insert(&root, name).unwrap();
}
}
sprites.save_disk_cache();
sprites.finish();
std::hint::black_box(&sprites.pixels);
},
)
};
row(
"block sprites: one by one (no cache)",
sprites(true, false, &blocks, false),
);
row(
"block sprites: prefetched (no cache)",
sprites(true, true, &blocks, false),
);
row(
"block sprites: from the disk cache",
sprites(false, false, &blocks, false),
);
row("CTM tiles: one by one", sprites(false, false, &tiles, true));
row("CTM tiles: prefetched", sprites(false, true, &tiles, true));
row(
"GUI atlas: decode and stitch, both packs",
time(
runs,
|| {},
|| {
if let Err(e) = HudAtlas::build_over(&root, &vanilla_root) {
eprintln!("GUI atlas failed: {e}");
}
},
),
);
row(
"GUI atlas: vanilla alone",
time(
runs,
|| {},
|| {
let _ = HudAtlas::build(&vanilla_root);
},
),
);
let cores = std::thread::available_parallelism().map_or(1, |n| n.get());
println!("| Stage (scale {scale}, {cores} threads, median of {runs}) | ms |");
println!("|---|---:|");
for (name, ms) in &rows {
println!("| {name} | {ms:.0} |");
}
let _ = fs::remove_dir_all(&scratch);
}
+2 -30
View File
@@ -101,8 +101,6 @@ pub struct RenderAssets {
pub pbr_normals: Vec<u8>,
pub pbr_specular: Vec<u8>,
pub pbr_size: u32,
/// OptiFine connected textures (empty without `optifine/ctm` files).
pub connected: crate::connected::ConnectedTextures,
}
fn invalid(message: &str) -> io::Error {
io::Error::new(io::ErrorKind::InvalidData, message)
@@ -242,34 +240,9 @@ impl RenderAssets {
for stage in 0..10 {
sprites.insert(root, &format!("minecraft:block/destroy_stage_{stage}"))?;
}
let connected = if draws {
if draws {
crate::native_emissive::load(root, &mut sprites);
// A side's sprite, for rules that connect by tile: the first quad facing it.
let catalog = &models.catalog;
let mut found = Vec::new();
crate::connected::ConnectedTextures::load(
root,
registry,
&mut sprites,
|state, face| {
let side = horizon_assets::model::Direction::ALL[face as usize];
catalog
.models_at(
state,
horizon_core::position::BlockPos::new(0, 0, 0),
&mut found,
)
.ok()?;
found
.iter()
.flat_map(|m| &m.faces)
.find(|f| f.quad.facing == side)
.map(|f| f.layer)
},
)
} else {
Default::default()
};
}
sprites.save_disk_cache();
if draws {
sprites.finish();
@@ -294,7 +267,6 @@ impl RenderAssets {
pbr_normals: sprites.normals,
pbr_specular: sprites.specular,
pbr_size: sprites.pbr_size,
connected,
})
}
}
@@ -172,7 +172,6 @@ fn color(v: &Value) -> Option<u32> {
fn colormap(root: &Path, name: &str) -> Result<Vec<u32>> {
let path = root.join(format!("assets/minecraft/textures/colormap/{name}.png"));
let mut decoder = png::Decoder::new(std::io::BufReader::new(fs::File::open(path)?));
decoder.ignore_checksums(true);
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info()?;
let mut bytes = vec![0; reader.output_buffer_size().ok_or("colormap too large")?];
@@ -1,306 +0,0 @@
//! Bulk block edits: runs of blocks up columns written straight into the
//! resident sections, a section unpacked and packed once however many of its
//! blocks change, instead of a `World::set` per block. Nothing round them is
//! told (as `fill ... strict`); the light of each chunk changed is worked out
//! again whole, off the game thread, rather than block by block, and each
//! section changed is remeshed once.
use crate::chunk::index;
use crate::fast_hash::FxHashMap;
use crate::world::World;
/// A run of one column, resolved: blocks `y0..=y1` of column (x, z) set to
/// `state` where filter `only` (if any) passes the block there.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Run {
pub x: i32,
pub z: i32,
pub y0: i32,
pub y1: i32,
pub state: u32,
pub only: Option<u16>,
}
/// What an edit changed.
#[derive(Debug, Default)]
pub struct Outcome {
/// Blocks changed.
pub changed: u64,
/// Chunks with a change.
pub chunks: usize,
/// Changes of the states `tracked` asked for (block entities, watched
/// blocks): position, previous and new state.
pub tracked: Vec<((i32, i32, i32), u32, u32)>,
}
/// Per state answers, worked out once each.
struct Memo(Vec<u8>);
impl Memo {
#[inline]
fn get(&mut self, state: u32, ask: impl FnOnce(u32) -> bool) -> bool {
let i = state as usize;
if i >= self.0.len() {
self.0.resize(i + 1, 0);
}
if self.0[i] == 0 {
self.0[i] = 1 + u8::from(ask(state));
}
self.0[i] == 2
}
}
impl World {
/// Make `runs` in order, each seeing the changes of those before it.
/// `matches(filter, state)` says whether a filter passes a state, and
/// `tracked(state)` whether its changes are reported; each is asked once
/// per state. Runs in unloaded chunks and the parts of runs outside each
/// chunk's own column (`Chunk::layout`) are left out.
///
/// Unlike `World::set`, this records nothing per block: no
/// `block_entities.state_changed` (a caller adds or removes block
/// entities itself, from `Outcome::tracked`), no `watched_writes` (ask
/// for those states through `tracked`), no `block_log` entry (the chunk
/// goes in `bulk_log` instead, sent whole), no `path_writes` (mobs'
/// paths are not recomputed for these blocks) and no `light_edits` (the
/// chunk and its neighbours are lit again whole, through `dirty_light`).
pub fn edit_runs(
&mut self,
runs: &[Run],
mut matches: impl FnMut(u16, u32) -> bool,
mut tracked: impl FnMut(u32) -> bool,
) -> Outcome {
let mut out = Outcome::default();
// the runs of each chunk, in order, and the chunks in the order they were first named
let mut by_chunk: FxHashMap<(i32, i32), Vec<u32>> = FxHashMap::default();
let mut order = Vec::new();
for (i, r) in runs.iter().enumerate() {
if r.y1 < r.y0 {
continue;
}
let key = (r.x >> 4, r.z >> 4);
by_chunk
.entry(key)
.or_insert_with(|| {
order.push(key);
Vec::new()
})
.push(i as u32);
}
let mut filter_memo: Vec<Memo> = Vec::new();
let mut tracked_memo = Memo(Vec::new());
let mut values: Vec<Option<Box<[u32; 4096]>>> = Vec::new();
let mut changed: Vec<bool> = Vec::new();
for key in order {
let Some(chunk) = self.chunks.get(&key) else {
continue;
};
let (min_y, sections) = (chunk.min_y(), chunk.sections.len());
let max_y = chunk.max_y();
let list = &by_chunk[&key];
changed.clear();
changed.resize(sections, false);
values.clear();
values.resize_with(sections, || None);
let mut any = 0u64;
for &i in list {
let r = runs[i as usize];
let (lx, lz) = (r.x & 15, r.z & 15);
let (y0, y1) = (r.y0.max(min_y), r.y1.min(max_y - 1));
let mut y = y0;
while y <= y1 {
let s = ((y - min_y) >> 4) as usize;
let top = (min_y + (s as i32 + 1) * 16 - 1).min(y1);
let vals = values[s].get_or_insert_with(|| {
let mut v = Box::new([0u32; 4096]);
chunk.sections[s].unpack(&mut v);
v
});
for yy in y..=top {
let at = index(lx, yy, lz);
let old = vals[at];
if old == r.state {
continue;
}
if let Some(f) = r.only {
let f = f as usize;
if filter_memo.len() <= f {
filter_memo.resize_with(f + 1, || Memo(Vec::new()));
}
if !filter_memo[f].get(old, |s| matches(f as u16, s)) {
continue;
}
}
vals[at] = r.state;
changed[s] = true;
any += 1;
if tracked_memo.get(old, &mut tracked)
|| tracked_memo.get(r.state, &mut tracked)
{
out.tracked.push(((r.x, yy, r.z), old, r.state));
}
}
y = top + 1;
}
}
if any == 0 {
continue;
}
out.changed += any;
out.chunks += 1;
let chunk =
std::sync::Arc::make_mut(self.chunks.get_mut(&key).expect("looked up above"));
for s in 0..sections {
if changed[s]
&& let Some(v) = &values[s]
{
chunk.replace_blocks(s, v);
}
}
self.revision = self.revision.wrapping_add(1);
self.modified.insert(key);
if self.block_log.is_some() {
self.bulk_log.insert(key);
}
// remeshed once (with the neighbours whose faces and light it touches), lit again whole
for (s, _) in changed.iter().enumerate().filter(|c| *c.1) {
for ds in -1..=1 {
let sy = s as i32 + ds;
if !(0..sections as i32).contains(&sy) {
continue;
}
for dz in -1..=1 {
for dx in -1..=1 {
self.dirty_sections.insert((key.0 + dx, sy, key.1 + dz));
}
}
}
}
for dz in -1..=1 {
for dx in -1..=1 {
self.dirty_light.insert((key.0 + dx, key.1 + dz));
}
}
}
out
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::chunk::Chunk;
use horizon_world::registry::BlockStateId;
use std::sync::Arc;
fn world() -> World {
let mut w = World::new(BlockStateId(0), 0);
for cz in -1..=1 {
for cx in -1..=1 {
w.chunks.insert((cx, cz), Arc::new(Chunk::empty(cx, cz)));
}
}
// stone up to y 63
for z in -16..32 {
for x in -16..32 {
for y in -64..64 {
w.set(x, y, z, BlockStateId(1)).unwrap();
}
}
}
w.dirty_light.clear();
w.dirty_sections.clear();
w.block_log = Some(Vec::new());
w
}
fn run(x: i32, z: i32, y0: i32, y1: i32, state: u32, only: Option<u16>) -> Run {
Run {
x,
z,
y0,
y1,
state,
only,
}
}
#[test]
fn runs_change_their_blocks_in_order() {
let mut w = world();
let runs = [
run(3, 4, 10, 40, 0, None),
run(3, 4, 10, 12, 5, None),
// only where it is air: over the stone, and the three blocks of 5 stay
run(3, 4, 0, 80, 7, Some(0)),
run(-1, 20, -70, 400, 9, None),
];
let out = w.edit_runs(&runs, |_, s| s == 0, |_| false);
assert_eq!(w.block(3, 9, 4).0, 1);
assert_eq!(w.block(3, 11, 4).0, 5);
assert_eq!(w.block(3, 13, 4).0, 7);
assert_eq!(w.block(3, 70, 4).0, 7);
assert_eq!(w.block(3, 81, 4).0, 0);
assert_eq!(w.block(3, 0, 4).0, 1);
assert_eq!(w.block(-1, -64, 20).0, 9);
assert_eq!(w.block(-1, 319, 20).0, 9);
assert_eq!(w.block(0, 30, 20).0, 1);
// 31 dug, 3 set again, the air over them filled (28, and 17 over the stone), the whole of the other column
assert_eq!(out.changed, 31 + 3 + 45 + 384);
assert_eq!(out.chunks, 2);
assert!(w.bulk_log.contains(&(0, 0)) && w.bulk_log.contains(&(-1, 1)));
assert!(w.dirty_light.contains(&(1, 1)) && w.dirty_light.contains(&(-2, 2)));
assert!(w.dirty_sections.contains(&(1, 4, 1)));
// the per-block log is left to the blocks set one at a time
assert!(w.block_log.as_ref().unwrap().is_empty());
}
#[test]
fn unloaded_chunks_and_unchanged_blocks_are_left_out() {
let mut w = world();
let out = w.edit_runs(
&[run(100, 100, 0, 10, 0, None), run(0, 0, 0, 10, 1, None)],
|_, _| true,
|_| false,
);
assert_eq!(out.changed, 0);
assert_eq!(out.chunks, 0);
assert!(w.bulk_log.is_empty() && w.dirty_light.is_empty());
}
#[test]
fn tracked_states_are_reported() {
let mut w = world();
let out = w.edit_runs(&[run(1, 1, 60, 65, 3, None)], |_, _| true, |s| s == 3);
assert_eq!(out.tracked.len(), 6);
assert_eq!(out.tracked[0], ((1, 60, 1), 1, 3));
assert_eq!(out.tracked[5], ((1, 65, 1), 0, 3));
}
#[test]
fn heightmaps_follow_the_edit() {
let mut w = world();
let air = |s: u32| s == 0;
assert_eq!(w.world_surface(5, 5, |s| air(s.0)), 64);
w.edit_runs(&[run(5, 5, 20, 63, 0, None)], |_, _| true, |_| false);
assert_eq!(w.world_surface(5, 5, |s| air(s.0)), 20);
w.edit_runs(&[run(5, 5, 90, 90, 2, None)], |_, _| true, |_| false);
assert_eq!(w.world_surface(5, 5, |s| air(s.0)), 91);
}
#[test]
fn runs_follow_each_chunks_own_layout() {
use crate::chunk::ColumnLayout;
// a data pack's taller dimension: -128..=511
let tall = ColumnLayout::new(-128, 640).unwrap();
let mut w = World::new(BlockStateId(0), 0);
w.chunks
.insert((0, 0), Arc::new(Chunk::with_layout(0, 0, tall)));
let out = w.edit_runs(&[run(2, 3, -500, 900, 4, None)], |_, _| true, |_| false);
assert_eq!(out.changed, 640);
let chunk = &w.chunks[&(0, 0)];
assert_eq!(chunk.block(2, -128, 3).0, 4);
assert_eq!(chunk.block(2, -65, 3).0, 4);
assert_eq!(chunk.block(2, 320, 3).0, 4);
assert_eq!(chunk.block(2, 511, 3).0, 4);
assert!(w.dirty_sections.contains(&(0, 39, 0)));
assert!(!w.dirty_sections.contains(&(0, 40, 0)));
}
}
@@ -23,7 +23,7 @@
//! Which states tick is a table by state id, built by the game from the block
//! registry; whether a slot is made is decided when the slot is promoted at
//! the start of the next tick, from the block state then.
use crate::chunk::block_entity::{BlockEntity, ModContainer, ModEnergyBuffer, ModFluidTanks};
use crate::chunk::block_entity::{BlockEntity, ModContainer, ModFluidTanks};
use crate::fast_hash::{FxHashMap, FxHashSet};
use std::collections::HashMap;
use std::sync::Arc;
@@ -76,29 +76,6 @@ pub struct BlockEntities {
/// The fluid tanks of mod blocks' block entities, by block state id;
/// built with `states`, like the containers.
mod_fluids: FxHashMap<u32, Arc<ModFluidTanks>>,
/// The energy buffers of mod blocks' block entities, by block state id;
/// built with `states`, like the containers.
mod_energy: FxHashMap<u32, Arc<ModEnergyBuffer>>,
/// The positions of the mod block entities (`BlockEntity::Mod`) by chunk,
/// for the renderer: the mesher lists block entities by their template,
/// which leaves out a mod block whose template has none. One taken out
/// (`take`) stays listed until `put` or `remove`.
mods: FxHashMap<(i32, i32), FxHashSet<Pos>>,
}
fn chunk_of((x, _, z): Pos) -> (i32, i32) {
(x >> 4, z >> 4)
}
/// Takes `pos` out of its chunk's mod block entity set.
fn forget_mod(mods: &mut FxHashMap<(i32, i32), FxHashSet<Pos>>, pos: Pos) {
let chunk = chunk_of(pos);
if let Some(set) = mods.get_mut(&chunk) {
set.remove(&pos);
if set.is_empty() {
mods.remove(&chunk);
}
}
}
impl std::ops::Deref for BlockEntities {
@@ -195,13 +172,6 @@ impl BlockEntities {
pub fn mod_fluids(&self, state: u32) -> Option<&Arc<ModFluidTanks>> {
self.mod_fluids.get(&state)
}
pub fn set_mod_energy(&mut self, energy: FxHashMap<u32, Arc<ModEnergyBuffer>>) {
self.mod_energy = energy;
}
/// The energy buffer of a mod block's block entity in block state `state`.
pub fn mod_energy(&self, state: u32) -> Option<&Arc<ModEnergyBuffer>> {
self.mod_energy.get(&state)
}
fn next(&mut self) -> u32 {
let n = self.next_slot;
@@ -220,23 +190,6 @@ impl BlockEntities {
self.pending.remove(pos);
}
/// Whether any mod block entity is in the map: until one is, a block change
/// never looks one up (`LevelAccess::has_mod_block_entity`).
pub fn has_mods(&self) -> bool {
!self.mods.is_empty()
}
/// The mod block entities within `radius` blocks of `x`, `z` (by chunk, so
/// far ones are skipped whole; the caller checks each distance).
pub fn mods_near(&self, x: f64, z: f64, radius: f64) -> impl Iterator<Item = &Pos> {
let far = move |c: i32, at: f64| {
let (lo, hi) = (f64::from(c * 16), f64::from(c * 16 + 16));
at < lo - radius || at > hi + radius
};
self.mods
.iter()
.filter(move |((cx, cz), _)| !far(*cx, x) && !far(*cz, z))
.flat_map(|(_, set)| set)
}
pub fn get_mut(&mut self, pos: &Pos) -> Option<&mut BlockEntity> {
self.map.get_mut(pos)
}
@@ -249,16 +202,10 @@ impl BlockEntities {
/// `LevelChunk.setBlockEntity` (+ `addAndRegisterBlockEntity`): a new
/// block entity may get a slot; one replacing another keeps its slot.
pub fn insert(&mut self, pos: Pos, entity: BlockEntity) -> Option<BlockEntity> {
let new_is_mod = matches!(entity, BlockEntity::Mod(_));
let old = self.map.insert(pos, entity);
if old.is_none() {
self.add(pos);
}
if new_is_mod {
self.mods.entry(chunk_of(pos)).or_default().insert(pos);
} else if matches!(old, Some(BlockEntity::Mod(_))) {
forget_mod(&mut self.mods, pos);
}
old
}
/// The block entity at `pos`, made by `make` when there is none.
@@ -267,24 +214,15 @@ impl BlockEntities {
pos: Pos,
make: impl FnOnce() -> BlockEntity,
) -> &mut BlockEntity {
let absent = !self.map.contains_key(&pos);
if absent {
if !self.map.contains_key(&pos) {
self.add(pos);
}
let entity = self.map.entry(pos).or_insert_with(make);
if absent && matches!(entity, BlockEntity::Mod(_)) {
self.mods.entry(chunk_of(pos)).or_default().insert(pos);
}
entity
self.map.entry(pos).or_insert_with(make)
}
/// `LevelChunk.removeBlockEntity`: the block entity and its slot.
pub fn remove(&mut self, pos: &Pos) -> Option<BlockEntity> {
self.cancel(pos);
let removed = self.map.remove(pos);
if matches!(removed, Some(BlockEntity::Mod(_))) {
forget_mod(&mut self.mods, *pos);
}
removed
self.map.remove(pos)
}
/// The block entity at `pos`, out of the map for a while: its slot stays
/// for `put` to bring it back (a tick working on it).
@@ -298,9 +236,6 @@ impl BlockEntities {
/// Brings back what `take` took, in its slot.
pub fn put(&mut self, pos: Pos, entity: BlockEntity) {
self.out.remove(&pos);
if matches!(entity, BlockEntity::Mod(_)) {
self.mods.entry(chunk_of(pos)).or_default().insert(pos);
}
if self.map.insert(pos, entity).is_none()
&& !self.live.contains_key(&pos)
&& !self.pending.contains_key(&pos)
@@ -312,20 +247,17 @@ impl BlockEntities {
/// (`clearAllBlockEntities` of unloaded chunks).
pub fn retain(&mut self, mut keep: impl FnMut(&Pos, &mut BlockEntity) -> bool) {
let (live, pending, freed) = (&mut self.live, &mut self.pending, &mut self.freed);
let mods = &mut self.mods;
self.map.retain(|p, e| {
let kept = keep(p, e);
if !kept {
*freed |= live.remove(p).is_some();
pending.remove(p);
forget_mod(mods, *p);
}
kept
});
}
pub fn clear(&mut self) {
self.map.clear();
self.mods.clear();
self.tickers = Arc::default();
self.live.clear();
self.added.clear();
@@ -342,16 +274,9 @@ impl BlockEntities {
pub fn load_chunk(&mut self, entities: Vec<(Pos, BlockEntity)>) {
let order = chunk_map_order(entities.iter().map(|(p, _)| *p));
for (p, e) in entities {
let new_is_mod = matches!(e, BlockEntity::Mod(_));
let old = self.map.insert(p, e);
if old.is_some() {
if self.map.insert(p, e).is_some() {
self.replaced.insert(p);
}
if new_is_mod {
self.mods.entry(chunk_of(p)).or_default().insert(p);
} else if matches!(old, Some(BlockEntity::Mod(_))) {
forget_mod(&mut self.mods, p);
}
}
for p in order {
self.add(p);
@@ -444,38 +369,6 @@ mod tests {
.collect()
}
fn near(b: &BlockEntities, x: f64, z: f64, radius: f64) -> Vec<Pos> {
let mut found: Vec<Pos> = b.mods_near(x, z, radius).copied().collect();
found.sort();
found
}
#[test]
fn mod_block_entities_are_listed_by_chunk_until_they_go() {
let mut b = level();
let modded = || BlockEntity::Mod(Box::default());
b.insert((1, 64, 1), modded());
b.insert((200, 64, 1), modded());
b.insert((2, 64, 2), hopper());
b.get_or_insert_with((3, 64, 3), modded);
b.load_chunk(vec![((4, 64, 4), modded()), ((5, 64, 5), hopper())]);
// Only mods, and only chunks within reach.
assert_eq!(
near(&b, 0.0, 0.0, 64.0),
[(1, 64, 1), (3, 64, 3), (4, 64, 4)]
);
assert_eq!(near(&b, 200.0, 0.0, 8.0), [(200, 64, 1)]);
// Taken out for a tick, still listed; removed or replaced, gone.
let taken = b.take(&(1, 64, 1)).unwrap();
assert_eq!(near(&b, 0.0, 0.0, 64.0).len(), 3);
b.put((1, 64, 1), taken);
b.remove(&(3, 64, 3));
b.insert((4, 64, 4), hopper());
assert_eq!(near(&b, 0.0, 0.0, 64.0), [(1, 64, 1)]);
b.retain(|p, _| p.0 != 1);
assert!(near(&b, 0.0, 0.0, 64.0).is_empty());
b.clear();
assert!(near(&b, 200.0, 0.0, 8.0).is_empty());
}
#[test]
fn slots_follow_vanilla_lifecycle() {
let mut b = level();
+17 -50
View File
@@ -29,10 +29,6 @@ pub type Signature = horizon_protocol::secure_chat::Signature;
/// How long a message shows before a deletion replaces it
/// (`ChatComponent.deleteMessageOrDelay`: `addedTime + 60`).
const DELETION_DELAY: u64 = 60;
/// The smooth chat extra: the ticks a new line takes to slide in and fade in,
/// and how far left of its place it starts (GUI pixels).
const INTRO_TICKS: f32 = 5.0;
const INTRO_WIDTH: f32 = 12.0;
/// `ChatVisiblity`: the Chat option's three values.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
@@ -237,10 +233,14 @@ impl Tag {
/// `ChatComponent.AlphaCalculator.timeBased`: opaque for 180 ticks, then
/// fading out quadratically over 20.
fn time_alpha(ticks: f32, added: u64) -> f32 {
let mut t = 1.0 - (ticks - added as f32) / 200.0;
t = (t * 10.0).clamp(0.0, 1.0);
t * t
fn time_alpha(ticks: u64, added: u64) -> f32 {
let delta = ticks as i64 - added as i64;
let mut t = delta as f64 / 200.0;
t = 1.0 - t;
t *= 10.0;
t = t.clamp(0.0, 1.0);
t *= t;
t as f32
}
#[derive(Default)]
pub struct Chat {
@@ -256,11 +256,6 @@ pub struct Chat {
scroll: usize,
new_since_scroll: bool,
pub options: ChatOptions,
/// The smooth chat extra: a new line slides in from the left while it
/// fades in, instead of appearing whole.
pub smooth: bool,
/// The smooth chat extra: no indicator bar at the left of a line.
pub hide_indicator: bool,
/// Messages printed to stdout as `[CHAT]` (vanilla logs them).
pub log: bool,
/// Messages added since the start, for the control socket's events.
@@ -560,7 +555,7 @@ impl Chat {
}
/// `ChatComponent.extractRenderState` (background mode unless `focused`)
/// on a screen `height` GUI pixels tall at `Hud.tickCount` `ticks`.
pub fn layout(&self, height: i32, ticks: f32, focused: bool) -> Vec<GuiDraw> {
pub fn layout(&self, height: i32, ticks: u64, focused: bool) -> Vec<GuiDraw> {
let total = self.lines.len();
if total == 0 {
return Vec::new();
@@ -574,47 +569,28 @@ impl Chat {
let entry_height = o.line_height();
let bottom_to_text =
(8.0 * (o.line_spacing + 1.0) - 4.0 * o.line_spacing + 0.5).floor() as i32;
// Vanilla's 200-tick fade reads the whole GUI ticks
// (`Gui.getGuiTicks`); only the smooth chat extra eases it per frame.
let fade_ticks = if self.smooth { ticks } else { ticks.floor() };
let alpha_of = |line: &Line| {
if focused {
1.0
} else {
time_alpha(fade_ticks, line.added)
time_alpha(ticks, line.added)
}
};
// The smooth chat extra: how far into its intro a line is, 0 at the
// tick it was added and 1 once it has arrived, as (alpha, offset x).
let intro_of = |line: &Line| {
if focused || !self.smooth {
return (1.0, 0.0);
}
let t = ((ticks - line.added as f32) / INTRO_TICKS).clamp(0.0, 1.0);
let eased = 1.0 - (1.0 - t) * (1.0 - t);
(eased, (eased - 1.0) * INTRO_WIDTH)
};
let visible = total
.saturating_sub(self.scroll)
.min(self.lines_per_page(focused));
let lines: Vec<(usize, &Line, f32, f32)> = (0..visible)
let lines: Vec<(usize, &Line, f32)> = (0..visible)
.rev()
.map(|i| (i, &self.lines[i + self.scroll]))
.map(|(i, line)| {
let (eased, slide) = intro_of(line);
(i, line, alpha_of(line) * eased, slide)
})
.filter(|(_, _, alpha, _)| *alpha > 1.0e-5)
.map(|(i, line)| (i, line, alpha_of(line)))
.filter(|(_, _, alpha)| *alpha > 1.0e-5)
.collect();
let mut out = vec![GuiDraw::Push(vec![
PoseOp::Scale(scale, scale),
PoseOp::Translate(4.0, 0.0),
])];
for &(i, _, alpha, slide) in &lines {
for &(i, _, alpha) in &lines {
let bottom = chat_bottom - i as i32 * entry_height;
if slide != 0.0 {
out.push(GuiDraw::Push(vec![PoseOp::Translate(slide, 0.0)]));
}
out.push(hud_layout::fill(
-4,
bottom - entry_height,
@@ -622,15 +598,9 @@ impl Chat {
bottom,
hud_layout::as8(alpha * background_opacity) << 24,
));
if slide != 0.0 {
out.push(GuiDraw::Pop);
}
}
for &(i, line, alpha, slide) in &lines {
for &(i, line, alpha) in &lines {
let bottom = chat_bottom - i as i32 * entry_height;
if slide != 0.0 {
out.push(GuiDraw::Push(vec![PoseOp::Translate(slide, 0.0)]));
}
let opacity = alpha * text_opacity;
let color = hud_layout::white(opacity);
if color >> 24 != 0 {
@@ -642,7 +612,7 @@ impl Chat {
shadow: true,
});
}
if let Some(tag) = line.tag.as_ref().filter(|_| !self.hide_indicator) {
if let Some(tag) = &line.tag {
let color = hud_layout::as8(opacity) << 24 | tag.color & 0xFF_FFFF;
out.push(hud_layout::fill(
-4,
@@ -652,9 +622,6 @@ impl Chat {
color,
));
}
if slide != 0.0 {
out.push(GuiDraw::Pop);
}
}
if focused {
let count = lines.len() as i32;
@@ -691,7 +658,7 @@ impl Chat {
}
/// Draws [`Chat::layout`] into the HUD batch, and with the chat screen
/// open the restricted prompt above the lines.
pub fn draw(&self, batch: &mut HudBatch, atlas: &HudAtlas, ticks: f32, focused: bool) {
pub fn draw(&self, batch: &mut HudBatch, atlas: &HudAtlas, ticks: u64, focused: bool) {
let draws = self.layout(batch.height as i32, ticks, focused);
hud_layout::paint(batch, atlas, &draws);
if focused && self.abilities.any_restriction() {
+1 -56
View File
@@ -39,61 +39,6 @@ fn add(chat: &mut Chat, font: &Font, content: Text) {
}
}
#[test]
fn smooth_chat_slides_a_line_in_and_can_hide_the_indicator() {
let mut chat = Chat {
smooth: true,
..Chat::default()
};
chat.lines.push(Line {
added: 0,
content: Text::literal("hi"),
tag: Some(std::sync::Arc::new(Tag::system_single_player(
SYSTEM_INDICATOR,
))),
});
let text_alpha = |draws: &[GuiDraw]| {
draws.iter().find_map(|d| match d {
GuiDraw::Text { color, .. } => Some(color >> 24),
_ => None,
})
};
// The slide is the negative translate the line carries while it moves.
let slide = |draws: &[GuiDraw]| {
draws.iter().find_map(|d| match d {
GuiDraw::Push(ops) => ops.iter().find_map(|op| match op {
PoseOp::Translate(x, _) if *x < 0.0 => Some(*x),
_ => None,
}),
_ => None,
})
};
// The tick it arrives: fully faded out, so nothing is drawn.
assert_eq!(text_alpha(&chat.layout(361, 0.0, false)), None);
// Halfway through the intro: left of its place and still faint.
let halfway = chat.layout(361, INTRO_TICKS / 2.0, false);
assert!(slide(&halfway).is_some_and(|x| (-INTRO_WIDTH..0.0).contains(&x)));
let faded = text_alpha(&halfway).expect("the line shows halfway through");
// Settled: in place and as opaque as vanilla's line.
let settled = chat.layout(361, INTRO_TICKS, false);
assert_eq!(slide(&settled), None);
assert!(text_alpha(&settled).expect("settled") > faded);
// The extra off draws the line whole on the tick it arrives, as vanilla.
chat.smooth = false;
let plain = chat.layout(361, 0.0, false);
assert_eq!(slide(&plain), None);
assert_eq!(text_alpha(&plain), text_alpha(&settled));
// The indicator bar is the -4 to -2 fill at the left of the line.
let bar = |draws: &[GuiDraw]| {
draws
.iter()
.any(|d| matches!(d, GuiDraw::Fill { x0: -4, x1: -2, .. }))
};
assert!(bar(&plain));
chat.hide_indicator = true;
assert!(!bar(&chat.layout(361, 0.0, false)));
}
#[test]
fn clicking_seed_copies_the_raw_value_only_inside_the_link() {
let font = font();
@@ -150,7 +95,7 @@ fn click_targets_match_rendered_spans_when_scaled_wrapped_and_scrolled() {
for scroll in [0, 3, 12] {
chat.scroll = scroll;
let mut links = 0;
for draw in chat.layout(361, 0.0, true) {
for draw in chat.layout(361, 0, true) {
if let GuiDraw::Text { text, x, y, .. } = draw {
let mut at = x as f64;
for (c, style) in text.chars() {
@@ -508,15 +508,6 @@ impl Chunk {
}
previous
}
/// Section `s`'s block states replaced whole (a bulk edit): its storage
/// compacted, and the heightmaps built again on their next read.
pub fn replace_blocks(&mut self, s: usize, values: &[u32; 4096]) {
let section = Arc::make_mut(&mut self.sections[s]);
section.blocks = Section::from_blocks(values);
section.compact();
self.surface = OnceLock::new();
self.motion_blocking = OnceLock::new();
}
/// `getHeight(Heightmap.Types.WORLD_SURFACE, x, z)` (`x`, `z` within the
/// chunk): one above the highest block that isn't `air`, or the column's
/// minimum Y.
@@ -135,23 +135,6 @@ pub struct ModFluidTanks {
/// The tanks a drain may take from (`canTakeItemThroughFace`).
pub outputs: Vec<usize>,
}
/// The energy buffer of a mod block's block entity (NeoForge's
/// `SimpleEnergyHandler`): its capacity, the most one insert and one extract
/// moves, and the faces a fill may come through and a drain may leave by.
/// The amount is not here: it lives in the entity's saved compound, under
/// `energy`, so it survives restarts and the block's own tick reads it.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
pub struct ModEnergyBuffer {
pub capacity: i32,
/// The most one insert moves; 0 takes none.
pub max_insert: i32,
/// The most one extract moves; 0 gives none.
pub max_extract: i32,
/// The faces, by `Direction` number, a fill may come through.
pub insert_faces: [bool; 6],
/// The faces a drain may leave by.
pub extract_faces: [bool; 6],
}
/// The vanilla menus a mod container can open, with the slot count each
/// shows: slot grids, and the furnaces' (input, fuel, result), whose four
/// data slots draw the flame (`data[0]` of `data[1]`) and the arrow
-662
View File
@@ -1,662 +0,0 @@
//! OptiFine's Custom Item Textures (and CIT Resewn's): the rules of the enabled packs'
//! `optifine/cit/**/*.properties`, read from the overlay resource root. The rules themselves are
//! `horizon_optifine::cit`'s.
pub use horizon_optifine::cit::{Hand, Kind, Rule};
use horizon_client_core::component::name_text;
use horizon_client_core::scoreboard::comp_text;
use horizon_items::item_data::{canon_tag, encode_components};
use horizon_items::items::ItemStack;
use horizon_optifine::cit::{ComponentTest, Source, ValueTest};
use horizon_optifine::{Properties, properties_files_in};
use horizon_world::nbt::{JavaString, Tag, parse_snbt};
use std::borrow::Cow;
use std::collections::HashMap;
use std::fs;
use std::hash::{DefaultHasher, Hash, Hasher};
use std::path::Path;
use std::sync::Mutex;
/// Every rule under the root's `optifine/cit/`, `mcpatcher/cit/` and CIT Resewn's
/// `citresewn/cit/` folders, the one chosen first when several match first (`Rule::priority`).
/// The pack's global `cit.properties` is not a rule.
pub fn load_rules(root: &Path) -> Vec<Rule> {
let tops = ["optifine", "mcpatcher", "citresewn"];
let mut rules: Vec<Rule> = properties_files_in(root, &tops, "cit")
.into_iter()
.filter(|path| !path.ends_with("/cit.properties"))
.filter_map(|path| {
// Java reads `.properties` as Latin-1: a pack saved that way still loads.
let bytes = fs::read(root.join(&path)).ok()?;
let text = String::from_utf8(bytes)
.unwrap_or_else(|e| e.into_bytes().iter().map(|&b| char::from(b)).collect());
let rule = Rule::parse(&path, &Properties::parse_equals_first(&text), |p| {
root.join(p).is_file()
});
if rule.is_none() {
log::warn!("custom item textures: {path} is not a rule Horizon can read");
}
rule
})
.collect();
rules.sort_by(Rule::priority);
rules
}
/// The rules with an index by item and a cache of what each stack matched.
#[derive(Debug, Default)]
pub struct CitRules {
pub rules: Vec<Rule>,
/// Per kind (`Kind as usize`), the rules naming each item, in priority order.
by_item: [HashMap<String, Vec<u32>>; 4],
/// Enchantment rules without `items`, in priority order.
any_item: Vec<u32>,
/// Per rule, per component test: its literal read as SNBT and as a JSON text component.
literals: Vec<Vec<Prepared>>,
selected: Mutex<HashMap<u64, Option<u32>>>,
enchanted: Mutex<HashMap<u64, Vec<u32>>>,
}
#[derive(Debug, Default)]
struct Prepared {
snbt: Option<Tag>,
json: Option<String>,
}
/// Cache entries kept before the cache starts over.
const CACHE_LIMIT: usize = 4096;
impl CitRules {
/// The enabled packs' rules under the overlay resource root.
pub fn load(root: &Path) -> Self {
Self::new(load_rules(root))
}
/// `rules` in priority order, the winner first.
pub fn new(rules: Vec<Rule>) -> Self {
let mut by_item: [HashMap<String, Vec<u32>>; 4] = Default::default();
let mut any_item = Vec::new();
for (i, rule) in rules.iter().enumerate() {
let i = i as u32;
if rule.kind == Kind::Enchantment && rule.items.is_empty() {
any_item.push(i);
}
for item in &rule.items {
let list = by_item[rule.kind as usize].entry(item.clone()).or_default();
if list.last() != Some(&i) {
list.push(i);
}
}
}
let literals = rules
.iter()
.map(|r| r.components.iter().map(prepare).collect())
.collect();
Self {
rules,
by_item,
any_item,
literals,
..Default::default()
}
}
pub fn is_empty(&self) -> bool {
self.rules.is_empty()
}
/// The winning rule of `kind` (Item, Armor or Elytra) for this stack, as an index into `rules`.
pub fn select(
&self,
kind: Kind,
stack: &ItemStack,
hand: Hand,
max_damage: u32,
) -> Option<usize> {
let candidates = self.by_item[kind as usize].get(&*stack.item)?;
let comps = encode_components(stack);
let key = cache_key((0, kind, hand), stack, max_damage, comps.as_ref());
if let Some(hit) = lock(&self.selected).get(&key) {
return hit.map(|i| i as usize);
}
let found = candidates
.iter()
.copied()
.find(|&i| self.matches(i, stack, Some(hand), max_damage, comps.as_ref()));
remember(&self.selected, key, found);
found.map(|i| i as usize)
}
/// Every matching Enchantment rule, in priority order (layers are the glint PR's business).
pub fn enchantments(&self, stack: &ItemStack, max_damage: u32) -> Vec<usize> {
let named = self.by_item[Kind::Enchantment as usize]
.get(&*stack.item)
.map_or(&[][..], Vec::as_slice);
if named.is_empty() && self.any_item.is_empty() {
return Vec::new();
}
let comps = encode_components(stack);
let key = cache_key(
(1, Kind::Enchantment, Hand::Any),
stack,
max_damage,
comps.as_ref(),
);
let hit = lock(&self.enchanted).get(&key).cloned();
let found = hit.unwrap_or_else(|| {
let mut all: Vec<u32> = named.iter().chain(&self.any_item).copied().collect();
all.sort_unstable();
all.retain(|&i| self.matches(i, stack, None, max_damage, comps.as_ref()));
remember(&self.enchanted, key, all.clone());
all
});
found.into_iter().map(|i| i as usize).collect()
}
/// Whether rule `i` matches; `hand` None skips the hand test (enchantment glints).
fn matches(
&self,
i: u32,
stack: &ItemStack,
hand: Option<Hand>,
max_damage: u32,
comps: Option<&Tag>,
) -> bool {
let rule = &self.rules[i as usize];
if hand.is_some_and(|h| rule.hand != Hand::Any && rule.hand != h) {
return false;
}
let count = i32::try_from(stack.count).unwrap_or(i32::MAX);
if rule.stack_size.as_ref().is_some_and(|r| !r.contains(count)) {
return false;
}
// CIT Resewn: only damageable items have damage.
let damage = if max_damage > 0 { stack.damage } else { 0 };
if rule
.damage
.as_ref()
.is_some_and(|d| !d.matches(damage, max_damage))
{
return false;
}
let enchantments = stack.crafting_enchantments();
let listed = |id: &str| rule.enchantments.iter().any(|e| e == id);
if !rule.enchantments.is_empty() && !enchantments.iter().any(|(id, _)| listed(id)) {
return false;
}
if let Some(levels) = &rule.enchantment_levels {
let level_in_range = enchantments.iter().any(|(id, level)| {
(rule.enchantments.is_empty() || listed(id))
&& levels.contains(i32::try_from(*level).unwrap_or(i32::MAX))
});
if !level_in_range {
return false;
}
}
let literals = &self.literals[i as usize];
rule.components
.iter()
.zip(literals)
.all(|(test, lit)| component_test(test, lit, stack, comps) != test.negate)
}
}
fn lock<T>(m: &Mutex<T>) -> std::sync::MutexGuard<'_, T> {
m.lock().unwrap_or_else(|e| e.into_inner())
}
fn remember<V>(cache: &Mutex<HashMap<u64, V>>, key: u64, value: V) {
let mut cache = lock(cache);
if cache.len() >= CACHE_LIMIT {
cache.clear();
}
cache.insert(key, value);
}
/// What a cached answer depends on; `query` tells `select` from `enchantments`.
fn cache_key(query: (u8, Kind, Hand), stack: &ItemStack, max: u32, comps: Option<&Tag>) -> u64 {
let mut h = DefaultHasher::new();
(query.0, query.1 as u8, query.2 as u8, &*stack.item).hash(&mut h);
(stack.count, stack.damage, max, comps).hash(&mut h);
h.finish()
}
fn prepare(test: &ComponentTest) -> Prepared {
let ValueTest::Literal(lit) = &test.value else {
return Prepared::default();
};
let text = lit.text.trim();
let snbt = match parse_snbt(text) {
Ok((tag, read)) if read == text.len() && text.starts_with(['{', '[']) => Some(tag),
_ => None,
};
let json = json_plain(text);
Prepared { snbt, json }
}
/// The plain text of `s` read as a JSON text component.
fn json_plain(s: &str) -> Option<String> {
if !s.starts_with(['{', '[', '"']) {
return None;
}
let value: serde_json::Value = serde_json::from_str(s).ok()?;
Some(comp_text(&value).plain())
}
/// Whether one test passes, before its `negate`.
fn component_test(
test: &ComponentTest,
lit: &Prepared,
stack: &ItemStack,
comps: Option<&Tag>,
) -> bool {
let legacy;
let (root, text_depth) = match &test.source {
Source::Component(id) => {
let depth = match id.as_str() {
"minecraft:custom_name" | "minecraft:item_name" => Some(0),
"minecraft:lore" => Some(1),
_ => None,
};
(comps.and_then(|c| c.get(id)), depth)
}
Source::LegacyEnchantments { stored } => {
let levels = if *stored {
stack.stored_enchantments()
} else {
stack.enchantments()
};
legacy = Tag::List(
levels
.iter()
.map(|(id, lvl)| {
let lvl = i16::try_from(*lvl).unwrap_or(i16::MAX);
Tag::compound([
("id", Tag::String((&**id).into())),
("lvl", Tag::Short(lvl)),
])
})
.collect(),
);
(Some(&legacy), None)
}
};
// Fields the component leaves out when 0, which pre-1.20.5 items always wrote.
let defaulted;
let root = match (&test.source, root, test.path.first()) {
(Source::Component(id), Some(Tag::Compound(map)), Some(field))
if matches!(
(id.as_str(), field.as_str()),
("minecraft:written_book_content", "generation")
| ("minecraft:fireworks", "flight_duration")
) && !map.contains_key(&JavaString::from(field.as_str())) =>
{
let mut map = map.clone();
map.insert(JavaString::from(field.as_str()), Tag::Int(0));
defaulted = Tag::Compound(map);
Some(&defaulted)
}
(_, root, _) => root,
};
let Some(root) = root else {
return matches!(test.value, ValueTest::Exists(false));
};
if let ValueTest::Exists(want) = test.value {
return walk(root, &test.path, 0, &mut |_, _| true) == want;
}
walk(root, &test.path, 0, &mut |tag, depth| {
value_test(&test.value, lit, tag, text_depth == Some(depth))
})
}
/// Visits what `path` reaches from `tag`, true once `visit` is.
fn walk(
tag: &Tag,
path: &[String],
depth: usize,
visit: &mut dyn FnMut(&Tag, usize) -> bool,
) -> bool {
let Some((seg, rest)) = path.split_first() else {
return visit(tag, depth);
};
let mut next = |t: &Tag| walk(t, rest, depth + 1, visit);
let len = match tag {
Tag::Compound(map) if seg == "*" => return map.values().any(&mut next),
Tag::Compound(map) => return map.get(&JavaString::from(seg.as_str())).is_some_and(next),
Tag::List(v) => v.len(),
Tag::ByteArray(v) => v.len(),
Tag::IntArray(v) => v.len(),
Tag::LongArray(v) => v.len(),
_ => return false,
};
let element = |i: usize| match tag {
Tag::List(v) => Cow::Borrowed(&v[i]),
Tag::ByteArray(v) => Cow::Owned(Tag::Byte(v[i] as i8)),
Tag::IntArray(v) => Cow::Owned(Tag::Int(v[i])),
Tag::LongArray(v) => Cow::Owned(Tag::Long(v[i])),
_ => Cow::Owned(Tag::End),
};
if seg == "count" {
return next(&Tag::Int(i32::try_from(len).unwrap_or(i32::MAX)));
}
if seg == "*" {
return (0..len).any(|i| next(&element(i)));
}
seg.parse::<usize>()
.ok()
.filter(|&i| i < len)
.is_some_and(|i| next(&element(i)))
}
fn int_value(tag: &Tag) -> Option<i64> {
match *tag {
Tag::Byte(v) => Some(v.into()),
Tag::Short(v) => Some(v.into()),
Tag::Int(v) => Some(v.into()),
Tag::Long(v) => Some(v),
_ => None,
}
}
/// A number as Java's `String.valueOf` writes it (`3`, `3.0`).
fn decimal(tag: &Tag) -> Option<String> {
let s = match *tag {
Tag::Float(b) => f32::from_bits(b).to_string(),
Tag::Double(b) => f64::from_bits(b).to_string(),
_ => return int_value(tag).map(|v| v.to_string()),
};
Some(if s.contains(['.', 'e', 'N', 'i']) {
s
} else {
s + ".0"
})
}
/// `text` against a string, its JSON text, or the plain text of a text component.
fn text_matches(tag: &Tag, is_text: bool, text: impl Fn(&str) -> bool) -> bool {
match tag {
Tag::String(s) => {
let s = s.to_string_lossy();
text(&s)
|| (is_text && text(&name_text(tag).plain()))
|| json_plain(&s).is_some_and(|p| text(&p))
}
Tag::Compound(_) | Tag::List(_) => is_text && text(&name_text(tag).plain()),
_ => false,
}
}
fn value_test(test: &ValueTest, lit: &Prepared, tag: &Tag, is_text: bool) -> bool {
match test {
ValueTest::Exists(_) => true,
ValueTest::Range(r) => {
int_value(tag).is_some_and(|v| i32::try_from(v).is_ok_and(|v| r.contains(v)))
}
ValueTest::Raw(name) => name.matches(&canon_tag(tag)),
ValueTest::Text(name) => match decimal(tag) {
Some(n) => name.matches(&n),
None => text_matches(tag, is_text, |s| name.matches(s)),
},
ValueTest::Literal(l) => match tag {
Tag::Float(b) => l.text.trim().parse::<f32>().ok() == Some(f32::from_bits(*b)),
Tag::Double(b) => l.float == Some(f64::from_bits(*b)),
Tag::Compound(_) | Tag::List(_)
if lit.snbt.as_ref().is_some_and(|e| contains(e, tag)) =>
{
true
}
_ => match int_value(tag) {
Some(v) => l.int == Some(v),
None => text_matches(tag, is_text, |s| {
s == l.text || lit.json.as_deref() == Some(s)
}),
},
},
}
}
/// `NbtUtils.compareNbt(expected, actual, true)`: every key and element of `expected` found in
/// `actual`.
fn contains(expected: &Tag, actual: &Tag) -> bool {
match (expected, actual) {
(Tag::Compound(e), Tag::Compound(a)) => e
.iter()
.all(|(k, v)| a.get(k).is_some_and(|a| contains(v, a))),
(Tag::List(e), Tag::List(a)) if e.is_empty() => a.is_empty(),
(Tag::List(e), Tag::List(a)) => e.iter().all(|e| a.iter().any(|a| contains(e, a))),
_ => expected == actual,
}
}
#[cfg(test)]
mod tests {
use super::*;
use std::sync::Arc;
/// Rules from (file stem, properties), sorted as `load_rules` sorts them.
fn rules(files: &[(&str, &str)]) -> CitRules {
let mut rules: Vec<Rule> = files
.iter()
.map(|(stem, text)| {
let path = format!("assets/minecraft/optifine/cit/{stem}.properties");
let text = format!("texture=x\n{text}");
Rule::parse(&path, &Properties::parse_equals_first(&text), |_| true).unwrap()
})
.collect();
rules.sort_by(Rule::priority);
CitRules::new(rules)
}
fn stem(cit: &CitRules, i: Option<usize>) -> Option<&str> {
let path = &cit.rules[i?].path;
path.rsplit('/').next()?.strip_suffix(".properties")
}
fn item(cit: &CitRules, stack: ItemStack) -> Option<&str> {
stem(cit, cit.select(Kind::Item, &stack, Hand::Main, 0))
}
fn new(id: &str) -> ItemStack {
ItemStack::new(&format!("minecraft:{id}"), 1)
}
fn string(s: &str) -> Tag {
Tag::String(s.into())
}
fn with(id: &str, component: &str, tag: Tag) -> ItemStack {
let mut stack = new(id);
let component = format!("minecraft:{component}");
stack.data_mut().other.push((component, tag));
stack
}
fn enchanted(id: &str, levels: &[(&str, u32)]) -> ItemStack {
let mut stack = new(id);
let levels = levels
.iter()
.map(|(e, l)| (Arc::from(format!("minecraft:{e}")), *l));
stack.data_mut().enchantments = levels.collect();
stack
}
#[test]
fn heavier_rules_win_and_kinds_stay_apart() {
let cit = rules(&[
("plain", "items=stick"),
("heavy", "items=stick\nweight=2\nstackSize=2-"),
("offhand", "items=stick\nweight=5\nhand=off"),
("armor", "type=armor\nitems=stick"),
("wings", "type=elytra"),
]);
assert_eq!(item(&cit, new("stick")), Some("plain"));
assert_eq!(
item(&cit, ItemStack::new("minecraft:stick", 3)),
Some("heavy")
);
let pick = |kind, id, hand, max| stem(&cit, cit.select(kind, &new(id), hand, max));
assert_eq!(pick(Kind::Item, "stick", Hand::Off, 0), Some("offhand"));
assert_eq!(item(&cit, new("stone")), None);
assert_eq!(item(&cit, new("elytra")), None);
assert_eq!(pick(Kind::Elytra, "elytra", Hand::Main, 432), Some("wings"));
assert_eq!(pick(Kind::Armor, "stick", Hand::Main, 0), Some("armor"));
}
#[test]
fn names_match_by_their_plain_text() {
let cit = rules(&[
("glob", "items=stick\nnbt.display.Name=ipattern:*sword"),
("exact", "items=stone\ncomponents.custom_name=My Sword"),
("json", "items=dirt\nnbt.display.Name=[\"My \",\"Sword\"]"),
]);
let named = |id: &str, name: Tag| {
let mut stack = new(id);
stack.data_mut().custom_name = Some(name);
stack
};
let styled = Tag::compound([("text", string("My Sword")), ("color", string("red"))]);
assert_eq!(item(&cit, named("stick", styled.clone())), Some("glob"));
assert_eq!(item(&cit, named("stick", string("Blade"))), None);
assert_eq!(item(&cit, new("stick")), None);
assert_eq!(item(&cit, named("stone", styled.clone())), Some("exact"));
assert_eq!(item(&cit, named("dirt", styled)), Some("json"));
}
#[test]
fn lore_lines_and_list_counts() {
let cit = rules(&[
(
"any_line",
"items=stick\nnbt.display.Lore.*=ipattern:*legendary*",
),
("two_lines", "items=stone\ncomponents.lore.count=2"),
]);
let bold = Tag::compound([("text", string("A LEGENDARY item")), ("bold", Tag::Byte(1))]);
let lore = Tag::List(vec![string("Common"), bold]);
assert_eq!(
item(&cit, with("stick", "lore", lore.clone())),
Some("any_line")
);
assert_eq!(item(&cit, with("stone", "lore", lore)), Some("two_lines"));
let one = Tag::List(vec![string("A legendary item")]);
assert_eq!(item(&cit, with("stone", "lore", one)), None);
}
#[test]
fn custom_data_existence_and_negation() {
let cit = rules(&[
(
"aote",
"items=stick\nweight=2\nnbt.ExtraAttributes.id=ASPECT_OF_THE_END",
),
(
"not_hyp",
"items=stick\nweight=1\ncomponent.custom_data.ExtraAttributes.id=!HYP",
),
("unnamed", "items=stick\nnbt.display.Name=exists:false"),
]);
let data = |id: &str| {
let attributes =
Tag::compound([("ExtraAttributes", Tag::compound([("id", string(id))]))]);
with("stick", "custom_data", attributes)
};
assert_eq!(item(&cit, data("ASPECT_OF_THE_END")), Some("aote"));
assert_eq!(item(&cit, data("MIDAS")), Some("not_hyp"));
assert_eq!(item(&cit, data("HYP")), Some("unnamed"));
let mut named = data("HYP");
named.data_mut().custom_name = Some(string("Hyperion"));
assert_eq!(item(&cit, named), None);
}
#[test]
fn legacy_enchantment_lists_and_model_data() {
let cit = rules(&[
(
"sharp",
"items=stick\nnbt.Enchantments.*.id=minecraft:sharpness\nnbt.Enchantments.0.lvl=5",
),
("cmd", "items=stone\nnbt.CustomModelData=3"),
(
"cmd_snbt",
"items=dirt\ncomponents.custom_model_data={floats:[3.0f]}",
),
]);
assert_eq!(
item(&cit, enchanted("stick", &[("sharpness", 5)])),
Some("sharp")
);
assert_eq!(item(&cit, enchanted("stick", &[("sharpness", 4)])), None);
let model = |id: &str, f: f32| {
let floats = Tag::List(vec![Tag::Float(f.to_bits()), Tag::Float(7f32.to_bits())]);
with(id, "custom_model_data", Tag::compound([("floats", floats)]))
};
assert_eq!(item(&cit, model("stone", 3.0)), Some("cmd"));
assert_eq!(item(&cit, model("stone", 3.5)), None);
assert_eq!(item(&cit, model("dirt", 3.0)), Some("cmd_snbt"));
assert_eq!(item(&cit, model("dirt", 2.0)), None);
}
#[test]
fn fields_left_out_at_zero_read_as_zero() {
let cit = rules(&[("zero", "items=firework_rocket\nnbt.Fireworks.Flight=0")]);
let mut rocket = new("firework_rocket");
rocket.data_mut().fireworks = Some((0, Vec::new()));
assert_eq!(item(&cit, rocket.clone()), Some("zero"));
rocket.data_mut().fireworks = Some((2, Vec::new()));
assert_eq!(item(&cit, rocket), None);
}
#[test]
fn damage_counts_only_for_damageable_items() {
let cit = rules(&[
("worn", "items=diamond_sword\ndamage=50-100%"),
("new", "items=stick\ndamage=0"),
]);
let damaged = |id: &str, damage: u32, max: u32| {
let mut stack = new(id);
stack.damage = damage;
stem(&cit, cit.select(Kind::Item, &stack, Hand::Main, max))
};
// Half of 1561 is 780.5.
assert_eq!(damaged("diamond_sword", 780, 1561), None);
assert_eq!(damaged("diamond_sword", 781, 1561), Some("worn"));
assert_eq!(damaged("stick", 5, 0), Some("new"));
}
#[test]
fn enchantment_levels_and_rules_for_any_item() {
let cit = rules(&[
(
"sharp3",
"items=stick\nenchantments=sharpness\nenchantmentLevels=3-",
),
("any3", "items=stone\nenchantmentLevels=3-"),
("glint", "type=enchantment\nenchantments=sharpness"),
(
"sword_glint",
"type=enchantment\nitems=diamond_sword\nweight=2",
),
]);
let mixed = [("sharpness", 2), ("unbreaking", 3)];
assert_eq!(item(&cit, enchanted("stick", &mixed)), None);
assert_eq!(
item(&cit, enchanted("stick", &[("sharpness", 4)])),
Some("sharp3")
);
assert_eq!(item(&cit, enchanted("stone", &mixed)), Some("any3"));
let glints = |stack: ItemStack| -> Vec<&str> {
let found = cit.enchantments(&stack, 0).into_iter();
found.map(|i| stem(&cit, Some(i)).unwrap()).collect()
};
let sharp = [("sharpness", 1)];
assert_eq!(
glints(enchanted("diamond_sword", &sharp)),
["sword_glint", "glint"]
);
assert_eq!(glints(enchanted("stick", &sharp)), ["glint"]);
assert!(glints(new("stick")).is_empty());
// Glints are never an item's texture.
assert_eq!(item(&cit, enchanted("diamond_sword", &sharp)), None);
}
}
@@ -199,9 +199,8 @@ where
}
impl SceneCollisions<'_, '_> {
/// Position contexts permit geometric movement probes without inventing a
/// player, inventory, effects or fluid-standing behavior; a lava walker or
/// a living entity in leather boots collides as the living entity it is,
/// empty-handed.
/// player, inventory, effects or fluid-standing behavior; a lava walker
/// collides as the living entity it is, empty-handed.
pub fn resolve(
&mut self,
bounds: Aabb,
@@ -237,10 +236,7 @@ impl SceneCollisions<'_, '_> {
}
fn context(&self, bounds: Aabb) -> CollisionContext<'static> {
let y = bounds.min_position().y;
if !self
.subject
.is_some_and(|s| s.lava_walker || s.leather_boots)
{
if !self.subject.is_some_and(|s| s.lava_walker) {
return CollisionContext::position(y);
}
CollisionContext::for_entity(
@@ -1,735 +0,0 @@
//! OptiFine connected textures (`optifine/ctm`) at mesh time. The active packs' rules are read
//! once at load, their tiles become sprite layers, and each block state and sprite layer gets
//! the short list of rules that can touch it; meshing a face then walks only those lists
//! ([`ConnectedTextures::pick`]). Without CTM files there are no rules and nothing changes.
//!
//! The rules and the tile geometry are `horizon_optifine::ctm`'s.
use crate::sprites::Sprites;
use horizon_optifine::ctm::{
self, Connect, Method, Orient, Rule, Tile,
connect::{self as geometry, Axes, Axis, Face},
};
use horizon_world::block_state_properties::BlockProperties;
use horizon_world::registry::{BlockRegistry, BlockStateId};
use std::{collections::HashMap, path::Path};
/// A tile as the mesher draws it.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum TileLayer {
Layer {
layer: u16,
/// The sprite has fractional alpha (drawn in the translucent pass).
translucent: bool,
/// Every texel is opaque (drawn without an alpha test).
opaque: bool,
},
/// Try the next rule.
Skip,
/// The face's own sprite.
Default,
}
/// What a face draws.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Pick {
/// Its own sprite.
Keep,
Tile(TileLayer),
/// `ctm_compact`: a tile per quarter of the sprite (top-left, top-right, bottom-left,
/// bottom-right).
Quarters([TileLayer; 4]),
}
struct LoadedRule {
rule: Rule,
tiles: Vec<TileLayer>,
}
#[derive(Clone, Copy, Default)]
struct StateInfo {
/// Index of the state's block (`connect=block`).
block: u32,
axis: Option<Axis>,
/// `half=upper`: `linked` random tiles follow the lower half.
upper: bool,
}
#[derive(Default)]
pub struct ConnectedTextures {
rules: Vec<LoadedRule>,
/// By block state, then by sprite layer: ranges of `lists` (rule indices, in rule order).
by_state: Vec<(u32, u32)>,
by_layer: Vec<(u32, u32)>,
lists: Vec<u16>,
states: Vec<StateInfo>,
/// By block state: the sprite of its model's face on each side (`connect=tile`); empty
/// when no rule connects by tile.
face_layers: Vec<[u16; 6]>,
}
/// `list` appended to `lists`, as its range there.
fn push_list(lists: &mut Vec<u16>, list: &[u16]) -> (u32, u32) {
let start = lists.len() as u32;
lists.extend_from_slice(list);
(start, list.len() as u32)
}
/// The sprite name of a texture resource path: `ns:path` under `textures/`, else the path
/// itself (as [`Sprites::insert_file`] names a tile).
fn sprite_name(resource: &str) -> String {
let parts = resource
.strip_prefix("assets/")
.and_then(|p| p.split_once('/'))
.and_then(|(ns, p)| Some((ns, p.strip_prefix("textures/")?.strip_suffix(".png")?)));
match parts {
Some((ns, path)) => format!("{ns}:{path}"),
None => resource.to_owned(),
}
}
impl ConnectedTextures {
/// The rules under `root`, with their tiles inserted into `sprites` (before it finishes).
/// `face_layer` answers a block state's sprite on a side, for rules that connect by tile.
pub fn load(
root: &Path,
registry: &BlockRegistry,
sprites: &mut Sprites,
mut face_layer: impl FnMut(BlockStateId, Face) -> Option<u32>,
) -> Self {
let mut rules = ctm::load(root);
// Rules no face can use load no tiles: overlays (not drawn yet), and custom names (section
// meshes see no block entity).
rules.retain(|r| !r.method.is_overlay() && r.name.is_none());
// Rule indices are `u16`.
rules.truncate(usize::from(u16::MAX));
if rules.is_empty() {
return Self::default();
}
// The tiles decode side by side; the loop below inserts them in rule order, under the
// same names.
let tiles: Vec<String> = rules
.iter()
.flat_map(|rule| &rule.tiles)
.filter_map(|tile| match tile {
Tile::Texture(path) => Some(sprite_name(path)),
_ => None,
})
.collect();
sprites.prefetch(root, tiles.iter().map(String::as_str));
let loaded = rules
.into_iter()
.filter_map(|rule| {
let tiles = rule
.tiles
.iter()
.map(|tile| match tile {
Tile::Skip => Ok(TileLayer::Skip),
Tile::Default => Ok(TileLayer::Default),
Tile::Texture(path) => {
// A tile among the textures is that sprite, under its own name.
let layer = match sprite_name(path) {
name if name != *path => sprites.insert(root, &name)?,
_ => sprites.insert_file(root, path)?,
};
Ok(TileLayer::Layer {
layer: u16::try_from(layer)?,
translucent: sprites.translucent[layer as usize],
opaque: sprites.opaque[layer as usize],
})
}
})
.collect::<crate::Result<Vec<_>>>();
match tiles {
Ok(tiles) => Some(LoadedRule { rule, tiles }),
Err(e) => {
log::warn!("Horizon: connected textures {}: a tile: {e}", rule.path);
None
}
}
})
.collect();
let states = (0..registry.len() as u32).map(|id| {
registry
.state(BlockStateId(id))
.map(|s| (s.name.as_str(), &s.properties))
});
let mut out = Self::build(loaded, states, |name| sprites.layers.get(name).copied());
if out.rules.iter().any(|r| r.rule.connect == Connect::Tile) {
out.face_layers = (0..registry.len() as u32)
.map(|id| {
Face::ALL
.map(|f| face_layer(BlockStateId(id), f).map_or(u16::MAX, |l| l as u16))
})
.collect();
}
out
}
/// The lookups for `rules` (already ordered) over every block state (`None` for an id the
/// registry skips), `layer` answering a sprite name's layer.
fn build<'a>(
rules: Vec<LoadedRule>,
states: impl Iterator<Item = Option<(&'a str, &'a BlockProperties)>>,
layer: impl Fn(&str) -> Option<u32>,
) -> Self {
let mut out = Self {
rules,
..Self::default()
};
let mut blocks = HashMap::new();
let mut by_layer: Vec<Vec<u16>> = Vec::new();
// Block rules by the block each entry names, so a state tests only its own.
let mut by_block: HashMap<&str, Vec<u16>> = HashMap::new();
for (i, r) in out.rules.iter().enumerate() {
let i = i as u16;
for tile in &r.rule.match_tiles {
if let Some(l) = layer(&sprite_name(tile)) {
let l = l as usize;
if by_layer.len() <= l {
by_layer.resize(l + 1, Vec::new());
}
if by_layer[l].last() != Some(&i) {
by_layer[l].push(i);
}
}
}
for m in &r.rule.match_blocks {
let list = by_block.entry(m.id.as_str()).or_default();
if list.last() != Some(&i) {
list.push(i);
}
}
}
for list in by_layer {
let range = push_list(&mut out.lists, &list);
out.by_layer.push(range);
}
let mut list = Vec::new();
for state in states {
let Some((name, props)) = state else {
out.by_state.push((0, 0));
out.states.push(StateInfo::default());
continue;
};
let next = blocks.len() as u32;
let block = *blocks.entry(name).or_insert(next);
let prop = |k: &str| props.get(k).map(String::as_str);
out.states.push(StateInfo {
block,
axis: match prop("axis") {
Some("x") => Some(Axis::X),
Some("y") => Some(Axis::Y),
Some("z") => Some(Axis::Z),
_ => None,
},
upper: prop("half") == Some("upper"),
});
list.clear();
if let Some(candidates) = by_block.get(name) {
list.extend(
candidates
.iter()
.filter(|&&i| out.rules[usize::from(i)].rule.matches_block(name, prop)),
);
}
let range = push_list(&mut out.lists, &list);
out.by_state.push(range);
}
out
}
pub fn is_empty(&self) -> bool {
self.rules.is_empty()
}
fn list(&self, ranges: &[(u32, u32)], i: usize) -> &[u16] {
ranges.get(i).map_or(&[], |&(start, len)| {
&self.lists[start as usize..(start + len) as usize]
})
}
/// What the `face` of the block `state` at `pos` draws, for a quad with sprite `layer`.
/// `neighbour` answers the state at an offset from the block; `biome` its biome, asked only
/// by rules that test one.
pub fn pick<'b>(
&self,
state: u32,
layer: u16,
face: Face,
pos: [i32; 3],
neighbour: impl Fn([i32; 3]) -> u32,
biome: impl Fn() -> Option<&'b str>,
) -> Pick {
let (mut by_state, mut by_layer) = (
self.list(&self.by_state, state as usize),
self.list(&self.by_layer, layer as usize),
);
// Both lists are in rule order: walk them as one. A rule naming blocks and tiles needs
// both (it is in both lists); one naming either needs that one.
loop {
let (i, block, tile) = match (by_state.split_first(), by_layer.split_first()) {
(None, None) => return Pick::Keep,
(Some((&x, rest)), Some((&y, other))) if x == y => {
(by_state, by_layer) = (rest, other);
(x, true, true)
}
(Some((&x, rest)), Some((&y, _))) if x < y => {
by_state = rest;
(x, true, false)
}
(Some((&x, rest)), None) => {
by_state = rest;
(x, true, false)
}
(_, Some((&y, rest))) => {
by_layer = rest;
(y, false, true)
}
};
let r = &self.rules[usize::from(i)];
if (block || r.rule.match_blocks.is_empty())
&& (tile || r.rule.match_tiles.is_empty())
&& let Some(pick) = self.apply(r, state, layer, face, pos, &neighbour, &biome)
{
return pick;
}
}
}
/// One rule on a face: `None` when it doesn't apply or picks `<skip>`.
#[allow(clippy::too_many_arguments)]
fn apply<'b>(
&self,
r: &LoadedRule,
state: u32,
layer: u16,
face: Face,
pos: [i32; 3],
neighbour: &impl Fn([i32; 3]) -> u32,
biome: &impl Fn() -> Option<&'b str>,
) -> Option<Pick> {
let rule = &r.rule;
// `Rule::applies_at`, with the biome looked up only for rules that test one. Rules with
// a custom name are not loaded.
if rule.faces & face.bit() == 0
|| rule.heights.as_ref().is_some_and(|h| !h.contains(pos[1]))
{
return None;
}
if let Some(biomes) = &rule.biomes
&& !biome().is_some_and(|b| biomes.matches(b))
{
return None;
}
let info = self.states.get(state as usize).copied().unwrap_or_default();
let joins = |offset: [i32; 3]| {
let other = neighbour(offset);
match rule.connect {
Connect::Block => {
self.states.get(other as usize).map(|s| s.block) == Some(info.block)
}
Connect::State => other == state,
Connect::Tile => self
.face_layers
.get(other as usize)
.is_some_and(|f| f[face as usize] == layer),
}
};
let axes = |face| match (rule.orient, info.axis) {
(Orient::StateAxis, Some(axis)) => Axes::column(face, axis),
// `orient=texture` follows the quad's own UVs; vanilla cubes are what it is used on.
_ => Axes::cube(face),
};
let mask = || geometry::neighbours(axes(face), face.normal(), rule.inner_seams, joins);
let tile = |i: usize| r.tiles.get(i).copied().unwrap_or(TileLayer::Default);
let index = match rule.method {
Method::Ctm => geometry::ctm_index(mask()),
Method::CtmCompact => {
let mask = mask();
let case = geometry::ctm_index(mask) as u8;
match rule.compact_overrides.iter().find(|&&(c, _)| c == case) {
Some(&(_, t)) => t,
None => {
let quarters = geometry::compact_quarters(mask).map(|q| tile(q.into()));
return if quarters.contains(&TileLayer::Skip) {
None
} else {
Some(Pick::Quarters(quarters))
};
}
}
}
Method::Horizontal => geometry::horizontal(mask()),
Method::Vertical => geometry::vertical(mask()),
Method::HorizontalVertical => geometry::horizontal_vertical(mask()),
Method::VerticalHorizontal => geometry::vertical_horizontal(mask()),
Method::Top => {
// Only sides join the block above: the top and bottom go on to the next rule.
if matches!(face, Face::Up | Face::Down) {
return None;
}
if !joins([0, 1, 0]) {
return Some(Pick::Keep);
}
0
}
Method::Fixed => 0,
Method::Random => {
let face = geometry::symmetric_face(face, rule.symmetry);
let pos = if rule.linked && info.upper {
[pos[0], pos[1] - 1, pos[2]]
} else {
pos
};
geometry::random_index(pos, face, rule.random_loops, &rule.weights, r.tiles.len())
}
Method::Repeat => {
let face = geometry::symmetric_face(face, rule.symmetry);
geometry::repeat_index(pos, axes(face), rule.width, rule.height)
}
// Overlays are not loaded yet.
_ => return None,
};
match tile(index) {
TileLayer::Skip => None,
TileLayer::Default => Some(Pick::Keep),
t => Some(Pick::Tile(t)),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use horizon_optifine::Properties;
/// A tile whose layer says which tile of its rule it is: rule `r`'s tile `i` is layer
/// `1000 * (r + 1) + i`.
fn rules(files: &[(&str, &str)]) -> Vec<LoadedRule> {
let mut rules: Vec<Rule> = files
.iter()
.map(|(path, text)| {
Rule::parse(
&format!("assets/minecraft/optifine/ctm/{path}"),
&Properties::parse(text),
)
.unwrap()
.unwrap()
})
.collect();
ctm::sort(&mut rules);
rules
.into_iter()
.enumerate()
.map(|(n, rule)| LoadedRule {
tiles: rule
.tiles
.iter()
.enumerate()
.map(|(i, t)| match t {
Tile::Skip => TileLayer::Skip,
Tile::Default => TileLayer::Default,
Tile::Texture(_) => TileLayer::Layer {
layer: (1000 * (n + 1) + i) as u16,
translucent: false,
opaque: false,
},
})
.collect(),
rule,
})
.collect()
}
/// State 0 air, 1 glass, 2 stone, 3 and 4 oak logs (axis y, x), 5 and 6 a door (lower,
/// upper); the stone sprite is layer 7.
fn world(files: &[(&str, &str)]) -> ConnectedTextures {
let props = |pairs: &[(&str, &str)]| -> BlockProperties {
pairs
.iter()
.map(|(k, v)| (k.to_string(), v.to_string()))
.collect()
};
let states = [
("minecraft:air", props(&[])),
("minecraft:glass", props(&[])),
("minecraft:stone", props(&[])),
("minecraft:oak_log", props(&[("axis", "y")])),
("minecraft:oak_log", props(&[("axis", "x")])),
("minecraft:oak_door", props(&[("half", "lower")])),
("minecraft:oak_door", props(&[("half", "upper")])),
];
ConnectedTextures::build(
rules(files),
states.iter().map(|(n, p)| Some((*n, p))),
|name| (name == "minecraft:block/stone").then_some(7),
)
}
fn tile(layer: u16) -> Pick {
Pick::Tile(TileLayer::Layer {
layer,
translucent: false,
opaque: false,
})
}
/// `pick` on `face` of the block at the origin among `blocks` (offset, state).
fn pick_in(
ctm: &ConnectedTextures,
state: u32,
layer: u16,
face: Face,
blocks: &[([i32; 3], u32)],
) -> Pick {
let at = |o: [i32; 3]| blocks.iter().find(|(p, _)| *p == o).map_or(0, |b| b.1);
ctm.pick(state, layer, face, [0, 64, 0], at, || None)
}
const GLASS: &str = "matchBlocks=glass\nmethod=ctm\ntiles=0-46";
#[test]
fn glass_joins_its_neighbours() {
let ctm = world(&[("glass.properties", GLASS)]);
// Alone: tile 0. A north face's right is west: glass there is the left end of a row.
assert_eq!(pick_in(&ctm, 1, 3, Face::North, &[]), tile(1000));
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[([-1, 0, 0], 1)]),
tile(1001)
);
// Glass all around in the face's plane: the middle tile, 26.
let ring: Vec<_> = [-1, 0, 1]
.into_iter()
.flat_map(|x| [-1, 0, 1].map(|y| ([x, y, 0], 1)))
.collect();
assert_eq!(pick_in(&ctm, 1, 3, Face::North, &ring), tile(1026));
// Stone beside it doesn't join; stone has no rule.
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[([-1, 0, 0], 2)]),
tile(1000)
);
assert_eq!(pick_in(&ctm, 2, 7, Face::North, &[]), Pick::Keep);
}
#[test]
fn rule_order_faces_and_skips() {
let ctm = world(&[
(
"a_sides.properties",
"matchBlocks=stone\nmethod=fixed\ntiles=<skip>\nfaces=sides",
),
("b_glass.properties", GLASS),
("stone.properties", "method=fixed\ntiles=x\nfaces=top"),
("z.properties", "matchBlocks=stone\nmethod=fixed\ntiles=y"),
]);
// The tile rule (stone.properties, by its file name) comes first, on the top face only.
assert_eq!(pick_in(&ctm, 2, 7, Face::Up, &[]), tile(1000));
// Sides: a_sides skips, so z draws.
assert_eq!(pick_in(&ctm, 2, 7, Face::North, &[]), tile(4000));
// The tile rule follows the sprite, whatever the block: glass with the stone sprite.
assert_eq!(pick_in(&ctm, 1, 7, Face::Up, &[]), tile(1000));
}
#[test]
fn compact_quarters_and_overrides() {
let ctm = world(&[(
"glass.properties",
"matchBlocks=glass\nmethod=ctm_compact\ntiles=0-5\nctm.1=5",
)]);
let layer = |i: u16| TileLayer::Layer {
layer: 1000 + i,
translucent: false,
opaque: false,
};
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[]),
Pick::Quarters([layer(0); 4])
);
// Joined right only is case 1, replaced whole by tile 5.
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[([-1, 0, 0], 1)]),
tile(1005)
);
// Joined left only (east of a north face): quarters [3, 0, 3, 0].
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[([1, 0, 0], 1)]),
Pick::Quarters([layer(3), layer(0), layer(3), layer(0)])
);
}
#[test]
fn logs_turn_with_their_axis() {
let ctm = world(&[(
"log.properties",
"matchBlocks=oak_log\nmethod=vertical\ntiles=0-3",
)]);
// An upright log with a log above: the bottom of a column.
assert_eq!(
pick_in(&ctm, 3, 3, Face::North, &[([0, 1, 0], 3)]),
tile(1000)
);
// A log lying along x: on its north face the texture's up points east, so a log to the
// east (same block, other axis state) is above it.
assert_eq!(
pick_in(&ctm, 4, 3, Face::North, &[([1, 0, 0], 4)]),
tile(1000)
);
assert_eq!(
pick_in(&ctm, 4, 3, Face::North, &[([0, 1, 0], 4)]),
tile(1003)
);
}
#[test]
fn top_and_connect_state() {
let ctm = world(&[(
"block_oak_log.properties",
"method=top\ntiles=0\nconnect=state",
)]);
assert_eq!(
pick_in(&ctm, 3, 3, Face::North, &[([0, 1, 0], 3)]),
tile(1000)
);
// The other axis is another state.
assert_eq!(
pick_in(&ctm, 3, 3, Face::North, &[([0, 1, 0], 4)]),
Pick::Keep
);
assert_eq!(pick_in(&ctm, 3, 3, Face::Up, &[([0, 1, 0], 3)]), Pick::Keep);
}
#[test]
fn linked_random_follows_the_lower_half() {
let ctm = world(&[(
"door.properties",
"matchBlocks=oak_door\nmethod=random\ntiles=0-7\nlinked=true",
)]);
let mut tiles = std::collections::HashSet::new();
for x in 0..20 {
let lower = ctm.pick(5, 3, Face::North, [x, 64, 0], |_| 0, || None);
let upper = ctm.pick(6, 3, Face::North, [x, 65, 0], |_| 0, || None);
assert_eq!(lower, upper, "{x}");
tiles.insert(format!("{lower:?}"));
}
assert!(tiles.len() > 3, "the doors are not all alike");
}
#[test]
fn heights_and_biomes() {
let ctm = world(&[(
"glass.properties",
"matchBlocks=glass\nmethod=fixed\ntiles=0\nheights=0-63\nbiomes=desert",
)]);
let at =
|y, biome: &'static str| ctm.pick(1, 3, Face::Up, [0, y, 0], |_| 0, || Some(biome));
assert_eq!(at(10, "minecraft:desert"), tile(1000));
assert_eq!(at(64, "minecraft:desert"), Pick::Keep);
assert_eq!(at(10, "minecraft:plains"), Pick::Keep);
}
#[test]
fn connect_by_tile_reads_the_neighbours_same_side() {
let mut ctm = world(&[(
"glass.properties",
"matchBlocks=glass\nmethod=horizontal\nconnect=tile\ntiles=0-3",
)]);
// Stone shows the glass sprite (3) on its north side; the door only on its south.
let mut faces = vec![[9u16; 6]; 7];
faces[1][Face::North as usize] = 3;
faces[2][Face::North as usize] = 3;
faces[5][Face::South as usize] = 3;
ctm.face_layers = faces;
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[([-1, 0, 0], 2)]),
tile(1000)
);
assert_eq!(
pick_in(&ctm, 1, 3, Face::North, &[([-1, 0, 0], 5)]),
tile(1003)
);
}
#[test]
fn repeat_and_rows_then_columns() {
let ctm = world(&[(
"glass.properties",
"matchBlocks=glass\nmethod=repeat\nwidth=2\nheight=2\ntiles=0-3",
)]);
let at = |pos| ctm.pick(1, 3, Face::North, pos, |_| 0, || None);
assert_eq!(at([0, 64, 0]), tile(1000));
// The north face's right is west; rows run down.
assert_eq!(at([-1, 64, 0]), tile(1001));
assert_eq!(at([0, 63, 0]), tile(1002));
let hv = world(&[(
"glass.properties",
"matchBlocks=glass\nmethod=horizontal+vertical\ntiles=0-6",
)]);
// Alone in its row, glass above: the column's bottom, tile 4.
assert_eq!(
pick_in(&hv, 1, 3, Face::North, &[([0, 1, 0], 1)]),
tile(1004)
);
assert_eq!(
pick_in(&hv, 1, 3, Face::North, &[([-1, 0, 0], 1)]),
tile(1000)
);
}
#[test]
fn skips_defaults_and_narrowed_rules() {
let ctm = world(&[
(
"a.properties",
"matchBlocks=glass\nmethod=ctm_compact\ntiles=<skip> 1-4",
),
(
"b.properties",
"matchBlocks=glass\nmethod=fixed\ntiles=0\nfaces=sides",
),
(
"c.properties",
"matchBlocks=glass\nmethod=fixed\ntiles=<default>",
),
("d.properties", "matchBlocks=glass\nmethod=fixed\ntiles=0"),
(
"e.properties",
"matchBlocks=stone\nmatchTiles=glass_pane_top\nmethod=fixed\ntiles=0",
),
]);
// e names a tile, so it is tried first (tile 1000s), but needs a stone with the pane
// sprite. a's skipped quarter drops it; b (3000s) draws the sides; on top c draws the
// glass itself, which stops d.
assert_eq!(pick_in(&ctm, 1, 3, Face::North, &[]), tile(3000));
assert_eq!(pick_in(&ctm, 1, 3, Face::Up, &[]), Pick::Keep);
assert_eq!(pick_in(&ctm, 2, 7, Face::Up, &[]), Pick::Keep);
let both = world(&[(
"e.properties",
"matchBlocks=glass\nmatchTiles=stone\nmethod=fixed\ntiles=0",
)]);
assert_eq!(pick_in(&both, 1, 7, Face::Up, &[]), tile(1000));
assert_eq!(pick_in(&both, 1, 3, Face::Up, &[]), Pick::Keep);
assert_eq!(pick_in(&both, 2, 7, Face::Up, &[]), Pick::Keep);
// `top` passes the top face on.
let top = world(&[
("block_glass.properties", "method=top\ntiles=0"),
(
"z.properties",
"matchBlocks=glass\nmethod=fixed\ntiles=0\nfaces=top",
),
]);
assert_eq!(pick_in(&top, 1, 3, Face::Up, &[]), tile(2000));
}
#[test]
fn sprite_names() {
assert_eq!(
sprite_name("assets/minecraft/textures/block/dirt.png"),
"minecraft:block/dirt"
);
assert_eq!(
sprite_name("assets/minecraft/optifine/ctm/glass/0.png"),
"assets/minecraft/optifine/ctm/glass/0.png"
);
}
}
@@ -4,7 +4,7 @@
pub use crate::chunk::block_entity::{
Banner, Beacon, BlockEntity, Brushable, Campfire, ChiseledBookshelf, Crafter, CreakingHeart,
EndGateway, Furnace, FurnaceKind, Jukebox, Lectern, MOD_MENUS, ModBlockEntity, ModContainer,
ModEnergyBuffer, ModFluidTanks, PotentSulfur, Shelf, Skull, SkullSkin,
ModFluidTanks, PotentSulfur, Shelf, Skull, SkullSkin,
};
use crate::items::ItemStack;
use std::collections::HashMap;
+42 -27
View File
@@ -195,6 +195,14 @@ fn read(path: &str) -> Option<String> {
std::fs::read_to_string(path).ok()
}
fn windows_processor_name(query: &str) -> Option<String> {
query.lines().find_map(|line| {
let (_, value) = line.split_once("REG_SZ")?;
let value = value.trim();
(!value.is_empty()).then(|| value.to_owned())
})
}
/// `PRETTY_NAME` of /etc/os-release and the kernel, or the system's own version string.
fn operating_system() -> String {
let arch = std::env::consts::ARCH;
@@ -212,7 +220,7 @@ fn operating_system() -> String {
} else if cfg!(target_os = "macos") {
command_output("sw_vers", &["-productVersion"]).map(|v| format!("macOS {v}"))
} else if cfg!(windows) {
horizon_telemetry::system::windows_version()
command_output("cmd", &["/C", "ver"])
} else {
None
};
@@ -227,11 +235,26 @@ fn operating_system() -> String {
pub fn cpu() -> String {
let threads = std::thread::available_parallelism().map_or(0, |n| n.get());
let name = if cfg!(target_os = "linux") {
read("/proc/cpuinfo").and_then(|t| horizon_telemetry::system::linux_cpu_name(&t))
read("/proc/cpuinfo").and_then(|t| {
t.lines()
.find(|l| l.starts_with("model name"))
.and_then(|l| l.split_once(':'))
.map(|(_, v)| v.trim().to_owned())
})
} else if cfg!(target_os = "macos") {
command_output("sysctl", &["-n", "machdep.cpu.brand_string"])
} else if cfg!(windows) {
horizon_telemetry::system::windows_cpu()
command_output(
"reg",
&[
"query",
r"HKLM\HARDWARE\DESCRIPTION\System\CentralProcessor\0",
"/v",
"ProcessorNameString",
],
)
.and_then(|query| windows_processor_name(&query))
.or_else(|| std::env::var("PROCESSOR_IDENTIFIER").ok())
} else {
std::env::var("PROCESSOR_IDENTIFIER").ok()
};
@@ -384,30 +407,6 @@ pub fn report_watchdog(home: &Path, side: &'static str, message: String) -> Opti
)
}
/// The report for a game that went over the player's RAM limit (`ram_limit`), written by the
/// watcher thread: it says nothing about where the memory went, so it carries no stack. The player
/// chose this limit, so it is no bug to send (`telemetry::keep_crash`), and leaving that out ends
/// the game seconds sooner: it keeps running, over its limit, until the report is written.
pub fn report_memory_limit(home: &Path, side: &'static str, message: String) {
if REPORTED.swap(true, Ordering::SeqCst) {
return;
}
let report = Report {
time: Local::now(),
description: "RAM limit reached".into(),
error: message,
stack: String::new(),
thread: thread_name(side),
side,
details: system_details(side),
log: crate::logging::recent_lines(),
};
match report.save(home) {
Ok(path) => eprintln!("{SAVED_LINE}{}", path.display()),
Err(e) => eprintln!("Horizon: could not save a crash report: {e}"),
}
}
fn payload_text(payload: &(dyn std::any::Any + Send)) -> String {
payload
.downcast_ref::<&str>()
@@ -658,6 +657,22 @@ pub fn debug_crash_after() -> Option<std::time::Duration> {
mod tests {
use super::*;
#[test]
fn windows_registry_cpu_name_is_read_without_the_registry_columns() {
let query = r#"
HKEY_LOCAL_MACHINE\HARDWARE\DESCRIPTION\System\CentralProcessor\0
ProcessorNameString REG_SZ 13th Gen Intel(R) Core(TM) i7-13700F
"#;
assert_eq!(
windows_processor_name(query).as_deref(),
Some("13th Gen Intel(R) Core(TM) i7-13700F")
);
assert_eq!(
windows_processor_name("ProcessorNameString REG_SZ "),
None
);
}
#[test]
fn a_release_reports_its_built_in_version() {
// release.yml builds with HORIZON_VERSION (docs/versioning.md): `v0.2.3`, wherever it is installed.
+3 -13
View File
@@ -575,7 +575,7 @@ pub struct DataStore {
/// `item_modifier` files, for `/item modify`.
pub item_modifiers: BTreeMap<String, serde_json::Value>,
/// The content tables' raw files from the packs after the built-in one:
/// `recipe/`, `recipe_filter/`, `loot_table/`, `advancement/`, `dialog/`, `data_maps/` and `tags/…/` files, by
/// `recipe/`, `recipe_filter/`, `loot_table/`, `advancement/`, `dialog/` and `tags/…/` files, by
/// `<kind-dir>/<ns>:<path>`, each id's files in pack order. The tables
/// merge them over what they read from the resource root.
pub files: BTreeMap<String, Vec<Vec<u8>>>,
@@ -584,7 +584,7 @@ pub struct DataStore {
}
/// `<kind-dir>/<ns>:<path>` for a pack file the content tables read:
/// `recipe/`, `recipe_filter/`, `loot_table/`, `advancement/`, `trade_set/`,
/// `villager_trade/`, `dialog/`, `data_maps/` or `tags/<sub>/`, where the id keeps the sub
/// `villager_trade/`, `dialog/` or `tags/<sub>/`, where the id keeps the sub
/// path so a nested tag kind stays addressable.
fn content_id(file: &str) -> Option<String> {
let rest = file.strip_prefix("data/")?;
@@ -592,7 +592,7 @@ fn content_id(file: &str) -> Option<String> {
let (kind, rest) = rest.split_once('/')?;
let kind = match kind {
"recipe" | "recipe_filter" | "loot_table" | "advancement" | "trade_set"
| "villager_trade" | "dialog" | "data_maps" => kind,
| "villager_trade" | "dialog" => kind,
// A tag id is `{ns}:{path-under-tags}` (`tags/worldgen/biome/
// test:sub/mytag`), the whole path after the namespace, so nested
// registries keep their directory (`TagLoader`'s id shape).
@@ -623,7 +623,6 @@ impl DataStore {
let builtin = pack.id == "vanilla";
for f in pack.list_kinds(&[
"advancement",
"data_maps",
"dialog",
"function",
"item_modifier",
@@ -883,15 +882,6 @@ pub fn worldgen_overrides(
mod tests {
use super::*;
#[test]
fn data_map_files_are_content_files_keyed_by_map_namespace_and_registry() {
assert_eq!(
content_id("data/mymod/data_maps/item/fuel.json").as_deref(),
Some("data_maps/mymod:item/fuel")
);
assert_eq!(content_id("data/mymod/data_maps/item/fuel.txt"), None);
}
#[test]
fn enabled_packs_override_worldgen_in_order() {
let dir = std::env::temp_dir().join(format!("hz-datapack-worldgen-{}", std::process::id()));
+12 -96
View File
@@ -111,10 +111,6 @@ pub struct Extras {
pub sort: bool,
/// A vanilla key name: sorts the part under the cursor.
pub sort_key: String,
/// A new chat line slides in from the left while it fades in (`Chat::layout`).
pub chat_animation: bool,
/// The indicator bar at the left of a chat line (on by default, as vanilla).
pub chat_indicator: bool,
/// No AI: every AI feature hidden and off (`horizon_core::no_ai`; the launcher writes it too).
pub no_ai: bool,
/// Agents may control the game the player starts: it opens its control socket for
@@ -156,8 +152,6 @@ impl Default for Extras {
mouse_tweaks_wheel: true,
sort: false,
sort_key: "key.keyboard.unknown".into(),
chat_animation: false,
chat_indicator: true,
no_ai: false,
agent_control: false,
discord_presence: true,
@@ -236,8 +230,6 @@ impl Extras {
"mouseTweaksWheel" => e.mouse_tweaks_wheel = flag(e.mouse_tweaks_wheel),
"sort" => e.sort = flag(e.sort),
"sortKey" if value.starts_with("key.") => e.sort_key = value.to_owned(),
"chatAnimation" => e.chat_animation = flag(e.chat_animation),
"chatIndicator" => e.chat_indicator = flag(e.chat_indicator),
horizon_core::no_ai::KEY => e.no_ai = flag(e.no_ai),
"agentControl" => e.agent_control = flag(e.agent_control),
"discordPresence" => e.discord_presence = flag(e.discord_presence),
@@ -249,7 +241,7 @@ 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:{}\nuiSoundReserve:{}\nownNameTag:{}\nhideBlockParticles:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\nchatAnimation:{}\nchatIndicator:{}\n{}:{}\nagentControl:{}\ndiscordPresence:{}\nsplitscreen:{}\n",
"fullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nuiSoundReserve:{}\nownNameTag:{}\nhideBlockParticles:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\n{}:{}\nagentControl:{}\ndiscordPresence:{}\nsplitscreen:{}\n",
bool_text(self.fullbright),
bool_text(self.dynamic_lights),
bool_text(self.zoom),
@@ -282,8 +274,6 @@ impl Extras {
bool_text(self.mouse_tweaks_wheel),
bool_text(self.sort),
self.sort_key,
bool_text(self.chat_animation),
bool_text(self.chat_indicator),
horizon_core::no_ai::KEY,
bool_text(self.no_ai),
bool_text(self.agent_control),
@@ -416,10 +406,6 @@ pub enum Item {
MouseTweaksWheel,
Sort,
SortKey,
/// A new chat line slides in and fades in (`Chat::layout`).
ChatAnimation,
/// The coloured bar at the left of a chat line.
ChatIndicator,
/// Not on the Extras page: Horizon Settings shows No AI, its AI Agent page Agent Control.
NoAi,
AgentControl,
@@ -428,84 +414,29 @@ pub enum Item {
/// On the Splitscreen settings page.
Splitscreen,
}
/// The Extras page: headers (language keys) and items.
/// The Extras page: headers and items.
pub fn rows() -> Vec<Result<Item, &'static str>> {
use Item::*;
vec![
Err("horizon.extras.header.lighting"),
Err("Lighting"),
Ok(Fullbright),
Ok(DynamicLights),
Err("horizon.extras.header.third_person"),
Err("Third person"),
Ok(OwnNameTag),
Err("horizon.extras.header.particles"),
Err("Particles"),
Ok(HideBlockParticles),
Err("horizon.extras.header.inventory"),
Err("Inventory"),
Ok(MouseTweaks),
Ok(MouseTweaksWheel),
Ok(Sort),
Ok(SortKey),
Err("horizon.extras.header.chat"),
Ok(ChatAnimation),
Ok(ChatIndicator),
Err("horizon.extras.header.multiplayer"),
Err("Multiplayer"),
Ok(AutoReconnect),
Err("horizon.extras.header.sound"),
Err("Sound"),
Ok(UiSoundReserve),
]
}
impl Item {
/// The language key of the caption (`horizon.*`, assets/horizon/lang).
pub fn caption_key(self) -> &'static str {
match self {
Item::Fullbright => "horizon.extras.fullbright",
Item::DynamicLights => "horizon.extras.dynamic_lights",
Item::OwnNameTag => "horizon.extras.own_name_tag",
Item::HideBlockParticles => "horizon.extras.hide_block_particles",
Item::AutoReconnect => "horizon.extras.auto_reconnect",
Item::UiSoundReserve => "horizon.extras.ui_sound_reserve",
Item::MouseTweaks => "horizon.extras.mouse_tweaks",
Item::MouseTweaksWheel => "horizon.extras.mouse_tweaks_wheel",
Item::Sort => "horizon.extras.sort",
Item::SortKey => "horizon.extras.sort_key",
Item::NoAi => "horizon.extras.no_ai",
Item::AgentControl => "horizon.extras.agent_control",
Item::DiscordPresence => "horizon.extras.discord_presence",
Item::Splitscreen => "horizon.extras.splitscreen",
Item::ChatAnimation => "horizon.extras.chat_animation",
Item::ChatIndicator => "horizon.extras.chat_indicator",
}
}
/// The language key of the description shown as the row's tooltip.
pub fn description_key(self) -> &'static str {
match self {
Item::Fullbright => "horizon.extras.fullbright.tooltip",
Item::DynamicLights => "horizon.extras.dynamic_lights.tooltip",
Item::OwnNameTag => "horizon.extras.own_name_tag.tooltip",
Item::HideBlockParticles => "horizon.extras.hide_block_particles.tooltip",
Item::AutoReconnect => "horizon.extras.auto_reconnect.tooltip",
Item::UiSoundReserve => "horizon.extras.ui_sound_reserve.tooltip",
Item::MouseTweaks => "horizon.extras.mouse_tweaks.tooltip",
Item::MouseTweaksWheel => "horizon.extras.mouse_tweaks_wheel.tooltip",
Item::Sort => "horizon.extras.sort.tooltip",
Item::SortKey => "horizon.extras.sort_key.tooltip",
Item::NoAi => "horizon.extras.no_ai.tooltip",
Item::AgentControl => "horizon.extras.agent_control.tooltip",
Item::DiscordPresence => "horizon.extras.discord_presence.tooltip",
Item::Splitscreen => "horizon.extras.splitscreen.tooltip",
Item::ChatAnimation => "horizon.extras.chat_animation.tooltip",
Item::ChatIndicator => "horizon.extras.chat_indicator.tooltip",
}
}
/// The caption in the current language (English when the key is missing).
pub fn caption_text(self) -> String {
crate::lang::get_or(self.caption_key(), self.caption())
}
/// The description in the current language (English when the key is missing).
pub fn description_text(self) -> String {
crate::lang::get_or(self.description_key(), self.description())
}
/// The English caption: the fallback of [`Item::caption_text`], and the text of
/// `horizon.extras.*` in en_us.json.
pub fn caption(self) -> &'static str {
match self {
Item::Fullbright => "Fullbright",
@@ -518,8 +449,6 @@ impl Item {
Item::MouseTweaksWheel => "Scroll wheel moves items",
Item::Sort => "Sort buttons",
Item::SortKey => "Sort key",
Item::ChatAnimation => "Smooth chat",
Item::ChatIndicator => "Message indicator",
Item::NoAi => "No AI",
Item::AgentControl => "Agent Control",
Item::DiscordPresence => "Discord Rich Presence",
@@ -533,15 +462,13 @@ impl Item {
UiSoundReserve => return None,
MouseTweaksWheel => MouseTweaks,
SortKey => Sort,
ChatIndicator => ChatAnimation,
Fullbright | DynamicLights | OwnNameTag | HideBlockParticles | MouseTweaks | Sort
| AutoReconnect | NoAi | AgentControl | DiscordPresence | Splitscreen
| ChatAnimation => {
| AutoReconnect | NoAi | AgentControl | DiscordPresence | Splitscreen => {
return None;
}
})
}
/// The English description: the fallback of [`Item::description_text`].
/// What the row says under its caption.
pub fn description(self) -> &'static str {
match self {
Item::Fullbright => "Show blocks and entities at full light, even in dark areas.",
@@ -572,10 +499,6 @@ impl Item {
Item::SortKey => {
"Sorts the part under the cursor. Click, then press a key; Escape unbinds it."
}
Item::ChatAnimation => {
"A new chat line slides in from the left while it fades in, instead of appearing whole."
}
Item::ChatIndicator => "The coloured bar at the left of a chat line.",
Item::NoAi => {
"Hides and turns off every AI feature: agent control, horizon-ctl and the MCP servers. The launcher's switch too."
}
@@ -597,7 +520,6 @@ impl Item {
Item::Fullbright => Some(Cost::None),
Item::UiSoundReserve => Some(Cost::None),
Item::DynamicLights => Some(Cost::Low),
Item::ChatAnimation => Some(Cost::None),
Item::OwnNameTag
| Item::HideBlockParticles
| Item::AutoReconnect
@@ -619,8 +541,6 @@ impl Item {
Item::MouseTweaks => e.mouse_tweaks,
Item::MouseTweaksWheel => e.mouse_tweaks_wheel,
Item::Sort => e.sort,
Item::ChatAnimation => e.chat_animation,
Item::ChatIndicator => e.chat_indicator,
Item::NoAi => e.no_ai,
Item::AgentControl => e.agent_control,
Item::DiscordPresence => e.discord_presence,
@@ -633,8 +553,8 @@ impl Item {
match self {
Item::SortKey => crate::keybinds::display_name(&e.sort_key).plain(),
other => match other.switch(e) {
Some(true) => crate::lang::get_or("On", "On"),
_ => crate::lang::get_or("Off", "Off"),
Some(true) => "On".into(),
_ => "Off".into(),
},
}
}
@@ -651,8 +571,6 @@ impl Item {
Item::MouseTweaks => e.mouse_tweaks = !e.mouse_tweaks,
Item::MouseTweaksWheel => e.mouse_tweaks_wheel = !e.mouse_tweaks_wheel,
Item::Sort => e.sort = !e.sort,
Item::ChatAnimation => e.chat_animation = !e.chat_animation,
Item::ChatIndicator => e.chat_indicator = !e.chat_indicator,
Item::NoAi => e.no_ai = !e.no_ai,
Item::AgentControl => e.agent_control = !e.agent_control,
Item::DiscordPresence => e.discord_presence = !e.discord_presence,
@@ -715,8 +633,6 @@ mod tests {
e.mouse_tweaks_wheel = false;
e.sort = true;
e.sort_key = "key.keyboard.r".into();
e.chat_animation = true;
e.chat_indicator = false;
e.discord_presence = false;
assert!(!e.splitscreen);
Item::Splitscreen.cycle(&mut e, false);
File diff suppressed because it is too large. Load diff
@@ -252,18 +252,6 @@ impl Arena {
pub fn page_vertices(&self) -> u64 {
self.page_limit
}
/// `page`'s buffer up to the end of its last range in use, as draws bind it:
/// wgpu clears what a binding covers and nothing wrote yet when the frame is
/// submitted, most of a page just made or grown.
pub fn binding(&self, page: u32) -> wgpu::BufferSlice<'_> {
let p = self.pages[page as usize].as_ref().expect("live arena page");
let end = match p.free.0.last_key_value() {
Some((&start, &len)) if start + len == p.capacity => start,
_ => p.capacity,
};
// A page a draw names holds a range; wgpu refuses an empty slice.
p.buffer.slice(..end.max(GRAIN) * self.stride)
}
pub fn has_page(&self, page: u32) -> bool {
self.pages.get(page as usize).is_some_and(Option::is_some)
}
@@ -796,32 +784,6 @@ mod tests {
}
}
/// Draws bind a large page up to the end of its last range in use, a grain at
/// least: wgpu clears what a binding covers and nothing wrote when the frame is
/// submitted, so a grown page bound whole had its new tail cleared on the GPU.
#[test]
fn large_pages_are_bound_up_to_their_last_range_in_use() {
let Some((device, queue)) = device() else {
eprintln!("no GPU adapter: skipped");
return;
};
let mut arena = Arena::translucent(&device, 24, GRAIN);
let ranges: Vec<_> = (0..3)
.map(|_| alloc(&mut arena, &device, &queue, GRAIN).unwrap())
.collect();
// The third grain grew the page to four.
assert_eq!(arena.buffer(0).size(), 4 * GRAIN * 24);
assert_eq!(arena.binding(0).size(), 3 * GRAIN * 24);
// A free range before the last in use stays bound, none after it; an empty
// page binds a grain (wgpu refuses an empty slice).
arena.release(0, ranges[1].1, GRAIN);
assert_eq!(arena.binding(0).size(), 3 * GRAIN * 24);
arena.release(0, ranges[2].1, GRAIN);
assert_eq!(arena.binding(0).size(), GRAIN * 24);
arena.release(0, ranges[0].1, GRAIN);
assert_eq!(arena.binding(0).size(), GRAIN * 24);
}
#[test]
fn empty_pages_are_reclaimed_without_moving_live_ranges() {
let Some((device, queue)) = device() else {
+13 -15
View File
@@ -585,25 +585,23 @@ impl Cull {
self.current = Some(self.next);
}
/// The frame's results to read back, started by calling it right after the frame's
/// submission (on the submit thread, when the frame goes there).
pub fn submitted(&mut self) -> Option<impl FnOnce() + Send + 'static> {
let i = self.current.take()?;
/// After the frame's submission: start reading its results back.
pub fn submitted(&mut self) {
let Some(i) = self.current.take() else {
return;
};
let r = &self.readbacks[i];
let state = r.state.clone();
state.store(PENDING, Ordering::Release);
let (buffer, bytes) = (r.buffer.clone(), r.slots.len() as u64 * 4);
r.buffer
.slice(..r.slots.len() as u64 * 4)
.map_async(wgpu::MapMode::Read, move |result| {
state.store(
if result.is_ok() { MAPPED } else { FREE },
Ordering::Release,
);
});
self.next = (i + 1) % READBACKS;
Some(move || {
buffer
.slice(..bytes)
.map_async(wgpu::MapMode::Read, move |result| {
state.store(
if result.is_ok() { MAPPED } else { FREE },
Ordering::Release,
);
});
})
}
fn make_group(
@@ -1,572 +1,11 @@
//! Frame generation (a Horizon setting, off by default): FSR 3.1's frame interpolation
//! makes a frame halfway between each two real ones. The world, without the hand and
//! HUD, is kept at the screen's size each frame; optical flow and the interpolation run
//! on it, the hand and HUD are drawn over the made frame as over the real one, and a
//! present thread shows the made frame, then the real one half a real frame later.
//!
//! The renderer draws into frames of its own while this is on; the present thread
//! copies each to the swapchain, which it alone acquires and presents.
//! Frame generation: FSR 3.1's frame interpolation will show a frame halfway between each
//! two real ones. So far this holds its optical flow, its interpolation and the motion
//! vectors of what moves on its own; the setting that runs them comes next.
// Unused until the renderer runs them.
#[allow(dead_code)]
mod interpolation;
#[allow(dead_code)]
mod motion;
#[allow(dead_code)]
mod optical_flow;
use glam::{DMat4, DVec3, Mat4};
use std::{
sync::{
Arc,
atomic::{AtomicBool, Ordering},
mpsc,
},
thread,
time::{Duration, Instant},
};
/// Frames to draw into: a pair being drawn, a pair waiting and a pair being shown.
const FRAMES: usize = 6;
/// `HORIZON_FRAMEGEN_DEBUG=generated`: show only made frames (AMD's debug view), so a
/// screenshot or an offscreen frame is the made one; `motion`: the same, each made frame
/// showing what moved on its own in blue (its motion vectors in red and green).
pub(super) fn generated_only() -> bool {
debug().is_some()
}
fn debug() -> Option<&'static str> {
static DEBUG: std::sync::OnceLock<Option<String>> = std::sync::OnceLock::new();
DEBUG
.get_or_init(|| {
std::env::var("HORIZON_FRAMEGEN_DEBUG")
.ok()
.filter(|v| v == "generated" || v == "motion")
})
.as_deref()
}
pub struct FrameGen {
pub on: bool,
/// The present thread failed to show a frame (or died): until the renderer has
/// acquired a frame itself, the normal path runs and handles the surface.
pub paused: bool,
gpu: Option<Gpu>,
presenter: Option<Presenter>,
/// When the last real frame was handed over, and the time between real frames.
last: Option<Instant>,
interval: Duration,
/// The last frame's unjittered `view_proj` and camera.
previous: Option<(DMat4, DVec3)>,
/// The last frame's hand vertices and the bob and view they were drawn with.
hand: Vec<crate::mesher::Vertex>,
hand_view: Mat4,
/// Offscreen, the frame the made frame is drawn into.
offscreen_generated: Option<wgpu::Texture>,
/// Motion vectors for what moves on its own, made on the first frame.
motion: Option<motion::ObjectMotion>,
/// Real frames and made ones handed to the screen since `shown_since`, and the share
/// of real frames that had a made frame over the last half second (the F3 screen's),
/// `None` while off.
real: u32,
made: u32,
shown_since: Instant,
pub made_share: Option<f32>,
}
/// What runs on the GPU for one screen size.
struct Gpu {
size: [u32; 2],
flow: optical_flow::OpticalFlow,
interpolation: interpolation::Interpolation,
/// This frame's world at the screen's size, and bindings that copy it or the
/// interpolation's output (`Post::finish_with`).
world: wgpu::TextureView,
world_group: wgpu::BindGroup,
output_group: wgpu::BindGroup,
/// The next interpolation has no previous frame.
reset: bool,
}
/// This frame's camera, for the interpolation.
pub struct Camera {
/// The world's projection this frame (with TAA's jitter) and without the jitter.
pub jittered: Mat4,
pub view_proj: Mat4,
pub depth: wgpu::TextureView,
pub render_size: [u32; 2],
pub jitter: [f32; 2],
/// This frame's unjittered clip space to the previous frame's, `None` without one.
pub reproject: Option<Mat4>,
pub near: f32,
pub far: f32,
pub fov_y: f32,
}
impl FrameGen {
pub fn new() -> Self {
Self {
on: false,
paused: false,
gpu: None,
presenter: None,
last: None,
interval: Duration::from_millis(16),
previous: None,
hand: Vec::new(),
hand_view: Mat4::IDENTITY,
offscreen_generated: None,
motion: None,
real: 0,
made: 0,
shown_since: Instant::now(),
made_share: None,
}
}
/// Ends frame generation's frames and present thread: before the surface is
/// reconfigured or the renderer acquires from it itself.
pub fn stop(&mut self) {
self.presenter = None;
self.made_share = None;
(self.real, self.made) = (0, 0);
self.last = None;
self.previous = None;
self.hand.clear();
if let Some(motion) = &mut self.motion {
motion.reset();
}
if let Some(gpu) = &mut self.gpu {
gpu.reset = true;
}
}
/// The hand for the made frame, appended to `out`: each vertex halfway between where
/// it was on screen last frame and where it is now (the hand swings and bobs on its
/// own, so the world's interpolation can't move it), in this frame's space
/// (`view`: this frame's bob and view). This frame's hand where the two differ in
/// shape (another item, the first frame).
pub fn halfway_hand(
&mut self,
hand: &[crate::mesher::Vertex],
view: Mat4,
out: &mut Vec<crate::mesher::Vertex>,
) {
let same = self.hand.len() == hand.len()
&& self
.hand
.iter()
.zip(hand)
.all(|(a, b)| a.layer == b.layer && a.uv == b.uv);
if same {
let back = view.inverse();
out.extend(self.hand.iter().zip(hand).map(|(before, now)| {
let then = self.hand_view.transform_point3(before.pos.into());
let mid = (then + view.transform_point3(now.pos.into())) * 0.5;
crate::mesher::Vertex {
pos: back.transform_point3(mid).into(),
..*now
}
}));
} else {
out.extend_from_slice(hand);
}
self.hand.clear();
self.hand.extend_from_slice(hand);
self.hand_view = view;
}
/// This frame's entity vertices (relative to `camera`) and the entity ids of their
/// spans (`Frame::entity_motion`), for their own motion vectors; `atlas`: the
/// entities' textures. Before `generate`, every frame.
pub fn track_entities(
&mut self,
device: &wgpu::Device,
atlas: &wgpu::TextureView,
entities: &[crate::mesher::Vertex],
spans: &[(u32, u64)],
camera: DVec3,
) {
self.motion
.get_or_insert_with(|| motion::ObjectMotion::new(device, atlas.clone()))
.track(entities, spans, camera);
}
/// This frame's unjittered clip space to the last frame's, from their `view_proj`s
/// (relative to `camera`); `None` on the first frame.
pub fn camera_motion(&mut self, view_proj: Mat4, camera: DVec3) -> Option<Mat4> {
let current = view_proj.as_dmat4();
let previous = self.previous.replace((current, camera));
previous.map(|(p, pc)| super::world_post::reprojection(p, pc, current, camera).as_mat4())
}
/// Frames to draw the real and the made frame into, from the present thread's
/// (started for this `config`'s surface) or, offscreen, the offscreen target and
/// one of its own. `None` once the present thread failed or died: it is stopped and
/// frame generation `paused`.
pub fn frames(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
surface: Option<&Arc<wgpu::Surface<'static>>>,
offscreen: Option<&wgpu::Texture>,
window: &Arc<winit::window::Window>,
config: &wgpu::SurfaceConfiguration,
) -> Option<(wgpu::Texture, wgpu::Texture)> {
let Some(surface) = surface else {
let real = offscreen.cloned().unwrap_or_else(|| frame(device, config));
if self
.offscreen_generated
.as_ref()
.is_none_or(|t| t.size() != real.size())
{
self.offscreen_generated = Some(frame(device, config));
}
let generated = self.offscreen_generated.clone().expect("made above");
return Some((real, generated));
};
if self.presenter.as_ref().is_some_and(|p| p.config != *config) {
self.presenter = None;
}
let presenter = self.presenter.get_or_insert_with(|| {
Presenter::start(device, queue, surface.clone(), window.clone(), config)
});
// A closed channel: the thread died.
let pair = if presenter.failed() {
None
} else {
presenter.free.recv().ok().zip(presenter.free.recv().ok())
};
if pair.is_none() {
self.stop();
self.paused = true;
}
pair
}
/// The world's target at the screen's size this frame, where `Post::finish` draws.
pub fn world(
&mut self,
device: &wgpu::Device,
post: &super::world_post::Post,
config: &wgpu::SurfaceConfiguration,
) -> wgpu::TextureView {
let size = [config.width, config.height];
if self.gpu.as_ref().is_none_or(|g| g.size != size) {
let world = device
.create_texture(&wgpu::TextureDescriptor {
label: Some("Frame generation world"),
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: config.format.remove_srgb_suffix(),
// COPY_SRC: the interpolation keeps it as the previous frame.
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
})
.create_view(&Default::default());
let interpolation = interpolation::Interpolation::new(device, size);
self.gpu = Some(Gpu {
size,
flow: optical_flow::OpticalFlow::new(device, size),
world_group: post.bind(device, &world),
output_group: post.bind(device, interpolation.output()),
interpolation,
world,
reset: true,
});
}
self.gpu.as_ref().expect("made above").world.clone()
}
/// Copy the world (`world`) onto `screen` for the real frame, and draw the made
/// frame's world onto `generated`. Returns false when there is no made frame (the
/// first after a reset): `generated` then holds this frame's world too.
#[allow(clippy::too_many_arguments)]
pub fn generate(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
post: &super::world_post::Post,
screen: &wgpu::TextureView,
generated: &wgpu::TextureView,
camera: &Camera,
) -> bool {
let gpu = self.gpu.as_mut().expect("world() ran this frame");
post.finish_with(encoder, screen, &gpu.world_group, None);
let reset = gpu.reset || camera.reproject.is_none();
let reproject = camera.reproject.unwrap_or(Mat4::IDENTITY);
let object_motion = self
.motion
.as_mut()
.expect("track_entities() ran this frame")
.draw(
device,
queue,
encoder,
&camera.depth,
camera.render_size,
camera.jittered,
camera.view_proj,
reproject * camera.view_proj,
);
gpu.flow.dispatch(device, queue, encoder, &gpu.world, reset);
gpu.interpolation.dispatch(
device,
queue,
encoder,
&interpolation::Inputs {
color: &gpu.world,
depth: &camera.depth,
render_size: camera.render_size,
jitter: camera.jitter,
reproject,
object_motion: &object_motion,
near: camera.near,
far: camera.far,
fov_y: camera.fov_y,
reset,
flow_vectors: gpu.flow.vectors(),
scene_change: gpu.flow.scene_change(),
},
);
gpu.reset = false;
if debug() == Some("motion") {
post.finish_with(encoder, generated, &post.bind(device, &object_motion), None);
return true;
}
if reset {
post.finish_with(encoder, generated, &gpu.world_group, None);
} else {
post.finish_with(encoder, generated, &gpu.output_group, None);
}
!reset
}
/// Hand this frame's pair to the present thread, after the frame's submission: the
/// made frame (when `made`) goes first.
pub fn present(&mut self, real: wgpu::Texture, generated: wgpu::Texture, made: bool) {
let now = Instant::now();
if let Some(last) = self.last {
// A real frame's time, smoothed: the made frame shows for half of it.
let dt = (now - last).min(Duration::from_millis(250));
self.interval = self.interval.mul_f32(0.9) + dt.mul_f32(0.1);
}
self.last = Some(now);
self.real += 1;
self.made += u32::from(made && !generated_only());
if now - self.shown_since >= Duration::from_millis(500) {
self.made_share = Some(self.made as f32 / self.real as f32);
(self.real, self.made, self.shown_since) = (0, 0, now);
}
let Some(send) = self.presenter.as_ref().and_then(|p| p.send.as_ref()) else {
return;
};
let pair = if generated_only() {
Pair {
first: None,
second: generated,
spare: Some(real),
interval: self.interval,
}
} else if made {
Pair {
first: Some(generated),
second: real,
spare: None,
interval: self.interval,
}
} else {
Pair {
first: None,
second: real,
spare: Some(generated),
interval: self.interval,
}
};
let _ = send.send(pair);
}
}
/// A frame to draw into, like the swapchain's.
fn frame(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("Frame generation frame"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::COPY_DST,
view_formats: &config.view_formats,
})
}
/// One real frame's frames for the present thread: `first` (the made frame) now,
/// `second` (the real one) half an `interval` later; `spare` goes straight back.
struct Pair {
first: Option<wgpu::Texture>,
second: wgpu::Texture,
spare: Option<wgpu::Texture>,
interval: Duration,
}
/// The thread that copies frames to the swapchain and presents them on time.
struct Presenter {
config: wgpu::SurfaceConfiguration,
send: Option<mpsc::SyncSender<Pair>>,
free: mpsc::Receiver<wgpu::Texture>,
/// The surface gave something other than a frame: the renderer takes it back.
failed: Arc<AtomicBool>,
thread: Option<thread::JoinHandle<()>>,
}
impl Presenter {
fn start(
device: &wgpu::Device,
queue: &wgpu::Queue,
surface: Arc<wgpu::Surface<'static>>,
window: Arc<winit::window::Window>,
config: &wgpu::SurfaceConfiguration,
) -> Self {
// One pair waiting at most: the renderer then waits as for a swapchain image.
let (send, receive) = mpsc::sync_channel::<Pair>(1);
let (give, free) = mpsc::channel();
for _ in 0..FRAMES {
let _ = give.send(frame(device, config));
}
let (device, queue) = (device.clone(), queue.clone());
let vsync = config.present_mode == wgpu::PresentMode::Fifo;
let failed = Arc::new(AtomicBool::new(false));
let failed_here = failed.clone();
let thread = thread::Builder::new()
.name("Frame generation present".into())
.spawn(move || {
let show = |texture: &wgpu::Texture| {
if failed_here.load(Ordering::Relaxed) {
return;
}
// Anything but a frame (outdated, lost, occluded...): the renderer
// stops this thread and acquires itself, handling it as it does
// without frame generation. A suboptimal frame still shows.
let target = match surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(t) => t,
wgpu::CurrentSurfaceTexture::Suboptimal(t) => {
failed_here.store(true, Ordering::Relaxed);
t
}
_ => {
failed_here.store(true, Ordering::Relaxed);
return;
}
};
let mut encoder = device.create_command_encoder(&Default::default());
encoder.copy_texture_to_texture(
texture.as_image_copy(),
target.texture.as_image_copy(),
target.texture.size(),
);
queue.submit([encoder.finish()]);
if vsync {
window.pre_present_notify();
}
queue.present(target);
};
while let Ok(pair) = receive.recv() {
if let Some(first) = pair.first {
let shown = Instant::now();
show(&first);
let _ = give.send(first);
// ponytail: sleep pacing; a spin for the last half millisecond
// if it shows uneven on some systems.
let due = shown + pair.interval / 2;
if let Some(wait) = due.checked_duration_since(Instant::now()) {
thread::sleep(wait);
}
}
show(&pair.second);
let _ = give.send(pair.second);
if let Some(spare) = pair.spare {
let _ = give.send(spare);
}
}
})
.expect("spawn the frame generation present thread");
Self {
config: config.clone(),
send: Some(send),
free,
failed,
thread: Some(thread),
}
}
/// The surface failed it or the thread died (a panic).
fn failed(&self) -> bool {
self.failed.load(Ordering::Relaxed) || self.thread.as_ref().is_none_or(|t| t.is_finished())
}
}
impl Drop for Presenter {
fn drop(&mut self) {
self.send = None;
if let Some(thread) = self.thread.take() {
let _ = thread.join();
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::mesher::Vertex;
use glam::Vec3;
fn vertex(pos: Vec3) -> Vertex {
Vertex {
pos: pos.into(),
..bytemuck::Zeroable::zeroed()
}
}
/// A swing lands halfway; a hand still on screen while the camera turns stays still;
/// another item shows as it is.
#[test]
fn the_made_frame_s_hand_is_halfway_on_screen() {
let mut fg = FrameGen::new();
let mut out = Vec::new();
fg.halfway_hand(
&[vertex(Vec3::new(0.0, 0.0, -1.0))],
Mat4::IDENTITY,
&mut out,
);
fg.halfway_hand(
&[vertex(Vec3::new(0.4, 0.0, -1.0))],
Mat4::IDENTITY,
&mut out,
);
assert!((Vec3::from(out[1].pos) - Vec3::new(0.2, 0.0, -1.0)).length() < 1e-6);
// The camera turned: the vertex turned with it, the same on screen.
let turned = Mat4::from_rotation_y(0.3);
let on_screen = Vec3::new(0.4, 0.0, -1.0);
let pos = turned.inverse().transform_point3(on_screen);
fg.halfway_hand(&[vertex(pos)], turned, &mut out);
assert!((Vec3::from(out[2].pos) - pos).length() < 1e-6);
let mut other = vertex(Vec3::ZERO);
other.uv = [0.5, 0.5];
fg.halfway_hand(&[other], turned, &mut out);
assert_eq!(out[3].pos, [0.0; 3]);
}
}
@@ -1,159 +0,0 @@
//! The ICC profile of HDR screenshots, for programs that don't read PNG's `cICP`: BT.2020
//! primaries and the PQ curve, with HDR reference white (203 nits) as the profile's white.
//! An ICC profile has no values above white, so those programs show a correct SDR picture
//! with its highlights clipped, where without it they took PQ's values for sRGB's and showed
//! them washed out. Programs that read `cICP` ignore this (PNG's third edition).
/// HDR reference white in nits (ITU-R BT.2408): where the curve reaches the profile's white.
const WHITE: f64 = 203.0;
/// PQ's values from 0 to 1, in the curve's steps.
const STEPS: usize = 4096;
/// BT.2020's primaries, adapted to the profile connection space's D50 (Bradford).
const RED: [f64; 3] = [0.67348, 0.27904, -0.00193];
const GREEN: [f64; 3] = [0.16567, 0.67534, 0.02998];
const BLUE: [f64; 3] = [0.12505, 0.04561, 0.79685];
const D50: [f64; 3] = [0.9642, 1.0, 0.8249];
/// PQ's EOTF (SMPTE ST 2084): a signal from 0 to 1 in nits.
fn pq_nits(signal: f64) -> f64 {
let (m1, m2) = (2610.0 / 16384.0, 2523.0 / 32.0);
let (c1, c2, c3) = (3424.0 / 4096.0, 2413.0 / 128.0, 2392.0 / 128.0);
let p = signal.powf(1.0 / m2);
10_000.0 * ((p - c1).max(0.0) / (c2 - c3 * p)).powf(1.0 / m1)
}
fn s15_fixed16(v: f64) -> [u8; 4] {
((v * 65536.0).round() as i32).to_be_bytes()
}
fn xyz(v: [f64; 3]) -> Vec<u8> {
let mut tag = b"XYZ \0\0\0\0".to_vec();
tag.extend(v.iter().flat_map(|&c| s15_fixed16(c)));
tag
}
fn curve() -> Vec<u8> {
let mut tag = b"curv\0\0\0\0".to_vec();
tag.extend((STEPS as u32).to_be_bytes());
for i in 0..STEPS {
let y = (pq_nits(i as f64 / (STEPS - 1) as f64) / WHITE).min(1.0);
tag.extend(((y * 65535.0).round() as u16).to_be_bytes());
}
tag
}
/// `textDescriptionType` (ICC v2), with its empty Unicode and ScriptCode parts.
fn description(text: &str) -> Vec<u8> {
let mut tag = b"desc\0\0\0\0".to_vec();
tag.extend((text.len() as u32 + 1).to_be_bytes());
tag.extend(text.as_bytes());
tag.extend([0; 1 + 4 + 4 + 2 + 1 + 67]);
tag
}
/// An ICC v2 matrix-shaper display profile.
pub(super) fn profile() -> Vec<u8> {
let trc = curve();
let copyright = b"text\0\0\0\0Public domain\0".to_vec();
let tags: [(&[u8; 4], &[u8]); 9] = [
(b"desc", &description("BT.2020 PQ, 203 nits = white")),
(b"cprt", &copyright),
(b"wtpt", &xyz(D50)),
(b"rXYZ", &xyz(RED)),
(b"gXYZ", &xyz(GREEN)),
(b"bXYZ", &xyz(BLUE)),
(b"rTRC", &trc),
(b"gTRC", &trc),
(b"bTRC", &trc),
];
let data_start = 128 + 4 + 12 * tags.len();
let mut table = (tags.len() as u32).to_be_bytes().to_vec();
let mut data = Vec::new();
let mut trc_at = None;
for (name, tag) in tags {
// The three channels share one curve.
let is_trc = tag == &trc[..];
let at = match trc_at.filter(|_| is_trc) {
Some(at) => at,
None => {
let at = data_start + data.len();
data.extend(tag);
data.resize(data.len().next_multiple_of(4), 0);
at
}
};
if is_trc {
trc_at = Some(at);
}
table.extend(name);
table.extend((at as u32).to_be_bytes());
table.extend((tag.len() as u32).to_be_bytes());
}
let mut out = vec![0; 128];
let size = data_start + data.len();
out[0..4].copy_from_slice(&(size as u32).to_be_bytes());
out[8..12].copy_from_slice(&[2, 0x40, 0, 0]);
out[12..16].copy_from_slice(b"mntr");
out[16..20].copy_from_slice(b"RGB ");
out[20..24].copy_from_slice(b"XYZ ");
out[36..40].copy_from_slice(b"acsp");
// Relative colorimetric, and the connection space's illuminant.
out[64..68].copy_from_slice(&1u32.to_be_bytes());
for (i, &c) in D50.iter().enumerate() {
out[68 + 4 * i..72 + 4 * i].copy_from_slice(&s15_fixed16(c));
}
out.extend(table);
out.extend(data);
out
}
#[cfg(test)]
mod tests {
use super::*;
fn tag<'a>(profile: &'a [u8], name: &[u8; 4]) -> &'a [u8] {
let u32_at = |i: usize| u32::from_be_bytes(profile[i..i + 4].try_into().unwrap()) as usize;
let at = (0..u32_at(128))
.map(|i| 132 + 12 * i)
.find(|&e| &profile[e..e + 4] == name)
.unwrap();
&profile[u32_at(at + 4)..u32_at(at + 4) + u32_at(at + 8)]
}
#[test]
fn the_profile_is_whole() {
let p = profile();
assert_eq!(
u32::from_be_bytes(p[0..4].try_into().unwrap()) as usize,
p.len()
);
assert_eq!(&p[36..40], b"acsp");
assert_eq!(p.len() % 4, 0);
assert_eq!(&tag(&p, b"desc")[0..4], b"desc");
// One curve, shared: the profile stays small.
assert_eq!(tag(&p, b"rTRC").as_ptr(), tag(&p, b"bTRC").as_ptr());
assert!(p.len() < 10_000, "{}", p.len());
}
#[test]
fn the_primaries_add_up_to_white() {
for i in 0..3 {
assert!((RED[i] + GREEN[i] + BLUE[i] - D50[i]).abs() < 0.0001);
}
}
#[test]
fn the_curve_reaches_white_at_reference_white_and_stays() {
let p = profile();
let trc = tag(&p, b"rTRC");
let value = |signal: f64| {
let i = 12 + 2 * (signal * (STEPS - 1) as f64).round() as usize;
u16::from_be_bytes([trc[i], trc[i + 1]])
};
assert_eq!(value(0.0), 0);
// 203 nits in PQ is a signal of 0.5807.
assert!(value(0.57) < 65535);
assert_eq!(value(0.59), 65535);
assert_eq!(value(1.0), 65535);
}
}
@@ -42,7 +42,7 @@ struct HorizonMaterialOut {
}
fn horizon_material_vertex(position: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<f32>,
light: vec2<u32>, origin: vec3<f32>) -> HorizonMaterialOut {
let pos = horizon_material_displace(position + origin, uv, layer, color, light);
let pos = position + origin;
var out: HorizonMaterialOut;
out.clip = horizon_terrain_globals.view_proj * vec4(pos, 1.0);
out.uv = uv;
@@ -139,32 +139,17 @@ fn horizon_material_color(in: HorizonMaterialOut, translucent: bool) -> vec4<f32
// Water draws translucent and lava solid, so the pass resolves the fluid kind.
let fluid = select(0u, select(2u, 1u, translucent), in.fluid_quad != 0u);
let normal = horizon_material_normal(in.position);
horizon_material_face_normal = normal;
horizon_surface = vec4<f32>(0.0);
let tangent = horizon_material_tangent(in.position, in.uv, normal);
return material(MaterialInput(albedo, in.tint, in.light, in.lightmap, in.position, in.uv,
translucent, horizon_sprite_tags(in.layer & 0x7fffu),
horizon_sprite_material(in.layer & 0x7fffu), in.clip.xy / frame.resolution,
in.face, fluid, in.emission, normal, tangent)).color;
}
var<private> horizon_material_face_normal: vec3<f32>;
struct HorizonMaterialSolid {
@location(0) color: vec4<f32>,
// The surface target's data: `set_surface`'s, then the fragment's depth, which the post
// stage's `surface_at` compares with the final depth.
@location(1) surface: vec4<f32>,
}
@fragment fn horizon_material_fs_solid(in: HorizonMaterialOut) -> HorizonMaterialSolid {
@fragment fn horizon_material_fs_solid(in: HorizonMaterialOut) -> @location(0) vec4<f32> {
let color = horizon_material_color(in, false);
// Bit 15 of the layer marks opaque leaves (forceOpaque): no alpha cutout.
if color.a < 0.5 && (in.layer & 0x8000u) == 0u { discard; }
if horizon_surface.w == 0.0 {
set_surface(horizon_material_face_normal, 0.0, 0.0);
}
var out: HorizonMaterialSolid;
out.color = horizon_material_fogged(vec4(color.rgb, 1.0), in.spherical, in.cylindrical);
out.surface = vec4(horizon_surface.xyz, in.clip.z);
return out;
return horizon_material_fogged(vec4(color.rgb, 1.0), in.spherical, in.cylindrical);
}
@fragment fn horizon_material_fs_translucent(in: HorizonMaterialOut) -> @location(0) vec4<f32> {
let color = horizon_material_color(in, true);
@@ -204,8 +189,6 @@ pub struct NativeMaterial {
pub solid: wgpu::RenderPipeline,
pub translucent: wgpu::RenderPipeline,
pub flat: Option<(wgpu::RenderPipeline, wgpu::RenderPipeline)>,
/// The stage calls `set_surface`: its solid pipelines also write the surface target.
pub writes_surface: bool,
}
/// terrain.wgsl's terrain section (its globals, bindings, sampling, lighting and fog), with
@@ -220,7 +203,7 @@ fn vanilla_terrain() -> String {
/// The function `name(layer)`, the value of each sprite layer in `table` and 0 for the rest:
/// `horizon_sprite_tags` (`MaterialInput.tags`) and `horizon_sprite_material`
/// (`MaterialInput.material`).
pub(super) fn layer_table(name: &str, table: &[(u32, u32)]) -> String {
fn layer_table(name: &str, table: &[(u32, u32)]) -> String {
let mut out = format!("fn {name}(layer: u32) -> u32 {{\n switch layer {{\n");
let mut table = table.to_vec();
table.sort_unstable_by_key(|&(layer, value)| (value, layer));
@@ -235,47 +218,12 @@ pub(super) fn layer_table(name: &str, table: &[(u32, u32)]) -> String {
out + " default: { return 0u; }\n }\n}\n"
}
/// Where a corner of terrain is drawn without a vertex stage.
pub(super) const DISPLACE_VANILLA: &str = "
fn horizon_material_displace(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<f32>,
light: vec2<u32>) -> vec3<f32> {
return pos;
}
";
/// The vertex stage's call, with its inputs from terrain's vertex.
pub(super) const DISPLACE_PACK: &str = "
fn horizon_material_displace(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<f32>,
light: vec2<u32>) -> vec3<f32> {
let flags = u32(round(color.a * 255.0));
let high = flags >> 4u;
let fluid = high >= 8u && (high & 7u) < 6u;
let lit = min(vec2(f32(light.y), f32(light.x)) / 240.0, vec2(1.0));
return vertex(VertexInput(pos, uv, horizon_sprite_material(layer & 0x7fffu), lit,
vec4(color.rgb, 1.0), select(0u, high & 7u, fluid), u32(fluid)));
}
";
/// The surface target (the post stage's `scene_surface`): x the normal (two snorm16 in its
/// bits), y smoothness, z the pack's data, w the fragment's depth.
pub const SURFACE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba32Float;
/// The terrain shader for the pack's material stage `source`, with its sprite `tags` and
/// `materials`, and the vertex stage in its module when `vertex`.
fn shader_source(
source: &str,
tags: &[(u32, u32)],
materials: &[(u32, u32)],
vertex: bool,
) -> String {
/// `materials`.
fn shader_source(source: &str, tags: &[(u32, u32)], materials: &[(u32, u32)]) -> String {
format!(
"{source}\n// Horizon's terrain (terrain.wgsl)\n{}{}{}{}{ENTRIES}",
"{source}\n// Horizon's terrain (terrain.wgsl)\n{}{}{}{ENTRIES}",
vanilla_terrain(),
if vertex {
DISPLACE_PACK
} else {
DISPLACE_VANILLA
},
layer_table("horizon_sprite_tags", tags),
layer_table("horizon_sprite_material", materials)
)
@@ -286,9 +234,8 @@ fn module(
stage: &CheckedStage,
tags: &[(u32, u32)],
materials: &[(u32, u32)],
vertex: bool,
) -> Result<naga::Module, String> {
let text = shader_source(&stage.source, tags, materials, vertex);
let text = shader_source(&stage.source, tags, materials);
naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("{}: {}", stage.file, e.emit_to_string(&text)))
}
@@ -302,10 +249,8 @@ impl NativeMaterial {
stage: &CheckedStage,
constants: &[(String, f64)],
fog: bool,
vertex: bool,
) -> Result<Self, String> {
let writes_surface = horizon_shader_api::stages::calls_set_surface(&stage.source);
let module = module(stage, shape.sprite_tags, shape.sprite_materials, vertex)?;
let module = module(stage, shape.sprite_tags, shape.sprite_materials)?;
let mut constants = present_constants(&module, constants);
let sprite_names = [
"horizon_terrain_SPRITE_ARRAYS",
@@ -351,18 +296,6 @@ impl NativeMaterial {
constants: &constants,
..Default::default()
};
let solid_targets = [
Some(wgpu::ColorTargetState {
format: shape.format,
blend,
write_mask: wgpu::ColorWrites::ALL,
}),
Some(wgpu::ColorTargetState {
format: SURFACE_FORMAT,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}),
];
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&stage.label),
layout: Some(layout),
@@ -388,11 +321,11 @@ impl NativeMaterial {
module: &module,
entry_point: Some(fragment),
compilation_options: options,
targets: if fragment == "horizon_material_fs_solid" && writes_surface {
&solid_targets
} else {
&solid_targets[..1]
},
targets: &[Some(wgpu::ColorTargetState {
format: shape.format,
blend,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
@@ -437,7 +370,6 @@ impl NativeMaterial {
solid,
translucent,
flat,
writes_surface,
})
}
}
@@ -492,7 +424,7 @@ mod tests {
let tags = [(7, 1), (3, 1), (9, 2)];
let materials = [(5, 1000)];
assert!(layer_table("t", &tags).contains("case 3u, 7u: { return 1u; }"));
let module = module(&stage, &tags, &materials, false).unwrap();
let module = module(&stage, &tags, &materials).unwrap();
let info = naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
@@ -501,7 +433,7 @@ mod tests {
.unwrap_or_else(|e| {
panic!(
"{}",
e.emit_to_string(&shader_source(&stage.source, &tags, &materials, false))
e.emit_to_string(&shader_source(&stage.source, &tags, &materials))
)
});
let entries: Vec<&str> = module
@@ -48,17 +48,7 @@ impl NativePack {
let shadow = report
.shadow
.as_ref()
.map(|s| {
let vertex = report.stages.iter().find(|s| s.kind == StageKind::Vertex);
NativeShadow::new(
device,
terrain,
&frame,
&s.solid_materials,
vertex,
constants,
)
})
.map(|s| NativeShadow::new(device, terrain, &frame, &s.solid_materials))
.transpose()?;
// The mirror is drawn for a material that reads it, while `[reflection] option` is on.
let option = report.reflection.as_ref().and_then(|r| r.option.as_ref());
@@ -101,7 +91,6 @@ impl NativePack {
.iter()
.find(|s| s.kind == StageKind::Weather)
.map(|s| s.label.clone());
let has_vertex = report.stages.iter().any(|s| s.kind == StageKind::Vertex);
let (post, others): (Vec<_>, Vec<_>) = report
.stages
.into_iter()
@@ -114,9 +103,7 @@ impl NativePack {
let material = others
.iter()
.find(|s| s.kind == StageKind::Material)
.map(|stage| {
NativeMaterial::new(device, terrain, &frame, stage, constants, fog, has_vertex)
})
.map(|stage| NativeMaterial::new(device, terrain, &frame, stage, constants, fog))
.transpose()?;
let post = (!post.is_empty())
.then(|| NativePost::new(device, post, &report.manifest, constants, format, &frame))
@@ -14,7 +14,7 @@ use super::Frame;
const INTERMEDIATE: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
/// The world's colour and depth views a set of bind groups was made for.
type WorldViews = (wgpu::TextureView, wgpu::TextureView, wgpu::TextureView);
type WorldViews = (wgpu::TextureView, wgpu::TextureView);
/// Where a post pass draws.
#[derive(Clone, Copy, PartialEq)]
@@ -103,9 +103,6 @@ pub struct NativePost {
/// The `frame` every stage of a pack reads (group 3, binding 0), written once a frame, and
/// what the material stage reads besides.
pub struct NativeFrame {
/// The solid terrain's second target, the post stage's `scene_surface`.
surface: wgpu::Texture,
pub surface_view: wgpu::TextureView,
pub(super) buffer: wgpu::Buffer,
/// Group 3 of the sky and material stages.
pub layout: wgpu::BindGroupLayout,
@@ -273,8 +270,6 @@ impl NativeFrame {
label: Some("Native shader pack frame"),
entries: &entries,
});
let surface = surface_target(device, [1, 1]);
let surface_view = surface.create_view(&Default::default());
let opaque_depth = depth_copy(device, [1, 1]);
let opaque_color = color_copy(device, [1, 1], wgpu::TextureFormat::Rgba8Unorm);
let blank = copy_target(
@@ -337,8 +332,6 @@ impl NativeFrame {
buffer,
layout,
group,
surface,
surface_view,
opaque_depth,
opaque_color,
reflection: blank.clone(),
@@ -475,14 +468,6 @@ impl NativeFrame {
self.regroup(device);
}
/// Sizes the surface target: the world's while a material stage writes it, else a blank.
pub fn fit_surface(&mut self, device: &wgpu::Device, size: [u32; 2]) {
if [self.surface.width(), self.surface.height()] != size {
self.surface = surface_target(device, size);
self.surface_view = self.surface.create_view(&Default::default());
}
}
/// Binds `view` as this frame's `reflection` (`None`: the blank). The mirror is drawn
/// before the stages read it.
pub fn set_reflection(&mut self, device: &wgpu::Device, view: Option<&wgpu::TextureView>) {
@@ -588,24 +573,6 @@ pub fn present_constants<'a>(
.collect()
}
/// The solid terrain's surface target of `size`, drawn and read.
fn surface_target(device: &wgpu::Device, size: [u32; 2]) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("Native shader pack surface"),
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: super::native_material::SURFACE_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
})
}
fn texture_entry(binding: u32, sample_type: wgpu::TextureSampleType) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
@@ -685,7 +652,6 @@ impl NativePost {
texture_entry(8, float),
texture_entry(9, wgpu::TextureSampleType::Depth),
texture_entry(10, float),
texture_entry(11, wgpu::TextureSampleType::Float { filterable: false }),
];
entries.extend(pack_texture_entries(frame.textures.len()));
entries
@@ -791,7 +757,7 @@ impl NativePost {
fn prepare(
&mut self,
device: &wgpu::Device,
world: (&wgpu::TextureView, &wgpu::TextureView, &wgpu::TextureView),
world: (&wgpu::TextureView, &wgpu::TextureView),
size: [u32; 2],
history_reset: bool,
) {
@@ -864,11 +830,8 @@ impl NativePost {
if self
.groups
.as_ref()
.is_some_and(|((color, depth, surface), blank, _)| {
color == world.0
&& depth == world.1
&& surface == world.2
&& *blank == blank_history
.is_some_and(|((color, depth), blank, _)| {
color == world.0 && depth == world.1 && *blank == blank_history
})
{
return;
@@ -930,10 +893,6 @@ impl NativePost {
binding: 9,
resource: wgpu::BindingResource::TextureView(&self.shadow.2),
},
wgpu::BindGroupEntry {
binding: 11,
resource: wgpu::BindingResource::TextureView(world.2),
},
wgpu::BindGroupEntry {
binding: 10,
resource: wgpu::BindingResource::TextureView(&self.shadow.3),
@@ -961,11 +920,7 @@ impl NativePost {
})
})
.collect();
self.groups = Some((
(world.0.clone(), world.1.clone(), world.2.clone()),
blank_history,
groups,
));
self.groups = Some(((world.0.clone(), world.1.clone()), blank_history, groups));
}
/// Runs the passes over the world target `world` (colour, depth) of `size`, the last onto
@@ -974,7 +929,7 @@ impl NativePost {
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
world: (&wgpu::TextureView, &wgpu::TextureView, &wgpu::TextureView),
world: (&wgpu::TextureView, &wgpu::TextureView),
screen: &wgpu::TextureView,
size: [u32; 2],
history_reset: bool,
@@ -1394,7 +1349,7 @@ mod tests {
post.run(
&device,
&mut encoder,
(&color, &depth, &frame.surface_view),
(&color, &depth),
&view,
[4, 4],
true,
@@ -1501,7 +1456,7 @@ file = \"b.wgsl\"
post.run(
&device,
&mut encoder,
(&color, &depth, &frame.surface_view),
(&color, &depth),
&view,
[4, 4],
history_reset,
@@ -6,19 +6,6 @@
use super::Vertex;
use super::pack_draw::EntitySpan;
use glam::{DVec3, Mat4};
use std::sync::atomic::{AtomicBool, Ordering};
static MODS_BUILT_IN: AtomicBool = AtomicBool::new(false);
/// The game was built with native mods (the game sets it at start): one of them may draw in
/// [`native_world_drawn`], so the first-person hand keeps its own pass after it.
pub fn set_mods_built_in(on: bool) {
MODS_BUILT_IN.store(on, Ordering::Relaxed);
}
/// Whether [`native_world_drawn`] may draw ([`set_mods_built_in`]).
pub fn world_drawn_hooked() -> bool {
MODS_BUILT_IN.load(Ordering::Relaxed)
}
/// What a mod can draw with once the world is drawn: after the sky, terrain, entities,
/// particles, weather and the world post pass, before the first-person hand, the HUD and the
@@ -41,21 +41,17 @@ fn horizon_shadow_vertex(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<
}
@vertex fn horizon_shadow_vs(
@location(0) position: vec3<f32>, @location(1) uv: vec2<u32>,
@location(2) layer: u32, @location(3) color: vec4<f32>, @location(4) light: vec2<u32>,
@location(2) layer: u32, @location(3) color: vec4<f32>,
@location(5) origin: vec4<f32>) -> HorizonShadowOut {
let atlas = horizon_terrain_terrain_uv(uv, origin.w);
let pos = horizon_material_displace(position + origin.xyz, atlas, layer, color, light);
return horizon_shadow_vertex(pos, atlas, layer, color);
return horizon_shadow_vertex(position + origin.xyz, horizon_terrain_terrain_uv(uv, origin.w), layer, color);
}
@vertex fn horizon_shadow_vs_flat(
@builtin(vertex_index) index: u32,
@location(0) position: vec3<f32>, @location(1) uv: vec2<u32>, @location(2) layer: u32,
@location(3) color: vec4<f32>, @location(4) light: vec2<u32>
@location(3) color: vec4<f32>
) -> HorizonShadowOut {
let origin = horizon_terrain_slot_origins[horizon_terrain_block_slots[index >> 8u]];
let atlas = horizon_terrain_terrain_uv(uv, origin.w);
let pos = horizon_material_displace(position + origin.xyz, atlas, layer, color, light);
return horizon_shadow_vertex(pos, atlas, layer, color);
return horizon_shadow_vertex(position + origin.xyz, horizon_terrain_terrain_uv(uv, origin.w), layer, color);
}
@fragment fn horizon_shadow_fs(in: HorizonShadowOut) {
// Bit 15 of the layer marks opaque leaves (forceOpaque): no alpha cutout.
@@ -419,24 +415,12 @@ fn shadow_solid(materials: &[(u32, u32)], solid: &[u32]) -> String {
/// The shadow pass's shader: the frame, Horizon's terrain, and the entries, with the layers
/// `solid` of `shadow_solid`.
fn shader_source(solid: &str, vertex: Option<&str>, materials: &[(u32, u32)]) -> String {
let (head, displace) = match vertex {
Some(stage) => (
stage.to_owned()
+ &super::native_material::layer_table("horizon_sprite_material", materials),
super::native_material::DISPLACE_PACK,
),
None => (
format!(
"{}@group({GROUP}) @binding(0) var<uniform> frame: Frame;\n{}",
FrameInputs::WGSL.wgsl(),
horizon_shader_api::stages::SHADOW_HELPERS,
),
super::native_material::DISPLACE_VANILLA,
),
};
fn shader_source(solid: &str) -> String {
format!(
"{head}// Horizon's terrain (terrain.wgsl)\n{}{solid}{displace}{ENTRIES}",
"{}@group({GROUP}) @binding(0) var<uniform> frame: Frame;\n{}\
// Horizon's terrain (terrain.wgsl)\n{}{solid}{ENTRIES}",
FrameInputs::WGSL.wgsl(),
horizon_shader_api::stages::SHADOW_HELPERS,
prefixed(
section(TERRAIN, "struct Globals {", "// Sky (SkyRenderer)"),
PREFIX
@@ -450,21 +434,14 @@ impl NativeShadow {
shape: &TerrainShape<'_>,
frame: &super::native_post::NativeFrame,
solid_materials: &[u32],
vertex: Option<&horizon_shader_api::check::CheckedStage>,
constants: &[(String, f64)],
) -> Result<Self, String> {
let text = shader_source(
&shadow_solid(shape.sprite_materials, solid_materials),
vertex.map(|s| s.source.as_str()),
shape.sprite_materials,
);
let text = shader_source(&shadow_solid(shape.sprite_materials, solid_materials));
let module = naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("shadow pass: {}", e.emit_to_string(&text)))?;
let mut constants = super::native_post::present_constants(&module, constants);
constants.extend([
let constants = [
("horizon_terrain_SPRITE_ARRAYS", shape.sprites[0]),
("horizon_terrain_SPRITE_SPLIT", shape.sprites[1]),
]);
];
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Native shader pack shadow"),
@@ -616,7 +593,7 @@ mod tests {
#[test]
fn the_shadow_shader_validates() {
for materials in [&[][..], &[(3, 7), (4, 8), (9, 7)][..]] {
let text = shader_source(&shadow_solid(materials, &[7]), None, materials);
let text = shader_source(&shadow_solid(materials, &[7]));
let module = naga::front::wgsl::parse_str(&text).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
@@ -1,296 +0,0 @@
//! `centerDepthSmooth`'s input: `depthtex0` at the centre of the screen. A depth texture can
//! only be copied whole, so each frame a one-pixel pass loads that texel into a 1x1 `R32Float`
//! target, copied to one of a few small buffers and read back frames later without waiting for
//! the GPU (as `timing.rs` reads its timestamps); `FrameUniforms` smooths the latest value.
use std::sync::Arc;
use std::sync::atomic::{AtomicU8, Ordering};
const SLOTS: usize = 3;
const FREE: u8 = 0;
/// Copied this frame: mapped once the frame is submitted.
const COPIED: u8 = 1;
const PENDING: u8 = 2;
const MAPPED: u8 = 3;
/// One row of a texture copy, the alignment wgpu asks of `bytes_per_row`.
const ROW: u32 = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
const SHADER: &str = "
@group(0) @binding(0) var depth: texture_depth_2d;
@vertex fn vs(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
let p = vec2<f32>(f32((i << 1u) & 2u), f32(i & 2u));
return vec4<f32>(p * 2.0 - 1.0, 0.0, 1.0);
}
@fragment fn fs() -> @location(0) vec4<f32> {
let centre = vec2<i32>(textureDimensions(depth) / 2u);
return vec4<f32>(textureLoad(depth, centre, 0), 0.0, 0.0, 1.0);
}
";
struct Slot {
buffer: wgpu::Buffer,
state: Arc<AtomicU8>,
}
pub struct CenterDepth {
slots: Vec<Slot>,
pipeline: wgpu::RenderPipeline,
layout: wgpu::BindGroupLayout,
/// The 1x1 target the centre texel is loaded into.
texel: wgpu::Texture,
texel_view: wgpu::TextureView,
/// The bind group of the depth texture it reads, made again when that texture changes.
group: Option<(wgpu::Texture, wgpu::BindGroup)>,
/// The depth last read back: GL window depth, 0..1.
latest: Option<f32>,
}
impl CenterDepth {
pub fn new(device: &wgpu::Device) -> Self {
let slots = (0..SLOTS)
.map(|_| Slot {
buffer: device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Shader pack centre depth"),
size: u64::from(ROW),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
}),
state: Arc::new(AtomicU8::new(FREE)),
})
.collect();
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Shader pack centre depth"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader pack centre depth"),
source: wgpu::ShaderSource::Wgsl(SHADER.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Shader pack centre depth"),
bind_group_layouts: &[Some(&layout)],
immediate_size: 0,
});
let format = wgpu::TextureFormat::R32Float;
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Shader pack centre depth"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: Some("vs"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some("fs"),
compilation_options: Default::default(),
targets: &[Some(format.into())],
}),
multiview_mask: None,
cache: None,
});
let texel = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Shader pack centre depth"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let texel_view = texel.create_view(&Default::default());
Self {
slots,
pipeline,
layout,
texel,
texel_view,
group: None,
latest: None,
}
}
/// Loads the centre texel of `depth` (a `Depth32Float` texture that can be bound) and
/// copies it into a free slot; with none free (the GPU is behind), this frame is skipped.
pub fn copy(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
depth: &wgpu::Texture,
) {
let Some(slot) = self
.slots
.iter()
.find(|s| s.state.load(Ordering::Acquire) == FREE)
else {
return;
};
if self.group.as_ref().is_none_or(|(t, _)| t != depth) {
let view = depth.create_view(&Default::default());
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Shader pack centre depth"),
layout: &self.layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
}],
});
self.group = Some((depth.clone(), group));
}
let Some((_, group)) = &self.group else {
return;
};
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader pack centre depth"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.texel_view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, group, &[]);
pass.draw(0..3, 0..1);
}
encoder.copy_texture_to_buffer(
self.texel.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &slot.buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(ROW),
rows_per_image: Some(1),
},
},
self.texel.size(),
);
slot.state.store(COPIED, Ordering::Release);
}
/// After the frame's submission: start reading back what it copied.
pub fn submitted(&mut self) {
for slot in &self.slots {
if slot.state.load(Ordering::Acquire) != COPIED {
continue;
}
slot.state.store(PENDING, Ordering::Release);
let state = slot.state.clone();
slot.buffer
.slice(..)
.map_async(wgpu::MapMode::Read, move |result| {
let next = if result.is_ok() { MAPPED } else { FREE };
state.store(next, Ordering::Release);
});
}
}
/// The newest depth read back so far, `None` before the first arrives.
pub fn collect(&mut self, device: &wgpu::Device) -> Option<f32> {
let _ = device.poll(wgpu::PollType::Poll);
for slot in &self.slots {
if slot.state.load(Ordering::Acquire) != MAPPED {
continue;
}
let depth = slot
.buffer
.slice(..4)
.get_mapped_range()
.ok()
.map(|bytes| bytemuck::pod_read_unaligned::<f32>(&bytes[..4]));
slot.buffer.unmap();
slot.state.store(FREE, Ordering::Release);
if let Some(depth) = depth.filter(|d| d.is_finite()) {
self.latest = Some(depth.clamp(0.0, 1.0));
}
}
self.latest
}
}
#[cfg(test)]
mod tests {
use super::*;
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()
}
/// A depth texture cleared to a known depth comes back as that depth, a frame or more
/// later, without the frame waiting for it.
#[test]
fn the_centre_depth_comes_back() {
let Some((device, queue)) = test_device() else {
return;
};
let depth = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 9,
height: 7,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = depth.create_view(&Default::default());
let mut center = CenterDepth::new(&device);
assert_eq!(center.collect(&device), None);
let mut encoder = device.create_command_encoder(&Default::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.375),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
center.copy(&device, &mut encoder, &depth);
queue.submit([encoder.finish()]);
center.submitted();
let _ = device.poll(wgpu::PollType::wait_indefinitely());
assert_eq!(center.collect(&device), Some(0.375));
// Its slot is free again: every slot can be used once more.
for _ in 0..SLOTS {
let mut encoder = device.create_command_encoder(&Default::default());
center.copy(&device, &mut encoder, &depth);
queue.submit([encoder.finish()]);
center.submitted();
}
let _ = device.poll(wgpu::PollType::wait_indefinitely());
assert_eq!(center.collect(&device), Some(0.375));
}
}
@@ -512,8 +512,6 @@ pub struct PackPost {
page_groups: HashMap<u32, (wgpu::Buffer, wgpu::BindGroup)>,
/// GPU time of each pass, while the renderer asks for it (`pack_timing.rs`).
pub timing: Option<super::pack_timing::PassTiming>,
/// `depthtex0` at the screen's centre, read back for `centerDepthSmooth`.
center_depth: Option<super::pack_center_depth::CenterDepth>,
/// `shaders.properties`' custom uniforms, after the frame's in `uniforms.values`.
custom: horizon_shaders::Custom,
atlas: Option<wgpu::TextureView>,
@@ -2244,7 +2242,6 @@ impl PackPost {
block_ids,
page_groups: HashMap::new(),
timing: None,
center_depth: None,
custom,
atlas: world.atlas.as_ref().map(|a| a.0.clone()),
lightmap: world.lightmap,
@@ -2743,13 +2740,6 @@ impl PackPost {
let rp = &mut open.as_mut().expect("open").0;
rp.set_pipeline(pass.render());
rp.set_bind_group(0, group, &[]);
// A sky program that reads the pack's SSBOs (Noble's `gbuffers_textured`, the
// sun's fallback) binds them, as the other passes do.
if pass.buffers
&& let Some(g) = &self.buffers.group
{
rp.set_bind_group(4, g, &[]);
}
sky.geometry.bind(rp, part.textured);
open.as_mut().expect("open").1 = i;
}
@@ -2906,13 +2896,6 @@ impl PackPost {
}
}
/// After the frame's submission: the centre depth it copied starts its way back.
pub fn submitted(&mut self) {
if let Some(center) = &mut self.center_depth {
center.submitted();
}
}
/// Whether the pack draws entities or block entities itself.
pub fn has_entities(&self) -> bool {
self.entities.is_some()
@@ -3630,10 +3613,6 @@ impl PackPost {
if let Some(t) = &mut self.timing {
t.begin(device, queue);
}
self.uniforms.center_depth_raw = self
.center_depth
.get_or_insert_with(|| super::pack_center_depth::CenterDepth::new(device))
.collect(device);
self.uniforms.update(frame, inputs, size);
// Until the camera's biome is known, `smooth` waits for the world's values.
if !inputs.biome_known {
@@ -3872,10 +3851,6 @@ impl PackPost {
self.draw_translucent(device, queue, encoder, size, terrain);
}
let targets = self.targets.as_ref().expect("resized");
// depthtex0 as the frame leaves it, for next frames' `centerDepthSmooth`.
if let Some(center) = &mut self.center_depth {
center.copy(device, encoder, &targets.depth_texture);
}
let view = |m: u16, i: usize, alt: bool| {
targets.color[i]
.as_ref()
@@ -51,12 +51,6 @@ pub struct PackInputs {
pub cloud_height: f32,
/// The values native mods hand their packs (`frame.mods`, `native_shader_params`).
pub mod_params: [[f32; 4]; 8],
/// The player's state, for Iris's status uniforms.
pub status: PlayerStatus,
/// The End flash: its intensity, 0..1 (0 outside the End), and its direction from the
/// camera in world space, of length 100 (`endFlashIntensity`, `endFlashPosition`).
pub end_flash: f32,
pub end_flash_direction: Vec3,
}
/// The `cloudHeight` uniform. Vanilla reads `visual/cloud_height` only while the cloud color
@@ -70,35 +64,6 @@ pub fn cloud_height(cloud_color_alpha: f32, height: f32) -> f32 {
}
}
/// The local player's state behind Iris's status uniforms (`currentPlayerHealth`,
/// `isSpectator`, `is_burning`...).
#[derive(Clone, Copy, Debug, Default)]
pub struct PlayerStatus {
/// Survival or adventure: the vitals are -1 in creative and spectator.
pub survival: bool,
pub health: f32,
pub max_health: f32,
pub food: f32,
/// Air supply ticks, of 300.
pub air: f32,
/// Armor points (the `armor` attribute).
pub armor: f32,
pub spectator: bool,
pub riding: bool,
pub feet_in_water: bool,
pub swimming: bool,
pub burning: bool,
pub hurt: bool,
pub invisible: bool,
pub sneaking: bool,
pub sprinting: bool,
}
/// `maxPlayerHunger`, `maxPlayerAir` and `maxPlayerArmor`: Minecraft's own maximums.
const MAX_HUNGER: f32 = 20.0;
const MAX_AIR: f32 = 300.0;
const MAX_ARMOR: f32 = 50.0;
/// One uniform's value: up to 16 floats or 3 integers.
#[derive(Clone, Copy, Debug)]
pub enum Value {
@@ -233,26 +198,6 @@ pub const NAMES: &[&str] = &[
"playerLookVector",
"playerBodyVector",
"firstPersonCamera",
"currentPlayerHealth",
"maxPlayerHealth",
"currentPlayerHunger",
"maxPlayerHunger",
"currentPlayerAir",
"maxPlayerAir",
"currentPlayerArmor",
"maxPlayerArmor",
"isSpectator",
"isRiding",
"feetInWater",
"inSwimmingAnimation",
"is_burning",
"is_hurt",
"is_invisible",
"is_sneaking",
"is_sprinting",
"endFlashIntensity",
"endFlashPosition",
"centerDepthSmooth",
"isRightHanded",
"is_on_ground",
"bedrockLevel",
@@ -275,9 +220,6 @@ pub struct FrameUniforms {
previous: Option<(glam::DVec3, Mat4, Mat4)>,
wetness: f32,
eye_smooth: [f32; 2],
/// `depthtex0` at the screen's centre as last read back, and `centerDepthSmooth`.
pub center_depth_raw: Option<f32>,
center_depth: Option<f32>,
/// The pack's shadow settings (7.1).
pub shadow: Shadow,
}
@@ -293,8 +235,6 @@ impl Default for FrameUniforms {
previous: None,
wetness: 0.0,
eye_smooth: [0.0; 2],
center_depth_raw: None,
center_depth: None,
shadow: Shadow::default(),
}
}
@@ -439,15 +379,6 @@ impl FrameUniforms {
for (smoothed, target) in self.eye_smooth.iter_mut().zip(eye) {
*smoothed = smooth(*smoothed, target, 10.0 / 20.0, dt);
}
// `centerDepthHalflife`'s default, 1 tick (OptiFine's shaders.txt); the first value
// read back is taken as it is.
if let Some(raw) = self.center_depth_raw {
self.center_depth = Some(match self.center_depth {
Some(v) => smooth(v, raw, 1.0 / 20.0, dt),
None => raw,
});
}
let center_depth = self.center_depth.unwrap_or(1.0);
// Vanilla fades by the stronger of two linear fogs; a pack gets one: the pair (start
// and end together) of the one that is complete nearer (OQ-36). Mixing the nearer start
// of one with the nearer end of the other made fog begin at the camera on clear days.
@@ -493,8 +424,6 @@ impl FrameUniforms {
"eyeAltitude" => Value::f(&[frame.camera.y as f32]),
"upPosition" => v3(to_view(Vec3::new(0.0, 100.0, 0.0))),
"sunPosition" => v3(sun),
"endFlashPosition" => v3(to_view(inputs.end_flash_direction)),
"centerDepthSmooth" => Value::f(&[center_depth]),
"moonPosition" => v3(moon),
"shadowLightPosition" => v3(if day { sun } else { moon }),
"sunAngle" => Value::f(&[sun_angle]),
@@ -554,7 +483,7 @@ impl FrameUniforms {
"isElytraFlying" => Value::i(&[inputs.elytra_flying as i32]),
"cloudHeight" => Value::f(&[inputs.cloud_height]),
// renderStage is NONE outside gbuffers draws.
_ => status_value(name, inputs).unwrap_or(Value::i(&[0])),
_ => Value::i(&[0]),
}
};
self.values.clear();
@@ -600,46 +529,6 @@ impl FrameUniforms {
}
}
/// Iris's player status and dimension uniforms, from `inputs`: the vitals are fractions of
/// their maximum, and -1 (with the maximums of health and air) in creative and spectator.
fn status_value(name: &str, inputs: &PackInputs) -> Option<Value> {
let status = inputs.status;
let vital = |v: f32| {
Value::f(&[if status.survival {
v.clamp(0.0, 1.0)
} else {
-1.0
}])
};
let flag = |b: bool| Value::i(&[i32::from(b)]);
Some(match name {
"currentPlayerHealth" => vital(status.health / status.max_health.max(1.0)),
"maxPlayerHealth" => Value::f(&[if status.survival {
status.max_health
} else {
-1.0
}]),
"currentPlayerHunger" => vital(status.food / MAX_HUNGER),
"maxPlayerHunger" => Value::f(&[MAX_HUNGER]),
"currentPlayerAir" => vital(status.air / MAX_AIR),
"maxPlayerAir" => Value::f(&[if status.survival { MAX_AIR } else { -1.0 }]),
"currentPlayerArmor" => vital(status.armor / MAX_ARMOR),
"maxPlayerArmor" => Value::f(&[MAX_ARMOR]),
"isSpectator" => flag(status.spectator),
"isRiding" => flag(status.riding),
"feetInWater" => flag(status.feet_in_water),
"inSwimmingAnimation" => flag(status.swimming),
"is_burning" => flag(status.burning),
"is_hurt" => flag(status.hurt),
// Spectators count as invisible.
"is_invisible" => flag(status.invisible || status.spectator),
"is_sneaking" => flag(status.sneaking),
"is_sprinting" => flag(status.sprinting),
"endFlashIntensity" => Value::f(&[inputs.end_flash]),
_ => return None,
})
}
/// How many components the uniform `name` has (16 for a matrix).
fn components(name: &str) -> usize {
match name {
@@ -658,8 +547,7 @@ fn components(name: &str) -> usize {
| "moonPosition"
| "shadowLightPosition"
| "fogColor"
| "skyColor"
| "endFlashPosition" => 3,
| "skyColor" => 3,
"eyeBrightness" | "eyeBrightnessSmooth" | "atlasSize" => 2,
n if n.starts_with("gbuffer") || n.starts_with("shadow") && n != "shadowAngle" => 16,
_ => 1,
@@ -688,77 +576,6 @@ mod tests {
assert_eq!(out[60..64], [0; 4], "a value past the block is dropped");
}
/// Iris's status uniforms as its documentation defines them (shaders.properties, "Status").
#[test]
fn status_uniforms_follow_iris() {
let float = |name: &str, inputs: &PackInputs| match status_value(name, inputs) {
Some(Value::F(f)) => f[0],
other => panic!("{name}: {other:?}"),
};
let int = |name: &str, inputs: &PackInputs| match status_value(name, inputs) {
Some(Value::I(i)) => i[0],
other => panic!("{name}: {other:?}"),
};
let mut inputs = PackInputs {
status: PlayerStatus {
survival: true,
health: 15.0,
max_health: 20.0,
food: 10.0,
air: 150.0,
armor: 20.0,
sneaking: true,
..Default::default()
},
..Default::default()
};
// The vitals are fractions of their maximums.
assert_eq!(float("currentPlayerHealth", &inputs), 0.75);
assert_eq!(float("maxPlayerHealth", &inputs), 20.0);
assert_eq!(float("currentPlayerHunger", &inputs), 0.5);
assert_eq!(float("maxPlayerHunger", &inputs), 20.0);
assert_eq!(float("currentPlayerAir", &inputs), 0.5);
assert_eq!(float("maxPlayerAir", &inputs), 300.0);
assert_eq!(float("currentPlayerArmor", &inputs), 0.4);
assert_eq!(float("maxPlayerArmor", &inputs), 50.0);
assert_eq!(int("is_sneaking", &inputs), 1);
assert_eq!(int("is_invisible", &inputs), 0);
// Creative and spectator: -1 for the vitals and the maximums of health and air;
// spectators are invisible.
inputs.status.survival = false;
inputs.status.spectator = true;
for name in [
"currentPlayerHealth",
"maxPlayerHealth",
"currentPlayerHunger",
"currentPlayerAir",
"maxPlayerAir",
"currentPlayerArmor",
] {
assert_eq!(float(name, &inputs), -1.0, "{name}");
}
assert_eq!(float("maxPlayerHunger", &inputs), 20.0);
assert_eq!(float("maxPlayerArmor", &inputs), 50.0);
assert_eq!(int("isSpectator", &inputs), 1);
assert_eq!(int("is_invisible", &inputs), 1);
// Each is provided, not left at zero for the pack.
for name in [
"currentPlayerHealth",
"isSpectator",
"is_sprinting",
"bedrockLevel",
] {
assert!(index(name).is_some(), "{name} is not provided");
}
assert!(
NAMES
.iter()
.filter(|n| status_value(n, &inputs).is_some())
.count()
== 18
);
}
#[test]
fn cloud_height_needs_a_cloud_color() {
assert_eq!(cloud_height(0.8, 192.33), 192.33);
@@ -1,228 +0,0 @@
//! The frame's commands finished, submitted and presented on a thread of their own.
//!
//! wgpu records a pass's commands lazily: `CommandEncoder::finish` validates and
//! encodes the whole frame (about 0.1 ms with the submit), work the window's thread
//! would otherwise wait for before building the next frame. The renderer hands the
//! frame's encoder to [`Queue::submit_later`] and goes on; every use of the queue
//! ([`Deref`]) first waits for that frame to be submitted, so writes, copies and
//! submissions keep the order they had on one thread.
use std::ops::Deref;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Mutex, mpsc};
/// Whether frames go to the submit thread, unless `HORIZON_SUBMIT_THREAD` says (`0` off, `1` on):
/// on Linux, where it was measured faster (+32% FPS in a CPU-bound view on Vulkan, #5779). On
/// macOS's Metal it stalled: offscreen at render distance 12, a tenth to a half of the frame rate
/// with 20-180 ms p99 frames, against the same binary without it. Windows is not measured yet.
pub fn wanted() -> bool {
match std::env::var("HORIZON_SUBMIT_THREAD").as_deref() {
Ok("0") => false,
Ok("1") => true,
_ => cfg!(target_os = "linux"),
}
}
/// Work to start right after a frame's submission (a readback's `map_async`).
pub type AfterSubmit = Box<dyn FnOnce() + Send>;
/// A frame for the submit thread: its commands and, in a window, the surface to present.
pub struct Job {
pub encoder: wgpu::CommandEncoder,
pub surface: Option<wgpu::SurfaceTexture>,
pub after: Option<AfterSubmit>,
}
struct Thread {
jobs: Option<mpsc::Sender<Job>>,
handle: Option<std::thread::JoinHandle<()>>,
}
/// What the submit thread sent back, once it is taken in by [`Queue::wait`].
struct Landing {
done: mpsc::Receiver<wgpu::SubmissionIndex>,
landed: Option<wgpu::SubmissionIndex>,
}
/// The device's queue, with frames submitted on the submit thread when it runs.
pub struct Queue {
queue: wgpu::Queue,
thread: Option<Thread>,
/// A frame went to the submit thread and has not been waited for.
pending: AtomicBool,
landing: Mutex<Option<Landing>>,
}
impl Queue {
/// `threaded`: frames may go to a submit thread (the renderer asks [`wanted`]).
pub fn new(queue: wgpu::Queue, threaded: bool) -> Self {
let mut this = Self {
queue,
thread: None,
pending: AtomicBool::new(false),
landing: Mutex::new(None),
};
if !threaded {
return this;
}
let (jobs, job_rx) = mpsc::channel::<Job>();
let (done_tx, done) = mpsc::channel();
let queue = this.queue.clone();
let spawned = std::thread::Builder::new()
.name("Render submit".into())
.spawn(move || {
for job in job_rx {
let commands = job.encoder.finish();
let submission = queue.submit([commands]);
if let Some(after) = job.after {
after();
}
if let Some(surface) = job.surface {
queue.present(surface);
}
if done_tx.send(submission).is_err() {
break;
}
}
});
match spawned {
Ok(handle) => {
this.thread = Some(Thread {
jobs: Some(jobs),
handle: Some(handle),
});
*this.lock() = Some(Landing { done, landed: None });
}
Err(e) => log::warn!("Horizon renderer: no submit thread ({e}); submitting in place"),
}
this
}
fn lock(&self) -> std::sync::MutexGuard<'_, Option<Landing>> {
self.landing
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner)
}
/// Whether frames can go to the submit thread.
pub fn threaded(&self) -> bool {
self.thread.is_some()
}
/// Finish, submit and present the frame on the submit thread, then run its `after`;
/// given back, with nothing done, when there is none.
pub fn submit_later(&self, job: Job) -> Result<(), Box<Job>> {
let Some(jobs) = self.thread.as_ref().and_then(|t| t.jobs.as_ref()) else {
return Err(Box::new(job));
};
self.wait();
match jobs.send(job) {
Ok(()) => {
self.pending.store(true, Ordering::Release);
Ok(())
}
Err(mpsc::SendError(job)) => Err(Box::new(job)),
}
}
/// Wait until the frame on the submit thread is submitted and presented.
pub fn wait(&self) {
if !self.pending.load(Ordering::Acquire) {
return;
}
let mut landing = self.lock();
if !self.pending.load(Ordering::Acquire) {
return;
}
if let Some(l) = landing.as_mut() {
// A thread that died (a wgpu panic on it) panics here, as it would have in place.
let submission = l
.done
.recv()
.expect("Horizon renderer: the submit thread stopped");
l.landed = Some(submission);
}
self.pending.store(false, Ordering::Release);
}
/// The submission of the frame [`submit_later`](Self::submit_later) took, once it is
/// made; `None` if it was taken already.
pub fn landed(&self) -> Option<wgpu::SubmissionIndex> {
self.wait();
self.lock().as_mut().and_then(|l| l.landed.take())
}
}
impl Deref for Queue {
type Target = wgpu::Queue;
fn deref(&self) -> &wgpu::Queue {
self.wait();
&self.queue
}
}
impl Drop for Queue {
fn drop(&mut self) {
self.wait();
if let Some(thread) = &mut self.thread {
thread.jobs.take();
if let Some(handle) = thread.handle.take() {
let _ = handle.join();
}
}
}
}
#[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 buffer(device: &wgpu::Device, usage: wgpu::BufferUsages) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: 4,
usage,
mapped_at_creation: false,
})
}
#[test]
fn writes_after_a_frame_on_the_thread_land_after_it() {
let Some((device, queue)) = device() else {
return;
};
let queue = Queue::new(queue, true);
assert!(queue.threaded());
use wgpu::BufferUsages as U;
let source = buffer(&device, U::COPY_SRC | U::COPY_DST);
let copy = buffer(&device, U::COPY_SRC | U::COPY_DST);
let read = buffer(&device, U::MAP_READ | U::COPY_DST);
queue.write_buffer(&source, 0, &[1, 2, 3, 4]);
for frame in 0..3u8 {
// The frame copies `source`; the next frame's write must not reach that copy.
let mut encoder = device.create_command_encoder(&Default::default());
encoder.copy_buffer_to_buffer(&source, 0, &copy, 0, 4);
let job = Job {
encoder,
surface: None,
after: None,
};
assert!(queue.submit_later(job).is_ok());
queue.write_buffer(&source, 0, &[frame + 10; 4]);
assert!(queue.landed().is_some(), "frame {frame} submitted");
let mut encoder = device.create_command_encoder(&Default::default());
encoder.copy_buffer_to_buffer(&copy, 0, &read, 0, 4);
queue.submit([encoder.finish()]);
read.slice(..)
.map_async(wgpu::MapMode::Read, |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
let expected = if frame == 0 {
[1, 2, 3, 4]
} else {
[frame + 9; 4]
};
assert_eq!(*read.slice(..).get_mapped_range().unwrap(), expected);
read.unmap();
}
}
}
@@ -299,16 +299,6 @@ impl Post {
Mat4::from_translation(jitter.extend(0.0))
}
/// This frame's jitter in rendered pixels, y down (FSR's `jitterOffset`); zero
/// without TAA.
pub fn jitter_pixels(&self) -> [f32; 2] {
let Some(size) = self.size().filter(|_| self.taa_on) else {
return [0.0; 2];
};
let j = self.taa_this_frame.jitter;
[j[0] * size[0] as f32 * 0.5, -j[1] * size[1] as f32 * 0.5]
}
/// 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).
@@ -517,12 +507,7 @@ impl Post {
/// 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.
pub(super) fn reprojection(
previous: DMat4,
previous_camera: DVec3,
current: DMat4,
camera: DVec3,
) -> DMat4 {
fn reprojection(previous: DMat4, previous_camera: DVec3, current: DMat4, camera: DVec3) -> DMat4 {
previous * DMat4::from_translation(camera - previous_camera) * current.inverse()
}
+8 -288
View File
@@ -79,47 +79,6 @@ impl Preset {
}
}
/// Entity occlusion strategy. The synchronous mode preserves the original
/// same-frame CPU test; asynchronous results only hide a mesh when their
/// camera, bounds and occluder evidence still match.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum EntityCullingMode {
#[default]
Off,
Synchronous,
Asynchronous,
}
impl EntityCullingMode {
pub const ALL: [EntityCullingMode; 3] = [
EntityCullingMode::Off,
EntityCullingMode::Synchronous,
EntityCullingMode::Asynchronous,
];
pub fn name(self) -> &'static str {
match self {
Self::Off => "off",
Self::Synchronous => "sync",
Self::Asynchronous => "async",
}
}
pub fn label(self) -> &'static str {
match self {
Self::Off => "Off",
Self::Synchronous => "Synchronous",
Self::Asynchronous => "Asynchronous",
}
}
fn parse(s: &str) -> Self {
match s {
// Keep graphics files written before the mode selector readable.
"true" | "synchronous" | "sync" => Self::Synchronous,
"false" | "off" => Self::Off,
"asynchronous" | "async" => Self::Asynchronous,
_ => Self::default(),
}
}
}
/// How the swapchain presents frames.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum PresentMode {
@@ -287,91 +246,6 @@ impl FarDetail {
}
}
/// Frame generation: a frame made between each two real ones.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum FrameGeneration {
#[default]
Off,
/// AMD FidelityFX Super Resolution 3.1's frame interpolation, ported to WGSL.
Fsr31,
}
impl FrameGeneration {
pub const ALL: [FrameGeneration; 2] = [FrameGeneration::Off, FrameGeneration::Fsr31];
pub fn name(self) -> &'static str {
match self {
FrameGeneration::Off => "off",
FrameGeneration::Fsr31 => "fsr3.1",
}
}
pub fn label(self) -> &'static str {
match self {
FrameGeneration::Off => "Off",
FrameGeneration::Fsr31 => "FSR 3.1",
}
}
fn parse(s: &str) -> Self {
Self::ALL
.into_iter()
.find(|f| f.name() == s)
.unwrap_or_default()
}
}
/// What the section mesher does with leaf faces inside a canopy. Terrain
/// geometry only: entities, particles and block entities are untouched.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum LeafCullingMode {
/// Every leaf face, as vanilla's fancy leaves draw them.
#[default]
Off,
/// Leaves surrounded on all six sides by leaves or full opaque cubes draw
/// in the opaque layer, so their cutouts no longer show the layers behind.
Solid,
/// Like `Solid`, but a leaf with one open side draws opaque too: the
/// exposed shell thins by a layer and the canopy looks chunkier.
SolidAggressive,
/// Drops the faces two leaves share. Faces toward air, cavities, partial
/// models, unknown neighbours and section boundaries stay.
Hollow,
}
impl LeafCullingMode {
pub const ALL: [LeafCullingMode; 4] = [
LeafCullingMode::Off,
LeafCullingMode::Solid,
LeafCullingMode::SolidAggressive,
LeafCullingMode::Hollow,
];
pub fn name(self) -> &'static str {
match self {
LeafCullingMode::Off => "off",
LeafCullingMode::Solid => "solid",
LeafCullingMode::SolidAggressive => "solid_aggressive",
LeafCullingMode::Hollow => "hollow",
}
}
pub fn label(self) -> &'static str {
match self {
LeafCullingMode::Off => "Off",
LeafCullingMode::Solid => "Solid",
LeafCullingMode::SolidAggressive => "Solid Aggressive",
LeafCullingMode::Hollow => "Hollow",
}
}
/// Whether this mode draws interior leaf faces in the solid layer.
pub fn is_interior(self) -> bool {
matches!(
self,
LeafCullingMode::Solid | LeafCullingMode::SolidAggressive
)
}
fn parse(s: &str) -> Self {
Self::ALL
.into_iter()
.find(|mode| mode.name() == s)
.unwrap_or_default()
}
}
/// TAA upscaling: the world renders this much smaller than the resolution scale's size,
/// and TAA builds the full-size picture from the jittered frames (FSR's and DLSS's ratios).
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
@@ -487,46 +361,6 @@ impl Graphics {
pub fn lod_distance_on(&self, info: &wgpu::AdapterInfo) -> u32 {
lod_distance_capped(self.lod_distance, info)
}
/// Whether the selected packs leave vanilla's block models in place.
/// Horizon's occlusion assumptions (entity and leaf culling) hold only
/// for those: a pack can replace an opaque cube's model or a leaf's.
pub fn vanilla_models(&self, resource_packs: &[String]) -> bool {
resource_packs.iter().all(|id| id == "vanilla")
}
/// The same check including packs overlaid by the connected server.
/// Their ids are namespaced as `server/...`, so an active server pack
/// disables model-dependent occlusion assumptions.
pub fn vanilla_models_with_server_packs<'a>(
&self,
resource_packs: impl IntoIterator<Item = &'a str>,
server_packs: impl IntoIterator<Item = &'a str>,
) -> bool {
resource_packs
.into_iter()
.chain(server_packs)
.all(|id| id == "vanilla")
}
/// The leaf culling the mesher may apply. A pack that can replace leaf
/// models falls back to `Off`, which draws exactly vanilla's leaves.
pub fn leaf_culling_effective(&self, resource_packs: &[String]) -> LeafCullingMode {
if self.vanilla_models(resource_packs) {
self.leaf_culling
} else {
LeafCullingMode::Off
}
}
/// The effective mode when local and server resource packs are active.
pub fn leaf_culling_effective_with_server_packs<'a>(
&self,
resource_packs: impl IntoIterator<Item = &'a str>,
server_packs: impl IntoIterator<Item = &'a str>,
) -> LeafCullingMode {
if self.vanilla_models_with_server_packs(resource_packs, server_packs) {
self.leaf_culling
} else {
LeafCullingMode::Off
}
}
}
#[derive(Clone, Debug, PartialEq)]
pub struct Graphics {
@@ -537,12 +371,8 @@ pub struct Graphics {
pub far_detail: FarDetail,
/// Skip sections hidden behind closed ones (vanilla's occlusion graph).
pub cave_culling: bool,
/// Skip drawing entities hidden behind opaque terrain, synchronously or asynchronously.
pub entity_culling: EntityCullingMode,
/// Terrain leaf faces inside a canopy (see [`LeafCullingMode`]); `Off` draws
/// vanilla's fancy leaves. Ignored with a resource pack that may replace
/// the vanilla leaf models ([`Graphics::leaf_culling_effective`]).
pub leaf_culling: LeafCullingMode,
/// Skip drawing entities hidden behind opaque terrain.
pub entity_culling: bool,
/// Meshed sections uploaded per frame; 0 uploads all that are ready.
pub chunk_updates: u32,
/// Section mesh bytes uploaded per frame, in KiB; 0 is unlimited.
@@ -572,8 +402,6 @@ pub struct Graphics {
pub upscaling: Upscaling,
/// F2 screenshots at this many times the game's resolution: 1, 2, 4 or 8.
pub screenshot_quality: u32,
/// Frame generation (Horizon setting), off by default.
pub frame_generation: FrameGeneration,
/// HDR output (HDR10, or scRGB), where the display path offers it.
pub hdr: bool,
/// HDR paper white (where SDR white sits), in nits; 0 is Auto: the desktop's SDR
@@ -617,8 +445,7 @@ impl Default for Graphics {
lod_distance: 0,
far_detail: FarDetail::Full,
cave_culling: true,
entity_culling: EntityCullingMode::Off,
leaf_culling: LeafCullingMode::Off,
entity_culling: false,
chunk_updates: 0,
upload_budget_kib: 0,
texture_budget_mib: 0,
@@ -636,7 +463,6 @@ impl Default for Graphics {
taa: false,
upscaling: Upscaling::Native,
screenshot_quality: 1,
frame_generation: FrameGeneration::Off,
hdr: false,
hdr_paper_white: 0,
hdr_peak: 0,
@@ -688,8 +514,7 @@ impl Graphics {
}
"farDetail" => g.far_detail = FarDetail::parse(value),
"caveCulling" => g.cave_culling = flag(g.cave_culling),
"entityCulling" => g.entity_culling = EntityCullingMode::parse(value),
"leafCulling" => g.leaf_culling = LeafCullingMode::parse(value),
"entityCulling" => g.entity_culling = flag(g.entity_culling),
"chunkUpdates" => g.chunk_updates = number(g.chunk_updates).min(512),
"uploadBudgetKiB" => g.upload_budget_kib = number(g.upload_budget_kib).min(65536),
"textureBudgetMiB" => {
@@ -718,7 +543,6 @@ impl Graphics {
.filter(|q| SCREENSHOT_QUALITIES.contains(q))
.unwrap_or(1)
}
"frameGeneration" => g.frame_generation = FrameGeneration::parse(value),
"hdr" => g.hdr = flag(g.hdr),
"hdrPaperWhite" => {
g.hdr_paper_white = match number(g.hdr_paper_white) {
@@ -756,13 +580,12 @@ impl Graphics {
}
pub fn serialize(&self) -> String {
format!(
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nleafCulling:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\ntranslucentBatching:{}\n",
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nscreenshotQuality:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\ntranslucentBatching:{}\n",
self.preset.name(),
self.lod_distance,
self.far_detail.name(),
bool_text(self.cave_culling),
self.entity_culling.name(),
self.leaf_culling.name(),
bool_text(self.entity_culling),
self.chunk_updates,
self.upload_budget_kib,
self.texture_budget_mib,
@@ -787,7 +610,6 @@ impl Graphics {
bool_text(self.taa),
self.upscaling.name(),
self.screenshot_quality,
self.frame_generation.name(),
bool_text(self.hdr),
self.hdr_paper_white,
self.hdr_peak,
@@ -919,8 +741,7 @@ mod tests {
lod_distance: 256,
far_detail: FarDetail::Reduced,
cave_culling: false,
entity_culling: EntityCullingMode::Synchronous,
leaf_culling: LeafCullingMode::SolidAggressive,
entity_culling: true,
chunk_updates: 12,
upload_budget_kib: 4096,
texture_budget_mib: 1536,
@@ -938,7 +759,6 @@ mod tests {
taa: true,
upscaling: Upscaling::Balanced,
screenshot_quality: 4,
frame_generation: FrameGeneration::Fsr31,
hdr: true,
hdr_paper_white: 240,
hdr_peak: 1400,
@@ -952,21 +772,6 @@ mod tests {
shader_pack: "Golden Hour".into(),
};
assert_eq!(Graphics::parse(&g.serialize()), g);
for mode in EntityCullingMode::ALL {
let graphics = Graphics {
entity_culling: mode,
..Graphics::default()
};
assert_eq!(Graphics::parse(&graphics.serialize()), graphics);
}
assert_eq!(
Graphics::parse("entityCulling:true\n").entity_culling,
EntityCullingMode::Synchronous
);
assert_eq!(
Graphics::parse("entityCulling:false\n").entity_culling,
EntityCullingMode::Off
);
assert_eq!(Graphics::parse(""), Graphics::default());
// Translucent Batching is opt-in for now: only the file turns it on.
assert!(!Graphics::default().translucent_batching);
@@ -996,96 +801,11 @@ mod tests {
Graphics::default()
);
assert_eq!(
Graphics::parse(
"workers:abc\nsky:maybe\ncullLeaves:true\nentityCulling:maybe\nleafCulling:maybe\n"
),
Graphics::parse("workers:abc\nsky:maybe\ncullLeaves:true\nentityCulling:maybe\n"),
Graphics::default()
);
}
#[test]
fn leaf_culling_round_trips_its_stable_names() {
assert_eq!(Graphics::default().leaf_culling, LeafCullingMode::Off);
for mode in LeafCullingMode::ALL {
let g = Graphics {
leaf_culling: mode,
..Graphics::default()
};
assert_eq!(Graphics::parse(&g.serialize()), g, "{mode:?}");
assert_eq!(
Graphics::parse(&format!("leafCulling:{}\n", mode.name())).leaf_culling,
mode
);
}
for text in [
"leafCulling:other\n",
"leafCulling:\n",
"leafCulling:SOLID\n",
] {
assert_eq!(
Graphics::parse(text).leaf_culling,
LeafCullingMode::Off,
"{text:?}"
);
}
}
#[test]
fn presets_keep_the_leaf_culling_choice() {
for mode in LeafCullingMode::ALL {
for preset in Preset::ALL {
let mut s = crate::settings::Settings::default();
s.horizon.leaf_culling = mode;
apply_preset(preset, &mut s);
assert_eq!(s.horizon.leaf_culling, mode, "{preset:?}");
assert_eq!(Graphics::parse(&s.horizon.serialize()), s.horizon);
}
}
}
#[test]
fn custom_packs_turn_leaf_culling_off() {
let g = Graphics {
leaf_culling: LeafCullingMode::Hollow,
..Graphics::default()
};
assert!(g.vanilla_models(&["vanilla".into()]));
assert_eq!(
g.leaf_culling_effective(&["vanilla".into()]),
LeafCullingMode::Hollow
);
assert!(!g.vanilla_models(&["vanilla".into(), "My Pack".into()]));
assert_eq!(
g.leaf_culling_effective(&["vanilla".into(), "My Pack".into()]),
LeafCullingMode::Off
);
assert_eq!(g.leaf_culling_effective(&[]), LeafCullingMode::Hollow);
}
#[test]
fn server_pack_apply_disables_leaf_culling_and_removal_restores_it() {
let g = Graphics {
leaf_culling: LeafCullingMode::Solid,
..Graphics::default()
};
let selected = ["vanilla"];
let applied_server_pack = ["server/0123456789abcdef/model-pack.zip"];
assert_eq!(
g.leaf_culling_effective_with_server_packs(selected, applied_server_pack),
LeafCullingMode::Off,
"an applied server pack can replace block models"
);
assert!(!g.vanilla_models_with_server_packs(selected, applied_server_pack));
assert_eq!(
g.leaf_culling_effective_with_server_packs(selected, []),
LeafCullingMode::Solid,
"removing the server pack restores the selected local mode"
);
assert!(g.vanilla_models_with_server_packs(selected, []));
}
#[test]
fn integrated_gpus_other_than_apple_cap_the_lod_distance() {
let adapter = |name: &str, device_type| wgpu::AdapterInfo {
+20 -139
View File
@@ -2,10 +2,7 @@
//! they show, in what groups, with what description and cost, and their
//! input. How they look comes from `graphics_style`.
use crate::{
graphics::{
EntityCullingMode, FarDetail, FrameGeneration, GraphicsApi, LeafCullingMode, Overlay,
Pacing, PresentMode, Preset, Upscaling,
},
graphics::{FarDetail, GraphicsApi, Overlay, Pacing, PresentMode, Preset, Upscaling},
graphics_style::{Cost, STYLE},
hud::{HudAtlas, HudBatch},
lang,
@@ -30,7 +27,6 @@ pub enum H {
FarDetail,
CaveCulling,
EntityCulling,
LeafCulling,
ChunkUpdates,
UploadBudget,
Sky,
@@ -46,7 +42,6 @@ pub enum H {
Antialiasing,
Upscaling,
ScreenshotQuality,
FrameGeneration,
Hdr,
/// Opens `Level::Hdr`.
HdrSettings,
@@ -192,12 +187,6 @@ pub fn rows(level: Level) -> Vec<Row> {
Medium,
"How far away mobs and items are drawn, as a share of normal.",
),
h(
H::ChunkUpdates,
Low,
"Meshed sections uploaded per frame. Lower is smoother while loading.",
),
Row::Header("Culling"),
h(
H::CaveCulling,
Saves,
@@ -206,12 +195,12 @@ pub fn rows(level: Level) -> Vec<Row> {
h(
H::EntityCulling,
None,
"Hides models behind opaque blocks. Async checks off-thread; entities tick.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.",
),
h(
H::LeafCulling,
Saves,
"Draws or drops leaf faces inside canopies. Off keeps vanilla's fancy leaves.",
H::ChunkUpdates,
Low,
"Meshed sections uploaded per frame. Lower is smoother while loading.",
),
Row::Header("Quality"),
v(
@@ -302,11 +291,6 @@ pub fn rows(level: Level) -> Vec<Row> {
None,
"F2 screenshots at this many times the game's resolution. Higher takes longer.",
),
h(
H::FrameGeneration,
Medium,
"Shows a made-up frame between each two real ones: smoother, a little more lag.",
),
h(
H::HdrSettings,
None,
@@ -462,16 +446,6 @@ fn description(item: Item, s: &Settings, text: &'static str) -> &'static str {
(Item::Horizon(H::HdrPeak | H::HdrPaperWhite), Setup::Automatic | Setup::Changed) => {
"Set up for your display. Leave on Auto unless it looks wrong."
}
(Item::Horizon(H::LeafCulling), _) => match s.horizon.leaf_culling {
LeafCullingMode::Off => "Every leaf face. Vanilla's fancy leaves.",
LeafCullingMode::Solid => {
"Leaves fully inside a canopy draw solid: fewer see-through layers."
}
LeafCullingMode::SolidAggressive => {
"Leaves with one open side draw solid too: faster, chunkier edges."
}
LeafCullingMode::Hollow => "Drops faces between leaves: faster, but gaps look through.",
},
_ => text,
}
}
@@ -541,8 +515,7 @@ impl H {
},
H::FarDetail => labelled("Far Detail", g.far_detail.label()),
H::CaveCulling => labelled("Cave Culling", on_off(g.cave_culling)),
H::EntityCulling => labelled("Entity Culling", g.entity_culling.label()),
H::LeafCulling => labelled("Leaf Culling", g.leaf_culling.label()),
H::EntityCulling => labelled("Entity Culling", on_off(g.entity_culling)),
H::ChunkUpdates => match g.chunk_updates {
0 => labelled("Chunk Updates", "Unlimited"),
n => labelled("Chunk Updates", lang::tr("%s per frame", &[&n])),
@@ -587,7 +560,6 @@ impl H {
H::ScreenshotQuality => {
labelled("Screenshot Quality", format!("{}x", g.screenshot_quality))
}
H::FrameGeneration => labelled("Frame Generation", g.frame_generation.label()),
H::Hdr => labelled("HDR", on_off(g.hdr)),
H::HdrSettings => Text::literal(lang::get("HDR Settings...")),
H::HdrCalibrate => Text::literal(lang::get(match setup(s) {
@@ -618,7 +590,7 @@ impl H {
),
H::HdrUiBrightness => labelled("UI Brightness", format!("{}%", g.hdr_ui_brightness)),
H::HdrKey => {
Text::translate("Shortcut: %s", &[crate::keybinds::display_name(&g.hdr_key)])
Text::literal("Shortcut: ").append(crate::keybinds::display_name(&g.hdr_key))
}
H::BatteryMode => labelled("Battery Mode", on_off(g.battery)),
H::ShadowCache => labelled("Shadow Cache", on_off(g.shadow_cache)),
@@ -676,12 +648,7 @@ impl H {
g.far_detail = step(&[FarDetail::Full, FarDetail::Reduced], g.far_detail, back)
}
H::CaveCulling => g.cave_culling = !g.cave_culling,
H::EntityCulling => {
g.entity_culling = step(&EntityCullingMode::ALL, g.entity_culling, back)
}
H::LeafCulling => {
g.leaf_culling = step(&LeafCullingMode::ALL, g.leaf_culling, back);
}
H::EntityCulling => g.entity_culling = !g.entity_culling,
H::Sky => g.sky = !g.sky,
H::Fog => g.fog = !g.fog,
H::Weather => g.weather = !g.weather,
@@ -711,9 +678,6 @@ impl H {
back,
)
}
H::FrameGeneration => {
g.frame_generation = step(&FrameGeneration::ALL, g.frame_generation, back)
}
H::Hdr => g.hdr = !g.hdr,
H::BatteryMode => g.battery = !g.battery,
H::ShadowCache => g.shadow_cache = !g.shadow_cache,
@@ -772,6 +736,7 @@ impl Item {
let g = &s.horizon;
Some(match self {
Item::Horizon(H::CaveCulling) => g.cave_culling,
Item::Horizon(H::EntityCulling) => g.entity_culling,
Item::Horizon(H::Sky) => g.sky,
Item::Horizon(H::Fog) => g.fog,
Item::Horizon(H::Weather) => g.weather,
@@ -839,7 +804,6 @@ impl Item {
| H::Pacing
| H::PresentMode
| H::Workers
| H::FrameGeneration
| H::BatteryMode
| H::ShadowCache
| H::GraphicsApi
@@ -1075,12 +1039,9 @@ impl GraphicsUi {
let mut label = item.label(s);
if item == Item::Horizon(H::HdrKey) && self.binding.is_some() {
// KeyBindsScreen: "> key <" while it waits.
label = Text::translate(
"Shortcut: %s",
&[Text::literal("> ")
.append(crate::keybinds::display_name(&s.horizon.hdr_key))
.append(" <")],
);
label = Text::literal("Shortcut: > ")
.append(crate::keybinds::display_name(&s.horizon.hdr_key))
.append(" <");
}
let blocked = item.blocked(s);
let live = blocked.is_none();
@@ -1865,92 +1826,16 @@ mod tests {
}
#[test]
fn leaf_culling_cycles_modes_in_the_advanced_culling_group() {
let mut s = Settings::default();
let item = Item::Horizon(H::LeafCulling);
assert_eq!(item.switch(&s), None);
assert_eq!(item.label(&s).plain(), "Leaf Culling: Off");
for label in ["Solid", "Solid Aggressive", "Hollow", "Off"] {
item.cycle(&mut s, false, [854, 480]);
assert_eq!(item.label(&s).plain(), format!("Leaf Culling: {label}"));
assert_eq!(
crate::graphics::Graphics::parse(&s.horizon.serialize()).leaf_culling,
s.horizon.leaf_culling
);
}
item.cycle(&mut s, true, [854, 480]);
assert_eq!(s.horizon.leaf_culling, LeafCullingMode::Hollow);
// The three culling settings share one group, below Rendering's chunk
// updates and above Quality.
let rows = rows(Level::Advanced);
let culling = rows
.iter()
.position(|row| matches!(row, Row::Header("Culling")))
.unwrap();
assert!(matches!(
rows.get(culling + 1),
Some(Row::Setting(setting)) if setting.item == Item::Horizon(H::CaveCulling)
));
assert!(matches!(
rows.get(culling + 2),
Some(Row::Setting(setting)) if setting.item == Item::Horizon(H::EntityCulling)
));
assert!(matches!(
rows.get(culling + 3),
Some(Row::Setting(setting)) if setting.item == item
));
assert!(matches!(
rows.get(culling + 4),
Some(Row::Header("Quality"))
));
// The description names what the picked mode does.
for mode in LeafCullingMode::ALL {
s.horizon.leaf_culling = mode;
let text = description(item, &s, "fallback");
assert_ne!(text, "fallback", "{mode:?}");
assert!(text.len() < 80, "{mode:?}: {text}");
}
// A click cycles it and leaves the preset, as the other quality
// settings do.
let mut ui = GraphicsUi::default();
let size = (480.0, 4000.0);
let (widgets, _, _) = ui.layout(Level::Advanced, &s, size.0, size.1);
let control = widgets
.iter()
.find(|w| matches!(w.target, Target::Item(i) if i == item))
.unwrap();
s.horizon.preset = Preset::Balanced;
s.horizon.leaf_culling = LeafCullingMode::Off;
assert_eq!(
ui.click(
Level::Advanced,
&mut s,
(control.x + 1.0, control.y + 1.0),
size,
[854, 480],
false,
false
),
vec![Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.leaf_culling, LeafCullingMode::Solid);
assert_eq!(s.horizon.preset, Preset::Custom);
}
#[test]
fn entity_culling_modes_are_opt_in_and_cycle_from_advanced_graphics() {
fn entity_culling_is_opt_in_and_toggles_from_advanced_graphics() {
let mut s = Settings::default();
let item = Item::Horizon(H::EntityCulling);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Off);
assert_eq!(item.switch(&s), Some(false));
assert_eq!(item.label(&s).plain(), "Entity Culling: Off");
for mode in EntityCullingMode::ALL {
s.horizon.entity_culling = mode;
for enabled in [false, true] {
s.horizon.entity_culling = enabled;
for preset in Preset::ALL {
crate::graphics::apply_preset(preset, &mut s);
assert_eq!(s.horizon.entity_culling, mode);
assert_eq!(s.horizon.entity_culling, enabled);
}
}
@@ -1962,11 +1847,7 @@ mod tests {
.find(|w| matches!(w.target, Target::Item(i) if i == item))
.unwrap();
let point = (switch.x + 1.0, switch.y + 1.0);
for mode in [
EntityCullingMode::Off,
EntityCullingMode::Synchronous,
EntityCullingMode::Asynchronous,
] {
for enabled in [false, true] {
s.horizon.preset = Preset::Balanced;
assert_eq!(
ui.click(
@@ -1980,10 +1861,10 @@ mod tests {
),
vec![Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, mode);
assert_eq!(item.switch(&s), Some(enabled));
assert_eq!(s.horizon.preset, Preset::Custom);
}
assert_eq!(item.label(&s).plain(), "Entity Culling: Asynchronous");
assert_eq!(item.label(&s).plain(), "Entity Culling: On");
}
#[test]
@@ -18,7 +18,6 @@
//! or Escape leaves them as they were.
use crate::{
hud::{HudAtlas, HudBatch, rgba},
lang,
settings::Settings,
text::Text,
ui,
@@ -65,19 +64,14 @@ impl Step {
Step::PaperWhite => (10.0, 480.0, 10.0),
}
}
/// The English name, which is also its key in the language table.
fn name_key(self) -> &'static str {
fn name(self) -> &'static str {
match self {
Step::Black => "Black Level",
Step::Peak => "Peak Brightness",
Step::PaperWhite => "Paper White",
}
}
fn name(self) -> String {
lang::get(self.name_key())
}
/// The English hint, which is also its key in the language table.
fn hint_key(self) -> &'static str {
fn hint(self) -> &'static str {
match self {
Step::Black => "Lower it until the logo just disappears into the black.",
Step::Peak => "Raise it until the logo just disappears into the bright square.",
@@ -145,16 +139,10 @@ impl Calibration {
}
fn label(&self) -> Text {
let v = self.values[self.step];
let step = self.current();
let nits = match step {
Step::Black => format!("{v:.2}"),
_ => format!("{v:.0}"),
};
Text::literal(format!(
"{}: {}",
step.name(),
lang::tr("%s nits", &[&nits])
))
Text::literal(match self.current() {
Step::Black => format!("Black Level: {v:.2} nits"),
step => format!("{}: {v:.0} nits", step.name()),
})
}
/// The step, its nits and where the controls start (a share of the height), for
/// HDR output's test picture.
@@ -172,12 +160,14 @@ impl Calibration {
batch.fill(atlas, 0.0, 0.0, w, h, rgba(0, 0, 0, 255));
batch.fill(atlas, 0.0, l.top, w, h - l.top, rgba(24, 24, 24, 255));
let step = self.current();
let title = Text::literal(lang::tr(
"HDR Calibration %s/%s: %s",
&[&(self.step + 1), &STEPS.len(), &step.name()],
let title = Text::literal(format!(
"HDR Calibration {}/{}: {}",
self.step + 1,
STEPS.len(),
step.name()
));
ui::centered_text(batch, atlas, &title, 0.0, l.top + 6.0, w, u32::MAX);
let hint = Text::literal(lang::get(step.hint_key()));
let hint = Text::literal(step.hint());
ui::centered_text(
batch,
atlas,
@@ -202,12 +192,10 @@ impl Calibration {
self.dragging,
);
let last = self.step + 1 == STEPS.len();
let save = lang::get_or("selectWorld.edit.save", "Save");
let next = lang::get("Next");
for (rect, label, active) in [
(l.cancel, lang::get_or("gui.cancel", "Cancel"), true),
(l.back, lang::get_or("gui.back", "Back"), self.step > 0),
(l.next, if last { save } else { next }, true),
(l.cancel, "Cancel", true),
(l.back, "Back", self.step > 0),
(l.next, if last { "Save" } else { "Next" }, true),
] {
let hover = over(cursor, rect) && active;
ui::button(
+28 -127
View File
@@ -83,8 +83,6 @@ pub struct HudAtlas {
/// A resource pack's own `core/text` shader for the GUI's text, translated;
/// none draws the text natively.
pub text_shader: Option<std::sync::Arc<horizon_shaders::CoreProgram>>,
/// The packs' OptiFine random entity textures, whose variants this atlas packs.
pub random_textures: horizon_optifine::random_textures::RandomTextures,
white: Rect,
}
/// Atlas rows reserved for glyphs rasterized at run time.
@@ -120,7 +118,6 @@ pub fn decode(path: &Path) -> Result<(u32, u32, Vec<u8>)> {
/// A PNG in memory as RGBA pixels.
pub fn decode_bytes(data: &[u8]) -> Result<(u32, u32, Vec<u8>)> {
let mut decoder = png::Decoder::new(std::io::Cursor::new(data));
decoder.ignore_checksums(true);
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info()?;
let mut bytes = vec![0; reader.output_buffer_size().ok_or("image too large")?];
@@ -215,28 +212,6 @@ fn wrap_border((name, w, h, data): &PackedImage) -> PackedImage {
}
(name.clone(), bw, bh, out)
}
/// Folders of `assets/minecraft/textures/` that [`HudAtlas::pack`] walks for
/// the full atlas. A pack may add others through `atlases/blocks.json`.
const WALKED_TEXTURE_FOLDERS: &[&str] = &[
"gui",
"item",
"block",
"font",
"environment",
"misc",
"painting",
"entity",
"particle",
"mob_effect",
"map",
];
fn walked_minecraft_texture(name: &str) -> bool {
WALKED_TEXTURE_FOLDERS
.iter()
.any(|folder| name.starts_with(folder) && name.as_bytes().get(folder.len()) == Some(&b'/'))
}
/// Sprites the atlas definitions (`atlases/*.json`) add beyond the texture
/// files already packed: generated ones (`paletted_permutations` such as the
/// armour trim sprites, `unstitch` regions) and files listed under another id,
@@ -264,13 +239,11 @@ fn atlas_sprites(root: &Path, packed: &[PackedImage]) -> (Vec<PackedImage>, Vec<
if have.contains(name.as_str()) {
continue;
}
// A file under a walked folder is packed under its own name already:
// only a renamed one is new. Other namespaces' files (content mods)
// are never in those folders, nor are extra directories a pack adds
// to the blocks atlas (`custom/...`).
// A vanilla file is packed under its own name already: only a
// renamed one is new. Other namespaces' files (content mods) are
// never in the walked directories.
if let SpriteOrigin::File(texture) = &origin
&& texture.strip_prefix("minecraft:") == Some(name.as_str())
&& walked_minecraft_texture(name.as_str())
{
continue;
}
@@ -373,7 +346,24 @@ impl HudAtlas {
/// The atlas of a resource root that layers packs over `defaults` (the
/// game's own resources), whose textures give the sprites' GUI sizes.
pub fn build_over(root: &Path, defaults: &Path) -> Result<Self> {
let mut atlas = Self::pack(root, defaults, WALKED_TEXTURE_FOLDERS, true)?;
let mut atlas = Self::pack(
root,
defaults,
&[
"gui",
"item",
"block",
"font",
"environment",
"misc",
"painting",
"entity",
"particle",
"mob_effect",
"map",
],
true,
)?;
atlas.text_shader = pack_text::load(root, defaults);
Ok(atlas)
}
@@ -489,7 +479,6 @@ impl HudAtlas {
glint_armor: (vec![0; 4], 1, 1),
white,
text_shader: None,
random_textures: Default::default(),
}
}
/// Shelf placements of `images` (tallest first) in the narrowest atlas
@@ -578,41 +567,15 @@ impl HudAtlas {
let s = p.to_string_lossy();
!s.contains("title/background") && !s.contains("realms") && !s.contains("presets")
});
// OptiFine random entity variants, under the names their scan gives them (those
// outside `textures/` are `<ns>:optifine/random/...`).
let random_textures = if folders.contains(&"entity") {
horizon_optifine::random_textures::RandomTextures::scan(root)
} else {
Default::default()
};
let mut named: HashMap<PathBuf, String> = HashMap::new();
for (file, name) in random_textures.files() {
named.insert(root.join(file), name.to_owned());
}
if !named.is_empty() {
// Those beside their texture are walked already.
let walked: HashSet<&PathBuf> = files.iter().collect();
let mut extra: Vec<PathBuf> = named
.keys()
.filter(|p| !walked.contains(p))
.cloned()
.collect();
extra.sort();
files.extend(extra);
}
type Decoded = (PackedImage, Option<TextureFlags>, Option<(u32, u32)>, bool);
let decode_one = |path: &PathBuf| -> Option<Decoded> {
let name = if let Some(name) = named.get(path) {
name.clone()
} else {
match path.strip_prefix(&textures) {
Ok(rel) => rel.with_extension("").to_string_lossy().replace('\\', "/"),
Err(_) => {
let rel = path.strip_prefix(&assets).ok()?.with_extension("");
let rel = rel.to_string_lossy().replace('\\', "/");
let (namespace, rest) = rel.split_once("/textures/")?;
format!("{namespace}:{rest}")
}
let name = match path.strip_prefix(&textures) {
Ok(rel) => rel.with_extension("").to_string_lossy().replace('\\', "/"),
Err(_) => {
let rel = path.strip_prefix(&assets).ok()?.with_extension("");
let rel = rel.to_string_lossy().replace('\\', "/");
let (namespace, rest) = rel.split_once("/textures/")?;
format!("{namespace}:{rest}")
}
};
// LabPBR's maps beside a texture are the world's (sprites.rs), not images to draw.
@@ -814,7 +777,6 @@ impl HudAtlas {
glint,
glint_armor,
text_shader: None,
random_textures,
font,
white,
})
@@ -2159,40 +2121,6 @@ impl HudRenderer {
mod tests {
use super::*;
#[test]
fn decode_bytes_ignores_crc_checksum_error() {
let mut encoded = Vec::new();
{
let mut encoder = png::Encoder::new(&mut encoded, 2, 2);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let mut writer = encoder.write_header().unwrap();
writer
.write_image_data(&[
255, 0, 0, 255, 0, 255, 0, 255, 0, 0, 255, 255, 255, 255, 255, 255,
])
.unwrap();
writer.finish().unwrap();
}
let idat_pos = encoded
.windows(4)
.position(|w| w == b"IDAT")
.expect("IDAT chunk");
let len = u32::from_be_bytes([
encoded[idat_pos - 4],
encoded[idat_pos - 3],
encoded[idat_pos - 2],
encoded[idat_pos - 1],
]) as usize;
let crc_pos = idat_pos + 4 + len;
encoded[crc_pos] ^= 0xFF;
let (w, h, rgba) = decode_bytes(&encoded).expect("should decode despite bad CRC");
assert_eq!(w, 2);
assert_eq!(h, 2);
assert_eq!(rgba.len(), 16);
}
#[test]
fn clip_since_keeps_the_visible_part_of_a_straddling_triangle() {
let mut batch = HudBatch::new([320, 240]);
@@ -2405,33 +2333,6 @@ mod tests {
assert_eq!(texel_at(&atlas, rect, 0, 0), [0, 255, 0, 255]);
}
#[test]
fn a_pack_directory_outside_the_walked_folders_still_packs() {
let root =
std::env::temp_dir().join(format!("horizon-atlas-custom-{}", std::process::id()));
let _ = fs::remove_dir_all(&root);
let atlases = root.join("assets/minecraft/atlases");
let custom = root.join("assets/minecraft/textures/custom");
fs::create_dir_all(&atlases).unwrap();
fs::create_dir_all(&custom).unwrap();
fs::write(
atlases.join("blocks.json"),
r#"{"sources":[{"type":"directory","source":"custom","prefix":"custom/"}]}"#,
)
.unwrap();
write_strip(
&custom.join("test.png"),
16,
16,
&[[40, 180, 80, 255]],
None,
);
let atlas = HudAtlas::build(&root).unwrap();
let rect = atlas.sprites["custom/test"];
assert_eq!(rect.texels((atlas.width, atlas.height)), (16, 16));
assert_eq!(texel_at(&atlas, rect, 0, 0), [40, 180, 80, 255]);
let _ = fs::remove_dir_all(&root);
}
#[test]
fn another_namespaces_animated_item_texture_packs_its_first_frame_and_animates() {
let root =
std::env::temp_dir().join(format!("horizon-atlas-ns-anim-{}", std::process::id()));
-3
View File
@@ -8,7 +8,6 @@ pub mod auth;
pub mod ban_notice;
pub mod bidi;
pub mod biome;
pub mod block_edit;
pub mod block_entities;
pub mod block_entity_anim;
pub mod block_entity_render;
@@ -19,11 +18,9 @@ pub mod camera;
pub mod chat;
pub mod chunk;
pub mod chunk_map;
pub mod cit;
pub mod clouds;
pub mod collisions;
pub mod command_block;
pub mod connected;
pub mod containers;
pub mod crash;
pub mod datapack;
+13 -60
View File
@@ -592,21 +592,18 @@ pub fn apply_relighting(chunk: &mut Chunk, lights: Vec<Light>, changed: &mut Lig
changed.keyed(chunk.layout());
for (sy, (section, light)) in chunk.sections.iter_mut().zip(lights).enumerate() {
let old = &section.light;
let classes = match (old, &light) {
(Light::Uniform(a), Light::Uniform(b)) if a == b => continue,
// (most sections of a chunk relit for a neighbour's edit keep their light: one comparison of the whole)
(Light::Full(a), Light::Full(b)) => LightChanges::classes_differing(a, b),
_ => {
let mut classes = 0;
for i in 0..4096 {
if old.get(i) != light.get(i) {
let (x, y, z) = (i as i32 & 15, (i >> 8) as i32, (i >> 4) as i32 & 15);
classes |= 1 << LightChanges::class(x, y, z);
}
}
classes
if let (Light::Uniform(a), Light::Uniform(b)) = (old, &light)
&& a == b
{
continue;
}
let mut classes = 0;
for i in 0..4096 {
if old.get(i) != light.get(i) {
let (x, y, z) = (i as i32 & 15, (i >> 8) as i32, (i >> 4) as i32 & 15);
classes |= 1 << LightChanges::class(x, y, z);
}
};
}
if classes != 0 {
changed.add((chunk.x, sy as i32, chunk.z), classes);
Arc::make_mut(section).light = light;
@@ -850,7 +847,7 @@ pub struct LightChanges {
impl LightChanges {
/// Changes in chunks of `layout`: what the relighter or a light job adds
/// after this (they all come from one level).
pub fn keyed(&mut self, layout: ColumnLayout) {
fn keyed(&mut self, layout: ColumnLayout) {
debug_assert!(self.sections.is_empty() || self.layout == layout);
self.layout = layout;
}
@@ -861,7 +858,7 @@ impl LightChanges {
*self.sections.entry(key).or_default() |= 1 << Self::class(x, y, z);
}
/// Cells of section `key` (x, section index, z) in the given classes.
pub fn add(&mut self, key: Pos, classes: u32) {
fn add(&mut self, key: Pos, classes: u32) {
*self.sections.entry(key).or_default() |= classes;
}
/// The class of a cell in its section: per axis 0 on the low face, 1
@@ -874,25 +871,6 @@ impl LightChanges {
};
axis(x) + 3 * axis(y) + 9 * axis(z)
}
/// The classes (bit `class`) of the cells, in a section's index order (`y << 8 | z << 4 | x`), where `a` and
/// `b` differ.
pub fn classes_differing<T: PartialEq>(a: &[T; 4096], b: &[T; 4096]) -> u32 {
let mut classes = 0;
// (a row of 16 along x at a time: the rows alike, most of them, cost one comparison)
let (rows_a, rows_b) = (a.as_chunks::<16>().0, b.as_chunks::<16>().0);
for (row, (ra, rb)) in rows_a.iter().zip(rows_b).enumerate() {
if ra == rb {
continue;
}
let (y, z) = ((row >> 4) as i32, (row & 15) as i32);
for x in 0..16 {
if ra[x] != rb[x] {
classes |= 1 << Self::class(x as i32, y, z);
}
}
}
classes
}
pub fn is_empty(&self) -> bool {
self.sections.is_empty()
}
@@ -1178,31 +1156,6 @@ mod tests {
use super::*;
use crate::chunk::{HEIGHT, MIN_Y, SECTIONS};
#[test]
fn changed_cells_dirty_only_the_sections_within_a_block() {
let dirty = |cells: &[(usize, usize, usize)]| {
let a = [0u8; 4096];
let mut b = a;
for &(x, y, z) in cells {
b[y << 8 | z << 4 | x] = 1;
}
let mut changes = LightChanges::default();
changes.add((0, 5, 0), LightChanges::classes_differing(&a, &b));
let mut out = Vec::new();
changes.dirty_sections(|p| out.push(p));
out.sort_unstable();
out
};
assert_eq!(dirty(&[]), Vec::<Pos>::new());
assert_eq!(dirty(&[(5, 5, 5), (9, 1, 14)]), vec![(0, 5, 0)]);
assert_eq!(dirty(&[(0, 5, 5)]), vec![(-1, 5, 0), (0, 5, 0)]);
assert_eq!(
dirty(&[(15, 15, 5)]),
vec![(0, 5, 0), (0, 6, 0), (1, 5, 0), (1, 6, 0)]
);
assert_eq!(dirty(&[(0, 0, 0)]).len(), 8);
}
const AIR: u32 = 0;
const STONE: u32 = 1;
const TORCH: u32 = 2;
+37 -329
View File
@@ -4,22 +4,18 @@
//! cardinal shading, tint sources, block offsets; see `lighting`). Fluids
//! follow `FluidRenderer` (see `fluid`).
mod fluid;
mod leaf_culling;
mod lighting;
mod sides;
use crate::connected::{Pick, TileLayer};
use crate::{
assets::{Assets, RenderAssets},
biome::Biomes,
blocks::{BlockFacts, RenderShape},
chunk::{Chunk, MIN_Y},
graphics::LeafCullingMode,
models::catalog::BakedFace,
};
use horizon_core::{
biome::BiomeZoom, geometry::Direction, position::BlockPos, random::position_seed,
};
use horizon_optifine::ctm::connect::Face as CtmFace;
use horizon_world::{
block_render::FaceVisibility,
fluid::{FluidKind, FluidState},
@@ -474,9 +470,6 @@ struct Info {
overlay: bool,
/// `LeavesBlock`: with opaque leaves the faces between two leaf blocks are skipped.
leaves: bool,
/// A full opaque cube: `RenderShape::Model`, `can_occlude`, `solid_render`
/// and a full collision shape. The only block leaf culling treats as solid.
opaque_cube: bool,
blocks_flow: bool,
ice: bool,
sturdy: u8,
@@ -654,12 +647,6 @@ impl MeshTables {
legacy_solid: s.legacy_solid,
overlay: s.has_class("HalfTransparentBlock") || s.has_class("LeavesBlock"),
leaves: s.has_class("LeavesBlock"),
opaque_cube: leaf_culling::opaque_cube(
s.render_shape,
s.can_occlude,
s.solid_render,
s.full_collision,
),
blocks_flow: assets.blocks_fluid_flow.contains(&*s.name),
ice: s.has_class("IceBlock"),
sturdy: s.sturdy_full,
@@ -699,14 +686,6 @@ impl MeshTables {
tint_sources: i.tint_count,
})
}
/// Whether `state` is a full opaque cube: the only block leaf culling
/// treats as a solid neighbour. Glass, fluids, slabs, stairs and models
/// that only partly fill their block are not.
pub fn opaque_cube(&self, state: BlockStateId) -> bool {
self.info
.get(state.0 as usize)
.is_some_and(|i| i.opaque_cube)
}
/// `BlockTintSource.color(state)`: block-model colour without a level.
/// `grass` is `GrassColor.getDefaultColor()` from the active pack's colormap.
/// Untinted faces, blank sources and invalid tint indices return `None`.
@@ -881,18 +860,14 @@ impl Padded {
}
}
/// Per-worker temporary arrays. They never hold resource-pack references or
/// geometry still owned by the renderer, and total about 150 KiB per worker
/// (the leaf mask adds 8,000 cells, depths and a queue).
/// geometry still owned by the renderer, and total about 88 KiB per worker.
#[derive(Default)]
pub(crate) struct MeshScratch {
padded: Padded,
own: Option<Box<[u32; 4096]>>,
visibility: Vec<usize>,
leaf: leaf_culling::LeafMask,
}
#[cfg(test)]
mod leaf_culling_tests;
#[cfg(test)]
mod reuse_tests;
/// Set on a terrain vertex's sprite layer when its texture alpha must be ignored.
pub const OPAQUE_LAYER: u16 = 1 << 15;
@@ -1019,32 +994,6 @@ impl<'a> Tints<'a> {
layers: Default::default(),
}
}
/// The biome of block `(x, y, z)` (section-local x/z, y in 0..16), as `BiomeManager.getBiome`
/// picks it.
fn biome(&self, x: i32, y: i32, z: i32) -> &'a str {
let id = Self::biome_id(&self.zoom, self.region, self.plains, self.origin, [x, y, z]);
&self.biomes.get(id).name
}
/// `BiomeManager.getBiome` over the loaded chunks (plains where there is none), for block
/// `(x, y, z)` of the section at `origin`. Takes the fields it reads, so `get` can call it
/// while it holds a layer.
fn biome_id(
zoom: &BiomeZoom,
region: &[[Option<&Chunk>; 3]; 3],
plains: u16,
[cx, cz, base_y]: [i32; 3],
[x, y, z]: [i32; 3],
) -> u16 {
let q = zoom.quart_at_block(BlockPos::new(cx * 16 + x, base_y + y, cz * 16 + z));
let (rx, rz) = ((q[0] >> 2) - cx + 1, (q[2] >> 2) - cz + 1);
if (0..3).contains(&rx) && (0..3).contains(&rz) {
region[rz as usize][rx as usize].map_or(plains, |c| {
c.biome((q[0] & 3) * 4, q[1] * 4, (q[2] & 3) * 4)
})
} else {
plains
}
}
/// The blended tint of block `(x, y, z)` (section-local x/z, y in 0..16).
fn get(&mut self, resolver: Resolver, x: i32, y: i32, z: i32) -> u32 {
let r = self.radius;
@@ -1060,21 +1009,27 @@ impl<'a> Tints<'a> {
if cached != UNSET {
return cached;
}
let [cx, cz, _] = self.origin;
let (bx, bz) = (cx * 16, cz * 16);
let [cx, cz, base_y] = self.origin;
let (bx, by, bz) = (cx * 16, base_y + y, cz * 16);
let (mut red, mut green, mut blue) = (0, 0, 0);
for dz in -r..=r {
for dx in -r..=r {
let cell = ((z + dz + r) as usize) * dim + (x + dx + r) as usize;
let mut biome = layer.zoomed[cell];
if biome == NO_BIOME {
biome = Self::biome_id(
&self.zoom,
self.region,
self.plains,
self.origin,
[x + dx, y, z + dz],
);
// BiomeManager.getBiome over the loaded chunks (plains
// where there is none).
let q = self
.zoom
.quart_at_block(BlockPos::new(bx + x + dx, by, bz + z + dz));
let (rx, rz) = ((q[0] >> 2) - cx + 1, (q[2] >> 2) - cz + 1);
biome = if (0..3).contains(&rx) && (0..3).contains(&rz) {
self.region[rz as usize][rx as usize].map_or(self.plains, |c| {
c.biome((q[0] & 3) * 4, q[1] * 4, (q[2] & 3) * 4)
})
} else {
self.plains
};
layer.zoomed[cell] = biome;
}
let c = match resolver {
@@ -1124,10 +1079,6 @@ pub struct Mesher<'a> {
pub smooth_lighting: bool,
/// The `cutoutLeaves` option (fancy graphics); off makes leaves opaque.
pub cutout_leaves: bool,
/// Sprite layers a shader pack moves into the translucent pass, by layer.
pub translucent_layers: &'a [bool],
/// What the worker does with leaf faces inside a canopy.
pub leaf_culling: LeafCullingMode,
}
impl Mesher<'_> {
/// `region[dz][dx]` are the chunks around the meshed column (centre 1,1).
@@ -1157,11 +1108,6 @@ impl Mesher<'_> {
let pad = &scratch.padded;
out.visibility = visibility_reusing(pad, &self.tables.info, &mut scratch.visibility);
let base_y = center.min_y() + sy * 16;
if self.leaf_culling.is_interior() {
scratch
.leaf
.prepare(self.leaf_culling, pad, &self.tables.info, region, base_y);
}
let mut tints = Tints::new(
region,
self.biomes,
@@ -1226,21 +1172,13 @@ impl Mesher<'_> {
None => [x as f32, y as f32, z as f32],
};
let mut visible = [false; 6];
let interior_leaf = state.leaves
&& self.leaf_culling.is_interior()
&& scratch.leaf.interior(self.leaf_culling, x, y, z);
for d in Direction::ALL {
let [dx, dy, dz] = d.normal();
let neighbor = pad.blocks[pi(x + dx, y + dy, z + dz)];
let other = &info[neighbor as usize];
// LeavesBlock.skipRendering with opaque leaves.
let opaque_leaves = !self.cutout_leaves && state.leaves && other.leaves;
let hollow_leaf = self.leaf_culling == LeafCullingMode::Hollow
&& state.leaves
&& other.leaves
&& leaf_culling::in_section(x + dx, y + dy, z + dz);
visible[d as usize] = !opaque_leaves
&& !hollow_leaf
&& self
.visibility
.should_render_face(
@@ -1264,9 +1202,7 @@ impl Mesher<'_> {
origin,
face,
ao,
(id, state),
world,
interior_leaf,
state,
);
}
}
@@ -1304,9 +1240,7 @@ impl Mesher<'_> {
origin: [f32; 3],
face: &BakedFace,
ao: bool,
(id, state): (u32, &Info),
world: BlockPos,
interior_leaf: bool,
state: &Info,
) {
let q = &face.quad;
// A quad's own light (a model's glowing part) may raise the tier; whether it
@@ -1333,265 +1267,39 @@ impl Mesher<'_> {
([lighting::gray(directional); 4], [coords; 4])
};
let tint = Self::tint(state, q.tint_index, tints, pos);
// OptiFine connected textures: another sprite, or one per quarter.
let connected = &self.render.connected;
let pick = if connected.is_empty() {
Pick::Keep
if self.tables.is_animated(face.layer as u16) {
out.note_sprite_layer(face.layer as u16);
}
let target = if face.translucent {
&mut out.translucent
} else {
let tints = &*tints;
connected.pick(
id,
face.layer as u16,
CtmFace::ALL[q.facing as usize],
[world.x, world.y, world.z],
|[dx, dy, dz]| pad.blocks[pi(pos[0] + dx, pos[1] + dy, pos[2] + dz)],
|| Some(tints.biome(pos[0], pos[1], pos[2])),
)
&mut out.solid
};
let mut corners = [(TerrainVertex::new([0.0; 3], [0.0; 2], 0, 0, 0), [0.0; 2]); 4];
for (i, corner) in corners.iter_mut().enumerate() {
for i in 0..4 {
let g = gray[i] as u32;
let rgb = match tint {
Some(t) => [16, 8, 0].map(|shift| g * (t >> shift & 255) / 255),
None => [g; 3],
};
let p = q.positions[i];
*corner = (
TerrainVertex::new(
[p[0] + origin[0], p[1] + origin[1], p[2] + origin[2]],
q.uv[i],
0,
emitting(pack_rgb(rgb), tier),
pack_coords(lighting::with_emission(coords[i], q.light_emission)),
),
target.push(TerrainVertex::new(
[p[0] + origin[0], p[1] + origin[1], p[2] + origin[2]],
q.uv[i],
);
}
// Opaque leaves (forceOpaque) and leaves a leaf-culling mode proved internal draw in the
// solid layer whatever their sprite.
let solid_leaves = !self.cutout_leaves && state.leaves || interior_leaf;
let own = TileLayer::Layer {
layer: face.layer as u16,
translucent: face.translucent,
opaque: face.opaque,
};
// A tile keeps the quad's forced translucency; `<skip>` and `<default>` are its own.
let tile = |t: TileLayer| match t {
TileLayer::Layer {
layer,
translucent,
opaque,
} => TileLayer::Layer {
layer,
translucent: translucent || q.material.force_translucent,
opaque,
},
TileLayer::Skip | TileLayer::Default => own,
};
match pick {
Pick::Keep => self.quad(out, solid_leaves, own, corners.map(|c| c.0)),
Pick::Tile(t) => self.quad(out, solid_leaves, tile(t), corners.map(|c| c.0)),
Pick::Quarters(tiles) => {
let cuts = cuts(&corners);
for s in cuts.windows(2) {
for t in cuts.windows(2) {
let piece = [(s[0], t[0]), (s[1], t[0]), (s[1], t[1]), (s[0], t[1])]
.map(|(s, t)| bilinear(&corners, s, t));
let quarter = quarter_of(&piece);
self.quad(out, solid_leaves, tile(tiles[quarter]), piece.map(|c| c.0));
}
}
}
// Opaque leaves (forceOpaque) and quads over opaque texels draw in the
// solid layer: no alpha cutout (a dirt path's side skips its clear top row).
if face.opaque && !face.translucent || !self.cutout_leaves && state.leaves {
face.layer as u16 | OPAQUE_LAYER
} else {
face.layer as u16
},
emitting(pack_rgb(rgb), tier),
pack_coords(lighting::with_emission(coords[i], q.light_emission)),
));
}
}
/// One terrain quad with sprite `tile`, in the pass its alpha needs (`solid_leaves`: no
/// alpha cutout whatever the sprite).
fn quad(
&self,
out: &mut SectionMesh,
solid_leaves: bool,
tile: TileLayer,
mut v: [TerrainVertex; 4],
) {
let TileLayer::Layer {
layer,
translucent,
opaque,
} = tile
else {
return;
};
if self.tables.is_animated(layer) {
out.note_sprite_layer(layer);
}
let translucent = translucent
|| self
.translucent_layers
.get(usize::from(layer))
.copied()
.unwrap_or(false);
// Quads over opaque texels draw in the solid layer: no alpha cutout (a dirt path's side
// skips its clear top row). All four vertices share the layer.
let layer = if opaque && !translucent || solid_leaves {
layer | OPAQUE_LAYER
} else {
layer
};
let target = if translucent {
&mut out.translucent
} else {
&mut out.solid
};
for vertex in &mut v {
vertex.layer = layer;
}
target.extend(v);
}
}
/// The cuts of a `ctm_compact` face, in quad parameters, without allocating: the first `.1`
/// of `.0`.
struct Cuts([f32; 4], usize);
impl std::ops::Deref for Cuts {
type Target = [f32];
fn deref(&self) -> &[f32] {
&self.0[..self.1]
}
}
/// Where a quad's edge from corner 0 to corner `to` (1 for `s`, 3 for `t`) crosses the sprite's
/// middle line, the line its quarters meet on; `None` for an edge that stays on one side (a
/// slab's side).
fn crossing(c: &[(TerrainVertex, [f32; 2]); 4], to: usize) -> Option<f32> {
let (a, b) = (c[0].1, c[to].1);
// The UV the edge runs along.
let k = usize::from((b[1] - a[1]).abs() > (b[0] - a[0]).abs());
let at = (0.5 - a[k]) / (b[k] - a[k]);
(at > 0.0 && at < 1.0).then_some(at)
}
/// The cuts of a `ctm_compact` face, the same along `s` and `t`: both edges' crossings. Pieces
/// on the quad's 0-2 diagonal are then square, so their own triangles lie on the quad's and a
/// split face shades exactly like the whole one; the others lie on one side of it.
fn cuts(c: &[(TerrainVertex, [f32; 2]); 4]) -> Cuts {
let mut out = Cuts([0.0; 4], 1);
let (mut s, mut t) = (crossing(c, 1), crossing(c, 3));
if s > t {
std::mem::swap(&mut s, &mut t);
}
for at in [s, t].into_iter().flatten().chain([1.0]) {
if out.0[out.1 - 1] < at {
out.0[out.1] = at;
out.1 += 1;
}
}
out
}
/// The quarter of the sprite (top-left, top-right, bottom-left, bottom-right) a piece of a
/// quad lies in, by its UV centre (v grows downward).
fn quarter_of(piece: &[(TerrainVertex, [f32; 2]); 4]) -> usize {
let [u, v] = [0, 1].map(|k| piece.iter().map(|c| c.1[k]).sum::<f32>() / 4.0);
usize::from(v >= 0.5) * 2 + usize::from(u >= 0.5)
}
/// The vertex at `(s, t)` across a quad's corners (`s` from corner 0 to 1, `t` from 0 to 3),
/// with its UV in sprite units: a quarter of a `ctm_compact` face. Blended within the quad's
/// two triangles (0-1-2 and 0-2-3), as the GPU blends the whole quad, so a split face shades
/// like an unsplit one.
fn bilinear(c: &[(TerrainVertex, [f32; 2]); 4], s: f32, t: f32) -> (TerrainVertex, [f32; 2]) {
let w = if s >= t {
[1.0 - s, s - t, t, 0.0]
} else {
[1.0 - t, 0.0, s, t - s]
};
let mix = |f: &dyn Fn(&(TerrainVertex, [f32; 2])) -> f32| {
(0..4).map(|i| w[i] * f(&c[i])).sum::<f32>()
};
// Packed bytes (colour, light) blend one by one.
let bytes = |field: fn(&TerrainVertex) -> u32, count: u32| {
(0..count)
.map(|k| (mix(&|c| (field(&c.0) >> (8 * k) & 255) as f32).round() as u32) << (8 * k))
.sum::<u32>()
};
let color = bytes(|v| v.color, 4);
let light = bytes(|v| u32::from(v.light), 2) as u16;
let pos = [0, 1, 2].map(|k| mix(&|c| c.0.pos[k]));
let uv = [0, 1].map(|k| mix(&|c| c.1[k]));
(TerrainVertex::new(pos, uv, 0, color, light), uv)
}
/// Snapshot of the 3x3 chunk neighbourhood used by a worker job.
pub type Region = [[Option<Arc<Chunk>>; 3]; 3];
pub fn borrow(region: &Region) -> [[Option<&Chunk>; 3]; 3] {
std::array::from_fn(|z| std::array::from_fn(|x| region[z][x].as_deref()))
}
#[cfg(test)]
mod quarter_tests {
use super::*;
fn corner(pos: [f32; 3], uv: [f32; 2], red: u32, light: u16) -> (TerrainVertex, [f32; 2]) {
(TerrainVertex::new(pos, uv, 0, 0xFF00_0000 | red, light), uv)
}
#[test]
fn quarters_blend_the_corners_by_triangle() {
// Only corner 2 is lit: the GPU's triangles (0-1-2, 0-2-3) put half of it in the
// middle, where a bilinear blend would put a quarter and the other diagonal none.
let c = [
corner([0.0, 0.0, 0.0], [0.0, 0.0], 0, 0),
corner([1.0, 0.0, 0.0], [1.0, 0.0], 0, 0),
corner([1.0, 1.0, 0.0], [1.0, 1.0], 200, 0x2010),
corner([0.0, 1.0, 0.0], [0.0, 1.0], 0, 0),
];
let (centre, uv) = bilinear(&c, 0.5, 0.5);
assert_eq!(centre.pos, [0.5, 0.5, 0.0]);
assert_eq!(uv, [0.5, 0.5]);
assert_eq!(centre.color, 0xFF00_0000 | 100);
assert_eq!(centre.light, 0x1008, "sky and block light blend apart");
// Off the diagonal, on the 0-1-2 triangle: corner 2 weighs t.
assert_eq!(bilinear(&c, 0.75, 0.25).0.color & 255, 50);
assert_eq!(bilinear(&c, 0.5, 0.0).0.pos, [0.5, 0.0, 0.0]);
}
#[test]
fn compact_faces_cut_where_the_sprite_does() {
// A full face: cut in the middle both ways.
let full = [
corner([0.0, 1.0, 0.0], [0.0, 0.0], 0, 0),
corner([1.0, 1.0, 0.0], [1.0, 0.0], 0, 0),
corner([1.0, 0.0, 0.0], [1.0, 1.0], 0, 0),
corner([0.0, 0.0, 0.0], [0.0, 1.0], 0, 0),
];
assert_eq!(*cuts(&full), [0.0, 0.5, 1.0]);
// A dirt path's side, v from 1/16: the sprite's middle is 7/15 of the way down; both
// directions are cut there and at the middle of u.
let mut path = full;
path[0].1 = [0.0, 1.0 / 16.0];
path[1].1 = [1.0, 1.0 / 16.0];
assert_eq!(
*cuts(&path),
[0.0, (0.5 - 1.0 / 16.0) / (15.0 / 16.0), 0.5, 1.0]
);
// A slab's lower side (v 0.5..1) crosses the middle only along u.
let mut slab = full;
slab[0].1 = [0.0, 0.5];
slab[1].1 = [1.0, 0.5];
assert_eq!(crossing(&slab, 3), None);
assert_eq!(*cuts(&slab), [0.0, 0.5, 1.0]);
// Quarters by UV centre: top-left, top-right, bottom-left, bottom-right.
let piece = |s0: f32, t0: f32| {
[
(s0, t0),
(s0 + 0.5, t0),
(s0 + 0.5, t0 + 0.5),
(s0, t0 + 0.5),
]
.map(|(s, t)| bilinear(&full, s, t))
};
assert_eq!(
[
piece(0.0, 0.0),
piece(0.5, 0.0),
piece(0.0, 0.5),
piece(0.5, 0.5)
]
.map(|p| quarter_of(&p)),
[0, 1, 2, 3]
);
}
}
@@ -1,656 +0,0 @@
//! Leaf culling: decides which leaf faces a section may draw solid or drop.
//!
//! The mask is built on the mesh worker from the same padded block snapshot the
//! rest of the mesher reads, so a decision never needs a chunk lookup on the
//! render thread. It classifies each padded cell as a leaf, a full opaque cube,
//! open (air, fluids, partial models, anything else) or unknown (a missing
//! chunk, a Y outside the column, or the mask's outer shell). Only leaves can
//! hide or solidify anything; unknown and open cells always expose a face.
//!
//! `Solid` performs an immediate 6-neighbour occlusion check, solidifying fully
//! enclosed leaves into the opaque layer without cutout testing. `Solid
//! Aggressive` runs a multi-source breadth-first search from leaves touching
//! openings, solidifying leaves with a single open face to thin the canopy shell
//! by one layer. `Hollow` directly drops faces shared between two leaves within
//! the section, preserving boundaries and cavity faces.
use super::{B, Info, P, Padded, pi};
use crate::{blocks::RenderShape, chunk::Chunk, graphics::LeafCullingMode};
/// A cell of the padded snapshot, as far as leaf culling cares.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub(super) enum Cell {
/// Air, a fluid, a partial model, glass or any other non-occluding block.
Open,
/// `LeavesBlock`.
Leaf,
/// A full opaque cube (see [`opaque_cube`]).
Opaque,
/// Missing chunk, missing section or the mask's outer shell.
Unknown,
}
/// Whether a state is a full opaque cube: `RenderShape::Model`, `can_occlude`,
/// `solid_render` and a full collision shape. Glass, fluids, slabs, stairs,
/// chests and models that only partly fill their block are not.
pub(super) fn opaque_cube(
shape: RenderShape,
can_occlude: bool,
solid_render: bool,
full_collision: bool,
) -> bool {
shape == RenderShape::Model && can_occlude && solid_render && full_collision
}
const UNVISITED: u8 = u8::MAX;
const STRIDE_X: isize = 1;
const STRIDE_Z: isize = P as isize;
const STRIDE_Y: isize = (P * P) as isize;
const ADJACENT_STRIDES: [isize; 6] = [
STRIDE_X, -STRIDE_X, STRIDE_Z, -STRIDE_Z, STRIDE_Y, -STRIDE_Y,
];
/// Per-worker leaf mask and BFS scratch. The vectors keep their capacity
/// between sections and modes; `Off` does no work at all.
#[derive(Default)]
pub(super) struct LeafMask {
cells: Vec<Cell>,
depth: Vec<u8>,
queue: Vec<u16>,
active: bool,
}
impl LeafMask {
/// Classify the padded snapshot and, for the interior modes, measure how
/// deep each leaf sits below the canopy surface.
pub(super) fn prepare(
&mut self,
mode: LeafCullingMode,
pad: &Padded,
info: &[Info],
region: &[[Option<&Chunk>; 3]; 3],
base_y: i32,
) {
self.active = mode != LeafCullingMode::Off;
if !self.active {
return;
}
// Most sections hold no leaves at all; do not classify 8,000 cells to
// learn that. The centre is the only part this mesh can change.
let mut leaves = false;
'scan: for y in 0..16 {
for z in 0..16 {
for x in 0..16 {
if info
.get(pad.blocks[pi(x, y, z)] as usize)
.is_some_and(|state| state.leaves)
{
leaves = true;
break 'scan;
}
}
}
}
if !leaves {
self.active = false;
return;
}
if self.cells.len() != P * P * P {
self.cells.resize(P * P * P, Cell::Open);
}
for y in -B..16 + B {
for z in -B..16 + B {
for x in -B..16 + B {
let i = pi(x, y, z);
self.cells[i] = if !known(region, base_y, x, y, z) {
Cell::Unknown
} else {
match info.get(pad.blocks[i] as usize) {
None => Cell::Unknown,
Some(state) if state.leaves => Cell::Leaf,
Some(state) if state.opaque_cube => Cell::Opaque,
Some(_) => Cell::Open,
}
};
}
}
}
// Solid is a purely local six-neighbour test. Reserve the breadth-first
// search for Solid Aggressive, whose one-open-side rule needs to know
// whether a leaf is connected to the canopy surface through other
// leaves.
if mode == LeafCullingMode::SolidAggressive {
self.depths();
}
}
/// Multi-source BFS from leaves that touch an opening. Opaque neighbours do
/// not expose a leaf: a leaf fully enclosed by stone is interior too.
fn depths(&mut self) {
if self.depth.len() != self.cells.len() {
self.depth.resize(self.cells.len(), UNVISITED);
} else {
self.depth.fill(UNVISITED);
}
self.queue.clear();
for y in -B..16 + B {
for z in -B..16 + B {
for x in -B..16 + B {
let i = pi(x, y, z);
if self.cells[i] != Cell::Leaf {
continue;
}
let touches_open = ADJACENT_STRIDES.iter().any(|&stride| {
let j = (i as isize + stride) as usize;
matches!(self.cells[j], Cell::Open | Cell::Unknown)
});
if touches_open {
self.depth[i] = 0;
self.queue.push(i as u16);
}
}
}
}
let mut head = 0;
while head < self.queue.len() {
let i = self.queue[head] as usize;
head += 1;
let next_depth = self.depth[i].saturating_add(1);
for stride in ADJACENT_STRIDES {
let j = (i as isize + stride) as usize;
if self.cells[j] == Cell::Leaf && self.depth[j] == UNVISITED {
self.depth[j] = next_depth;
self.queue.push(j as u16);
}
}
}
}
/// Whether the leaf at `(x, y, z)` may draw in the opaque layer.
///
/// `Solid` wants a leaf with no open neighbour, which is exactly depth 1 or
/// more. `Solid Aggressive` also takes the next layer of the shell: a leaf
/// with a single open side joins the opaque core, so the cutout shell is
/// one layer thinner. Unknown neighbours never qualify, however many sides
/// they leave open. A leaf the search never reached sits inside a closed
/// volume: interior for both.
pub(super) fn interior(&self, mode: LeafCullingMode, x: i32, y: i32, z: i32) -> bool {
if !self.active {
return false;
}
let aggressive = match mode {
LeafCullingMode::Solid => false,
LeafCullingMode::SolidAggressive => true,
_ => return false,
};
// A section boundary is not proof of a closed volume: the neighbouring
// section may not be drawn yet, and its data is not ours to assume.
if !(1..15).contains(&x) || !(1..15).contains(&y) || !(1..15).contains(&z) {
return false;
}
let i = pi(x, y, z);
if self.cells.get(i) != Some(&Cell::Leaf) {
return false;
}
if !aggressive {
return ADJACENT_STRIDES.iter().all(|&stride| {
let j = (i as isize + stride) as usize;
matches!(self.cells[j], Cell::Leaf | Cell::Opaque)
});
}
let depth = self.depth[i];
if depth == UNVISITED || depth >= 1 {
return true;
}
let mut open = 0;
for stride in ADJACENT_STRIDES {
let j = (i as isize + stride) as usize;
match self.cells[j] {
Cell::Unknown => return false,
Cell::Open => {
open += 1;
if open > 1 {
return false;
}
}
Cell::Leaf | Cell::Opaque => {}
}
}
open == 1
}
}
/// The cells this section's mesh owns. A face on this boundary belongs to the
/// neighbouring section as much as to this one; leaf culling leaves it alone.
#[inline]
pub(super) fn in_section(x: i32, y: i32, z: i32) -> bool {
(0..16).contains(&x) && (0..16).contains(&y) && (0..16).contains(&z)
}
/// Whether the padded cell `(x, y, z)` has real block data. A missing chunk
/// does not count: `Padded::fill` copies the centre's edge column into it, which
/// would make a canopy look enclosed. A Y outside the column counts as unknown
/// for the same reason. The mask's outer shell is unknown too, so nothing is
/// inferred past the data the worker snapshotted.
fn known(region: &[[Option<&Chunk>; 3]; 3], base_y: i32, x: i32, y: i32, z: i32) -> bool {
if x <= -B || x >= 16 + B - 1 || y <= -B || y >= 16 + B - 1 || z <= -B || z >= 16 + B - 1 {
return false;
}
let chunk = region[((z + 16) >> 4) as usize][((x + 16) >> 4) as usize];
chunk.is_some_and(|chunk| chunk.section_index(base_y + y).is_some())
}
#[cfg(test)]
impl LeafMask {
/// Whether `Hollow` drops the face of the leaf at `(x, y, z)` toward `d`.
/// Only a known leaf on the other side counts: open cells, partial models,
/// missing neighbours and the mask's edge stay visible.
pub(super) fn hides_face(
&self,
mode: LeafCullingMode,
x: i32,
y: i32,
z: i32,
d: horizon_core::geometry::Direction,
) -> bool {
if !self.active || mode != LeafCullingMode::Hollow {
return false;
}
let [dx, dy, dz] = d.normal();
let (nx, ny, nz) = (x + dx, y + dy, z + dz);
if !in_section(x, y, z) || !in_section(nx, ny, nz) {
return false;
}
let i = pi(x, y, z);
let ni = pi(nx, ny, nz);
self.cells.get(i) == Some(&Cell::Leaf) && self.cells.get(ni) == Some(&Cell::Leaf)
}
#[inline]
fn cell(&self, x: i32, y: i32, z: i32) -> Cell {
checked(x, y, z)
.and_then(|i| self.cells.get(i))
.copied()
.unwrap_or(Cell::Unknown)
}
}
#[cfg(test)]
#[inline]
fn checked(x: i32, y: i32, z: i32) -> Option<usize> {
if (-B..16 + B).contains(&x) && (-B..16 + B).contains(&y) && (-B..16 + B).contains(&z) {
Some(pi(x, y, z))
} else {
None
}
}
#[cfg(test)]
#[inline]
fn unpi(i: usize) -> (i32, i32, i32) {
let x = (i % P) as i32 - B;
let z = (i / P % P) as i32 - B;
let y = (i / (P * P)) as i32 - B;
(x, y, z)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::{blocks::RenderShape, graphics::LeafCullingMode};
use horizon_core::geometry::Direction;
use horizon_world::fluid::FluidState;
use std::time::Instant;
fn info(leaves: bool, opaque: bool) -> Info {
Info {
solid: opaque,
full: opaque,
permeable: false,
shade: 1.0,
emission: 0,
tier: 0,
emissive: false,
fluid: FluidState::EMPTY,
model: true,
block_entity: false,
tints: [super::super::Tint::None; 2],
tint_count: 0,
offset: None,
legacy_solid: false,
overlay: leaves,
leaves,
opaque_cube: opaque,
blocks_flow: false,
ice: false,
sturdy: 0,
face: [0; 6],
cover: [0.0; 6],
}
}
/// State 0 is air, 1 leaves, 2 a full opaque cube, 3 a partial model.
fn states() -> Vec<Info> {
vec![
info(false, false),
info(true, false),
info(false, true),
info(false, false),
]
}
fn padded(fill: impl Fn(i32, i32, i32) -> u32) -> Padded {
Padded {
blocks: (0..P * P * P)
.map(|i| {
let (x, y, z) = unpi(i);
fill(x, y, z)
})
.collect(),
light: vec![0; P * P * P],
}
}
fn cube(pad: &mut Padded, min: i32, max: i32, state: u32) {
for y in min..=max {
for z in min..=max {
for x in min..=max {
pad.blocks[pi(x, y, z)] = state;
}
}
}
}
fn loaded() -> Chunk {
Chunk::empty(0, 0)
}
fn region(chunk: &Chunk) -> [[Option<&Chunk>; 3]; 3] {
[[Some(chunk); 3]; 3]
}
fn built(mode: LeafCullingMode, pad: &Padded, states: &[Info], chunk: &Chunk) -> LeafMask {
let mut mask = LeafMask::default();
mask.prepare(mode, pad, states, &region(chunk), 0);
mask
}
#[test]
fn only_a_full_model_cube_is_opaque() {
let combinations = [
(RenderShape::Model, true, true, true),
(RenderShape::Model, true, true, false),
(RenderShape::Model, true, false, true),
(RenderShape::Model, false, true, true),
(RenderShape::Model, false, false, false),
(RenderShape::Invisible, true, true, true),
(RenderShape::Animated, true, true, true),
];
let (shape, can_occlude, solid_render, full_collision) = combinations[0];
assert!(opaque_cube(
shape,
can_occlude,
solid_render,
full_collision
));
for &(shape, can_occlude, solid_render, full_collision) in &combinations[1..] {
assert!(
!opaque_cube(shape, can_occlude, solid_render, full_collision),
"{shape:?} {can_occlude} {solid_render} {full_collision}"
);
}
}
#[test]
fn solid_marks_the_cell_inside_a_three_cube() {
let states = states();
let mut pad = padded(|_, _, _| 0);
cube(&mut pad, 7, 9, 1);
let chunk = loaded();
let solid = built(LeafCullingMode::Solid, &pad, &states, &chunk);
assert!(!solid.interior(LeafCullingMode::Solid, 7, 8, 8));
assert!(solid.interior(LeafCullingMode::Solid, 8, 8, 8));
assert!(!solid.interior(LeafCullingMode::Solid, 8, 9, 8));
// Aggressive also takes the six face-centre leaves, whose only open
// side faces out of the cube. Corners and edges keep their cutout.
let aggressive = built(LeafCullingMode::SolidAggressive, &pad, &states, &chunk);
assert!(aggressive.interior(LeafCullingMode::SolidAggressive, 8, 8, 8));
assert!(aggressive.interior(LeafCullingMode::SolidAggressive, 7, 8, 8));
assert!(aggressive.interior(LeafCullingMode::SolidAggressive, 8, 8, 9));
assert!(!aggressive.interior(LeafCullingMode::SolidAggressive, 7, 7, 8));
assert!(!aggressive.interior(LeafCullingMode::SolidAggressive, 7, 7, 7));
}
#[test]
fn aggressive_takes_the_next_shell_layer() {
let states = states();
let mut pad = padded(|_, _, _| 0);
cube(&mut pad, 6, 10, 1);
let chunk = loaded();
let solid = built(LeafCullingMode::Solid, &pad, &states, &chunk);
let aggressive = built(LeafCullingMode::SolidAggressive, &pad, &states, &chunk);
let surface = |v: i32| v == 6 || v == 10;
for [x, y, z] in [
[6, 8, 8],
[10, 8, 8],
[6, 6, 8],
[6, 6, 6],
[7, 8, 8],
[8, 8, 8],
[7, 7, 7],
[8, 8, 7],
] {
let expected = !surface(x) && !surface(y) && !surface(z);
assert_eq!(
solid.interior(LeafCullingMode::Solid, x, y, z),
expected,
"solid {x} {y} {z}"
);
let open = [x, y, z].iter().filter(|v| surface(**v)).count();
let expected = open <= 1;
assert_eq!(
aggressive.interior(LeafCullingMode::SolidAggressive, x, y, z),
expected,
"aggressive {x} {y} {z}"
);
}
}
#[test]
fn hollow_hides_only_leaf_to_leaf_faces() {
let states = states();
let mut pad = padded(|_, _, _| 0);
cube(&mut pad, 7, 9, 1);
// Glass (3, a partial model), water and a slab are open: their leaves
// must keep the face.
pad.blocks[pi(10, 8, 8)] = 3;
let chunk = loaded();
let hollow = built(LeafCullingMode::Hollow, &pad, &states, &chunk);
for d in Direction::ALL {
assert!(
hollow.hides_face(LeafCullingMode::Hollow, 8, 8, 8, d),
"{d:?}"
);
}
assert!(!hollow.hides_face(LeafCullingMode::Hollow, 9, 8, 8, Direction::East));
assert!(!hollow.hides_face(LeafCullingMode::Hollow, 7, 8, 8, Direction::West));
// The other modes never hide a quad.
for mode in [
LeafCullingMode::Off,
LeafCullingMode::Solid,
LeafCullingMode::SolidAggressive,
] {
let mask = built(mode, &pad, &states, &chunk);
assert!(!mask.hides_face(mode, 8, 8, 8, Direction::Up));
}
}
#[test]
fn a_cavity_keeps_its_faces_and_its_rim_visible() {
let states = states();
let mut pad = padded(|_, _, _| 0);
cube(&mut pad, 6, 10, 1);
pad.blocks[pi(8, 8, 8)] = 0;
let chunk = loaded();
let hollow = built(LeafCullingMode::Hollow, &pad, &states, &chunk);
assert!(!hollow.hides_face(LeafCullingMode::Hollow, 7, 8, 8, Direction::East));
assert!(!hollow.hides_face(LeafCullingMode::Hollow, 8, 8, 7, Direction::South));
let solid = built(LeafCullingMode::Solid, &pad, &states, &chunk);
assert!(!solid.interior(LeafCullingMode::Solid, 7, 8, 8));
assert!(!solid.interior(LeafCullingMode::Solid, 6, 8, 8));
// The corner away from the cavity is still two layers in.
assert!(solid.interior(LeafCullingMode::Solid, 9, 9, 9));
}
#[test]
fn an_opaque_neighbour_does_not_expose_a_leaf() {
let states = states();
let mut pad = padded(|_, _, _| 0);
for (dx, dy, dz) in [
(1, 0, 0),
(-1, 0, 0),
(0, 1, 0),
(0, -1, 0),
(0, 0, 1),
(0, 0, -1),
] {
pad.blocks[pi(8 + dx, 8 + dy, 8 + dz)] = 2;
}
pad.blocks[pi(8, 8, 8)] = 1;
let chunk = loaded();
for mode in [LeafCullingMode::Solid, LeafCullingMode::SolidAggressive] {
let mask = built(mode, &pad, &states, &chunk);
assert!(mask.interior(mode, 8, 8, 8), "{mode:?}");
}
let hollow = built(LeafCullingMode::Hollow, &pad, &states, &chunk);
for d in Direction::ALL {
assert!(
!hollow.hides_face(LeafCullingMode::Hollow, 8, 8, 8, d),
"{d:?}"
);
}
}
#[test]
fn a_leaf_inside_a_closed_volume_is_interior() {
let states = states();
// A leaf cube inside opaque rock: the search has no opening to start
// from, so every leaf stays unvisited and counts as interior.
let mut pad = padded(|_, _, _| 2);
cube(&mut pad, 7, 9, 1);
let chunk = loaded();
for mode in [LeafCullingMode::Solid, LeafCullingMode::SolidAggressive] {
let mask = built(mode, &pad, &states, &chunk);
if mode == LeafCullingMode::SolidAggressive {
assert_eq!(mask.depth[pi(8, 8, 8)], UNVISITED);
}
assert!(mask.interior(mode, 8, 8, 8), "{mode:?}");
}
}
#[test]
fn missing_chunks_and_sections_are_unknown() {
let states = states();
let pad = padded(|_, _, _| 1);
let chunk = loaded();
let mut around = [[Some(&chunk); 3]; 3];
around[1][2] = None; // east chunk
let mut mask = LeafMask::default();
mask.prepare(LeafCullingMode::Hollow, &pad, &states, &around, 0);
// The leaf at the edge keeps its face toward the missing chunk, even
// though `Padded::fill` copied the centre's edge leaf there.
assert!(!mask.hides_face(LeafCullingMode::Hollow, 15, 8, 8, Direction::East));
// A leaf one block inside is still between two known leaves.
assert!(mask.hides_face(LeafCullingMode::Hollow, 14, 8, 8, Direction::East));
// A section above the column is unknown too: the same leaf one
// section up has no data, so it can never be interior.
let short = Chunk::with_layout(0, 0, crate::chunk::ColumnLayout::new(0, 16).unwrap());
let mut mask = LeafMask::default();
mask.prepare(LeafCullingMode::Solid, &pad, &states, &region(&short), 16);
assert!(!mask.interior(LeafCullingMode::Solid, 8, 8, 8));
// The outer shell has no data beyond it.
let mut mask = LeafMask::default();
mask.prepare(LeafCullingMode::Hollow, &pad, &states, &region(&chunk), 0);
assert_eq!(mask.cell(-B, 0, 0), Cell::Unknown);
assert_eq!(mask.cell(16 + B - 1, 0, 0), Cell::Unknown);
assert_eq!(mask.cell(0, 0, 0), Cell::Leaf);
// A section boundary is never enclosed, even with every chunk loaded:
// the neighbouring section may not have been meshed yet.
let mut mask = LeafMask::default();
mask.prepare(LeafCullingMode::Solid, &pad, &states, &region(&chunk), 0);
assert!(!mask.interior(LeafCullingMode::Solid, 15, 8, 8));
assert!(mask.interior(LeafCullingMode::Solid, 14, 8, 8));
}
#[test]
fn off_does_no_work_and_hides_nothing() {
let states = states();
let mut pad = padded(|_, _, _| 0);
cube(&mut pad, 7, 9, 1);
let chunk = loaded();
let mut mask = LeafMask::default();
mask.prepare(LeafCullingMode::Off, &pad, &states, &region(&chunk), 0);
assert!(!mask.active);
assert!(mask.cells.is_empty());
assert!(!mask.interior(LeafCullingMode::Off, 8, 8, 8));
assert!(!mask.hides_face(LeafCullingMode::Off, 8, 8, 8, Direction::Up));
}
#[test]
fn a_reused_mask_reclassifies_every_cell() {
let states = states();
let chunk = loaded();
let mut mask = LeafMask::default();
let mut leaves = padded(|_, _, _| 0);
cube(&mut leaves, 7, 9, 1);
mask.prepare(
LeafCullingMode::Hollow,
&leaves,
&states,
&region(&chunk),
0,
);
assert_eq!(mask.cell(8, 8, 8), Cell::Leaf);
let mut other = padded(|_, _, _| 0);
cube(&mut other, 10, 12, 1);
mask.prepare(LeafCullingMode::Hollow, &other, &states, &region(&chunk), 0);
assert_eq!(mask.cell(8, 8, 8), Cell::Open);
assert_eq!(mask.cell(11, 11, 11), Cell::Leaf);
}
#[test]
#[ignore = "microbenchmark; run with --ignored --nocapture"]
fn mask_build_benchmark() {
let states = states();
let mut pad = padded(|x, y, z| {
// Alternating leaf slabs make the search visit most of the volume.
if (x / 2 + y / 2 + z / 2) % 3 == 0 {
1
} else {
0
}
});
cube(&mut pad, 6, 10, 1);
let chunk = loaded();
let region = region(&chunk);
let iterations = 1000;
for mode in [LeafCullingMode::Solid, LeafCullingMode::SolidAggressive] {
let mut mask = LeafMask::default();
let started = Instant::now();
for _ in 0..iterations {
mask.prepare(mode, &pad, &states, &region, 0);
}
let per = started.elapsed() / iterations;
println!("leaf mask {mode:?}: {per:?} per section ({iterations} iterations)");
assert!(mask.active);
if mode == LeafCullingMode::SolidAggressive {
assert_ne!(mask.depth[pi(8, 8, 8)], UNVISITED);
}
}
}
}
@@ -1,294 +0,0 @@
//! Leaf culling through the real mesher: face counts, the opaque layer and the
//! conservative cases (cavities, partial neighbours, missing chunks, column
//! ends). Needs prepared resources, like the other mesher geometry tests.
use super::*;
use crate::{
assets::{Assets, RenderAssets},
biome::Biomes,
blocks::BlockFacts,
chunk::{Chunk, ColumnLayout},
graphics::LeafCullingMode,
models,
};
struct Fixture {
assets: Assets,
biomes: Biomes,
render: RenderAssets,
visibility: horizon_world::block_render::FaceVisibility,
tables: MeshTables,
}
fn fixture() -> Fixture {
let root = std::env::var_os("HORIZON_MESH_TEST_RESOURCES")
.map(std::path::PathBuf::from)
.unwrap_or_else(|| {
std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client/26.3")
});
let assets = Assets::load(&root).unwrap();
let facts = BlockFacts::load(&root, assets.registry).unwrap();
let biomes = Biomes::load(&root).unwrap();
let render = assets.reload(&root).unwrap();
let visibility = models::load_visibility(&root, assets.registry).unwrap();
let tables = MeshTables::new(&assets, &render, &facts, visibility.clone()).unwrap();
Fixture {
assets,
biomes,
render,
visibility,
tables,
}
}
fn state(f: &Fixture, name: &str) -> u32 {
f.assets.registry.default_state(name).unwrap().0
}
fn leaves_cube(chunk: &mut Chunk, min: i32, max: i32, y: i32, state: u32) {
for z in min..=max {
for x in min..=max {
chunk.set(x, y, z, state);
}
}
}
fn leaf_cube(f: &Fixture, min: i32, max: i32, base: i32, name: &str) -> Chunk {
let mut chunk = Chunk::empty(0, 0);
let state = state(f, name);
for y in base..base + (max - min + 1) {
leaves_cube(&mut chunk, min, max, y, state);
}
chunk
}
fn mesh(
f: &Fixture,
_chunk: &Chunk,
region: [[Option<&Chunk>; 3]; 3],
sy: i32,
mode: LeafCullingMode,
) -> SectionMesh {
let mut mesher = Mesher {
nether_shading: false,
shader_pack_lighting: false,
assets: &f.assets,
render: &f.render,
tables: &f.tables,
biomes: &f.biomes,
visibility: f.visibility.clone(),
zoom: BiomeZoom::new(0),
blend_radius: 0,
smooth_lighting: false,
cutout_leaves: true,
translucent_layers: &[],
leaf_culling: mode,
};
mesher.mesh(&region, sy)
}
fn around(chunk: &Chunk) -> [[Option<&Chunk>; 3]; 3] {
[[Some(chunk); 3]; 3]
}
/// (opaque, cutout) leaf quads, rejecting a quad whose four vertices disagree.
fn quads(mesh: &SectionMesh) -> (usize, usize) {
let mut opaque = 0;
let mut cutout = 0;
for quad in mesh.solid.as_chunks::<4>().0 {
let flags = quad
.iter()
.map(|v| v.layer & OPAQUE_LAYER != 0)
.collect::<Vec<_>>();
assert!(
flags.iter().all(|flag| *flag == flags[0]),
"a quad mixed opaque and cutout vertices: {flags:?}"
);
if flags[0] {
opaque += 1;
} else {
cutout += 1;
}
}
assert_eq!(mesh.solid.len() % 4, 0);
(opaque, cutout)
}
const BASE: i32 = MIN_Y + 4;
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn off_draws_every_fancy_leaf_face() {
let f = fixture();
let chunk = leaf_cube(&f, 6, 8, BASE, "minecraft:oak_leaves");
let mesh = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Off);
// 27 blocks, six quads each: vanilla's fancy leaves keep the inside.
assert_eq!(quads(&mesh), (0, 162));
assert_eq!(mesh.translucent.len(), 0);
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn solid_draws_the_fully_enclosed_leaf_opaque() {
let f = fixture();
let chunk = leaf_cube(&f, 6, 8, BASE, "minecraft:oak_leaves");
let solid = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Solid);
// Only the centre has all six sides covered: its six quads go opaque.
assert_eq!(quads(&solid), (6, 156));
let aggressive = mesh(
&f,
&chunk,
around(&chunk),
0,
LeafCullingMode::SolidAggressive,
);
// Aggressive also takes the six face-centre leaves: seven blocks opaque.
assert_eq!(quads(&aggressive), (42, 120));
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn aggressive_solidifies_the_next_shell_layer_of_a_five_cube() {
let f = fixture();
let chunk = leaf_cube(&f, 5, 9, BASE, "minecraft:oak_leaves");
let solid = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Solid);
// The 3x3x3 inside the surface: 27 blocks, six quads each.
assert_eq!(quads(&solid), (162, 588));
let aggressive = mesh(
&f,
&chunk,
around(&chunk),
0,
LeafCullingMode::SolidAggressive,
);
// The 3x3x3 inside plus the 3x3 face centre of each of the six sides.
assert_eq!(quads(&aggressive), (486, 264));
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn hollow_drops_only_the_faces_two_leaves_share() {
let f = fixture();
let chunk = leaf_cube(&f, 6, 8, BASE, "minecraft:oak_leaves");
let hollow = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Hollow);
// 162 quads minus the 54 shared pairs' 108 faces: the 3x3x3 shell.
assert_eq!(quads(&hollow), (0, 54));
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn mixed_species_count_as_one_leaf_volume() {
let f = fixture();
let oak = state(&f, "minecraft:oak_leaves");
let birch = state(&f, "minecraft:birch_leaves");
let mut chunk = Chunk::empty(0, 0);
for y in BASE..BASE + 3 {
for z in 6..=8 {
for x in 6..=8 {
chunk.set(x, y, z, if (x + y + z) % 2 == 0 { oak } else { birch });
}
}
}
let solid = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Solid);
assert_eq!(quads(&solid), (6, 156));
let hollow = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Hollow);
assert_eq!(quads(&hollow), (0, 54));
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn a_cavity_keeps_its_six_faces_and_its_rim_stays_cutout() {
let f = fixture();
let mut chunk = leaf_cube(&f, 5, 9, BASE, "minecraft:oak_leaves");
chunk.set(7, BASE + 2, 7, 0);
let hollow = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Hollow);
// Five-cube shell (150) plus the six faces around the one-block cavity.
assert_eq!(quads(&hollow), (0, 156));
let solid = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Solid);
// The six leaves around the cavity are exposed, so they stay cutout; the
// other 20 inner leaves draw solid. The cavity block itself has no quads.
assert_eq!(quads(&solid), (120, 624));
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn section_boundary_faces_stay_with_a_loaded_neighbour() {
let f = fixture();
let leaf = state(&f, "minecraft:oak_leaves");
let chunk = leaf_cube(&f, 12, 15, BASE, "minecraft:oak_leaves");
// A loaded east chunk whose x=0 column continues the canopy.
let mut east = Chunk::empty(1, 0);
for y in BASE..BASE + 4 {
for z in 12..=15 {
east.set(0, y, z, leaf);
}
}
let mut region = around(&chunk);
region[1][2] = Some(&east);
let joined = mesh(&f, &chunk, region, 0, LeafCullingMode::Hollow);
let mut region = around(&chunk);
region[1][2] = None;
let missing = mesh(&f, &chunk, region, 0, LeafCullingMode::Hollow);
// The east faces of the x=15 leaves are on the section boundary: a loaded
// neighbour does not let Hollow drop them, and a missing one does not
// change the mesh either.
assert_eq!(joined.solid.len(), missing.solid.len());
let off = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Off);
assert!(joined.solid.len() < off.solid.len());
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn the_top_of_a_one_section_column_stays_visible() {
let f = fixture();
let leaf = state(&f, "minecraft:oak_leaves");
let layout = ColumnLayout::new(0, 16).unwrap();
let mut chunk = Chunk::with_layout(0, 0, layout);
for y in 13..16 {
leaves_cube(&mut chunk, 5, 7, y, leaf);
}
let hollow = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Hollow);
let solid = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Solid);
// y=15 is the column's top: the faces toward y=16 are unknown, so they
// stay, and the y=15 leaves are not enclosed.
assert!(!hollow.solid.is_empty());
assert!(solid.solid.iter().any(|v| v.pos[1] == 16.0));
assert!(
solid
.solid
.iter()
.filter(|v| v.pos[1] == 16.0)
.all(|v| v.layer & OPAQUE_LAYER == 0)
);
}
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn a_world_without_leaves_meshes_identically_in_every_mode() {
let f = fixture();
let mut chunk = Chunk::empty(0, 0);
for y in BASE..BASE + 3 {
leaves_cube(&mut chunk, 6, 8, y, state(&f, "minecraft:stone"));
}
let off = mesh(&f, &chunk, around(&chunk), 0, LeafCullingMode::Off);
for mode in LeafCullingMode::ALL {
let other = mesh(&f, &chunk, around(&chunk), 0, mode);
assert_eq!(off.solid.len(), other.solid.len(), "{mode:?}");
assert_eq!(off.translucent.len(), other.translucent.len(), "{mode:?}");
for (a, b) in off.solid.iter().zip(&other.solid) {
assert_eq!(
(a.pos, a.uv, a.layer, a.light, a.color),
(b.pos, b.uv, b.layer, b.light, b.color),
"{mode:?}"
);
}
for (a, b) in off.translucent.iter().zip(&other.translucent) {
assert_eq!(
(a.pos, a.uv, a.layer, a.light, a.color),
(b.pos, b.uv, b.layer, b.light, b.color),
"{mode:?}"
);
}
}
}
@@ -81,8 +81,6 @@ fn a_shader_pack_lights_the_faces_itself() {
blend_radius: 0,
smooth_lighting: false,
cutout_leaves: true,
translucent_layers: &[],
leaf_culling: LeafCullingMode::Off,
};
let mut colours: Vec<u32> = mesher
.mesh(&region, 0)
@@ -158,8 +156,6 @@ fn reused_mesh_matches_fresh_geometry_across_sections_and_resource_reload() {
blend_radius: 2,
smooth_lighting: reload == 0,
cutout_leaves: reload == 0,
translucent_layers: &[],
leaf_culling: LeafCullingMode::Off,
};
for (case, (center, east)) in [
(&empty, None),
@@ -88,7 +88,6 @@ fn info(solid: bool) -> Info {
legacy_solid: false,
overlay: false,
leaves: false,
opaque_cube: solid,
blocks_flow: false,
ice: false,
sturdy: 0,
@@ -219,24 +219,10 @@ impl StateModels {
models.block_library_or_missing(root, names)?
}
};
let resolved: Vec<_> = variants
.iter()
.map(|(name, ..)| library.resolve(name))
.collect();
// Every texture the models name, decoded side by side before the bake adds them one
// by one in its own order.
sprites.prefetch(
root,
resolved
.iter()
.flatten()
.flat_map(|model| model.textures.values())
.map(|material| material.sprite.as_str()),
);
let mut baked = Vec::with_capacity(variants.len());
let mut index = BTreeMap::new();
for ((name, turns, lock), model) in variants.into_iter().zip(resolved) {
let model = model?;
for (name, turns, lock) in variants {
let model = library.resolve(&name)?;
let particle = model
.material("particle")?
.map(|material| sprites.insert(root, &material.sprite))
+3 -21
View File
@@ -1801,7 +1801,7 @@ fn tooltip_text(s: &Settings, wd: &Widget) -> Option<Text> {
};
let mut tip = None;
if let Act::Extra(item) = act {
tip = Some(Text::literal(item.description_text()));
tip = Some(Text::literal(item.description()));
}
if let Act::Push(page) = act
&& let Some(text) = horizon_page_tooltip(*page)
@@ -1976,7 +1976,7 @@ fn pairs(opts: &[Opt]) -> Vec<Row> {
impl OptionsUi {
/// A switch of `horizon-extras.txt` as the Extras page draws it: "Caption: On".
fn extra_button(&self, s: &Settings, item: crate::extras::Item) -> Widget {
let label = format!("{}: {}", item.caption_text(), item.value(&s.extras));
let label = format!("{}: {}", item.caption(), item.value(&s.extras));
button(0.0, 0.0, 150.0, Text::literal(label), Act::Extra(item))
}
fn settings_search_active(&self) -> bool {
@@ -2274,7 +2274,7 @@ impl OptionsUi {
// Each section's switches two to a row, as vanilla's
// OptionsList.addSmall lays out an options screen.
let extra = |item: crate::extras::Item| {
let value = format!("{}: {}", item.caption_text(), item.value(&s.extras));
let value = format!("{}: {}", item.caption(), item.value(&s.extras));
let label = if item.key_name().is_some() && self.selected_key == item.key_name()
{
Text::literal(format!("> {value} <")).with_color(text::YELLOW)
@@ -4941,24 +4941,6 @@ impl OptionsUi {
mod tests {
use super::*;
/// The window allows the input method only while `typing` says a search
/// box has the focus (`Game::text_field_focused`), so a page without one
/// must not claim the keys: the movement and menu keys keep working there.
#[test]
fn only_a_focused_search_box_takes_text() {
let mut ui = OptionsUi::default();
assert!(!ui.typing(), "the main page has no text box");
ui.show(Page::Language);
assert!(ui.typing(), "the language list's search takes the keys");
ui.show(Page::Video);
assert!(!ui.typing(), "the settings search is not focused");
ui.settings_search.focused = true;
assert!(ui.typing(), "the settings search, once focused, does");
ui.settings_search.focused = false;
ui.show(Page::Packs);
assert!(!ui.typing(), "the pack screen's search is not open yet");
}
#[test]
fn accessibility_sliders_and_toggles_survive_options_round_trip() {
let mut s = Settings::default();
+20 -102
View File
@@ -695,20 +695,18 @@ fn build_overlay_uncached(
merged.insert(name.clone(), bytes);
}
}
/// A zip entry to write: its pack, its name in the zip and where it goes.
type Extract<'a> = (usize, &'a str, PathBuf);
#[allow(clippy::too_many_arguments)]
fn mirror<'a>(
fn mirror(
rel: &str,
vanilla: &Path,
out: &Path,
touched: &BTreeSet<String>,
hidden: &BTreeSet<String>,
files: &'a BTreeMap<String, (usize, Provided)>,
files: &BTreeMap<String, (usize, Provided)>,
merged: &BTreeMap<String, Vec<u8>>,
filters: &[&Filter],
zips: &[Option<Zip>],
dependencies: &mut cache::Dependencies,
extract: &mut Vec<Extract<'a>>,
) -> io::Result<()> {
let src = if rel.is_empty() {
vanilla.to_path_buf()
@@ -735,13 +733,7 @@ fn build_overlay_uncached(
} else {
format!("{rel}/")
};
// The files under this directory are one run of the sorted map: walking only that run
// keeps a pack of tens of thousands of files in thousands of folders from being
// scanned once per folder.
for f in files
.range(prefix.clone()..)
.map_while(|(f, _)| f.strip_prefix(&prefix))
{
for f in files.keys().filter_map(|f| f.strip_prefix(&prefix)) {
names.insert(f.split('/').next().unwrap_or("").to_owned());
}
for name in names {
@@ -755,8 +747,19 @@ fn build_overlay_uncached(
let target = out.join(&child);
match path {
Some(p) => link(p, &target)?,
// Inflated and written after the walk, on every thread.
None => extract.push((*owner, inner.as_str(), target)),
None => {
if let Some(Some(z)) = zips.get(*owner) {
// One unreadable entry costs that file, not the
// pack: an error here failed the build and the
// reload dropped every server pack in the stack.
match z.read(inner) {
Ok(bytes) => fs::write(&target, bytes)?,
Err(e) => log::warn!(
"Horizon: skipping unreadable pack entry {inner}: {e}"
),
}
}
}
}
} else if filters.is_empty()
&& !touched.contains(&child)
@@ -780,8 +783,8 @@ fn build_overlay_uncached(
files,
merged,
filters,
zips,
dependencies,
extract,
)?;
} else if filters.iter().any(|f| f.blocks(&child)) {
// Hidden by a pack's filter.
@@ -795,7 +798,6 @@ fn build_overlay_uncached(
}
Ok(())
}
let mut extract = Vec::new();
mirror(
"",
vanilla,
@@ -805,27 +807,9 @@ fn build_overlay_uncached(
&files,
&merged,
&filters,
&zips,
dependencies,
&mut extract,
)?;
// Inflating and writing a big pack's files one by one was most of a cold build; its
// folders all exist by now.
crate::par::par_map(&extract, |(owner, inner, target)| {
let Some(Some(z)) = zips.get(*owner) else {
return Ok(());
};
// One unreadable entry costs that file, not the pack: an error here
// failed the build and the reload dropped every server pack in the stack.
match z.read(inner) {
Ok(bytes) => fs::write(target, bytes),
Err(e) => {
log::warn!("Horizon: skipping unreadable pack entry {inner}: {e}");
Ok(())
}
}
})
.into_iter()
.collect()
)
}
/// Files vanilla loads from every pack in turn (`getResourceStack`) rather
/// than from the top pack only.
@@ -1505,72 +1489,6 @@ mod tests {
let _ = fs::remove_dir_all(base);
}
#[test]
fn every_file_of_a_big_stack_comes_from_its_top_pack() {
use std::io::Write as _;
let base = std::env::temp_dir().join(format!("horizon-pack-stack-{}", std::process::id()));
let _ = fs::remove_dir_all(&base);
let vanilla = base.join("vanilla");
// Folders whose names start alike (`item`, `item_extra`, `item2`) and files beside
// folders of almost their name: what a prefix lookup could mix up.
let names: Vec<String> = (0..400)
.map(|i| {
let folder = ["item", "item_extra", "item2", "item/sub", "block"][i % 5];
format!("assets/ns{}/textures/{folder}/f{i}.png", i % 3)
})
.chain(["assets/ns0/textures/item.png".to_owned()])
.collect();
let mut expected: BTreeMap<String, Vec<u8>> = BTreeMap::new();
for name in names.iter().step_by(4) {
let path = vanilla.join(name);
fs::create_dir_all(path.parent().unwrap()).unwrap();
fs::write(&path, format!("vanilla {name}")).unwrap();
expected.insert(name.clone(), format!("vanilla {name}").into_bytes());
}
let meta = br#"{"pack":{"description":"d","pack_format":97}}"#;
// Packs a and b are zips, c a folder; each provides a different part of the names.
fs::create_dir_all(base.join("packs/c")).unwrap();
fs::write(base.join("packs/c/pack.mcmeta"), meta).unwrap();
for (pack, every) in [("a", 2), ("b", 3)] {
let file = fs::File::create(base.join(format!("packs/{pack}.zip"))).unwrap();
let mut zip = zip::ZipWriter::new(file);
zip.start_file("pack.mcmeta", zip::write::SimpleFileOptions::default())
.unwrap();
zip.write_all(meta).unwrap();
for name in names.iter().step_by(every) {
zip.start_file(name, zip::write::SimpleFileOptions::default())
.unwrap();
zip.write_all(format!("{pack} {name}").as_bytes()).unwrap();
expected.insert(name.clone(), format!("{pack} {name}").into_bytes());
}
zip.finish().unwrap();
}
for name in names.iter().skip(1).step_by(5) {
let path = base.join("packs/c").join(name);
fs::create_dir_all(path.parent().unwrap()).unwrap();
fs::write(&path, format!("c {name}")).unwrap();
expected.insert(name.clone(), format!("c {name}").into_bytes());
}
let all = folder(&base.join("packs"), RESOURCE_FORMAT);
let ids = ["file/a.zip", "file/b.zip", "file/c"].map(String::from);
let out = base.join("overlay");
build_overlay(&vanilla, &enabled(&all, &ids), &out).unwrap();
fn walk(dir: &Path, root: &Path, out: &mut BTreeMap<String, Vec<u8>>) {
for entry in fs::read_dir(dir).unwrap().flatten() {
let path = entry.path();
if path.is_dir() {
walk(&path, root, out);
} else {
let name = path.strip_prefix(root).unwrap().to_string_lossy();
out.insert(name.replace('\\', "/"), fs::read(&path).unwrap());
}
}
}
let mut built = BTreeMap::new();
walk(&out.join("assets"), &out, &mut built);
assert_eq!(built, expected);
let _ = fs::remove_dir_all(base);
}
#[test]
fn zip_entries_never_leave_the_overlay() {
use std::io::Write as _;
let base = std::env::temp_dir().join(format!("horizon-pack-escape-{}", std::process::id()));
@@ -926,8 +926,6 @@ impl PostEffects {
let mut decoder = png::Decoder::new(std::io::BufReader::new(
std::fs::File::open(&file).map_err(|e| format!("{}: {e}", file.display()))?,
));
// As the other resource-pack images: stb_image never checks chunk CRCs.
decoder.ignore_checksums(true);
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info().map_err(|e| e.to_string())?;
let mut data = vec![0; reader.output_buffer_size().ok_or("a huge image")?];
@@ -827,14 +827,6 @@ impl TextField {
);
}
}
if self.focused {
// `TextInputManager.setTextInputArea`, in GUI pixels: the caret
// the input method's composition and its candidate window go to.
// The chat and in-bed chat boxes and the pack screen's search are
// `TextField`s; the other fields are an `EditBox` or a multiline
// box, which report their own.
crate::preedit::report_caret(cursor_x as f32, ty as f32, 10.0);
}
}
}
@@ -68,9 +68,6 @@ pub enum Ticking {
/// `RidingEntitySoundInstance` for the player riding a happy ghast
/// (`underwater_sound` false) or a nautilus (true).
RidingEntity { entity: u32, underwater_sound: bool },
/// A native mod's music layer (`MusicLayers`), whose volume its owner
/// sets each tick.
MusicLayer,
}
/// What a minecart's sound instances read about it.
#[derive(Clone, Copy, Debug)]
@@ -236,25 +233,6 @@ impl SoundInstance {
true,
)
}
/// A native mod's music layer: a looping, unattenuated track on the music
/// source that starts silent (`MusicLayers` fades it in).
pub fn for_music_layer(id: &str, random: LegacyRandom) -> Self {
let mut s = Self::new(
id,
MUSIC,
0.0,
1.0,
random,
true,
0,
Attenuation::None,
[0.0; 3],
true,
);
s.can_start_silent = true;
s.ticking = Ticking::MusicLayer;
s
}
/// `SimpleSoundInstance.forJukeboxSong`.
pub fn for_jukebox_song(id: &str, at: [f64; 3], random: LegacyRandom) -> Self {
Self::new(
@@ -544,7 +522,7 @@ impl SoundInstance {
/// `TickableSoundInstance.tick`.
pub fn tick(&mut self, ctx: &TickContext) {
match &mut self.ticking {
Ticking::No | Ticking::MusicLayer => {}
Ticking::No => {}
Ticking::BiomeLoop { fade, direction } => {
let stop = *fade < 0;
*fade += *direction;
@@ -13,11 +13,6 @@ use crate::{
ui,
};
/// A string of this page: the language table's, or the English text.
fn tr(key: &str, english: &str) -> String {
lang::get_or(key, english)
}
/// Leave room for navigation, creation and cancellation in a 240-pixel menu.
const SHOWN: usize = 4;
pub mod store;
@@ -137,12 +132,7 @@ impl SplitProfiles {
};
if let Some(name) = &self.forgetting {
return vec![
button(
120.0,
tr("horizon.splitscreen.profiles.forget", "Forget"),
self.editable(name),
Target::Forget,
),
button(120.0, "Forget".into(), self.editable(name), Target::Forget),
button(
144.0,
lang::get_or("gui.cancel", "Cancel"),
@@ -157,12 +147,7 @@ impl SplitProfiles {
let ok = valid_name(name) && !self.names.iter().any(|n| n.eq_ignore_ascii_case(name));
let top = field_top(h);
return vec![
button(
top + 25.0,
tr("horizon.splitscreen.profiles.create", "Create"),
ok,
Target::Create,
),
button(top + 25.0, "Create".into(), ok, Target::Create),
button(
top + 50.0,
lang::get_or("gui.back", "Back"),
@@ -181,7 +166,7 @@ impl SplitProfiles {
{
let mut label = name.clone();
if self.current.as_ref() == Some(name) {
label.push_str(&tr("horizon.splitscreen.profiles.you", " - you"));
label.push_str(" - you");
}
let y = 44.0 + (i % SHOWN) as f32 * 24.0;
buttons.push((
@@ -192,8 +177,7 @@ impl SplitProfiles {
));
buttons.push((
[x + 180.0, y, 20.0, 20.0],
tr("horizon.splitscreen.profiles.forget_named", "Forget %s")
.replacen("%s", name, 1),
format!("Forget {name}"),
self.editable(name),
Target::Remove(i),
));
@@ -202,24 +186,19 @@ impl SplitProfiles {
if self.names.len() > SHOWN {
buttons.push((
[x, y, 98.0, 20.0],
tr("horizon.splitscreen.profiles.previous", "Previous"),
"Previous".into(),
self.page() > 0,
Target::Previous,
));
buttons.push((
[x + 102.0, y, 98.0, 20.0],
tr("horizon.splitscreen.profiles.next", "Next"),
"Next".into(),
(self.page() + 1) * SHOWN < self.names.len(),
Target::Next,
));
y += 24.0;
}
buttons.push(button(
y,
tr("horizon.splitscreen.profiles.new_button", "New Profile..."),
true,
Target::New,
));
buttons.push(button(y, "New Profile...".into(), true, Target::New));
let cancel = lang::get_or("gui.cancel", "Cancel");
buttons.push(button(y + 24.0, cancel, true, Target::Cancel));
buttons
@@ -241,71 +220,30 @@ impl SplitProfiles {
};
let buttons = self.buttons(w, h);
if let Some(name) = &self.forgetting {
STYLE.title(
batch,
atlas,
&Text::literal(tr(
"horizon.splitscreen.profiles.forget_title",
"Forget profile?",
)),
);
STYLE.title(batch, atlas, &Text::literal("Forget profile?"));
line(batch, name, 52.0, u32::MAX);
line(
batch,
&tr(
"horizon.splitscreen.profiles.forget_leaves",
"It leaves this instance's list.",
),
76.0,
grey,
);
line(
batch,
&tr(
"horizon.splitscreen.profiles.forget_kept",
"World progress and settings are kept.",
),
90.0,
grey,
);
line(batch, "It leaves this instance's list.", 76.0, grey);
line(batch, "World progress and settings are kept.", 90.0, grey);
if let Some(why) = &self.refused {
line(batch, why, 176.0, rgba(255, 85, 85, 255));
}
} else if let Some(field) = &mut self.new {
STYLE.title(
batch,
atlas,
&Text::literal(tr("horizon.splitscreen.profiles.new_title", "New Profile")),
);
STYLE.title(batch, atlas, &Text::literal("New Profile"));
let (x, top) = ((w / 2.0).floor() - 100.0, field_top(h));
let label = tr(
"horizon.splitscreen.profiles.name_hint",
"Name (3 to 16 letters, digits, _)",
);
batch.text(atlas, &label, x, top - 14.0, grey, true);
let label = "Name (3 to 16 letters, digits, _)";
batch.text(atlas, label, x, top - 14.0, grey, true);
(field.x, field.y, field.width, field.height) = (x, top, 200.0, 20.0);
field.draw(batch, atlas, None);
} else {
let title = match self.current {
Some(_) => tr(
"horizon.splitscreen.profiles.switch_title",
"Switch profile",
),
None => tr("horizon.pages.split_profiles", "Who's playing?"),
Some(_) => "Switch profile",
None => "Who's playing?",
};
STYLE.title(batch, atlas, &Text::literal(title));
self.draw_bumpers(batch, atlas, style);
// Under Cancel: where offline profiles live.
let y = buttons.last().map_or(0.0, |b| b.0[1] + 30.0);
line(
batch,
&tr(
"horizon.splitscreen.profiles.offline_note",
"Offline profiles belong to this instance",
),
y,
grey,
);
line(batch, "Offline profiles belong to this instance", y, grey);
// Why the last pick can't play, wrapped to the view (a quarter of a window is narrow).
let width = |text: &str| HudBatch::text_width(atlas, text).ceil();
let why = self.refused.as_deref().unwrap_or_default();
@@ -370,12 +308,8 @@ impl SplitProfiles {
fn draw_bumpers(&self, batch: &mut HudBatch, atlas: &HudAtlas, style: GlyphStyle) {
let width = |text: &str| HudBatch::text_width(atlas, text).ceil();
let words = match &self.place {
Some(place) => tr(
"horizon.splitscreen.profiles.move_place",
"Move where you play: %s",
)
.replacen("%s", place, 1),
None => tr("horizon.splitscreen.profiles.move", "Move where you play"),
Some(place) => format!("Move where you play: {place}"),
None => "Move where you play".to_owned(),
};
let keys = [PadButton::LeftBumper, PadButton::RightBumper];
let key_width = |b: PadButton| width(b.label(style)) + 4.0;
+3 -161
View File
@@ -99,9 +99,6 @@ pub struct Sprites {
still: std::collections::HashMap<(Vec<u8>, u64, u32, [u32; 2], [bool; 4]), u32>,
/// Decoded textures kept on disk between launches ([`Sprites::with_disk_cache`]).
disk: Option<crate::sprite_cache::SpriteCache>,
/// Textures [`Sprites::prefetch`] decoded ahead of their insert, by sprite name or
/// resource path.
ready: std::collections::HashMap<String, crate::sprite_cache::Decoded>,
}
/// Edge length of vanilla's block textures: the smallest array layer.
pub const SPRITE_SIZE: u32 = 16;
@@ -245,8 +242,6 @@ impl Sprites {
self.lay_out(false);
}
fn lay_out(&mut self, pixels: bool) {
// Prefetched textures nothing inserted.
self.ready = Default::default();
let layers = self.native.len().max(1) as u64;
let largest = self.native.iter().map(|n| n.0).max().unwrap_or(SPRITE_SIZE);
self.minimum_size = self.native.iter().map(|n| n.0).min().unwrap_or(SPRITE_SIZE);
@@ -340,45 +335,12 @@ impl Sprites {
}
}
}
/// Decode on every thread the textures about to be inserted: sprite names, or resource
/// paths outside `textures/` (as [`Sprites::insert_file`] takes them). A loader that adds
/// many (the block models, an OptiFine pack's tiles) calls this first and then inserts
/// them in its own order, so the layers are the same as without it. What is already a
/// layer or in the disk cache is skipped; what fails to decode is left for the insert,
/// which reports it.
pub fn prefetch<'a>(&mut self, root: &Path, names: impl IntoIterator<Item = &'a str>) {
let names: Vec<&str> = names
.into_iter()
.filter(|name| {
!self.layers.contains_key(*name)
&& !self.ready.contains_key(*name)
&& self.disk.as_ref().is_none_or(|d| d.get(name).is_none())
})
.collect::<std::collections::BTreeSet<_>>()
.into_iter()
.collect();
let decoded = crate::par::par_map(&names, |name| {
if name.contains(':') {
Self::decode(root, name).ok()
} else {
Self::decode_file(&root.join(name), name).ok()
}
});
for (name, decoded) in names.into_iter().zip(decoded) {
if let Some(decoded) = decoded {
self.ready.insert(name.to_owned(), decoded);
}
}
}
fn load(&mut self, root: &Path, name: &str) -> Result<u32> {
let cached = self.disk.as_ref().and_then(|d| d.get(name)).cloned();
let decoded = match cached {
Some(decoded) => decoded,
None => {
let decoded = match self.ready.remove(name) {
Some(decoded) => decoded,
None => Self::decode(root, name)?,
};
let decoded = Self::decode(root, name)?;
if let Some(disk) = &mut self.disk {
disk.insert(name, decoded.clone());
}
@@ -387,29 +349,10 @@ impl Sprites {
};
self.register(root, name, decoded)
}
/// The layer of a texture outside `textures/` (an OptiFine pack's connected-texture tile),
/// named by its resource path and added on first use. Unlike [`Sprites::insert`], a texture
/// that does not load is an error: the caller drops what needed it. Such files bypass the
/// disk cache, whose fingerprint covers only `textures/`.
pub fn insert_file(&mut self, root: &Path, resource: &str) -> Result<u32> {
if let Some(layer) = self.layers.get(resource) {
return Ok(*layer);
}
let decoded = match self.ready.remove(resource) {
Some(decoded) => decoded,
None => Self::decode_file(&root.join(resource), resource)?,
};
self.register(root, resource, decoded)
}
/// Read and decode one texture and its `.mcmeta`.
fn decode(root: &Path, name: &str) -> Result<crate::sprite_cache::Decoded> {
let (namespace, path) = name.split_once(':').ok_or("invalid sprite identifier")?;
Self::decode_file(
&root.join(format!("assets/{namespace}/textures/{path}.png")),
name,
)
}
fn decode_file(path: &Path, name: &str) -> Result<crate::sprite_cache::Decoded> {
let path = root.join(format!("assets/{namespace}/textures/{path}.png"));
let metadata = match fs::read_to_string(path.with_extension("png.mcmeta")) {
Ok(text) => Some(serde_json::from_str::<
BTreeMap<String, Box<serde_json::value::RawValue>>,
@@ -425,7 +368,7 @@ impl Sprites {
.as_deref()
.map(AnimationMetadata::from_json)
.transpose()?;
let (png_width, png_height, pixels) = read_rgba(path)?;
let (png_width, png_height, pixels) = read_rgba(&path)?;
let (width, height) = if let Some(animation) = &animation {
let [width, height] =
animation.frame_size(i32::try_from(png_width)?, i32::try_from(png_height)?);
@@ -569,7 +512,6 @@ impl Sprites {
/// A PNG's width, height and pixels as RGBA.
fn read_rgba(path: &Path) -> Result<(u32, u32, Vec<u8>)> {
let mut decoder = png::Decoder::new(BufReader::new(File::open(path)?));
decoder.ignore_checksums(true);
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info()?;
let mut bytes = vec![
@@ -720,106 +662,6 @@ mod tests {
}
}
#[test]
fn files_outside_textures_load_by_path() {
let root = std::env::temp_dir().join(format!("horizon-sprite-file-{}", std::process::id()));
let tile = "assets/minecraft/optifine/ctm/glass/0.png";
fs::create_dir_all(root.join(tile).parent().unwrap()).unwrap();
let mut encoder = png::Encoder::new(File::create(root.join(tile)).unwrap(), 16, 16);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let pixels: Vec<u8> = (0..256).flat_map(|i| [i as u8, 0, 0, 128]).collect();
encoder
.write_header()
.unwrap()
.write_image_data(&pixels)
.unwrap();
let mut sprites = Sprites::default();
let layer = sprites.insert_file(&root, tile).unwrap();
assert_eq!(sprites.insert_file(&root, tile).unwrap(), layer);
assert!(sprites.translucent[layer as usize]);
// A missing tile is an error, not the missing texture.
assert!(
sprites
.insert_file(&root, "assets/minecraft/optifine/ctm/glass/1.png")
.is_err()
);
assert_eq!(sprites.count(), 1);
fs::remove_dir_all(&root).unwrap();
}
#[test]
fn prefetched_textures_take_the_layers_inserting_alone_gives() {
let root =
std::env::temp_dir().join(format!("horizon-sprite-prefetch-{}", std::process::id()));
let png = |path: &str, side: u32, seed: u8| {
let file = root.join(path);
fs::create_dir_all(file.parent().unwrap()).unwrap();
let mut encoder = png::Encoder::new(File::create(file).unwrap(), side, side);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let pixels: Vec<u8> = (0..side * side)
.flat_map(|i| {
[
seed,
i as u8,
(i >> 8) as u8,
if i % 3 == 0 { 0 } else { 255 },
]
})
.collect();
encoder
.write_header()
.unwrap()
.write_image_data(&pixels)
.unwrap();
};
for i in 0..40u8 {
png(
&format!("assets/minecraft/textures/block/b{i}.png"),
16 << (i % 3),
i,
);
}
// Two textures alike share a layer; a tile outside `textures/`, a broken file and a
// missing one take the paths they take without prefetching.
png("assets/minecraft/textures/block/same.png", 16, 3);
png("assets/minecraft/optifine/ctm/glass/0.png", 32, 77);
fs::write(
root.join("assets/minecraft/textures/block/broken.png"),
b"no png",
)
.unwrap();
let names: Vec<String> = (0..40)
.map(|i| format!("minecraft:block/b{}", (i * 7) % 40))
.chain(["minecraft:block/same", "minecraft:block/broken"].map(String::from))
.chain(["minecraft:block/missing", "minecraft:block/b3"].map(String::from))
.collect();
let tile = "assets/minecraft/optifine/ctm/glass/0.png";
let load = |prefetch: bool| {
let mut sprites = Sprites::default();
if prefetch {
sprites.prefetch(&root, names.iter().map(String::as_str).chain([tile]));
}
let mut layers: Vec<u32> = names
.iter()
.map(|name| sprites.insert(&root, name).unwrap())
.collect();
layers.push(sprites.insert_file(&root, tile).unwrap());
sprites.finish();
(
layers,
sprites.layers,
sprites.pixels,
sprites.translucent,
sprites.size,
)
};
let alone = load(false);
assert_eq!(load(true), alone);
// The textures alike and the broken one's missing texture: fewer layers than names.
assert!(alone.1.values().max().unwrap() + 1 < names.len() as u32);
fs::remove_dir_all(&root).unwrap();
}
#[test]
fn identical_still_textures_share_a_layer() {
let root =
std::env::temp_dir().join(format!("horizon-sprite-share-{}", std::process::id()));
+2 -189
View File
@@ -6,7 +6,6 @@ use crate::fast_hash::{FxHashMap, FxHashSet};
use crate::section_mask::SectionMask;
use crate::{
chunk::Chunk,
graphics::LeafCullingMode,
light::{LightChanges, LightTables, apply_lighting, apply_relighting, light_chunk},
mesher::{MeshScratch, MeshTables, Mesher, Region, SectionMesh, borrow},
world::World,
@@ -197,7 +196,7 @@ impl<G: ChunkGenerator> Saves for G {
}
}
/// Per-job mesher inputs that change with the dimension or the options.
#[derive(Clone)]
#[derive(Clone, Copy)]
struct MeshSettings {
nether: bool,
shader_pack_lighting: bool,
@@ -205,8 +204,6 @@ struct MeshSettings {
blend_radius: i32,
smooth_lighting: bool,
cutout_leaves: bool,
translucent_layers: Arc<[bool]>,
leaf_culling: LeafCullingMode,
}
enum Job {
Generate(i32, i32),
@@ -441,11 +438,6 @@ pub struct Streaming {
/// The `ao` and `cutoutLeaves` options.
pub smooth_lighting: bool,
pub cutout_leaves: bool,
/// Sprite layers a shader pack draws in the translucent pass (`[[materials]]
/// translucent`), by layer; empty without one.
pub translucent_layers: Arc<[bool]>,
/// What the mesher does with leaf faces inside a canopy (`LeafCullingMode`).
pub leaf_culling: LeafCullingMode,
/// Incremental relighting of block edits on lit chunks (see `light::relight`).
light_tables: Arc<LightTables>,
/// Applied edits by sequence, replayed onto light jobs snapshotted before them.
@@ -780,8 +772,6 @@ impl Streaming {
blend_radius: settings.blend_radius,
smooth_lighting: settings.smooth_lighting,
cutout_leaves: settings.cutout_leaves,
translucent_layers: &settings.translucent_layers,
leaf_culling: settings.leaf_culling,
assets: &context.assets,
render: &context.render,
tables: &context.tables,
@@ -863,8 +853,6 @@ impl Streaming {
biome_blend: 2,
smooth_lighting: true,
cutout_leaves: true,
translucent_layers: Arc::from([]),
leaf_culling: LeafCullingMode::Off,
light_tables,
light_log: Vec::new(),
light_edit_sequence: 0,
@@ -916,56 +904,9 @@ impl Streaming {
}
}
}
/// A resident column a server sent again whole (it changed it in bulk):
/// its new blocks taken, the sections that did not change kept as they
/// were, and its light and its neighbours' worked out again here, off
/// the game thread, as light is for the blocks a server changes one at a
/// time; the sections that changed remesh (with theirs) once lit. Until
/// then the sections that changed show the light the packet carried (a
/// Horizon server sends the light from before its relight, then the
/// new light; another server's is already right, which matters where
/// the neighbours this light needs aren't all here).
pub fn replace_remote(&mut self, world: &mut World, mut chunk: Chunk) {
let key = (chunk.x, chunk.z);
let Some(old) = world.chunks.get(&key).cloned() else {
return self.insert_remote(world, chunk);
};
if !self.lit.contains(&key) {
return self.insert_remote(world, chunk);
}
// The cells whose blocks changed, by section: they remesh with the neighbours within a block of them (as
// vanilla's `setBlocksDirty`), not every section round each section changed (which, for the few blocks a
// section often changes in a bulk edit, is mostly sections that did not).
let mut cells = crate::light::LightChanges::default();
cells.keyed(world.layout());
let kept = keep_unchanged_sections(&old, &mut chunk, &mut cells);
chunk.light_loaded = old.light_loaded;
chunk.lit = true;
world.chunks.insert(key, Arc::new(chunk));
world.revision = world.revision.wrapping_add(1);
// A section with new biomes and the same blocks remeshes now (its tint), with its neighbours, whose tint
// blends across the border: above and below too, as a block's tint can sample the biome quart of the
// section next to it (`BiomeManager.getBiome`'s zoom reaches a quart beyond the block).
Self::light_updated(world, key.0, key.1, &kept.biomes);
// A section with the same blocks and new light takes the packet's light (vanilla's
// `handleLevelChunkWithLight` always applies it) and remeshes as a light update would.
Self::light_updated(world, key.0, key.1, &kept.light);
if !kept.blocks {
return;
}
for dz in -1..=1 {
for dx in -1..=1 {
world.dirty_light.insert((key.0 + dx, key.1 + dz));
}
}
cells.dirty_sections(|section| {
world.dirty_sections.insert(section);
});
}
/// A server's light update for a resident column: the sections whose
/// light changed and their neighbours remesh
/// (`setSectionDirtyWithNeighbors`). A resent column's sections with new
/// biomes remesh the same way.
/// (`setSectionDirtyWithNeighbors`).
pub fn light_updated(world: &mut World, x: i32, z: i32, sections: &[usize]) {
for &sy in sections {
for dz in -1..=1 {
@@ -1771,8 +1712,6 @@ impl Streaming {
blend_radius: self.biome_blend,
smooth_lighting: self.smooth_lighting,
cutout_leaves: self.cutout_leaves,
translucent_layers: self.translucent_layers.clone(),
leaf_culling: self.leaf_culling,
},
),
);
@@ -2424,136 +2363,10 @@ fn nearest_first<T: Ord>(candidates: &mut Vec<T>, room: usize) {
}
candidates.sort_unstable();
}
/// What `keep_unchanged_sections` found changed.
#[derive(Debug, Default, PartialEq)]
struct Resent {
/// Any section's blocks changed (in a way light or the mesher sees).
blocks: bool,
/// The sections whose blocks did not change but whose biomes did.
biomes: Vec<usize>,
/// The sections whose blocks did not change but whose light the packet changes.
light: Vec<usize>,
}
/// `new`, a resident column `old` sent again, takes `old`'s sections whose
/// blocks it holds unchanged, with `new`'s biomes and light; the sections whose blocks
/// changed keep `old`'s light (until lit again) and their cells' classes go in
/// `cells`.
fn keep_unchanged_sections(
old: &Chunk,
new: &mut Chunk,
cells: &mut crate::light::LightChanges,
) -> Resent {
let (mut a, mut b) = (Box::new([0u32; 4096]), Box::new([0u32; 4096]));
let mut out = Resent::default();
let (x, z) = (new.x, new.z);
for s in 0..new.sections.len().min(old.sections.len()) {
// (sections stored alike hold the same blocks: most of a column sent again, found without unpacking)
let same = old.sections[s].blocks.same_storage(&new.sections[s].blocks) || {
old.sections[s].unpack(&mut a);
new.sections[s].unpack(&mut b);
let classes = crate::light::LightChanges::classes_differing(&a, &b);
if classes != 0 {
cells.add((x, s as i32, z), classes);
}
classes == 0
};
if !same {
out.blocks = true;
continue;
}
let biomes = new.sections[s].biomes.clone();
let changed = !same_values(&old.sections[s].biomes, &biomes);
let light = (!same_light(&old.sections[s].light, &new.sections[s].light))
.then(|| new.sections[s].light.clone());
new.sections[s] = old.sections[s].clone();
if changed {
Arc::make_mut(&mut new.sections[s]).biomes = biomes;
out.biomes.push(s);
}
if let Some(light) = light {
Arc::make_mut(&mut new.sections[s]).light = light;
out.light.push(s);
}
}
out
}
/// Whether two sections' packed light (4,096 cells) holds the same values.
fn same_light(a: &crate::chunk::Light, b: &crate::chunk::Light) -> bool {
use crate::chunk::Light;
match (a, b) {
(Light::Uniform(x), Light::Uniform(y)) => x == y,
(Light::Full(x), Light::Full(y)) => x == y,
(Light::Uniform(v), Light::Full(f)) | (Light::Full(f), Light::Uniform(v)) => {
f.iter().all(|c| c == v)
}
}
}
/// Whether two biome containers (64 cells) hold the same values.
fn same_values(
a: &horizon_core::paletted::PalettedContainer,
b: &horizon_core::paletted::PalettedContainer,
) -> bool {
if a.same_storage(b) {
return true;
}
let (mut x, mut y) = ([0u32; 64], [0u32; 64]);
a.unpack(&mut x);
b.unpack(&mut y);
x == y
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn a_resent_column_keeps_its_sections_but_takes_new_biomes() {
let mut old = Chunk::empty(2, -3);
old.set(1, 10, 1, 1);
old.set(1, 40, 1, 1);
old.set_biome_cell(0, 0, 0, 1);
let mut new = old.clone();
// a new biome under the same blocks (section 0), and a block changed (section 6)
new.set_biome_cell(0, 0, 0, 3);
new.set(1, 40, 1, 2);
let mut cells = crate::light::LightChanges::default();
cells.keyed(crate::chunk::ColumnLayout::VANILLA);
let kept = keep_unchanged_sections(&old, &mut new, &mut cells);
assert_eq!(
kept,
Resent {
blocks: true,
biomes: vec![0],
light: vec![],
}
);
assert_eq!(new.biome(0, -64, 0), 3);
assert_eq!(new.block(1, -54, 1).0, 0);
assert_eq!(new.block(1, 40, 1).0, 2);
// the sections alike are shared with the old column
assert!(Arc::ptr_eq(&new.sections[1], &old.sections[1]));
assert!(!Arc::ptr_eq(&new.sections[0], &old.sections[0]));
// nothing changed: nothing to do
let mut same = old.clone();
let kept = keep_unchanged_sections(&old, &mut same, &mut cells);
assert_eq!(kept, Resent::default());
assert!(Arc::ptr_eq(&same.sections[0], &old.sections[0]));
// the same blocks under new light: the packet's light, as vanilla applies it
let mut lit = old.clone();
Arc::make_mut(&mut lit.sections[2]).light = crate::chunk::Light::Uniform(0xF0);
Arc::make_mut(&mut old.sections[2]).light = crate::chunk::Light::Uniform(0x50);
let kept = keep_unchanged_sections(&old, &mut lit, &mut cells);
assert_eq!(
kept,
Resent {
light: vec![2],
..Resent::default()
}
);
assert_eq!(lit.sections[2].light.get(0), 0xF0);
assert!(Arc::ptr_eq(&lit.sections[1], &old.sections[1]));
}
#[test]
fn mesh_pool_reuses_capacity_with_clean_geometry_state() {
let mut mesh = SectionMesh::default();
@@ -591,11 +591,6 @@ fn sky_along_ray(d: vec3<f32>) -> vec3<f32> {
@fragment fn fs_sky(in: SkyOut) -> @location(0) vec4<f32> {
return vec4(sky_along_ray(view_ray(in.ndc)), 1.0);
}
// The first-person hand's depth clear inside the world pass: `vs_sky`'s triangle lies at the
// far plane, written over the whole depth target with no colour.
@fragment fn fs_depth_reset(in: SkyOut) -> @location(0) vec4<f32> {
return vec4(0.0);
}
@fragment fn fs_dark_disc(in: SkyOut) -> @location(0) vec4<f32> {
let d = view_ray(in.ndc);
let dist = disc_distance(d, -4.0);
@@ -100,9 +100,6 @@ pub struct World {
/// for `ServerLevel.sendBlockUpdated`'s path recomputing; kept only while
/// the mobs of this world tick (`game/creatures.rs`).
pub path_writes: Option<Vec<((i32, i32, i32), u32, u32)>>,
/// The chunks changed in bulk (`edit_runs`) since the log was last
/// drained, kept while `block_log` is: sent to the players whole.
pub bulk_log: FxHashSet<(i32, i32)>,
/// The sections whose light changed since the log was last drained, as
/// a bit per section of each column, kept while `block_log` is
/// (`ChunkHolder.sectionLightChanged`).
@@ -211,7 +208,6 @@ impl World {
weather: Weather::default(),
block_log: None,
path_writes: None,
bulk_log: Default::default(),
light_log: None,
moving_piston_fallback: Vec::new(),
moving_pistons: Vec::new(),
-2
View File
@@ -19,8 +19,6 @@ horizon-client-render = { path = "../horizon-client-render" }
horizon-command = { path = "../horizon-command" }
horizon-items = { path = "../horizon-items" }
horizon-core = { path = "../horizon-core" }
# OptiFine-format pack files: custom entity models, random entity textures.
horizon-optifine = { path = "../horizon-optifine" }
# The server thread ahead of the workers (MinecraftServer.spin's Thread.setPriority).
horizon-threads = { path = "../horizon-threads" }
horizon-hdr = { path = "../horizon-hdr" }
@@ -1,293 +0,0 @@
{
"horizon.options.controller": "Controller",
"horizon.options.vibration": "Vibration",
"horizon.options.adaptive_triggers": "Adaptive Trigger",
"horizon.options.lightbar": "Lightbar",
"horizon.options.look_sensitivity": "Blickempfindlichkeit",
"horizon.options.invert_x": "Blick-X-Achse umkehren",
"horizon.options.invert_y": "Blick-Y-Achse umkehren",
"horizon.options.sneak_button": "Schleichtaste",
"horizon.options.move_deadzone": "Totzone der Bewegung",
"horizon.options.look_deadzone": "Totzone des Blicks",
"horizon.options.button_glyphs": "Tastensymbole",
"horizon.options.menu_navigation": "Menünavigation",
"horizon.options.on_screen_keyboard": "Bildschirmtastatur",
"horizon.options.chat_delay": "Chatverzögerung",
"horizon.options.lightbar.health": "Gesundheit",
"horizon.options.lightbar.dimension": "Dimension",
"horizon.options.glyphs.auto": "Auto",
"horizon.options.glyphs.xbox": "Xbox",
"horizon.options.glyphs.playstation": "PlayStation",
"horizon.options.glyphs.nintendo": "Nintendo",
"horizon.options.menu_focus": "Fokus",
"horizon.options.menu_pointer": "Zeiger",
"horizon.options.keyboard.auto": "Auto",
"horizon.options.keyboard.horizon": "Horizon",
"horizon.options.keyboard.steam": "Steam",
"horizon.options.unavailable": "Diese Funktion ist in Horizon noch nicht verfügbar.",
"horizon.options.search": "Einstellungen durchsuchen …",
"horizon.pages.mods": "Mods",
"horizon.pages.shader_packs": "Shader-Pakete",
"horizon.pages.shader_options": "Shader-Optionen",
"horizon.pages.controller": "Controller-Einstellungen",
"horizon.pages.controller_binds": "Controller-Tastenbelegung",
"horizon.pages.extras": "Horizon-Extras",
"horizon.pages.settings": "Horizon-Einstellungen",
"horizon.pages.agent": "KI-Agent",
"horizon.pages.split_profiles": "Wer spielt?",
"horizon.pages.settings.tooltip": "Horizons eigene Einstellungen: Grafik, Controller, Extras und Mods.",
"horizon.pages.graphics.tooltip": "Grafik, einfach: Jede Einstellung zeigt, was sie kostet.",
"horizon.pages.graphics_advanced.tooltip": "Alle Grafikeinstellungen, auch die von Horizon, mit den Kosten jeder einzelnen.",
"horizon.pages.controller.tooltip": "Controller: ihre Tasten, Sticks, Vibration und Menünavigation.",
"horizon.pages.extras.tooltip": "Optionale Zusätze, alle standardmäßig aus: Das Spiel bleibt Vanilla, bis du einen einschaltest.",
"horizon.pages.agent.tooltip": "Lass deinen eigenen KI-Agenten spielen: horizon-ctl und MCP-Clients auf diesem Computer.",
"horizon.pages.split_profiles.tooltip": "Wer spielt: ein Profil, das in diesem Spielordner gespeichert ist.",
"horizon.pages.shader_packs.tooltip": "Shader-Pakete aus dem Ordner shaderpacks: die von Horizon selbst und die im Format shaders/. Es läuft immer nur eines.",
"horizon.pages.mods.tooltip": "Mods für Horizon aus dem Ordner horizon-mods. Jede läuft in einer Sandbox und bleibt aus, bis du sie einschaltest.",
"horizon.pages.open.graphics": "Grafik …",
"horizon.pages.open.graphics_advanced": "Erweiterte Grafik …",
"horizon.pages.open.shader_packs": "Shader-Pakete …",
"horizon.pages.open.controller": "Controller-Einstellungen …",
"horizon.pages.open.extras": "Extras …",
"horizon.pages.open.mods": "Mods …",
"horizon.pages.open.agent": "KI-Agent …",
"horizon.pages.open.horizon_graphics": "Horizon-Grafik …",
"horizon.pages.open.controller_binds": "Controller-Belegung …",
"horizon.pages.open.horizon_settings": "Horizon-Einstellungen …",
"horizon.mods.empty": "Keine Mods: Lege .hmod-Dateien in den Ordner horizon-mods",
"horizon.mods.stopped": " (angehalten)",
"horizon.mods.not_built": " (nicht gebaut)",
"horizon.mods.dev": " (Entwicklung)",
"horizon.mods.settings": "Einstellungen",
"horizon.mods.open_folder": "Modordner öffnen",
"horizon.shader_packs.empty": "Keine Shader-Pakete: Lege sie in den Ordner shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.shader_options.open": "Shader-Optionen …",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Optionen des Shader-Pakets werden gelesen …",
"horizon.agent.copy_details": "Verbindungsdaten kopieren",
"horizon.multiplayer.join": "Beitreten",
"horizon.multiplayer.cancel_reconnecting": "Neuverbindung abbrechen",
"horizon.multiplayer.join_friend": "Freund beitreten",
"horizon.multiplayer.invite_code": "Einladungscode",
"horizon.multiplayer.relay": "Relay (optional)",
"Preset": "Preset",
"LOD Distance": "LOD-Weite",
"Far Detail": "Ferndetails",
"Cave Culling": "Höhlen-Culling",
"Entity Culling": "Objekt-Culling",
"Chunk Updates": "Chunk-Updates",
"Upload Budget": "Upload-Budget",
"Sky": "Himmel",
"Fog": "Nebel",
"Weather": "Wetter",
"Animated Textures": "Animierte Texturen",
"Present Mode": "Ausgabemodus",
"Frame Pacing": "Bildtakt",
"Worker Threads": "Arbeitsthreads",
"Resolution Scale": "Auflösungsskalierung",
"Anti-aliasing": "Kantenglättung",
"Upscaling": "Upscaling",
"HDR Settings...": "HDR-Einstellungen …",
"Paper White": "Papierweiß",
"Peak Brightness": "Spitzenhelligkeit",
"Black Level": "Schwarzwert",
"UI Brightness": "GUI-Helligkeit",
"Battery Mode": "Akkumodus",
"Graphics API": "Grafik-API",
"Performance Overlay": "Leistungsanzeige",
"Full Detail Distance": "Detailweite",
"On": "An",
"Off": "Aus",
"Unlimited": "Unbegrenzt",
"Auto": "Auto",
"Custom": "Benutzerdefiniert",
"Performance": "Leistung",
"Balanced": "Ausgewogen",
"Quality": "Qualität",
"Ultra": "Ultra",
"Ultra Performance": "Ultra-Leistung",
"Native": "Nativ",
"Full": "Voll",
"Reduced": "Reduziert",
"Efficient": "Sparsam",
"Precise": "Präzise",
"Auto (VSync)": "Auto (VSync)",
"FIFO": "FIFO",
"Mailbox": "Mailbox",
"Immediate": "Immediate",
"Vulkan": "Vulkan",
"DirectX 12": "DirectX 12",
"OpenGL": "OpenGL",
"FPS and Graph": "FPS und Diagramm",
"FPS": "FPS",
"TAA": "TAA",
"FXAA": "FXAA",
"No cost": "Keine Kosten",
"Low cost": "Geringe Kosten",
"Medium cost": "Mittlere Kosten",
"High cost": "Hohe Kosten",
"Saves time": "Spart Zeit",
"Rendering": "Rendering",
"Display": "Anzeige",
"Preferences": "Präferenzen",
"Overlay": "Einblendung",
"HDR": "HDR",
"Graphics": "Grafik",
"Graphics: Advanced": "Grafik: Erweitert",
"Graphics: HDR": "Grafik: HDR",
"Advanced...": "Erweitert …",
"Simple...": "Einfach …",
"Done": "Fertig",
"This feature is not yet available in Horizon.": "Diese Funktion ist in Horizon noch nicht verfügbar.",
"Your display or system doesn't offer HDR output.": "Dein Bildschirm oder System unterstützt keine HDR-Ausgabe.",
"Turn HDR on to use it.": "Schalte HDR ein, um es zu nutzen.",
"%s chunks": "%s Chunks",
"%s per frame": "%s pro Bild",
"%s MiB/frame": "%s MiB/Bild",
"%s KiB/frame": "%s KiB/Bild",
"%s nits": "%s Nits",
"Auto (%s)": "Auto (%s)",
"Auto (%s nits)": "Auto (%s Nits)",
"%.2f nits": "%.2f Nits",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Gelände mit vollen Details. Die LOD-Entfernung reicht weiter.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Grobes fernes Gelände in lokalen Welten. Integrierte GPUs: max. 128.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Reduziert: fernes Gelände gröber, schneller auf dieser GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Reduziert: fernes Gelände gröber, für GPUs, die sonst bremsen.",
"Field of view. Wider shows more terrain at once.": "Sichtfeld. Ein größeres zeigt mehr Gelände auf einmal.",
"Caps frames per second; a cap saves power and heat.": "Begrenzt die Bilder pro Sekunde; spart Strom und Wärme.",
"Waits for the display's refresh: no tearing, a little latency.": "Wartet auf den Bildaufbau: kein Tearing, etwas Latenz.",
"Size of menus and the HUD.": "Größe der Menüs und des HUDs.",
"Sets the options below together. Changing one makes it Custom.": "Stellt Optionen darunter ein. Änderung = „Benutzerdefiniert“.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, Feuer, Sonne heller als Weiß. Braucht HDR-Bildschirm.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Das dunkelste Schwarz deines Bildschirms. 0 für OLED; LCDs leuchten ein wenig.",
"How bright highlights get. Auto: the peak your system reports.": "Wie hell Lichter werden. Auto: der Spitzenwert, den dein System meldet.",
"How bright white paper and menus look. Auto: your desktop's white.": "Wie hell weißes Papier und Menüs aussehen. Auto: das Weiß deines Desktops.",
"How bright the HUD and menus are, against paper white.": "Wie hell HUD und Menüs im Vergleich zu Papierweiß sind.",
"How far mobs, crops and machines keep working. CPU time.": "Wie weit Kreaturen, Pflanzen und Maschinen weiterarbeiten. Kostet CPU-Zeit.",
"How far away mobs and items are drawn, as a share of normal.": "Zeichenweite für Kreaturen und Gegenstände, anteilig zur Norm.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Überspringt Gelände hinter geschlossenen Abschnitten. Aus kostet viel.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Versteckt Modelle hinter Blöcken. Bei eigenen Paketen ausschalten.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Mesh-Abschnitte pro Bild. Weniger: flüssigeres Laden.",
"Soft shadows in corners. Costs chunk building time only.": "Weiche Schatten in Ecken. Kostet nur Zeit beim Chunk-Aufbau.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Kleinere Textur-Kopien für fernes Gelände: weniger Flimmern.",
"Blends grass and water colours across biomes when building chunks.": "Mischt Gras- und Wasserfarben über Biome hinweg beim Chunk-Aufbau.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Wolkenschicht: aus, flach (schnell) oder 3D (schön).",
"How far clouds reach, in chunks.": "Wie weit Wolken reichen, in Chunks.",
"Draws the sky, sun, moon and stars.": "Zeichnet Himmel, Sonne, Mond und Sterne.",
"Distance fog. Off shows the edge of the loaded world.": "Nebel in der Ferne. Aus zeigt den Rand der geladenen Welt.",
"Draws rain and snow.": "Zeichnet Regen und Schnee.",
"How far rain and snow fall around you.": "Wie weit um dich herum Regen und Schnee fallen.",
"How many particles effects spawn.": "Wie viele Partikel Effekte erzeugen.",
"Round shadows under mobs and items.": "Runde Schatten unter Kreaturen und Gegenständen.",
"Leaves with see-through gaps. Off draws them solid.": "Laub mit durchsichtigen Lücken. Aus zeichnet es massiv.",
"Sorts water and glass more exactly behind each other.": "Sortiert Wasser und Glas hintereinander genauer.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Welche Chunk-Neuaufbauten auf das Bild warten: keine, nahe oder deine.",
"Animates water, lava, fire and other moving textures.": "Animiert Wasser, Lava, Feuer und andere bewegte Texturen.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Weltpixel pro Bildschirmpixel. Unter 100 % ist es auf der GPU schneller.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Glättet Kanten. FXAA: weicher. TAA: am glattesten, evtl. Schlieren.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Rendert die Welt kleiner und baut sie mit TAA wieder auf. Schneller, weicher.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR-Ausgabe auf HDR-Bildschirm: Lava, Feuer, Sonne heller.",
"How frames reach the screen while VSync is off.": "Wie Bilder auf den Bildschirm gelangen, wenn VSync aus ist.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Sparsam schläft bis zum nächsten Bild; Präzise wartet aktiv, wie in Vanilla.",
"Fills the screen (borderless).": "Füllt den Bildschirm (randlos).",
"Brightens dark places.": "Hellt dunkle Orte auf.",
"Lowers the frame rate when minimised, or idle too.": "Senkt die Bildrate bei Minimierung oder auch bei Inaktivität.",
"Sways the view while walking.": "Lässt die Ansicht beim Gehen schwanken.",
"Fades newly loaded chunks in.": "Blendet neu geladene Chunks ein.",
"Darkens the screen's edges.": "Dunkelt die Bildschirmränder ab.",
"Shows when the world saves.": "Zeigt an, wann die Welt gespeichert wird.",
"Shows attack cooldown.": "Zeigt die Angriffsabklingzeit an.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS (30 im Menü/ohne Fokus), halb so viele Worker: spart Strom.",
"Threads that generate, light and mesh chunks. Next start.": "Threads für Erzeugung, Licht und Mesh der Chunks. Nach Neustart.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, sonst DirectX 12 (Windows) oder OpenGL (Linux). Nach Neustart.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Pro Bild an die GPU gesendete Mesh-Daten. Weniger ist flüssiger beim Laden.",
"Frame rate and frame times over the game, with a graph.": "Bildrate und Bildzeiten über dem Spiel, mit Diagramm.",
"horizon.multiplayer.finding_friend": "Die Welt deines Freundes wird gesucht …",
"horizon.loading.opening_world": "Welt wird geöffnet",
"horizon.loading.cancelling_world": "Wird abgebrochen",
"horizon.title.not_affiliated": "Nicht mit Mojang oder Microsoft verbunden",
"horizon.extras.header.lighting": "Beleuchtung",
"horizon.extras.header.third_person": "Dritte Person",
"horizon.extras.header.inventory": "Inventar",
"horizon.extras.header.multiplayer": "Mehrspieler",
"horizon.extras.fullbright": "Maximale Helligkeit",
"horizon.extras.dynamic_lights": "Dynamisches Licht",
"horizon.extras.own_name_tag": "Eigenes Namensschild",
"horizon.extras.auto_reconnect": "Neu verbinden",
"horizon.extras.mouse_tweaks": "Mouse Tweaks",
"horizon.extras.mouse_tweaks_wheel": "Mausrad-Verschieben",
"horizon.extras.sort": "Sortier-Schaltflächen",
"horizon.extras.sort_key": "Sortiertaste",
"horizon.extras.no_ai": "Keine KI",
"horizon.extras.agent_control": "Agentensteuerung",
"horizon.extras.discord_presence": "Discord Rich Presence",
"horizon.extras.fullbright.tooltip": "Zeigt Blöcke und Objekte bei vollem Licht, selbst an dunklen Orten.",
"horizon.extras.dynamic_lights.tooltip": "Fackeln und andere Lichtquellen, die gehalten, fallen gelassen werden oder brennen, beleuchten die Blöcke um sich herum.",
"horizon.extras.own_name_tag.tooltip": "Zeigt deinen Namen in der dritten Person über deinem Kopf an, so wie andere Spieler ihn sehen. Versteckt, wenn der Server die Namen deines Teams verbirgt oder du unsichtbar bist.",
"horizon.extras.auto_reconnect.tooltip": "Verbindet nach einem Verbindungsabbruch oder Neustart erneut mit dem Server, nie nach einem Rauswurf oder Bann.",
"horizon.extras.mouse_tweaks.tooltip": "Mit Rechtsklick ziehen legt je einen pro Feld ab, mit Linksklick ziehen sammelt den gehaltenen Gegenstand, Umschalt + Linksklick ziehen verschiebt jedes Feld.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Nach unten schickt einen Gegenstand des Feldes auf die andere Seite, nach oben holt einen zurück.",
"horizon.extras.sort.tooltip": "Sortiert Inventar, Truhen, Fässer, Endertruhen und Shulker-Kisten in der Reihenfolge der Kreativ-Tabs und fasst Stapel zusammen.",
"horizon.extras.sort_key.tooltip": "Sortiert den Bereich unter dem Mauszeiger. Klicke, dann drücke eine Taste; Esc hebt die Belegung auf.",
"horizon.extras.no_ai.tooltip": "Blendet alle KI-Funktionen aus und schaltet sie ab: Agentensteuerung, horizon-ctl und die MCP-Server. Auch den Schalter des Launchers.",
"horizon.extras.agent_control.tooltip": "Dein eigener KI-Agent kann dieses Spiel über horizon-ctl oder einen MCP-Client spielen, nur auf diesem Computer.",
"horizon.extras.discord_presence.tooltip": "Zeigt „Spielt Horizon“ in deinem Discord-Profil an, solange Discord läuft: Menüs, Einzel- oder Mehrspielermodus, die Dimension und die Spielzeit. Nie den Namen einer Welt oder die Adresse eines Servers.",
"Calibrate...": "Kalibrieren …",
"Calibrate Anyway...": "Trotzdem kalibrieren …",
"Use Automatic Setup": "Automatische Einrichtung verwenden",
"Shortcut: %s": "Tastenkürzel: %s",
"Next": "Weiter",
"HDR Calibration %s/%s: %s": "HDR-Kalibrierung %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stellt die drei Werte darunter im Vollbild ein, jeweils mit einem Testbild.",
"A key that opens this screen from the game. Not bound at first.": "Eine Taste, die diesen Bildschirm im Spiel öffnet. Zunächst nicht belegt.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Bildschirm meldete keine Helligkeit: zum Einrichten kalibrieren.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Bereits eingerichtet. Nur kalibrieren, wenn HDR falsch aussieht.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Stellt Spitzenhelligkeit und Papierweiß des Bildschirms wieder her.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Für den Bildschirm eingerichtet. Auto lassen, wenn es passt.",
"Lower it until the logo just disappears into the black.": "Verringere den Wert, bis das Logo gerade im Schwarz verschwindet.",
"Raise it until the logo just disappears into the bright square.": "Erhöhe den Wert, bis das Logo gerade im hellen Quadrat verschwindet.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Wähle ein Weiß, das bei deinem Licht lange angenehm ist.",
"horizon.splitscreen.profiles.forget": "Entfernen",
"horizon.splitscreen.profiles.create": "Erstellen",
"horizon.splitscreen.profiles.you": " - du",
"horizon.splitscreen.profiles.forget_named": "%s entfernen",
"horizon.splitscreen.profiles.previous": "Zurück",
"horizon.splitscreen.profiles.next": "Weiter",
"horizon.splitscreen.profiles.new_button": "Neues Profil …",
"horizon.splitscreen.profiles.forget_title": "Profil entfernen?",
"horizon.splitscreen.profiles.forget_leaves": "Es verschwindet aus der Liste dieser Instanz.",
"horizon.splitscreen.profiles.forget_kept": "Weltfortschritt und Einstellungen bleiben erhalten.",
"horizon.splitscreen.profiles.new_title": "Neues Profil",
"horizon.splitscreen.profiles.name_hint": "Name (3 bis 16 Buchstaben, Ziffern, _)",
"horizon.splitscreen.profiles.switch_title": "Profil wechseln",
"horizon.splitscreen.profiles.offline_note": "Offline-Profile gehören zu dieser Instanz",
"horizon.splitscreen.profiles.move": "Spielort wechseln",
"horizon.splitscreen.profiles.move_place": "Spielort wechseln: %s",
"horizon.friends.title": "Mit Freunden spielen",
"horizon.friends.hint": "Freunde fügen den Code nach dem Freunde-Knopf des Titelbildschirms ein, bei „Direktverbindung“ oder auf der Spielen-Seite des Launchers.",
"horizon.friends.copied": "Kopiert",
"horizon.friends.copy_code": "Code kopieren",
"horizon.friends.stop_sharing": "Teilen beenden",
"horizon.friends.none_yet": "Noch keine Freunde hier.",
"horizon.friends.here_now": "Gerade hier: %s",
"horizon.friends.share_intro": "Teile diese Welt mit einem Einladungscode: Sie wird im LAN geöffnet, und Freunde im Internet treten mit dem Code bei. Es ist kein Server von uns beteiligt.",
"horizon.friends.start_sharing": "Teilen starten",
"horizon.friends.troubleshooting": "Fehlerbehebung …",
"horizon.friends.stopped": "Das Teilen des Einladungscodes wurde beendet.",
"horizon.friends.short_code_changed": "Jemand hat immer wieder einen falschen Kurzcode versucht, deshalb wurde er geändert.",
"horizon.friends.wrong_code": "Jemand hat einen falschen Code versucht.",
"horizon.friends.code_ready": "Dein Einladungscode ist bereit: Spielmenü, Mit Freunden spielen. Kopiere ihn und schicke ihn an deine Freunde.",
"horizon.friends.share_failed": "Die Welt konnte nicht geteilt werden: %s",
"horizon.friends.finding_route": "Es wird ermittelt, wie Freunde dich erreichen können …",
"horizon.osk.shift": "Umschalt",
"horizon.osk.space": "Leertaste",
"horizon.osk.delete": "Löschen",
"horizon.osk.type": "Eingeben",
"horizon.osk.symbols": "Symbole",
"horizon.osk.close": "Schließen",
"horizon.multiplayer.not_signed_in": "Dieser Server läuft im Online-Modus. Melde dich im Horizon-Launcher mit deinem Microsoft-Konto an, um ihm beizutreten.",
"horizon.multiplayer.invalid_address": "Ungültige Serveradresse: %s",
"horizon.multiplayer.connected_friend_direct": "Direkt mit deinem Freund verbunden …",
"horizon.multiplayer.connected_friend_relay": "Über das Relay mit deinem Freund verbunden …"
}
@@ -213,98 +213,5 @@
"horizon.multiplayer.not_signed_in": "This server is in online mode. Sign in with your Microsoft account in the Horizon launcher to join it.",
"horizon.multiplayer.invalid_address": "Invalid server address: %s",
"horizon.multiplayer.connected_friend_direct": "Connected straight to your friend...",
"horizon.multiplayer.connected_friend_relay": "Connected to your friend through the relay...",
"horizon.title.not_affiliated": "Not affiliated with Mojang or Microsoft",
"horizon.extras.header.lighting": "Lighting",
"horizon.extras.header.third_person": "Third person",
"horizon.extras.header.particles": "Particles",
"horizon.extras.header.inventory": "Inventory",
"horizon.extras.header.chat": "Chat",
"horizon.extras.header.multiplayer": "Multiplayer",
"horizon.extras.header.sound": "Sound",
"horizon.extras.fullbright": "Fullbright",
"horizon.extras.dynamic_lights": "Dynamic lights",
"horizon.extras.own_name_tag": "Own name tag",
"horizon.extras.hide_block_particles": "Hide block-break particles",
"horizon.extras.auto_reconnect": "Auto-reconnect",
"horizon.extras.ui_sound_reserve": "Keep channels for UI sounds",
"horizon.extras.mouse_tweaks": "Mouse Tweaks controls",
"horizon.extras.mouse_tweaks_wheel": "Scroll wheel moves items",
"horizon.extras.sort": "Sort buttons",
"horizon.extras.sort_key": "Sort key",
"horizon.extras.no_ai": "No AI",
"horizon.extras.agent_control": "Agent Control",
"horizon.extras.discord_presence": "Discord Rich Presence",
"horizon.extras.splitscreen": "Splitscreen",
"horizon.extras.chat_animation": "Smooth chat",
"horizon.extras.chat_indicator": "Message indicator",
"horizon.extras.fullbright.tooltip": "Show blocks and entities at full light, even in dark areas.",
"horizon.extras.dynamic_lights.tooltip": "Torches and other light sources held, dropped or on fire light the blocks around them.",
"horizon.extras.own_name_tag.tooltip": "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.",
"horizon.extras.hide_block_particles.tooltip": "Hides the debris particles that burst from a broken block and crumble off the one you mine. Other particles stay.",
"horizon.extras.auto_reconnect.tooltip": "Rejoins a server after a lost connection or a restart, never after a kick or ban.",
"horizon.extras.ui_sound_reserve.tooltip": "Sounds in the world leave 16 of the 247 sound channels free, so a flood of them (a big explosion) can't silence menu clicks.",
"horizon.extras.mouse_tweaks.tooltip": "Right-drag places one per slot, left-drag gathers the held item, Shift + left-drag moves every slot.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Down sends one item of the slot to the other side, up brings one back.",
"horizon.extras.sort.tooltip": "Sorts the inventory, chests, barrels, ender chests and shulker boxes in creative tab order, merging stacks.",
"horizon.extras.sort_key.tooltip": "Sorts the part under the cursor. Click, then press a key; Escape unbinds it.",
"horizon.extras.no_ai.tooltip": "Hides and turns off every AI feature: agent control, horizon-ctl and the MCP servers. The launcher's switch too.",
"horizon.extras.agent_control.tooltip": "Your own AI agent can play this game through horizon-ctl or an MCP client, on this computer only.",
"horizon.extras.discord_presence.tooltip": "Shows Playing Horizon on your Discord profile while Discord runs: menus, single player or multiplayer, the dimension and the time played. Never a world's name or a server's address.",
"Calibrate...": "Calibrate...",
"Calibrate Anyway...": "Calibrate Anyway...",
"Use Automatic Setup": "Use Automatic Setup",
"Shortcut: %s": "Shortcut: %s",
"Next": "Next",
"HDR Calibration %s/%s: %s": "HDR Calibration %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Sets the three below full screen, one test picture at a time.",
"A key that opens this screen from the game. Not bound at first.": "A key that opens this screen from the game. Not bound at first.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Your display didn't say how bright it gets: calibrate to set it up.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Already set up for your display. Only calibrate if HDR looks wrong.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Puts Peak Brightness and Paper White back to your display's setup.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Set up for your display. Leave on Auto unless it looks wrong.",
"Lower it until the logo just disappears into the black.": "Lower it until the logo just disappears into the black.",
"Raise it until the logo just disappears into the bright square.": "Raise it until the logo just disappears into the bright square.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Make the card a white that's comfortable to look at for a long time, in the light you play in.",
"horizon.splitscreen.profiles.forget": "Forget",
"horizon.splitscreen.profiles.create": "Create",
"horizon.splitscreen.profiles.you": " - you",
"horizon.splitscreen.profiles.forget_named": "Forget %s",
"horizon.splitscreen.profiles.previous": "Previous",
"horizon.splitscreen.profiles.next": "Next",
"horizon.splitscreen.profiles.new_button": "New Profile...",
"horizon.splitscreen.profiles.forget_title": "Forget profile?",
"horizon.splitscreen.profiles.forget_leaves": "It leaves this instance's list.",
"horizon.splitscreen.profiles.forget_kept": "World progress and settings are kept.",
"horizon.splitscreen.profiles.new_title": "New Profile",
"horizon.splitscreen.profiles.name_hint": "Name (3 to 16 letters, digits, _)",
"horizon.splitscreen.profiles.switch_title": "Switch profile",
"horizon.splitscreen.profiles.offline_note": "Offline profiles belong to this instance",
"horizon.splitscreen.profiles.move": "Move where you play",
"horizon.splitscreen.profiles.move_place": "Move where you play: %s",
"horizon.friends.title": "Play with Friends",
"horizon.friends.hint": "Friends paste the code after the title screen's Friends button, in Direct Connection, or on the launcher's Play page.",
"horizon.friends.copied": "Copied",
"horizon.friends.copy_code": "Copy Code",
"horizon.friends.stop_sharing": "Stop Sharing",
"horizon.friends.none_yet": "No friends here yet.",
"horizon.friends.here_now": "Here now: %s",
"horizon.friends.share_intro": "Share this world behind an invite code: it opens to LAN, and friends on the internet join with the code. No server of ours is involved.",
"horizon.friends.start_sharing": "Start Sharing",
"horizon.friends.troubleshooting": "Troubleshooting...",
"horizon.friends.stopped": "Stopped sharing the invite code.",
"horizon.friends.short_code_changed": "Someone kept trying a wrong short code, so it changed.",
"horizon.friends.wrong_code": "Someone tried a wrong code.",
"horizon.friends.code_ready": "Your invite code is ready: Game Menu, Play with Friends. Copy it and send it to your friends.",
"horizon.friends.share_failed": "Couldn't share the world: %s",
"horizon.friends.finding_route": "Finding how friends can reach you…",
"horizon.osk.shift": "Shift",
"horizon.osk.space": "Space",
"horizon.osk.delete": "Delete",
"horizon.osk.type": "Type",
"horizon.osk.symbols": "Symbols",
"horizon.osk.close": "Close",
"horizon.extras.chat_animation.tooltip": "A new chat line slides in from the left while it fades in, instead of appearing whole.",
"horizon.extras.chat_indicator.tooltip": "The coloured bar at the left of a chat line.",
"horizon.extras.splitscreen.tooltip": "In a world, another controller can join as a new player: press A when it asks, then pick a profile and where to play."
"horizon.multiplayer.connected_friend_relay": "Connected to your friend through the relay..."
}
@@ -203,11 +203,5 @@
"horizon.multiplayer.not_signed_in": "Este servidor está en modo en línea. Inicia sesión con tu cuenta de Microsoft en el launcher de Horizon para unirte.",
"horizon.multiplayer.invalid_address": "Dirección de servidor no válida: %s",
"horizon.multiplayer.connected_friend_direct": "Conectado directamente con tu amigo…",
"horizon.multiplayer.connected_friend_relay": "Conectado con tu amigo a través del relé…",
"horizon.pages.shader_options": "Opciones de sombreadores",
"horizon.pages.split_profiles": "¿Quién juega?",
"horizon.pages.split_profiles.tooltip": "Quién juega: un perfil guardado en esta carpeta del juego.",
"horizon.shader_options.open": "Opciones de sombreadores…",
"horizon.shader_options.profile": "Perfil",
"horizon.shader_options.loading": "Leyendo las opciones del paquete de sombreadores…"
"horizon.multiplayer.connected_friend_relay": "Conectado con tu amigo a través del relé…"
}
@@ -1,293 +0,0 @@
{
"horizon.options.controller": "Manette",
"horizon.options.vibration": "Vibrations",
"horizon.options.adaptive_triggers": "Gâchettes adaptatives",
"horizon.options.lightbar": "Barre lumineuse",
"horizon.options.look_sensitivity": "Sensibilité de la vue",
"horizon.options.invert_x": "Inverser l'axe X de la vue",
"horizon.options.invert_y": "Inverser l'axe Y de la vue",
"horizon.options.sneak_button": "Bouton pour s'accroupir",
"horizon.options.move_deadzone": "Zone morte du déplacement",
"horizon.options.look_deadzone": "Zone morte de la vue",
"horizon.options.button_glyphs": "Symboles des boutons",
"horizon.options.menu_navigation": "Navigation dans les menus",
"horizon.options.on_screen_keyboard": "Clavier à l'écran",
"horizon.options.chat_delay": "Délai du tchat",
"horizon.options.lightbar.health": "Santé",
"horizon.options.lightbar.dimension": "Dimension",
"horizon.options.glyphs.auto": "Auto",
"horizon.options.glyphs.xbox": "Xbox",
"horizon.options.glyphs.playstation": "PlayStation",
"horizon.options.glyphs.nintendo": "Nintendo",
"horizon.options.menu_focus": "Focus",
"horizon.options.menu_pointer": "Pointeur",
"horizon.options.keyboard.auto": "Auto",
"horizon.options.keyboard.horizon": "Horizon",
"horizon.options.keyboard.steam": "Steam",
"horizon.options.unavailable": "Cette fonction n'est pas encore disponible dans Horizon.",
"horizon.options.search": "Rechercher une option...",
"horizon.pages.mods": "Mods",
"horizon.pages.shader_packs": "Packs de shaders",
"horizon.pages.shader_options": "Options des shaders",
"horizon.pages.controller": "Options de la manette",
"horizon.pages.controller_binds": "Assignation des boutons de la manette",
"horizon.pages.extras": "Extras Horizon",
"horizon.pages.settings": "Options Horizon",
"horizon.pages.agent": "Agent IA",
"horizon.pages.split_profiles": "Qui joue ?",
"horizon.pages.settings.tooltip": "Les options propres à Horizon : graphismes, manettes, extras et mods.",
"horizon.pages.graphics.tooltip": "Les graphismes, simplement : chaque réglage indique son coût.",
"horizon.pages.graphics_advanced.tooltip": "Tous les réglages graphiques, y compris ceux d'Horizon, avec le coût de chacun.",
"horizon.pages.controller.tooltip": "Les manettes : leurs boutons, leurs sticks, les vibrations et la navigation dans les menus.",
"horizon.pages.extras.tooltip": "Ajouts facultatifs, tous désactivés par défaut : le jeu reste vanilla tant que vous n'en activez pas un.",
"horizon.pages.agent.tooltip": "Laissez votre propre agent IA jouer : horizon-ctl et les clients MCP sur cet ordinateur.",
"horizon.pages.split_profiles.tooltip": "Qui joue : un profil conservé dans ce dossier de jeu.",
"horizon.pages.shader_packs.tooltip": "Packs de shaders du dossier shaderpacks : ceux d'Horizon et ceux au format shaders/. Un seul fonctionne à la fois.",
"horizon.pages.mods.tooltip": "Mods conçus pour Horizon, du dossier horizon-mods. Chacun s'exécute dans un bac à sable et reste désactivé tant que vous ne l'activez pas.",
"horizon.pages.open.graphics": "Graphismes...",
"horizon.pages.open.graphics_advanced": "Graphismes avancés...",
"horizon.pages.open.shader_packs": "Packs de shaders...",
"horizon.pages.open.controller": "Options de la manette...",
"horizon.pages.open.extras": "Extras...",
"horizon.pages.open.mods": "Mods...",
"horizon.pages.open.agent": "Agent IA...",
"horizon.pages.open.horizon_graphics": "Graphismes Horizon...",
"horizon.pages.open.controller_binds": "Boutons manette...",
"horizon.pages.open.horizon_settings": "Options Horizon...",
"horizon.mods.empty": "Aucun mod : placez des fichiers .hmod dans le dossier horizon-mods",
"horizon.mods.stopped": " (arrêté)",
"horizon.mods.not_built": " (non compilé)",
"horizon.mods.dev": " (dév.)",
"horizon.mods.settings": "Options",
"horizon.mods.open_folder": "Ouvrir le dossier des mods",
"horizon.shader_packs.empty": "Aucun pack de shaders : placez-les dans le dossier shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.shader_options.open": "Options des shaders...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Lecture des options du pack de shaders...",
"horizon.agent.copy_details": "Copier les détails de connexion",
"horizon.multiplayer.join": "Rejoindre",
"horizon.multiplayer.cancel_reconnecting": "Annuler la reconnexion",
"horizon.multiplayer.join_friend": "Rejoindre un ami",
"horizon.multiplayer.invite_code": "Code d'invitation",
"horizon.multiplayer.relay": "Relais (facultatif)",
"Preset": "Préréglage",
"LOD Distance": "Distance LOD",
"Far Detail": "Détails lointains",
"Cave Culling": "Occlusion des grottes",
"Entity Culling": "Occlusion des entités",
"Chunk Updates": "MàJ chunks",
"Upload Budget": "Transfert",
"Sky": "Ciel",
"Fog": "Brouillard",
"Weather": "Météo",
"Animated Textures": "Textures animées",
"Present Mode": "Présentation",
"Frame Pacing": "Rythme des images",
"Worker Threads": "Threads",
"Resolution Scale": "Échelle de résolution",
"Anti-aliasing": "Anticrénelage",
"Upscaling": "Upscaling",
"HDR Settings...": "Options HDR...",
"Paper White": "Point blanc",
"Peak Brightness": "Luminosité max.",
"Black Level": "Niveau de noir",
"UI Brightness": "Luminosité UI",
"Battery Mode": "Mode batterie",
"Graphics API": "API graphique",
"Performance Overlay": "Infos de perfs",
"Full Detail Distance": "Dist. détail",
"On": "Oui",
"Off": "Non",
"Unlimited": "Illimité",
"Auto": "Auto",
"Custom": "Personnalisé",
"Performance": "Performances",
"Balanced": "Équilibré",
"Quality": "Qualité",
"Ultra": "Ultra",
"Ultra Performance": "Ultra perfs",
"Native": "Native",
"Full": "Complet",
"Reduced": "Réduit",
"Efficient": "Économe",
"Precise": "Précis",
"Auto (VSync)": "Auto (VSync)",
"FIFO": "FIFO",
"Mailbox": "Mailbox",
"Immediate": "Immediate",
"Vulkan": "Vulkan",
"DirectX 12": "DirectX 12",
"OpenGL": "OpenGL",
"FPS and Graph": "FPS et graphique",
"FPS": "FPS",
"TAA": "TAA",
"FXAA": "FXAA",
"No cost": "Aucun coût",
"Low cost": "Coût faible",
"Medium cost": "Coût moyen",
"High cost": "Coût élevé",
"Saves time": "Fait gagner du temps",
"Rendering": "Rendu",
"Display": "Affichage",
"Preferences": "Préférences",
"Overlay": "Surimpression",
"HDR": "HDR",
"Graphics": "Graphismes",
"Graphics: Advanced": "Graphismes : avancés",
"Graphics: HDR": "Graphismes : HDR",
"Advanced...": "Avancé...",
"Simple...": "Simple...",
"Done": "Terminé",
"This feature is not yet available in Horizon.": "Cette fonction n'est pas encore disponible dans Horizon.",
"Your display or system doesn't offer HDR output.": "Votre écran ou votre système ne propose pas de sortie HDR.",
"Turn HDR on to use it.": "Activez le HDR pour l'utiliser.",
"%s chunks": "%s chunks",
"%s per frame": "%s par image",
"%s MiB/frame": "%s MiB/image",
"%s KiB/frame": "%s KiB/image",
"%s nits": "%s nits",
"Auto (%s)": "Auto (%s)",
"Auto (%s nits)": "Auto (%s nits)",
"%.2f nits": "%.2f nits",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Terrain en détail complet. La distance LOD va plus loin.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Terrain lointain simplifié, mondes locaux. GPU intégrés : 128 max.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Réduit : terrain lointain simplifié, plus rapide sur ce GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Réduit : terrain simplifié, pour les GPU qui ralentissent.",
"Field of view. Wider shows more terrain at once.": "Champ de vision. Plus large, il montre plus de terrain à la fois.",
"Caps frames per second; a cap saves power and heat.": "Limite les images par seconde ; économise énergie et chaleur.",
"Waits for the display's refresh: no tearing, a little latency.": "Attend l'écran : pas de déchirure, un peu de latence.",
"Size of menus and the HUD.": "Taille des menus et de l'interface (HUD).",
"Sets the options below together. Changing one makes it Custom.": "Règle les options ci-dessous. Modifier une : « Personnalisé ».",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lave, feu et soleil plus vifs que le blanc. Écran HDR requis.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Noir le plus profond de l'écran. 0 pour OLED, les LCD brillent.",
"How bright highlights get. Auto: the peak your system reports.": "La luminosité des hautes lumières. Auto : le pic indiqué par votre système.",
"How bright white paper and menus look. Auto: your desktop's white.": "Luminosité du blanc et des menus. Auto : blanc du bureau.",
"How bright the HUD and menus are, against paper white.": "La luminosité du HUD et des menus, par rapport au blanc papier.",
"How far mobs, crops and machines keep working. CPU time.": "Portée d'activité des créatures, cultures, machines. Coût : CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Distance des créatures et objets, en part de la normale.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Ignore le terrain caché. Désactiver coûte cher.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Masque les modèles derrière les blocs. Éteindre avec packs.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Sections maillées par image. Moins : chargement plus fluide.",
"Soft shadows in corners. Costs chunk building time only.": "Ombres douces dans les coins. Coût : construction des chunks.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Textures réduites au loin : moins de scintillement.",
"Blends grass and water colours across biomes when building chunks.": "Fond les couleurs d'herbe et d'eau entre les biomes.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Couche de nuages : désactivée, plate (rapide) ou 3D (détaillée).",
"How far clouds reach, in chunks.": "Jusqu'où s'étendent les nuages, en chunks.",
"Draws the sky, sun, moon and stars.": "Dessine le ciel, le soleil, la lune et les étoiles.",
"Distance fog. Off shows the edge of the loaded world.": "Brouillard lointain. Désactivé, il montre le bord du monde chargé.",
"Draws rain and snow.": "Dessine la pluie et la neige.",
"How far rain and snow fall around you.": "Jusqu'où la pluie et la neige tombent autour de vous.",
"How many particles effects spawn.": "Combien de particules les effets génèrent.",
"Round shadows under mobs and items.": "Ombres rondes sous les créatures et les objets.",
"Leaves with see-through gaps. Off draws them solid.": "Feuilles avec des trous transparents. Désactivé, elles sont pleines.",
"Sorts water and glass more exactly behind each other.": "Trie plus précisément l'eau et le verre les uns derrière les autres.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Quels chunks attendent l'image : aucun, proches ou les vôtres.",
"Animates water, lava, fire and other moving textures.": "Anime l'eau, la lave, le feu et les autres textures mobiles.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Pixels du monde par pixel d'écran. Sous 100 %, GPU plus rapide.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Lisse les bords. FXAA : doux. TAA : lisse, traînées possibles.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Rendu réduit, reconstruit par TAA. Plus rapide, plus doux.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Sortie HDR sur écran HDR : lave, feu et soleil plus vifs.",
"How frames reach the screen while VSync is off.": "Comment les images arrivent à l'écran sans synchro verticale.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Économe attend l'image suivante ; Précis tourne en boucle.",
"Fills the screen (borderless).": "Remplit l'écran (sans bordure).",
"Brightens dark places.": "Éclaircit les endroits sombres.",
"Lowers the frame rate when minimised, or idle too.": "Réduit les FPS si la fenêtre est réduite, ou aussi inactive.",
"Sways the view while walking.": "Fait osciller la vue pendant la marche.",
"Fades newly loaded chunks in.": "Fait apparaître en fondu les chunks nouvellement chargés.",
"Darkens the screen's edges.": "Assombrit les bords de l'écran.",
"Shows when the world saves.": "Indique quand le monde est sauvegardé.",
"Shows attack cooldown.": "Affiche le délai de recharge de l'attaque.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS max (30 en menu/sans focus), moitié de threads : économie.",
"Threads that generate, light and mesh chunks. Next start.": "Threads de génération, lumière et maillage. Au redémarrage.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, sinon DirectX 12 (Windows) ou OpenGL (Linux). Au redémarrage.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Données de maillage vers le GPU par image. Moins : plus fluide.",
"Frame rate and frame times over the game, with a graph.": "Fréquence et temps d'image par-dessus le jeu, avec un graphique.",
"horizon.multiplayer.finding_friend": "Recherche du monde de votre ami...",
"horizon.loading.opening_world": "Ouverture du monde",
"horizon.loading.cancelling_world": "Annulation en cours",
"horizon.title.not_affiliated": "Non affilié à Mojang ou à Microsoft",
"horizon.extras.header.lighting": "Éclairage",
"horizon.extras.header.third_person": "Troisième personne",
"horizon.extras.header.inventory": "Inventaire",
"horizon.extras.header.multiplayer": "Multijoueur",
"horizon.extras.fullbright": "Pleine luminosité",
"horizon.extras.dynamic_lights": "Lumières dynamiques",
"horizon.extras.own_name_tag": "Mon pseudo",
"horizon.extras.auto_reconnect": "Reconnexion auto",
"horizon.extras.mouse_tweaks": "Mouse Tweaks",
"horizon.extras.mouse_tweaks_wheel": "Déplacer à la molette",
"horizon.extras.sort": "Boutons de tri",
"horizon.extras.sort_key": "Touche de tri",
"horizon.extras.no_ai": "Sans IA",
"horizon.extras.agent_control": "Contrôle par agent",
"horizon.extras.discord_presence": "Discord Rich Presence",
"horizon.extras.fullbright.tooltip": "Affiche les blocs et les entités en pleine lumière, même dans les zones sombres.",
"horizon.extras.dynamic_lights.tooltip": "Les torches et autres sources de lumière tenues en main, jetées ou en feu éclairent les blocs autour d'elles.",
"horizon.extras.own_name_tag.tooltip": "Affiche votre nom au-dessus de votre tête à la troisième personne, comme les autres joueurs le voient. Masqué quand le serveur masque les noms de votre équipe ou que vous êtes invisible.",
"horizon.extras.auto_reconnect.tooltip": "Rejoint de nouveau un serveur après une perte de connexion ou un redémarrage, jamais après une expulsion ou un bannissement.",
"horizon.extras.mouse_tweaks.tooltip": "Glisser avec le clic droit en place un par case, glisser avec le clic gauche rassemble l'objet tenu, Maj + glisser avec le clic gauche déplace chaque case.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Vers le bas, envoie un objet de la case de l'autre côté ; vers le haut, en ramène un.",
"horizon.extras.sort.tooltip": "Trie l'inventaire, les coffres, les tonneaux, les coffres de l'Ender et les boîtes de Shulker selon l'ordre des onglets du mode créatif, en fusionnant les piles.",
"horizon.extras.sort_key.tooltip": "Trie la zone sous le curseur. Cliquez, puis appuyez sur une touche ; Échap retire l'assignation.",
"horizon.extras.no_ai.tooltip": "Masque et désactive toutes les fonctions d'IA : contrôle par agent, horizon-ctl et les serveurs MCP. Le commutateur du lanceur aussi.",
"horizon.extras.agent_control.tooltip": "Votre propre agent IA peut jouer à ce jeu via horizon-ctl ou un client MCP, uniquement sur cet ordinateur.",
"horizon.extras.discord_presence.tooltip": "Affiche « Joue à Horizon » sur votre profil Discord tant que Discord fonctionne : menus, solo ou multijoueur, la dimension et le temps de jeu. Jamais le nom d'un monde ni l'adresse d'un serveur.",
"Calibrate...": "Calibrer...",
"Calibrate Anyway...": "Calibrer quand même...",
"Use Automatic Setup": "Utiliser la configuration automatique",
"Shortcut: %s": "Raccourci : %s",
"Next": "Suivant",
"HDR Calibration %s/%s: %s": "Calibrage HDR %s/%s : %s",
"Sets the three below full screen, one test picture at a time.": "Règle les trois valeurs ci-dessous en plein écran, une image test à la fois.",
"A key that opens this screen from the game. Not bound at first.": "Une touche qui ouvre cet écran depuis le jeu. Non assignée au départ.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Votre écran n'a pas indiqué sa luminosité : calibrez-le.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Déjà configuré. Calibrez seulement si le HDR semble incorrect.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Rétablit Luminosité max. et Point blanc de votre écran.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Configuré pour votre écran. Laissez Auto si tout va bien.",
"Lower it until the logo just disappears into the black.": "Baissez-le jusqu'à ce que le logo disparaisse tout juste dans le noir.",
"Raise it until the logo just disappears into the bright square.": "Augmentez jusqu'à ce que le logo se fonde dans le carré clair.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Un blanc agréable à regarder longtemps, selon votre éclairage.",
"horizon.splitscreen.profiles.forget": "Oublier",
"horizon.splitscreen.profiles.create": "Créer",
"horizon.splitscreen.profiles.you": " - vous",
"horizon.splitscreen.profiles.forget_named": "Oublier %s",
"horizon.splitscreen.profiles.previous": "Précédent",
"horizon.splitscreen.profiles.next": "Suivant",
"horizon.splitscreen.profiles.new_button": "Nouveau profil...",
"horizon.splitscreen.profiles.forget_title": "Oublier le profil ?",
"horizon.splitscreen.profiles.forget_leaves": "Il quitte la liste de cette instance.",
"horizon.splitscreen.profiles.forget_kept": "La progression des mondes et les options sont conservées.",
"horizon.splitscreen.profiles.new_title": "Nouveau profil",
"horizon.splitscreen.profiles.name_hint": "Nom (3 à 16 lettres, chiffres ou _)",
"horizon.splitscreen.profiles.switch_title": "Changer de profil",
"horizon.splitscreen.profiles.offline_note": "Les profils hors ligne appartiennent à cette instance",
"horizon.splitscreen.profiles.move": "Changer d'emplacement de jeu",
"horizon.splitscreen.profiles.move_place": "Changer d'emplacement de jeu : %s",
"horizon.friends.title": "Jouer avec des amis",
"horizon.friends.hint": "Vos amis collent le code après le bouton Amis de l'écran titre, dans « Connexion rapide » ou sur la page Jouer du lanceur.",
"horizon.friends.copied": "Copié",
"horizon.friends.copy_code": "Copier le code",
"horizon.friends.stop_sharing": "Arrêter le partage",
"horizon.friends.none_yet": "Aucun ami pour l'instant.",
"horizon.friends.here_now": "Présents : %s",
"horizon.friends.share_intro": "Partagez ce monde avec un code d'invitation : il s'ouvre au LAN, et vos amis sur internet le rejoignent avec le code. Aucun serveur de notre part n'est impliqué.",
"horizon.friends.start_sharing": "Commencer le partage",
"horizon.friends.troubleshooting": "Dépannage...",
"horizon.friends.stopped": "Le partage du code d'invitation est arrêté.",
"horizon.friends.short_code_changed": "Quelqu'un a essayé plusieurs fois un mauvais code court, il a donc été changé.",
"horizon.friends.wrong_code": "Quelqu'un a essayé un mauvais code.",
"horizon.friends.code_ready": "Votre code d'invitation est prêt : Menu du jeu, Jouer avec des amis. Copiez-le et envoyez-le à vos amis.",
"horizon.friends.share_failed": "Impossible de partager le monde : %s",
"horizon.friends.finding_route": "Recherche de la manière dont vos amis peuvent vous joindre…",
"horizon.osk.shift": "Maj.",
"horizon.osk.space": "Espace",
"horizon.osk.delete": "Effacer",
"horizon.osk.type": "Saisir",
"horizon.osk.symbols": "Symboles",
"horizon.osk.close": "Fermer",
"horizon.multiplayer.not_signed_in": "Ce serveur est en mode en ligne. Connectez-vous avec votre compte Microsoft dans le lanceur Horizon pour le rejoindre.",
"horizon.multiplayer.invalid_address": "Adresse de serveur invalide : %s",
"horizon.multiplayer.connected_friend_direct": "Connecté directement à votre ami...",
"horizon.multiplayer.connected_friend_relay": "Connecté à votre ami via le relais..."
}
@@ -12,282 +12,11 @@
"horizon.options.button_glyphs": "Symbole przycisków",
"horizon.options.menu_navigation": "Nawigacja po menu",
"horizon.options.on_screen_keyboard": "Klawiatura ekranowa",
"horizon.options.chat_delay": "Opóźnienie czatu",
"horizon.options.lightbar.health": "Zdrowie",
"horizon.options.lightbar.dimension": "Wymiar",
"horizon.options.glyphs.auto": "Auto",
"horizon.options.glyphs.xbox": "Xbox",
"horizon.options.glyphs.playstation": "PlayStation",
"horizon.options.glyphs.nintendo": "Nintendo",
"horizon.options.menu_focus": "Fokus",
"horizon.options.menu_pointer": "Wskaźnik",
"horizon.options.keyboard.auto": "Auto",
"horizon.options.keyboard.horizon": "Horizon",
"horizon.options.keyboard.steam": "Steam",
"horizon.options.unavailable": "Ta funkcja nie jest jeszcze dostępna w Horizon.",
"horizon.options.search": "Szukaj ustawień…",
"horizon.pages.mods": "Mody",
"horizon.pages.shader_packs": "Paczki shaderów",
"horizon.pages.shader_options": "Ustawienia shaderów",
"horizon.pages.controller": "Ustawienia kontrolera",
"horizon.pages.controller_binds": "Przypisane przyciski kontrolera",
"horizon.pages.extras": "Dodatki Horizon",
"horizon.pages.settings": "Ustawienia Horizon",
"horizon.pages.agent": "Agent AI",
"horizon.pages.split_profiles": "Kto gra?",
"horizon.pages.settings.tooltip": "Własne ustawienia Horizon: grafika, kontrolery, dodatki i mody.",
"horizon.pages.graphics.tooltip": "Grafika w prostej formie: każde ustawienie podaje swój koszt.",
"horizon.pages.graphics_advanced.tooltip": "Wszystkie ustawienia grafiki, także te z Horizon, wraz z kosztem każdego z nich.",
"horizon.pages.controller.tooltip": "Kontrolery: ich przyciski, drążki, wibracje i nawigacja po menu.",
"horizon.pages.extras.tooltip": "Opcjonalne dodatki, wszystkie domyślnie wyłączone: gra pozostaje vanilla, dopóki nie włączysz któregoś.",
"horizon.pages.agent.tooltip": "Pozwól własnemu agentowi AI grać: horizon-ctl i klienci MCP na tym komputerze.",
"horizon.pages.split_profiles.tooltip": "Kto gra: profil przechowywany w tym folderze gry.",
"horizon.pages.shader_packs.tooltip": "Paczki shaderów z folderu shaderpacks: własne paczki Horizon i te w formacie shaders/. Naraz działa jedna.",
"horizon.pages.mods.tooltip": "Mody stworzone dla Horizon, z folderu horizon-mods. Każdy działa w piaskownicy i pozostaje wyłączony, dopóki go nie włączysz.",
"horizon.pages.open.graphics": "Grafika…",
"horizon.pages.open.graphics_advanced": "Zaawansowana grafika…",
"horizon.pages.open.shader_packs": "Paczki shaderów…",
"horizon.pages.open.controller": "Ustawienia kontrolera…",
"horizon.pages.open.extras": "Dodatki…",
"horizon.pages.open.mods": "Mody…",
"horizon.pages.open.agent": "Agent AI…",
"horizon.pages.open.horizon_graphics": "Grafika Horizon…",
"horizon.pages.open.controller_binds": "Przyciski kontrolera…",
"horizon.pages.open.horizon_settings": "Ustawienia Horizon…",
"horizon.mods.empty": "Brak modów: umieść pliki .hmod w folderze horizon-mods",
"horizon.mods.stopped": " (zatrzymany)",
"horizon.mods.not_built": " (niezbudowany)",
"horizon.mods.dev": " (dev)",
"horizon.mods.settings": "Ustawienia",
"horizon.mods.open_folder": "Otwórz folder z modami",
"horizon.shader_packs.empty": "Brak paczek shaderów: umieść je w folderze shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.shader_options.open": "Ustawienia shaderów…",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Wczytywanie ustawień paczki shaderów…",
"horizon.agent.copy_details": "Kopiuj dane połączenia",
"horizon.multiplayer.join": "Dołącz",
"horizon.multiplayer.cancel_reconnecting": "Anuluj ponowne łączenie",
"horizon.multiplayer.join_friend": "Dołącz do znajomego",
"horizon.multiplayer.invite_code": "Kod zaproszenia",
"horizon.multiplayer.relay": "Przekaźnik (opcjonalnie)",
"Preset": "Profil",
"LOD Distance": "Zasięg LOD",
"Far Detail": "Dalekie detale",
"Cave Culling": "Pomijanie jaskiń",
"Entity Culling": "Pomijanie bytów",
"Chunk Updates": "Aktual. chunków",
"Upload Budget": "Wysyłka",
"Sky": "Niebo",
"Fog": "Mgła",
"Weather": "Pogoda",
"Animated Textures": "Animowane tekstury",
"Present Mode": "Prezentacja",
"Frame Pacing": "Tempo klatek",
"Worker Threads": "Wątki robocze",
"Resolution Scale": "Skala rozdzielczości",
"Anti-aliasing": "Antyaliasing",
"Upscaling": "Skalowanie",
"HDR Settings...": "Ustawienia HDR…",
"Paper White": "Punkt bieli",
"Peak Brightness": "Jasność maks.",
"Black Level": "Poziom czerni",
"UI Brightness": "Jasność interfejsu",
"Battery Mode": "Tryb baterii",
"Graphics API": "API grafiki",
"Performance Overlay": "Nakładka wydajności",
"Full Detail Distance": "Zasięg detali",
"On": "Wł.",
"Off": "Wył.",
"Unlimited": "Bez limitu",
"Auto": "Auto",
"Custom": "Własne",
"Performance": "Wydajność",
"Balanced": "Zrównoważone",
"Quality": "Jakość",
"Ultra": "Ultra",
"Ultra Performance": "Ultra wydajność",
"Native": "Natywna",
"Full": "Pełne",
"Reduced": "Ograniczone",
"Efficient": "Oszczędne",
"Precise": "Dokładne",
"Auto (VSync)": "Auto (VSync)",
"FIFO": "FIFO",
"Mailbox": "Mailbox",
"Immediate": "Immediate",
"Vulkan": "Vulkan",
"DirectX 12": "DirectX 12",
"OpenGL": "OpenGL",
"FPS and Graph": "FPS i wykres",
"FPS": "FPS",
"TAA": "TAA",
"FXAA": "FXAA",
"No cost": "Bez kosztu",
"Low cost": "Niski koszt",
"Medium cost": "Średni koszt",
"High cost": "Wysoki koszt",
"Saves time": "Oszczędza czas",
"Rendering": "Renderowanie",
"Display": "Wyświetlanie",
"Preferences": "Preferencje",
"Overlay": "Nakładka",
"HDR": "HDR",
"Graphics": "Grafika",
"Graphics: Advanced": "Grafika: zaawansowane",
"Graphics: HDR": "Grafika: HDR",
"Advanced...": "Zaawansowane…",
"Simple...": "Proste…",
"Done": "Gotowe",
"This feature is not yet available in Horizon.": "Ta funkcja nie jest jeszcze dostępna w Horizon.",
"Your display or system doesn't offer HDR output.": "Twój wyświetlacz lub system nie obsługuje wyjścia HDR.",
"Turn HDR on to use it.": "Włącz HDR, aby tego użyć.",
"%s chunks": "%s chunków",
"%s per frame": "%s na klatkę",
"%s MiB/frame": "%s MiB/klatka",
"%s KiB/frame": "%s KiB/klatka",
"%s nits": "%s nitów",
"Auto (%s)": "Auto (%s)",
"Auto (%s nits)": "Auto (%s nitów)",
"%.2f nits": "%.2f nitów",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Zasięg terenu w pełnych szczegółach. Zasięg LOD sięga dalej.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Uproszczony odległy teren w światach lokalnych. Zintegr. GPU: do 128.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Ograniczone: odległy teren rysowany prościej, szybciej na tym GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Ograniczone: odległy teren prościej, dla GPU, które zwalniają.",
"Field of view. Wider shows more terrain at once.": "Pole widzenia. Szersze pokazuje naraz więcej terenu.",
"Caps frames per second; a cap saves power and heat.": "Ogranicza klatki na sekundę; limit oszczędza energię i ciepło.",
"Waits for the display's refresh: no tearing, a little latency.": "Czeka na odświeżenie ekranu: bez rozrywania obrazu, z niewielkim opóźnieniem.",
"Size of menus and the HUD.": "Rozmiar menu i interfejsu HUD.",
"Sets the options below together. Changing one makes it Custom.": "Ustawia razem poniższe opcje. Zmiana jednej zmienia na „Własne”.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lawa, ogień i słońce świecą jaśniej niż biel. Wymaga ekranu HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Najciemniejsza czerń twojego wyświetlacza. 0 dla OLED; LCD trochę się świecą.",
"How bright highlights get. Auto: the peak your system reports.": "Jak jasne mogą być światła. Auto: szczyt zgłaszany przez system.",
"How bright white paper and menus look. Auto: your desktop's white.": "Jak jasny wygląda biały papier i menu. Auto: biel twojego pulpitu.",
"How bright the HUD and menus are, against paper white.": "Jak jasne są HUD i menu w stosunku do bieli papieru.",
"How far mobs, crops and machines keep working. CPU time.": "Jak daleko stworzenia, uprawy i maszyny nadal działają. Czas procesora.",
"How far away mobs and items are drawn, as a share of normal.": "Odległość rysowania stworzeń i przedmiotów, jako ułamek normy.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Pomija teren ukryty za zamkniętymi sekcjami. Wyłączone dużo kosztuje.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Ukrywa modele za pełnymi blokami. Wył. przy własnych paczkach.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Liczba sekcji siatki wysyłanych na klatkę. Mniej to płynniej podczas ładowania.",
"Soft shadows in corners. Costs chunk building time only.": "Miękkie cienie w narożnikach. Kosztuje tylko czas budowania chunków.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Mniejsze kopie tekstur bloków dla odległego terenu: mniej migotania.",
"Blends grass and water colours across biomes when building chunks.": "Przenika kolory trawy i wody między biomami podczas budowania chunków.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Warstwa chmur: wyłączona, płaska (szybka) lub 3D (dokładna).",
"How far clouds reach, in chunks.": "Jak daleko sięgają chmury, w chunkach.",
"Draws the sky, sun, moon and stars.": "Rysuje niebo, słońce, księżyc i gwiazdy.",
"Distance fog. Off shows the edge of the loaded world.": "Mgła w oddali. Wyłączona pokazuje krawędź załadowanego świata.",
"Draws rain and snow.": "Rysuje deszcz i śnieg.",
"How far rain and snow fall around you.": "Jak daleko wokół ciebie pada deszcz i śnieg.",
"How many particles effects spawn.": "Ile cząstek tworzą efekty.",
"Round shadows under mobs and items.": "Okrągłe cienie pod stworzeniami i przedmiotami.",
"Leaves with see-through gaps. Off draws them solid.": "Liście z prześwitami. Wyłączone rysuje je jako pełne.",
"Sorts water and glass more exactly behind each other.": "Dokładniej sortuje wodę i szkło jedno za drugim.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Które przebudowy chunków czekają na klatkę: żadne, pobliskie lub twoje.",
"Animates water, lava, fire and other moving textures.": "Animuje wodę, lawę, ogień i inne ruchome tekstury.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Piksele świata na piksel ekranu. Poniżej 100% GPU działa szybciej.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Wygładza krawędzie. FXAA: miękko. TAA: najgładziej, możliwe smugi.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Renderuje mniejszy świat, odtwarza przez TAA. Szybciej, miękko.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Wyjście HDR na ekranie HDR: lawa, ogień i słońce świecą jaśniej.",
"How frames reach the screen while VSync is off.": "Jak klatki trafiają na ekran, gdy VSync jest wyłączony.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Oszczędne usypia do następnej klatki; Dokładne czeka aktywnie.",
"Fills the screen (borderless).": "Wypełnia ekran (bez ramki).",
"Brightens dark places.": "Rozjaśnia ciemne miejsca.",
"Lowers the frame rate when minimised, or idle too.": "Obniża liczbę klatek po zminimalizowaniu, a także podczas bezczynności.",
"Sways the view while walking.": "Kołysze widokiem podczas chodzenia.",
"Fades newly loaded chunks in.": "Płynnie pokazuje nowo załadowane chunki.",
"Darkens the screen's edges.": "Przyciemnia krawędzie ekranu.",
"Shows when the world saves.": "Pokazuje, kiedy świat się zapisuje.",
"Shows attack cooldown.": "Pokazuje czas odnowienia ataku.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "Limit 60 FPS (30 w menu/bez fokusu), połowa wątków: mniej energii.",
"Threads that generate, light and mesh chunks. Next start.": "Wątki generujące, oświetlające i meshujące chunki. Po restarcie.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, awaryjnie DirectX 12 (Windows) / OpenGL (Linux). Po restarcie.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Dane siatki wysyłane do GPU na klatkę. Mniej to płynniej podczas ładowania.",
"Frame rate and frame times over the game, with a graph.": "Liczba klatek i czasy klatek nad grą, z wykresem.",
"horizon.multiplayer.finding_friend": "Szukanie świata znajomego…",
"horizon.loading.opening_world": "Otwieranie świata",
"horizon.loading.cancelling_world": "Anulowanie",
"horizon.multiplayer.not_signed_in": "Ten serwer działa w trybie online. Zaloguj się kontem Microsoft w launcherze Horizon, aby dołączyć.",
"horizon.multiplayer.invalid_address": "Nieprawidłowy adres serwera: %s",
"horizon.multiplayer.connected_friend_direct": "Połączono bezpośrednio ze znajomym…",
"horizon.multiplayer.connected_friend_relay": "Połączono ze znajomym przez przekaźnik…",
"horizon.title.not_affiliated": "Niepowiązane z Mojang ani Microsoft",
"horizon.extras.header.lighting": "Oświetlenie",
"horizon.extras.header.third_person": "Widok z trzeciej osoby",
"horizon.extras.header.inventory": "Ekwipunek",
"horizon.extras.header.multiplayer": "Tryb wieloosobowy",
"horizon.extras.fullbright": "Pełna jasność",
"horizon.extras.dynamic_lights": "Dynamiczne światła",
"horizon.extras.own_name_tag": "Własny nick",
"horizon.extras.auto_reconnect": "Ponowne łączenie",
"horizon.extras.mouse_tweaks": "Mouse Tweaks",
"horizon.extras.mouse_tweaks_wheel": "Przenoszenie kółkiem",
"horizon.extras.sort": "Przyciski sortowania",
"horizon.extras.sort_key": "Klawisz sort.",
"horizon.extras.no_ai": "Bez AI",
"horizon.extras.agent_control": "Sterowanie agentem",
"horizon.extras.discord_presence": "Discord Rich Presence",
"horizon.extras.fullbright.tooltip": "Pokazuje bloki i byty w pełnym oświetleniu, nawet w ciemnych miejscach.",
"horizon.extras.dynamic_lights.tooltip": "Pochodnie i inne źródła światła trzymane w dłoni, upuszczone lub płonące oświetlają otaczające bloki.",
"horizon.extras.own_name_tag.tooltip": "Pokazuje twój nick nad głową w widoku z trzeciej osoby, tak jak widzą go inni gracze. Ukryty, gdy serwer ukrywa nazwy twojej drużyny lub jesteś niewidzialny.",
"horizon.extras.auto_reconnect.tooltip": "Ponownie dołącza do serwera po utracie połączenia lub restarcie, nigdy po wyrzuceniu lub banie.",
"horizon.extras.mouse_tweaks.tooltip": "Przeciąganie prawym przyciskiem układa po jednym na pole, lewym zbiera trzymany przedmiot, Shift + lewy przycisk przenosi każde pole.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Przewinięcie w dół wysyła jeden przedmiot z pola na drugą stronę, w górę przywraca jeden.",
"horizon.extras.sort.tooltip": "Sortuje ekwipunek, skrzynie, beczki, skrzynie Endu i shulkerowe skrzynie w kolejności kart trybu kreatywnego, łącząc stosy.",
"horizon.extras.sort_key.tooltip": "Sortuje część pod kursorem. Kliknij, a potem naciśnij klawisz; Escape usuwa przypisanie.",
"horizon.extras.no_ai.tooltip": "Ukrywa i wyłącza wszystkie funkcje AI: sterowanie agentem, horizon-ctl i serwery MCP. Także przełącznik w launcherze.",
"horizon.extras.agent_control.tooltip": "Twój własny agent AI może grać w tę grę przez horizon-ctl lub klienta MCP, tylko na tym komputerze.",
"horizon.extras.discord_presence.tooltip": "Pokazuje „Gra w Horizon” w twoim profilu Discord, gdy Discord jest uruchomiony: menu, tryb jednoosobowy lub wieloosobowy, wymiar i czas gry. Nigdy nazwy świata ani adresu serwera.",
"Calibrate...": "Kalibruj…",
"Calibrate Anyway...": "Kalibruj mimo to…",
"Use Automatic Setup": "Użyj automatycznej konfiguracji",
"Shortcut: %s": "Skrót: %s",
"Next": "Dalej",
"HDR Calibration %s/%s: %s": "Kalibracja HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Ustawia trzy wartości poniżej na pełnym ekranie, na obrazie testowym.",
"A key that opens this screen from the game. Not bound at first.": "Klawisz otwierający ten ekran z poziomu gry. Na początku nieprzypisany.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Wyświetlacz nie podał jasności: skalibruj go, aby go skonfigurować.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Już skonfigurowane. Kalibruj tylko, gdy HDR wygląda źle.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Przywraca Jasność maks. i Punkt bieli do ustawień wyświetlacza.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Skonfigurowane dla twojego wyświetlacza. Zostaw Auto, chyba że wygląda źle.",
"Lower it until the logo just disappears into the black.": "Zmniejszaj, aż logo właśnie zniknie w czerni.",
"Raise it until the logo just disappears into the bright square.": "Zwiększaj, aż logo właśnie zniknie w jasnym kwadracie.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Ustaw biel, na którą wygodnie patrzeć długo, w twoim oświetleniu.",
"horizon.splitscreen.profiles.forget": "Zapomnij",
"horizon.splitscreen.profiles.create": "Utwórz",
"horizon.splitscreen.profiles.you": " - ty",
"horizon.splitscreen.profiles.forget_named": "Zapomnij %s",
"horizon.splitscreen.profiles.previous": "Poprzednia",
"horizon.splitscreen.profiles.next": "Dalej",
"horizon.splitscreen.profiles.new_button": "Nowy profil…",
"horizon.splitscreen.profiles.forget_title": "Zapomnieć profil?",
"horizon.splitscreen.profiles.forget_leaves": "Znika z listy tej instancji.",
"horizon.splitscreen.profiles.forget_kept": "Postępy w świecie i ustawienia zostają zachowane.",
"horizon.splitscreen.profiles.new_title": "Nowy profil",
"horizon.splitscreen.profiles.name_hint": "Nazwa (3–16 liter, cyfr lub _)",
"horizon.splitscreen.profiles.switch_title": "Zmień profil",
"horizon.splitscreen.profiles.offline_note": "Profile offline należą do tej instancji",
"horizon.splitscreen.profiles.move": "Zmień miejsce gry",
"horizon.splitscreen.profiles.move_place": "Zmień miejsce gry: %s",
"horizon.friends.title": "Graj ze znajomymi",
"horizon.friends.hint": "Znajomi wklejają kod po kliknięciu przycisku Znajomi na ekranie tytułowym, w Połączeniu bezpośrednim lub na stronie Graj w launcherze.",
"horizon.friends.copied": "Skopiowano",
"horizon.friends.copy_code": "Kopiuj kod",
"horizon.friends.stop_sharing": "Przestań udostępniać",
"horizon.friends.none_yet": "Nie ma jeszcze żadnych znajomych.",
"horizon.friends.here_now": "Obecnie: %s",
"horizon.friends.share_intro": "Udostępnij ten świat za pomocą kodu zaproszenia: otwiera się w sieci LAN, a znajomi przez internet dołączają za pomocą kodu. Nie korzystamy z żadnego naszego serwera.",
"horizon.friends.start_sharing": "Zacznij udostępniać",
"horizon.friends.troubleshooting": "Rozwiązywanie problemów…",
"horizon.friends.stopped": "Przestano udostępniać kod zaproszenia.",
"horizon.friends.short_code_changed": "Ktoś wciąż wpisywał zły krótki kod, więc został zmieniony.",
"horizon.friends.wrong_code": "Ktoś wpisał zły kod.",
"horizon.friends.code_ready": "Twój kod zaproszenia jest gotowy: Menu gry, Graj ze znajomymi. Skopiuj go i wyślij znajomym.",
"horizon.friends.share_failed": "Nie udało się udostępnić świata: %s",
"horizon.friends.finding_route": "Sprawdzanie, jak znajomi mogą się z tobą połączyć…",
"horizon.osk.shift": "Shift",
"horizon.osk.space": "Spacja",
"horizon.osk.delete": "Usuń",
"horizon.osk.type": "Wpisz",
"horizon.osk.symbols": "Symbole",
"horizon.osk.close": "Zamknij"
"horizon.multiplayer.connected_friend_relay": "Połączono ze znajomym przez przekaźnik…"
}
@@ -202,11 +202,5 @@
"horizon.multiplayer.not_signed_in": "Этот сервер работает в онлайн-режиме. Войдите с помощью аккаунта Microsoft в лаунчере Horizon, чтобы присоединиться.",
"horizon.multiplayer.invalid_address": "Недействительный адрес сервера: %s",
"horizon.multiplayer.connected_friend_direct": "Установлено прямое соединение с другом…",
"horizon.multiplayer.connected_friend_relay": "Соединение с другом через релей…",
"horizon.pages.shader_options": "Настройки шейдеров",
"horizon.pages.split_profiles": "Кто играет?",
"horizon.pages.split_profiles.tooltip": "Кто играет: профиль, хранимый в этой папке игры.",
"horizon.shader_options.open": "Настройки шейдеров…",
"horizon.shader_options.profile": "Профиль",
"horizon.shader_options.loading": "Чтение настроек набора шейдеров…"
"horizon.multiplayer.connected_friend_relay": "Соединение с другом через релей…"
}
@@ -196,11 +196,5 @@
"Threads that generate, light and mesh chunks. Next start.": "Parçaları oluşturan, aydınlatan ve ağ verilerini hazırlayan iş parçacıklarının sayısı. Değişiklikler sonraki başlatmada uygulanır.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Önce Vulkan kullanılır. Çalışmazsa Windows'ta DirectX 12, Linux'ta OpenGL denenir. Değişiklikler sonraki başlatmada uygulanır.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Her karede GPU'ya gönderilen ağ verisi miktarı. Daha düşük değerler yükleme sırasında daha akıcı bir deneyim sağlar.",
"Frame rate and frame times over the game, with a graph.": "Oyun ekranında FPS değerini ve kare sürelerini grafikle birlikte gösterir.",
"horizon.pages.shader_options": "Gölgelendirici Seçenekleri",
"horizon.pages.split_profiles": "Kim oynuyor?",
"horizon.pages.split_profiles.tooltip": "Kim oynuyor: bu oyun klasöründe tutulan bir profil.",
"horizon.shader_options.open": "Gölgelendirici Seçenekleri…",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Gölgelendirici paketinin seçenekleri okunuyor…"
"Frame rate and frame times over the game, with a graph.": "Oyun ekranında FPS değerini ve kare sürelerini grafikle birlikte gösterir."
}
@@ -12,282 +12,11 @@
"horizon.options.button_glyphs": "Значки кнопок",
"horizon.options.menu_navigation": "Навігація в меню",
"horizon.options.on_screen_keyboard": "Екранна клавіатура",
"horizon.options.chat_delay": "Затримка чату",
"horizon.options.lightbar.health": "Здоров’я",
"horizon.options.lightbar.dimension": "Вимір",
"horizon.options.glyphs.auto": "Авто",
"horizon.options.glyphs.xbox": "Xbox",
"horizon.options.glyphs.playstation": "PlayStation",
"horizon.options.glyphs.nintendo": "Nintendo",
"horizon.options.menu_focus": "Фокус",
"horizon.options.menu_pointer": "Курсор",
"horizon.options.keyboard.auto": "Авто",
"horizon.options.keyboard.horizon": "Horizon",
"horizon.options.keyboard.steam": "Steam",
"horizon.options.unavailable": "Ця функція ще недоступна в Horizon.",
"horizon.options.search": "Шукати налаштування…",
"horizon.pages.mods": "Моди",
"horizon.pages.shader_packs": "Пакети шейдерів",
"horizon.pages.shader_options": "Налаштування шейдерів",
"horizon.pages.controller": "Налаштування геймпада",
"horizon.pages.controller_binds": "Призначення кнопок геймпада",
"horizon.pages.extras": "Додатки Horizon",
"horizon.pages.settings": "Налаштування Horizon",
"horizon.pages.agent": "ШІ-агент",
"horizon.pages.split_profiles": "Хто грає?",
"horizon.pages.settings.tooltip": "Власні налаштування Horizon: графіка, геймпади, додатки та моди.",
"horizon.pages.graphics.tooltip": "Графіка просто: кожен параметр показує, чого він коштує.",
"horizon.pages.graphics_advanced.tooltip": "Усі параметри графіки, зокрема з Horizon, із зазначенням витрат кожного.",
"horizon.pages.controller.tooltip": "Геймпади: їхні кнопки, стіки, вібрація та навігація в меню.",
"horizon.pages.extras.tooltip": "Необов’язкові додатки, усі типово вимкнені: гра лишається ванільною, доки ви не ввімкнете якийсь.",
"horizon.pages.agent.tooltip": "Дозвольте власному ШІ-агентові грати: horizon-ctl і MCP-клієнти на цьому комп’ютері.",
"horizon.pages.split_profiles.tooltip": "Хто грає: профіль, що зберігається в цій теці гри.",
"horizon.pages.shader_packs.tooltip": "Пакети шейдерів із теки shaderpacks: власні пакети Horizon і пакети у форматі shaders/. Одночасно працює один.",
"horizon.pages.mods.tooltip": "Моди, створені для Horizon, із теки horizon-mods. Кожен працює в ізольованому середовищі й залишається вимкненим, доки ви його не ввімкнете.",
"horizon.pages.open.graphics": "Графіка…",
"horizon.pages.open.graphics_advanced": "Розширена графіка…",
"horizon.pages.open.shader_packs": "Пакети шейдерів…",
"horizon.pages.open.controller": "Налаштування геймпада…",
"horizon.pages.open.extras": "Додатки…",
"horizon.pages.open.mods": "Моди…",
"horizon.pages.open.agent": "ШІ-агент…",
"horizon.pages.open.horizon_graphics": "Графіка Horizon…",
"horizon.pages.open.controller_binds": "Кнопки геймпада…",
"horizon.pages.open.horizon_settings": "Налаштування Horizon…",
"horizon.mods.empty": "Немає модів: покладіть файли .hmod у теку horizon-mods",
"horizon.mods.stopped": " (зупинено)",
"horizon.mods.not_built": " (не зібрано)",
"horizon.mods.dev": " (розробка)",
"horizon.mods.settings": "Налаштування",
"horizon.mods.open_folder": "Відкрити теку з модами",
"horizon.shader_packs.empty": "Немає пакетів шейдерів: покладіть їх у теку shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.shader_options.open": "Налаштування шейдерів…",
"horizon.shader_options.profile": "Профіль",
"horizon.shader_options.loading": "Читання налаштувань набору шейдерів…",
"horizon.agent.copy_details": "Копіювати дані з’єднання",
"horizon.multiplayer.join": "Приєднатися",
"horizon.multiplayer.cancel_reconnecting": "Скасувати перепідключення",
"horizon.multiplayer.join_friend": "Приєднатися до друга",
"horizon.multiplayer.invite_code": "Код запрошення",
"horizon.multiplayer.relay": "Ретранслятор (необов’язково)",
"Preset": "Шаблон",
"LOD Distance": "Дальність LOD",
"Far Detail": "Деталі вдалині",
"Cave Culling": "Відсікання печер",
"Entity Culling": "Відсік. сутностей",
"Chunk Updates": "Оновл. чанків",
"Upload Budget": "Вивантаження",
"Sky": "Небо",
"Fog": "Туман",
"Weather": "Погода",
"Animated Textures": "Анімовані текстури",
"Present Mode": "Виведення",
"Frame Pacing": "Темп кадрів",
"Worker Threads": "Робочі потоки",
"Resolution Scale": "Масштаб зображення",
"Anti-aliasing": "Згладжування",
"Upscaling": "Апскейлінг",
"HDR Settings...": "Налаштування HDR…",
"Paper White": "Біла точка",
"Peak Brightness": "Пік яскравості",
"Black Level": "Рівень чорного",
"UI Brightness": "Яскравість UI",
"Battery Mode": "Режим батареї",
"Graphics API": "API графіки",
"Performance Overlay": "Накладка швидкодії",
"Full Detail Distance": "Дальність деталей",
"On": "Увімк.",
"Off": "Вимк.",
"Unlimited": "Без обмежень",
"Auto": "Авто",
"Custom": "Власний",
"Performance": "Продуктивність",
"Balanced": "Збалансований",
"Quality": "Якість",
"Ultra": "Ультра",
"Ultra Performance": "Ультрапродукт.",
"Native": "Нативна",
"Full": "Повна",
"Reduced": "Знижена",
"Efficient": "Економний",
"Precise": "Точний",
"Auto (VSync)": "Авто (VSync)",
"FIFO": "FIFO",
"Mailbox": "Mailbox",
"Immediate": "Immediate",
"Vulkan": "Vulkan",
"DirectX 12": "DirectX 12",
"OpenGL": "OpenGL",
"FPS and Graph": "FPS і графік",
"FPS": "FPS",
"TAA": "TAA",
"FXAA": "FXAA",
"No cost": "Без витрат",
"Low cost": "Низькі витрати",
"Medium cost": "Середні витрати",
"High cost": "Високі витрати",
"Saves time": "Заощаджує час",
"Rendering": "Промальовування",
"Display": "Дисплей",
"Preferences": "Уподобання",
"Overlay": "Накладка",
"HDR": "HDR",
"Graphics": "Графіка",
"Graphics: Advanced": "Графіка: розширені",
"Graphics: HDR": "Графіка: HDR",
"Advanced...": "Розширені…",
"Simple...": "Прості…",
"Done": "Готово",
"This feature is not yet available in Horizon.": "Ця функція ще недоступна в Horizon.",
"Your display or system doesn't offer HDR output.": "Ваш дисплей або система не підтримує вивід HDR.",
"Turn HDR on to use it.": "Увімкніть HDR, щоб користуватися цим.",
"%s chunks": "%s чанків",
"%s per frame": "%s на кадр",
"%s MiB/frame": "%s MiB/кадр",
"%s KiB/frame": "%s KiB/кадр",
"%s nits": "%s ніт",
"Auto (%s)": "Авто (%s)",
"Auto (%s nits)": "Авто (%s ніт)",
"%.2f nits": "%.2f ніт",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Дальність повних деталей. Дальність LOD сягає далі.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Спрощена далека місцевість локальних світів. Інтегр. GPU: до 128.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Знижена: далека місцевість простіша, швидше на цьому GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Знижена: простіша далека місцевість для повільних GPU.",
"Field of view. Wider shows more terrain at once.": "Поле зору. Ширше показує більше місцевості одночасно.",
"Caps frames per second; a cap saves power and heat.": "Обмежує к/с; обмеження заощаджує енергію й зменшує нагрів.",
"Waits for the display's refresh: no tearing, a little latency.": "Чекає на оновлення дисплея: без розривів, невелика затримка.",
"Size of menus and the HUD.": "Розмір меню та HUD.",
"Sets the options below together. Changing one makes it Custom.": "Задає параметри нижче разом. Зміна одного дає «Власний».",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Лава, вогонь і сонце світліші за білий. Потрібен HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Найтемніший чорний вашого дисплея. 0 для OLED; LCD трохи світяться.",
"How bright highlights get. Auto: the peak your system reports.": "Наскільки яскравими бувають відблиски. Авто: пік, який повідомляє система.",
"How bright white paper and menus look. Auto: your desktop's white.": "Яскравість білого паперу та меню. Авто: білий вашого стола.",
"How bright the HUD and menus are, against paper white.": "Наскільки яскраві HUD і меню відносно білого паперу.",
"How far mobs, crops and machines keep working. CPU time.": "Як далеко працюють моби, посіви й механізми. Витрачає CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Відстань малювання мобів і предметів, у частці від норми.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Пропускає приховану місцевість. Вимкнення коштує дорого.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Ховає моделі за блоками. Вимкніть із власними пакетами.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Секцій сітки за кадр. Менше — плавніше під час завантаження.",
"Soft shadows in corners. Costs chunk building time only.": "М’які тіні в кутах. Витрачає лише час на побудову чанків.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Менші копії текстур блоків для віддаленої місцевості: менше мерехтіння.",
"Blends grass and water colours across biomes when building chunks.": "Змішує кольори трави та води між біомами під час побудови чанків.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Шар хмар: вимкнено, пласкі (швидкі) або 3D (красиві).",
"How far clouds reach, in chunks.": "Як далеко сягають хмари, у чанках.",
"Draws the sky, sun, moon and stars.": "Малює небо, сонце, місяць і зірки.",
"Distance fog. Off shows the edge of the loaded world.": "Туман на відстані. Вимкнений показує межу завантаженого світу.",
"Draws rain and snow.": "Малює дощ і сніг.",
"How far rain and snow fall around you.": "Як далеко навколо вас падають дощ і сніг.",
"How many particles effects spawn.": "Скільки частинок створюють ефекти.",
"Round shadows under mobs and items.": "Круглі тіні під мобами та предметами.",
"Leaves with see-through gaps. Off draws them solid.": "Листя з просвітами. Вимкнено — малюється суцільним.",
"Sorts water and glass more exactly behind each other.": "Точніше сортує воду та скло одне за одним.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Які перебудови чанків чекають на кадр: жодні, найближчі чи ваші.",
"Animates water, lava, fire and other moving textures.": "Анімує воду, лаву, вогонь та інші рухомі текстури.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Пікселі світу на піксель екрана. Нижче 100% — швидше для GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Згладжує краї. FXAA: м’якше. TAA: найгладше, можливі шлейфи.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Менший рендер, відновлення через TAA. Швидше, м’якше.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Вивід HDR на HDR-дисплеї: лава, вогонь і сонце яскравіші.",
"How frames reach the screen while VSync is off.": "Як кадри потрапляють на екран, коли VSync вимкнено.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "«Економний» спить до наступного кадру; «Точний» чекає активно.",
"Fills the screen (borderless).": "Заповнює екран (без рамки).",
"Brightens dark places.": "Освітлює темні місця.",
"Lowers the frame rate when minimised, or idle too.": "Знижує частоту кадрів при згортанні, а також при бездіяльності.",
"Sways the view while walking.": "Розхитує вид під час ходьби.",
"Fades newly loaded chunks in.": "Плавно показує щойно завантажені чанки.",
"Darkens the screen's edges.": "Затемнює краї екрана.",
"Shows when the world saves.": "Показує, коли світ зберігається.",
"Shows attack cooldown.": "Показує перезарядку атаки.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS (30 у меню/без фокуса), половина потоків: економія.",
"Threads that generate, light and mesh chunks. Next start.": "Потоки генерації, світла й сітки чанків. Після перезапуску.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, інакше DirectX 12 (Windows)/OpenGL (Linux). Після рестарту.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Дані сітки до GPU за кадр. Менше — плавніше завантаження.",
"Frame rate and frame times over the game, with a graph.": "Частота та час кадрів поверх гри, з графіком.",
"horizon.multiplayer.finding_friend": "Шукаємо світ друга…",
"horizon.loading.opening_world": "Відкриття світу",
"horizon.loading.cancelling_world": "Скасування",
"horizon.multiplayer.not_signed_in": "Цей сервер працює в онлайн-режимі. Увійдіть за допомогою акаунта Microsoft у лаунчері Horizon, щоб приєднатися.",
"horizon.multiplayer.invalid_address": "Недійсна адреса сервера: %s",
"horizon.multiplayer.connected_friend_direct": "Пряме з'єднання з другом встановлено…",
"horizon.multiplayer.connected_friend_relay": "З'єднання з другом через ретранслятор…",
"horizon.title.not_affiliated": "Не пов’язано з Mojang чи Microsoft",
"horizon.extras.header.lighting": "Освітлення",
"horizon.extras.header.third_person": "Вигляд від третьої особи",
"horizon.extras.header.inventory": "Інвентар",
"horizon.extras.header.multiplayer": "Гра в мережі",
"horizon.extras.fullbright": "Повна яскравість",
"horizon.extras.dynamic_lights": "Динамічне світло",
"horizon.extras.own_name_tag": "Власний нік",
"horizon.extras.auto_reconnect": "Перепідключення",
"horizon.extras.mouse_tweaks": "Mouse Tweaks",
"horizon.extras.mouse_tweaks_wheel": "Перенос коліщатком",
"horizon.extras.sort": "Кнопки сортування",
"horizon.extras.sort_key": "Сортувати",
"horizon.extras.no_ai": "Без ШІ",
"horizon.extras.agent_control": "Керування агентом",
"horizon.extras.discord_presence": "Discord Rich Presence",
"horizon.extras.fullbright.tooltip": "Показує блоки та сутності при повному освітленні, навіть у темних місцях.",
"horizon.extras.dynamic_lights.tooltip": "Смолоскипи та інші джерела світла, які тримають у руках, викинуті чи палаючі, освітлюють блоки навколо.",
"horizon.extras.own_name_tag.tooltip": "Показує ваше ім’я над головою від третьої особи, як його бачать інші гравці. Приховано, коли сервер ховає імена вашої команди або ви невидимі.",
"horizon.extras.auto_reconnect.tooltip": "Знову приєднується до сервера після втрати з’єднання чи перезапуску, але ніколи після вигнання чи блокування.",
"horizon.extras.mouse_tweaks.tooltip": "Перетягування ПКМ кладе по одному в комірку, ЛКМ збирає утримуваний предмет, Shift + ЛКМ переміщує кожну комірку.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Прокрутка вниз надсилає один предмет із комірки на інший бік, вгору — повертає один назад.",
"horizon.extras.sort.tooltip": "Сортує інвентар, скрині, діжки, скрині Енду та шалкерові коробки в порядку вкладок творчого режиму, об’єднуючи стеки.",
"horizon.extras.sort_key.tooltip": "Сортує частину під курсором. Натисніть, а потім клавішу; Escape скасовує призначення.",
"horizon.extras.no_ai.tooltip": "Приховує та вимикає всі функції ШІ: керування агентом, horizon-ctl і MCP-сервери. Також перемикач у лаунчері.",
"horizon.extras.agent_control.tooltip": "Ваш власний ШІ-агент може грати в цю гру через horizon-ctl або MCP-клієнт, лише на цьому комп’ютері.",
"horizon.extras.discord_presence.tooltip": "Показує «Грає в Horizon» у вашому профілі Discord, поки Discord запущено: меню, одиночна чи мережева гра, вимір і час гри. Ніколи не назву світу чи адресу сервера.",
"Calibrate...": "Калібрувати…",
"Calibrate Anyway...": "Все одно калібрувати…",
"Use Automatic Setup": "Використати автоналаштування",
"Shortcut: %s": "Гаряча клавіша: %s",
"Next": "Далі",
"HDR Calibration %s/%s: %s": "Калібрування HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Три значення нижче налаштовуються на повному екрані.",
"A key that opens this screen from the game. Not bound at first.": "Клавіша, що відкриває цей екран із гри. Спершу не призначена.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Дисплей не повідомив яскравість: відкалібруйте його.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Уже налаштовано. Калібруйте, лише якщо HDR виглядає погано.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Повертає Пік яскравості й Білу точку до налаштувань дисплея.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Налаштовано для дисплея. Залишайте «Авто», якщо все гаразд.",
"Lower it until the logo just disappears into the black.": "Зменшуйте, доки логотип не зникне в чорному.",
"Raise it until the logo just disappears into the bright square.": "Збільшуйте, доки логотип не зникне в яскравому квадраті.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Білий, на який комфортно довго дивитися за вашого світла.",
"horizon.splitscreen.profiles.forget": "Забути",
"horizon.splitscreen.profiles.create": "Створити",
"horizon.splitscreen.profiles.you": " - ви",
"horizon.splitscreen.profiles.forget_named": "Забути %s",
"horizon.splitscreen.profiles.previous": "Назад",
"horizon.splitscreen.profiles.next": "Далі",
"horizon.splitscreen.profiles.new_button": "Новий профіль…",
"horizon.splitscreen.profiles.forget_title": "Забути профіль?",
"horizon.splitscreen.profiles.forget_leaves": "Він зникне зі списку цього екземпляра.",
"horizon.splitscreen.profiles.forget_kept": "Прогрес у світі та налаштування зберігаються.",
"horizon.splitscreen.profiles.new_title": "Новий профіль",
"horizon.splitscreen.profiles.name_hint": "Ім’я (3–16 літер, цифр або _)",
"horizon.splitscreen.profiles.switch_title": "Змінити профіль",
"horizon.splitscreen.profiles.offline_note": "Офлайн-профілі належать цьому екземпляру",
"horizon.splitscreen.profiles.move": "Змінити місце гри",
"horizon.splitscreen.profiles.move_place": "Змінити місце гри: %s",
"horizon.friends.title": "Грати з друзями",
"horizon.friends.hint": "Друзі вставляють код після кнопки «Друзі» на головному екрані, у «Пряме з’єднання» або на сторінці «Грати» в лаунчері.",
"horizon.friends.copied": "Скопійовано",
"horizon.friends.copy_code": "Копіювати код",
"horizon.friends.stop_sharing": "Припинити поширення",
"horizon.friends.none_yet": "Друзів тут поки немає.",
"horizon.friends.here_now": "Зараз тут: %s",
"horizon.friends.share_intro": "Поділіться цим світом за допомогою коду запрошення: він відкривається для LAN, а друзі з інтернету приєднуються за кодом. Жоден наш сервер не залучається.",
"horizon.friends.start_sharing": "Почати поширення",
"horizon.friends.troubleshooting": "Усунення несправностей…",
"horizon.friends.stopped": "Поширення коду запрошення припинено.",
"horizon.friends.short_code_changed": "Хтось раз за разом вводив неправильний короткий код, тож його змінено.",
"horizon.friends.wrong_code": "Хтось ввів неправильний код.",
"horizon.friends.code_ready": "Ваш код запрошення готовий: Ігрове меню, Грати з друзями. Скопіюйте його та надішліть друзям.",
"horizon.friends.share_failed": "Не вдалося поділитися світом: %s",
"horizon.friends.finding_route": "З’ясовуємо, як друзі можуть до вас під’єднатися…",
"horizon.osk.shift": "Shift",
"horizon.osk.space": "Пробіл",
"horizon.osk.delete": "Видалити",
"horizon.osk.type": "Ввести",
"horizon.osk.symbols": "Символи",
"horizon.osk.close": "Закрити"
"horizon.multiplayer.connected_friend_relay": "З'єднання з другом через ретранслятор…"
}
@@ -203,108 +203,5 @@
"horizon.multiplayer.not_signed_in": "该服务器为在线模式服务器。请先在 Horizon 启动器中登录 Microsoft 账户再加入。",
"horizon.multiplayer.invalid_address": "无效的服务器地址:%s",
"horizon.multiplayer.connected_friend_direct": "已直连好友的世界…",
"horizon.multiplayer.connected_friend_relay": "已通过中继连接好友的世界…",
"horizon.pages.shader_options": "光影选项",
"horizon.pages.split_profiles": "谁在玩?",
"horizon.pages.split_profiles.tooltip": "谁在玩:保存在此游戏文件夹中的一份档案。",
"horizon.shader_options.open": "光影选项…",
"horizon.shader_options.profile": "档案",
"horizon.shader_options.loading": "正在读取光影包的选项…",
"horizon.pages.split_settings": "分屏设置",
"horizon.pages.split_setup": "分屏",
"horizon.pages.split_setup.tooltip": "在本机游玩的玩家:手柄可以加入你的世界。",
"horizon.pages.open.split_setup": "分屏…",
"horizon.title.not_affiliated": "与 Mojang 或 Microsoft 无关",
"horizon.extras.header.lighting": "光照",
"horizon.extras.header.third_person": "第三人称",
"horizon.extras.header.particles": "粒子",
"horizon.extras.header.inventory": "物品栏",
"horizon.extras.header.chat": "聊天",
"horizon.extras.header.multiplayer": "多人游戏",
"horizon.extras.header.sound": "声音",
"horizon.extras.fullbright": "全亮",
"horizon.extras.dynamic_lights": "动态光源",
"horizon.extras.own_name_tag": "自己的名字标签",
"horizon.extras.hide_block_particles": "隐藏方块破坏粒子",
"horizon.extras.auto_reconnect": "自动重连",
"horizon.extras.ui_sound_reserve": "为界面音效保留声道",
"horizon.extras.mouse_tweaks": "鼠标调整控制",
"horizon.extras.mouse_tweaks_wheel": "滚轮移动物品",
"horizon.extras.sort": "排序按钮",
"horizon.extras.sort_key": "排序快捷键",
"horizon.extras.no_ai": "关闭 AI",
"horizon.extras.agent_control": "代理控制",
"horizon.extras.discord_presence": "Discord 动态状态",
"horizon.extras.splitscreen": "分屏",
"horizon.extras.chat_animation": "平滑聊天",
"horizon.extras.chat_indicator": "消息指示条",
"horizon.extras.fullbright.tooltip": "即使在黑暗区域也以全亮显示方块和实体。",
"horizon.extras.dynamic_lights.tooltip": "手持、掉落或燃烧中的火把等光源会照亮周围方块。",
"horizon.extras.own_name_tag.tooltip": "在第三人称视角中把名字显示在头顶,与其它玩家看到的一致。当服务器隐藏团队名字或你处于隐身状态时不显示。",
"horizon.extras.hide_block_particles.tooltip": "隐藏方块被破坏时迸出的碎屑粒子,以及挖掘时掉落的碎屑。其它粒子仍会显示。",
"horizon.extras.auto_reconnect.tooltip": "连接中断或服务器重启后自动重新加入,被踢出或封禁后不会。",
"horizon.extras.ui_sound_reserve.tooltip": "世界中的声音会为界面音效留出 247 个声道中的 16 个,这样大量声音(比如一次大爆炸)不会把菜单点击音挤掉。",
"horizon.extras.mouse_tweaks.tooltip": "右键拖动每次放一个物品,左键拖动合并手持物品,Shift + 左键拖动移动所有槽位。",
"horizon.extras.mouse_tweaks_wheel.tooltip": "向下把槽位中的一个物品送到另一侧,向上取回一个。",
"horizon.extras.sort.tooltip": "按创造模式标签页顺序排序物品栏、箱子、木桶、末影箱和潜影盒,并合并堆叠。",
"horizon.extras.sort_key.tooltip": "排序光标下的部分。点击后按一个键;按 Escape 取消绑定。",
"horizon.extras.no_ai.tooltip": "隐藏并关闭所有 AI 功能:代理控制、horizon-ctl 和 MCP 服务器。启动器中的开关也一样。",
"horizon.extras.agent_control.tooltip": "你自己的 AI 代理可以通过 horizon-ctl 或 MCP 客户端玩这个游戏,仅限本机。",
"horizon.extras.discord_presence.tooltip": "Discord 运行时在你的 Discord 资料上显示“正在玩 Horizon”:菜单、单人、多人、维度以及游玩时长。绝不显示世界名称或服务器地址。",
"Calibrate...": "校准…",
"Calibrate Anyway...": "仍要校准…",
"Use Automatic Setup": "使用自动设置",
"Shortcut: %s": "快捷键:%s",
"Next": "下一步",
"HDR Calibration %s/%s: %s": "HDR 校准 %s/%s:%s",
"Sets the three below full screen, one test picture at a time.": "以全屏方式逐张显示测试图,来设置下面三项。",
"A key that opens this screen from the game. Not bound at first.": "在游戏中打开此界面的按键。初始未绑定。",
"Your display didn't say how bright it gets: calibrate to set it up.": "显示器没有报告自身亮度:需要通过校准来设置。",
"Already set up for your display. Only calibrate if HDR looks wrong.": "已按你的显示器设置好。只有在 HDR 显示异常时才需要校准。",
"Puts Peak Brightness and Paper White back to your display's setup.": "将峰值亮度和纸白亮度恢复为你的显示器设置。",
"Set up for your display. Leave on Auto unless it looks wrong.": "已按你的显示器设置。除非显示异常,否则保持“自动”。",
"Lower it until the logo just disappears into the black.": "调低,直到标志刚好没入黑色背景。",
"Raise it until the logo just disappears into the bright square.": "调高,直到标志刚好没入亮色方块。",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "在你游玩时的光照环境下,把卡片调成长时间观看也舒适的白色。",
"horizon.splitscreen.profiles.forget": "忘记",
"horizon.splitscreen.profiles.create": "创建",
"horizon.splitscreen.profiles.you": " - 你",
"horizon.splitscreen.profiles.forget_named": "忘记 %s",
"horizon.splitscreen.profiles.previous": "上一个",
"horizon.splitscreen.profiles.next": "下一个",
"horizon.splitscreen.profiles.new_button": "新建档案…",
"horizon.splitscreen.profiles.forget_title": "忘记档案?",
"horizon.splitscreen.profiles.forget_leaves": "该档案将从此实例的列表中移除。",
"horizon.splitscreen.profiles.forget_kept": "世界进度和设置会保留。",
"horizon.splitscreen.profiles.new_title": "新建档案",
"horizon.splitscreen.profiles.name_hint": "名称(3 到 16 个字母、数字或 _)",
"horizon.splitscreen.profiles.switch_title": "切换档案",
"horizon.splitscreen.profiles.offline_note": "离线档案属于此实例",
"horizon.splitscreen.profiles.move": "移动游玩位置",
"horizon.splitscreen.profiles.move_place": "把游玩位置移到:%s",
"horizon.friends.title": "与好友一起玩",
"horizon.friends.hint": "好友可以在标题画面的“好友”按钮后、直连界面或启动器的“开始游戏”页粘贴该代码。",
"horizon.friends.copied": "已复制",
"horizon.friends.copy_code": "复制代码",
"horizon.friends.stop_sharing": "停止共享",
"horizon.friends.none_yet": "还没有好友加入。",
"horizon.friends.here_now": "当前在线:%s",
"horizon.friends.share_intro": "通过邀请码共享这个世界:它会开放到局域网,互联网上的好友可以用代码加入。不经过我们的任何服务器。",
"horizon.friends.start_sharing": "开始共享",
"horizon.friends.troubleshooting": "疑难解答…",
"horizon.friends.stopped": "已停止共享邀请码。",
"horizon.friends.short_code_changed": "有人反复尝试错误的短代码,因此已更换。",
"horizon.friends.wrong_code": "有人尝试了错误的代码。",
"horizon.friends.code_ready": "你的邀请码已就绪:游戏菜单 → 与好友一起玩。复制后发给好友。",
"horizon.friends.share_failed": "无法共享世界:%s",
"horizon.friends.finding_route": "正在寻找好友连接你的方式…",
"horizon.osk.shift": "Shift",
"horizon.osk.space": "空格",
"horizon.osk.delete": "删除",
"horizon.osk.type": "输入",
"horizon.osk.symbols": "符号",
"horizon.osk.close": "关闭",
"horizon.extras.chat_animation.tooltip": "新聊天行从左侧滑入并淡入,而不是整行直接出现。",
"horizon.extras.chat_indicator.tooltip": "聊天行左侧的彩色竖条。",
"horizon.extras.splitscreen.tooltip": "在世界中,另一个手柄可以以新玩家身份加入:提示时按 A,然后选择档案和游玩位置。"
"horizon.multiplayer.connected_friend_relay": "已通过中继连接好友的世界…"
}
@@ -18,7 +18,6 @@ use horizon_client::{
biome::Biomes,
blocks::BlockFacts,
chunk::HEIGHT,
graphics::LeafCullingMode,
light::LightTables,
mesher::{MeshTables, Mesher, Region, borrow},
models,
@@ -141,8 +140,6 @@ fn main() -> Result<(), Error> {
blend_radius: 2,
smooth_lighting: true,
cutout_leaves: true,
translucent_layers: &[],
leaf_culling: LeafCullingMode::Off,
assets: &context.assets,
render: &context.render,
tables: &context.tables,
@@ -328,5 +328,5 @@ fn chat(c: &Value, h: i32, atlas: &HudAtlas) -> Vec<GuiDraw> {
if let Some(n) = c["scroll"].as_i64() {
chat.scroll_by(n as i32, focused);
}
chat.layout(h, c["now"].as_f64().unwrap_or(0.0) as f32, focused)
chat.layout(h, c["now"].as_u64().unwrap_or(0), focused)
}
@@ -1182,7 +1182,6 @@ pub fn main() -> horizon_client::Result<()> {
thundering: s.thunder,
nether: false,
block_tags: &items.block_tags,
landing: &motion.landing,
biomes: &biomes,
mob_griefing: true,
universal_anger: false,
@@ -7,7 +7,6 @@ use horizon_client::{
biome::{BiomeInfo, Biomes, GrassModifier},
blocks::BlockFacts,
chunk::{Chunk, Light, MIN_Y, index},
graphics::LeafCullingMode,
mesher::{EMISSION_BITS, FLUID_FACE_BITS, MeshTables, Mesher, OPAQUE_LAYER, TerrainVertex},
models,
};
@@ -138,8 +137,6 @@ fn scene(
blend_radius,
smooth_lighting,
cutout_leaves,
translucent_layers: &[],
leaf_culling: LeafCullingMode::Off,
};
let section_y = int(&row["section_y"])?;
let started = Instant::now();
+6 -11
View File
@@ -2,7 +2,6 @@
//! progress (`PlayerAdvancements`) and the predicates criteria test
//! (`EntityPredicate`, `ItemPredicate`, `LocationPredicate`, the loot
//! conditions advancements use).
use horizon_world::lazy_json::LazyJson;
use serde_json::Value;
use std::{
collections::{BTreeMap, BTreeSet, HashMap},
@@ -31,9 +30,7 @@ pub struct Display {
pub struct Criterion {
pub name: String,
pub trigger: String,
/// Read on first test: ~1,300 recipe advancements' criteria, most never
/// tested in a game, took ~4 MB as `Value`s.
pub conditions: LazyJson,
pub conditions: Value,
}
#[derive(Clone, Debug, Default)]
pub struct Rewards {
@@ -157,8 +154,7 @@ impl Tree {
.into_iter()
.flatten()
{
// `read`: the index alone keeps none of the criteria read.
match self.list[ai].criteria[ci].conditions.read()["recipes"].as_str() {
match self.list[ai].criteria[ci].conditions["recipes"].as_str() {
Some(r) => self
.by_recipe
.entry(r.to_owned())
@@ -212,8 +208,7 @@ impl InventoryIndex {
return index;
};
for &(ai, ci) in list {
let conditions = tree.list[ai].criteria[ci].conditions.read();
let items = &conditions["items"];
let items = &tree.list[ai].criteria[ci].conditions["items"];
// `id_matches`: only a string or a list limits the items.
let limited = items.as_array().and_then(|a| {
a.iter()
@@ -271,7 +266,7 @@ fn parse(id: &str, v: &Value) -> Option<Advancement> {
.map(|(name, c)| Criterion {
name: name.clone(),
trigger: c["trigger"].as_str().unwrap_or("").to_owned(),
conditions: LazyJson::new(&c["conditions"]),
conditions: c["conditions"].clone(),
})
.collect();
let requirements = match v["requirements"].as_array() {
@@ -1611,7 +1606,7 @@ mod tests {
criteria: vec![Criterion {
name: "c".into(),
trigger: "minecraft:inventory_changed".into(),
conditions: LazyJson::new(&conditions),
conditions,
}],
requirements: vec![vec!["c".into()]],
rewards: Rewards::default(),
@@ -1660,7 +1655,7 @@ mod tests {
criteria: vec![Criterion {
name: "c".into(),
trigger: "minecraft:recipe_unlocked".into(),
conditions: LazyJson::new(&conditions),
conditions,
}],
requirements: vec![vec!["c".into()]],
rewards: Rewards::default(),
+6 -37
View File
@@ -32,8 +32,8 @@ use horizon_world::{
use std::{collections::HashSet, fmt};
/// `EntityType.ARROW` (and tipped/spectral arrows): 0.5 x 0.5, eyes at 0.13.
pub const WIDTH: f32 = 0.5;
pub const HEIGHT: f32 = 0.5;
const WIDTH: f32 = 0.5;
const HEIGHT: f32 = 0.5;
const EYE_HEIGHT: f32 = 0.13;
/// `AbstractArrow.Pickup`.
@@ -505,24 +505,6 @@ fn signum(v: f64) -> f64 {
/// entity stops there and is not kept: the game hands it to
/// `finish_entity_hit` once it has hurt the entity.
pub fn tick(p: &mut Projectile, scene: &ArrowScene, targets: &[(Who, Aabb)]) -> (bool, Hit) {
tick_with(p, scene, targets, true)
}
/// One arrow tick whose hit is canceled (`ProjectileImpactEvent`): the arrow
/// moves on to where it would have hit, as `AbstractArrow.stepMoveAndHit` leaves
/// it when the event is canceled, and flies on: not stuck, nothing hurt, no hit.
pub fn tick_through(
p: &mut Projectile,
scene: &ArrowScene,
targets: &[(Who, Aabb)],
) -> (bool, Hit) {
tick_with(p, scene, targets, false)
}
fn tick_with(
p: &mut Projectile,
scene: &ArrowScene,
targets: &[(Who, Aabb)],
impact: bool,
) -> (bool, Hit) {
let Some(mut st) = p.arrow.take() else {
return (false, Hit::None);
};
@@ -535,7 +517,7 @@ fn tick_with(
st: &mut st,
scene,
}
.tick(targets, impact);
.tick(targets);
p.stuck = st.in_ground;
let keep = !st.removed && !matches!(hit, Hit::Entity { .. });
p.arrow = Some(st);
@@ -618,7 +600,7 @@ impl Ticker<'_, '_, '_, '_> {
fn trident(&self) -> bool {
matches!(self.p.kind, ProjectileKind::Trident)
}
fn tick(&mut self, targets: &[(Who, Aabb)], impact: bool) -> Hit {
fn tick(&mut self, targets: &[(Who, Aabb)]) -> Hit {
// ThrownTrident.tick.
if self.trident() && self.st.in_ground_time > 4 {
self.st.dealt_damage = true;
@@ -729,7 +711,7 @@ impl Ticker<'_, '_, '_, '_> {
original.z + movement.z,
);
if physics {
hit = self.step_move_and_hit(original, end, targets, impact);
hit = self.step_move_and_hit(original, end, targets);
if matches!(hit, Hit::Entity { .. }) {
return hit;
}
@@ -813,13 +795,7 @@ impl Ticker<'_, '_, '_, '_> {
/// `AbstractArrow.stepMoveAndHit`: the nearest entity on the way, else the
/// block. A piercing arrow that hits an entity here goes on from it next
/// tick (`finish_entity_hit`); vanilla's loop goes on within the same tick.
fn step_move_and_hit(
&mut self,
from: Vec3,
to: Vec3,
targets: &[(Who, Aabb)],
impact: bool,
) -> Hit {
fn step_move_and_hit(&mut self, from: Vec3, to: Vec3, targets: &[(Who, Aabb)]) -> Hit {
let block = self.scene.clip(from, to);
let end = block.map_or(to, |b| b.0);
// findHitEntities: ProjectileUtil.computeMargin and the search box.
@@ -852,10 +828,6 @@ impl Ticker<'_, '_, '_, '_> {
self.p.position = next;
self.apply_effects_from_blocks(from, next);
if let Some((who, at, _)) = best {
// A canceled impact ends the search, the arrow where it would have hit.
if !impact {
return Hit::None;
}
// AbstractArrow.onHitEntity: past pierce level + 1 entities the
// arrow is discarded before it hurts the next one.
if self.st.pierce > 0 {
@@ -877,9 +849,6 @@ impl Ticker<'_, '_, '_, '_> {
if self.scene.is_air(state) {
return Hit::None;
}
if !impact {
return Hit::None;
}
self.on_hit_block(pos, state);
Hit::Block {
pos: [pos.x, pos.y, pos.z],
-130
View File
@@ -1,130 +0,0 @@
//! Breathing for native mods: `LivingEntity.baseTick`'s air supply, the part
//! that raises or lowers it. A player (`motion/environment.rs`) and a mob
//! (`mobs/ai.rs`) work out what vanilla does this tick, `breathe` lets the
//! mods change it (`native_living_breathe`, NeoForge's `LivingBreatheEvent`),
//! and the caller applies the answer. Servers only: the callers keep it off a
//! client's prediction.
/// One tick of breathing: whether the entity can breathe, how much air it
/// loses when it cannot and how much it gains when it can.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Breath {
pub can_breathe: bool,
/// `decreaseAirSupply`: 1, or 0 by the oxygen bonus's chance, for an
/// entity that drowns; 1 for one that would not.
pub consume: i32,
/// `increaseAirSupply`: 4 for one that can breathe, 0 for one that drowns
/// or is held under by the nautilus' breath.
pub refill: i32,
}
/// An entity's breathing this tick (`LivingBreatheEvent`, posted from
/// `LivingEntity.baseTick` every tick for a living entity with the generic
/// air logic): `entity` is its ID and `kind` its type (`minecraft:player`,
/// `minecraft:zombie`). `can_breathe`, `consume` and `refill` come in as
/// Horizon does it today (a mod-free game changes nothing); set them to
/// change this tick. With `can_breathe` the air rises by `refill`, up to its
/// maximum (300); without, it falls by `consume`, and at -20 it is set to 0
/// and the entity takes 2 drowning damage. Negative amounts count as 0.
/// Asked on servers for players and for mobs, except those with a
/// `WaterAnimal`'s or an axolotl's own air logic. API @API:living_breathe@.
#[inline(never)]
pub fn native_living_breathe(
entity: u32,
kind: &str,
can_breathe: &mut bool,
consume: &mut i32,
refill: &mut i32,
) {
let _ = (entity, kind, can_breathe, consume, refill);
}
/// `vanilla`'s breathing after the mods have had their say.
pub fn breathe(entity: u32, kind: &str, vanilla: Breath) -> Breath {
let mut now = vanilla;
native_living_breathe(
entity,
kind,
&mut now.can_breathe,
&mut now.consume,
&mut now.refill,
);
Breath {
can_breathe: now.can_breathe,
consume: now.consume.max(0),
refill: now.refill.max(0),
}
}
/// The air supply after `breath`: raised up to `max` when it can breathe,
/// lowered otherwise. The second is whether the entity now drowns
/// (`LivingEntity.shouldTakeDrowningDamage`: -20 or less), and its air is
/// then 0.
pub fn apply(air: i32, max: i32, breath: Breath) -> (i32, bool) {
if breath.can_breathe {
return (air.max((air + breath.refill).min(max)), false);
}
let air = air - breath.consume;
if air <= -20 { (0, true) } else { (air, false) }
}
#[cfg(test)]
mod tests {
use super::*;
const VANILLA: Breath = Breath {
can_breathe: true,
consume: 1,
refill: 4,
};
#[test]
fn air_refills_up_to_the_maximum() {
assert_eq!(apply(100, 300, VANILLA), (104, false));
assert_eq!(apply(299, 300, VANILLA), (300, false));
assert_eq!(apply(300, 300, VANILLA), (300, false));
// A refill of 0 leaves it, as does one that would pass the maximum.
let held = Breath {
refill: 0,
..VANILLA
};
assert_eq!(apply(120, 300, held), (120, false));
}
#[test]
fn air_runs_down_and_drowns_at_minus_twenty() {
let drowning = Breath {
can_breathe: false,
consume: 1,
refill: 0,
};
assert_eq!(apply(300, 300, drowning), (299, false));
assert_eq!(apply(-18, 300, drowning), (-19, false));
assert_eq!(apply(-19, 300, drowning), (0, true));
// The oxygen bonus can spare a tick, and a mod can take more.
let spared = Breath {
consume: 0,
..drowning
};
assert_eq!(apply(-19, 300, spared), (-19, false));
let gas = Breath {
consume: 30,
..drowning
};
assert_eq!(apply(20, 300, gas), (-10, false));
assert_eq!(apply(10, 300, gas), (0, true));
}
#[test]
fn nothing_changes_without_a_mod() {
assert_eq!(breathe(1, "minecraft:zombie", VANILLA), VANILLA);
let negative = Breath {
can_breathe: false,
consume: -3,
refill: -2,
};
// Mods only ever answer with their own values, so what comes back is clamped.
assert_eq!(breathe(1, "minecraft:player", negative).consume, 0);
assert_eq!(breathe(1, "minecraft:player", negative).refill, 0);
}
}
-63
View File
@@ -325,73 +325,10 @@ pub fn interact(
}
}
/// What `interact` would answer for `held`, changing nothing: a client's
/// `useItemOn`, where every interaction checks the same conditions and acts
/// only `if (!level.isClientSide())`.
pub fn outcome(
cauldron: &BlockState,
under_water: bool,
removes_dye: bool,
held: &ItemStack,
) -> Outcome {
struct Dry(Option<ItemStack>);
impl Player for Dry {
fn creative(&self) -> bool {
false
}
fn hand(&mut self) -> &mut Option<ItemStack> {
&mut self.0
}
fn add(&mut self, _: &mut ItemStack) -> bool {
true
}
fn contains(&self, _: &ItemStack) -> bool {
false
}
fn drop_stack(&mut self, _: ItemStack) {}
}
interact(
cauldron,
under_water,
removes_dye,
&mut Dry(Some(held.clone())),
)
.outcome
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn a_client_sees_the_bucket_taken_without_acting() {
let empty = state("minecraft:cauldron", None);
let water = |l| state("minecraft:water_cauldron", Some(l));
let stack = |id| ItemStack::new(id, 1);
let outcome = |c: &BlockState, under_water, id| outcome(c, under_water, false, &stack(id));
assert_eq!(
outcome(&empty, false, "minecraft:water_bucket"),
Outcome::Success
);
assert_eq!(
outcome(&empty, false, "minecraft:lava_bucket"),
Outcome::Success
);
// fillLavaInteraction under water: CONSUME, the bucket kept.
assert_eq!(
outcome(&empty, true, "minecraft:lava_bucket"),
Outcome::Consume
);
assert_eq!(
outcome(&water(3), false, "minecraft:bucket"),
Outcome::Success
);
// fillBucket needs a full cauldron.
assert_eq!(outcome(&water(2), false, "minecraft:bucket"), Outcome::Pass);
assert_eq!(outcome(&empty, false, "minecraft:bucket"), Outcome::Pass);
assert_eq!(outcome(&empty, false, "minecraft:stone"), Outcome::Pass);
}
#[test]
fn a_burning_entity_lowers_water_and_melts_powder_snow() {
let water = |l| state("minecraft:water_cauldron", Some(l));
+12 -16
View File
@@ -8,19 +8,18 @@ pub mod animate_tick;
pub mod arrows;
pub mod block_contact;
pub use horizon_client_render::{
assets, atlas_sources, audio, auth, ban_notice, bidi, biome, block_edit, block_entities,
block_entity_anim, block_entity_render, border_render, breaking, brewing, camera, chat, chunk,
chunk_map, cit, clouds, collisions, command_block, containers, crash, datapack, dynamic_light,
effects, environment, extras, fast_hash, fog, font, gfx, graphics, graphics_style, graphics_ui,
hdr_calibration, hud, hud_layout, hud_overlays, inventory_effects, java_text, jigsaw_block,
level_loading, light, lod, logging, menu_blur, mesher, minimap, mipmap, mod_list,
model_library, models, multiline_edit, native_emissive, options_file, options_fixes,
options_ui, overlay, pack_screen, packs, par, particles, poi_sections, post_chain,
potent_sulfur, preedit, providers, screen_draw, screen_effects, sculk, section_mask, settings,
shader_options, shader_pack_list, signs, skins, sound_engine, sound_events, sound_preview,
spans, split_layout, split_profiles, sprites, streaming, structure_block, tab_list, telemetry,
test_block, test_instance_block, testgen, title_edition, trims, ui, vault, weather, widgets,
world, worldborder, zip,
assets, atlas_sources, audio, auth, ban_notice, bidi, biome, block_entities, block_entity_anim,
block_entity_render, border_render, breaking, brewing, camera, chat, chunk, chunk_map, clouds,
collisions, command_block, containers, crash, datapack, dynamic_light, effects, environment,
extras, fast_hash, fog, font, gfx, graphics, graphics_style, graphics_ui, hdr_calibration, hud,
hud_layout, hud_overlays, inventory_effects, java_text, jigsaw_block, level_loading, light,
lod, logging, menu_blur, mesher, minimap, mipmap, mod_list, model_library, models,
multiline_edit, native_emissive, options_file, options_fixes, options_ui, overlay, pack_screen,
packs, par, particles, poi_sections, post_chain, potent_sulfur, preedit, providers,
screen_draw, screen_effects, sculk, section_mask, settings, shader_options, shader_pack_list,
signs, skins, sound_engine, sound_events, sound_preview, spans, split_layout, split_profiles,
sprites, streaming, structure_block, tab_list, telemetry, test_block, test_instance_block,
testgen, title_edition, trims, ui, vault, weather, widgets, world, worldborder, zip,
};
pub mod attack_strength;
pub mod attribute_updates;
@@ -32,7 +31,6 @@ pub mod block_entity_item;
pub mod block_pattern;
pub mod block_transform;
pub mod boss_overlay;
pub mod breathing;
pub mod cauldron;
pub mod chunk_io;
pub mod clock;
@@ -105,7 +103,6 @@ pub mod pose;
pub mod pregen;
pub mod projectiles;
pub mod raid;
pub mod ram_limit;
pub mod random_tick_sections;
pub mod recipe_book;
pub mod recipe_book_screen;
@@ -114,7 +111,6 @@ pub mod save;
pub mod scoreboard_cmd;
pub mod screen_layout;
pub mod screen_narrator;
pub mod social_screen;
pub use horizon_server_files as server;
pub mod server_packs;
pub mod shadows;
+10 -73
View File
@@ -278,16 +278,6 @@ impl ServerTickRateManager {
const SPRINT_PER_FRAME: i64 = 40;
const SAMPLES: usize = 100;
/// A step command's broadcast value and the ticks still owed to a new client.
/// `ServerTickRateManager.updateStepTicks` sends the former immediately;
/// `ServerTickRateManager.updateJoiningPlayer` sends the latter on a join.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct StepState {
pub revision: u32,
pub requested: i32,
pub remaining: i32,
}
/// The game's clock: `DeltaTracker.Timer` pacing driven by the
/// `ServerTickRateManager` the `/tick` command controls, over a virtual
/// millisecond clock built from the frame times it is fed. The integrated
@@ -310,7 +300,6 @@ pub struct FixedStep {
/// How many times `/tick step` started or stopped a step
/// (`ServerTickRateManager.updateStepTicks` broadcasts each one).
step_changes: u32,
step_requested: i32,
/// In-frame ticks dropped since the last overload warning (`drop_ticks`).
dropped: u32,
/// When the last overload warning was due, on the frame clock.
@@ -331,7 +320,6 @@ impl Default for FixedStep {
tick_count: 0,
client: false,
step_changes: 0,
step_requested: 0,
dropped: 0,
last_overload_warning: std::time::Duration::ZERO,
}
@@ -500,29 +488,18 @@ impl FixedStep {
let started = self
.manager
.step_game_if_paused(ticks.min(i32::MAX as u32) as i32);
if started {
self.step_changes += 1;
self.step_requested = self.manager.base.frozen_ticks_to_run();
}
self.step_changes += u32::from(started);
started
}
pub fn stop_step(&mut self) -> bool {
let stopped = self.manager.stop_stepping();
if stopped {
self.step_changes += 1;
self.step_requested = 0;
}
self.step_changes += u32::from(stopped);
stopped
}
/// Preserve the command's count until the network pass, even if a world
/// tick has already consumed it.
/// New arrivals instead receive the current remaining ticks.
pub fn step_state(&self) -> StepState {
StepState {
revision: self.step_changes,
requested: self.step_requested,
remaining: self.manager.base.frozen_ticks_to_run(),
}
/// What `ClientboundTickingStepPacket` carries (`frozenTicksToRun`), and
/// a count that changes each time `updateStepTicks` would broadcast it.
pub fn step_state(&self) -> (u32, i32) {
(self.step_changes, self.manager.base.frozen_ticks_to_run())
}
/// Record how long a tick took (`MinecraftServer.tickServer` bookkeeping
/// and `endTickWork`).
@@ -630,55 +607,15 @@ mod tests {
fn only_a_started_or_stopped_step_is_broadcast() {
let mut clock = FixedStep::default();
assert!(!clock.start_step(5), "not frozen");
assert_eq!(clock.step_state(), StepState::default());
assert_eq!(clock.step_state(), (0, 0));
clock.set_frozen(true);
assert!(clock.start_step(5));
assert_eq!(
clock.step_state(),
StepState {
revision: 1,
requested: 5,
remaining: 5
}
);
assert_eq!(clock.step_state(), (1, 5));
clock.world_runs();
assert_eq!(
clock.step_state(),
StepState {
revision: 1,
requested: 5,
remaining: 4
},
"consuming a tick preserves the command broadcast"
);
assert_eq!(clock.step_state(), (1, 4), "a step tick is not broadcast");
assert!(clock.stop_step());
assert!(!clock.stop_step());
assert_eq!(
clock.step_state(),
StepState {
revision: 2,
requested: 0,
remaining: 0
}
);
}
#[test]
fn a_consumed_single_step_still_advances_the_client_once() {
let mut server = FixedStep::default();
server.set_frozen(true);
assert!(server.start_step(1));
assert!(server.world_runs());
assert!(!server.world_runs());
let state = server.step_state();
assert_eq!(state.remaining, 0, "a late join has no pending ticks");
let mut client = FixedStep::client();
client.set_frozen(true);
client.set_frozen_ticks_to_run(state.requested);
assert!(
client.world_runs(),
"the connected client runs the command's tick"
);
assert!(!client.world_runs(), "then remains frozen");
assert_eq!(clock.step_state(), (2, 0));
}
#[test]
fn a_servers_tick_rate_only_slows_its_client_down() {
+9 -36
View File
@@ -1219,15 +1219,6 @@ pub(crate) fn recipe_files(dir: &Path) -> Result<Vec<(String, PathBuf)>> {
Ok(named)
}
/// The type of a recipe the game doesn't craft itself: one outside `minecraft`.
/// A recipe's whole id from its name in the tables: vanilla's are kept bare
/// (`oak_planks`), everyone else's whole (`mymod:crusher/iron`).
pub fn recipe_id(name: &str) -> String {
if name.contains(':') {
name.to_owned()
} else {
format!("minecraft:{name}")
}
}
fn custom_type(v: &Value) -> Option<&str> {
v["type"]
.as_str()
@@ -1318,14 +1309,10 @@ fn matches_all(ingredients: &[Ingredient], stacks: &[&ItemStack]) -> bool {
}
impl Recipes {
pub fn load(root: &Path, items: &Items, overlay: &PackOverlay) -> Result<Self> {
let sources = Self::sources(root, overlay)?;
Self::from_sources(root, items, overlay, sources)
}
/// The recipe files the tables are built from, each id once: vanilla's by
/// bare name, then the content mods' as `<ns>:<name>`, the world's packs'
/// over them (`overlay`), parsed, and only those whose load conditions
/// hold. A server sends some of them to its clients (`recipe_content`).
pub fn sources(root: &Path, overlay: &PackOverlay) -> Result<Vec<(String, Value)>> {
let mut crafting = Vec::new();
let mut cooking = Vec::new();
let mut custom: HashMap<String, Vec<CustomRecipe>> = HashMap::new();
let mut meta = HashMap::new();
// Vanilla's recipes by bare name, then content mods' as `<ns>:<name>`.
let mut sources: Vec<(String, Vec<u8>)> = Vec::new();
// NeoForge's load conditions: `mod_loaded` asks which mods' data is
@@ -1370,7 +1357,6 @@ impl Recipes {
}
}
let filters = horizon_items::recipe_filters::RecipeFilters::load(root, overlay);
let mut parsed = Vec::with_capacity(sources.len());
for (name, bytes) in sources {
// Vanilla's RecipeManager logs a file that does not parse and
// goes on ("Couldn't parse data file").
@@ -1389,26 +1375,13 @@ impl Recipes {
continue;
}
// The data's recipe filters, over the final set.
if !filters.apply(&recipe_id(&name), &mut v) {
let full_id = match name.contains(':') {
true => name.clone(),
false => format!("minecraft:{name}"),
};
if !filters.apply(&full_id, &mut v) {
continue;
}
parsed.push((name, v));
}
Ok(parsed)
}
/// The tables from `sources` (`Recipes::sources`' shape); `root` and
/// `overlay` give the enchantment tags the tables keep.
pub fn from_sources(
root: &Path,
items: &Items,
overlay: &PackOverlay,
sources: Vec<(String, Value)>,
) -> Result<Self> {
let mut crafting = Vec::new();
let mut cooking = Vec::new();
let mut custom: HashMap<String, Vec<CustomRecipe>> = HashMap::new();
let mut meta = HashMap::new();
for (name, v) in sources {
if let Some(kind) = custom_type(&v) {
let id = if name.contains(':') {
name
+31 -360
View File
@@ -201,7 +201,6 @@ impl ItemEntity {
collision: &BlockCollisionRegistry<'_>,
no_physics: bool,
fluids: &crate::motion::FluidResources,
entity_boxes: &[Aabb],
) -> bool {
self.ticks += 1;
self.previous = self.position;
@@ -242,20 +241,10 @@ impl ItemEntity {
// Entity.move with noPhysics: straight through, the ground as it was.
let moved = if no_physics {
wanted
} else if entity_boxes.is_empty() {
} else {
scene
.resolve(self.bounds(), wanted, 0.0, self.on_ground)
.unwrap_or(Vec3::ZERO)
} else {
// `Entity.collide`: the entities that `canBeCollidedWith` the item stop it
// too (a boat, a minecart, a shulker, a happy ghast held still).
crate::collisions::EntityCollisions {
blocks: scene,
entities: entity_boxes,
border: None,
}
.resolve(self.bounds(), wanted, 0.0, self.on_ground)
.unwrap_or(Vec3::ZERO)
};
self.position = Vec3::new(
self.position.x + moved.x,
@@ -416,71 +405,6 @@ impl ItemEntity {
self.pickup_delay != u32::MAX && age < 6000 && self.stack.count < max_stack
}
}
/// The boxes that stop a dropped item (boats, minecarts, shulkers, a held-still happy ghast),
/// binned by 8-block cell, so an item looks only at the ones near it: a farm with many drops and
/// many vehicles checks a handful of boxes per item, not every box in the level.
#[derive(Default)]
pub struct ObstacleGrid {
cells: crate::fast_hash::FxHashMap<(i32, i32, i32), Vec<u32>>,
boxes: Vec<Aabb>,
}
impl ObstacleGrid {
const CELL: f64 = 8.0;
pub fn new(boxes: Vec<Aabb>) -> Self {
let mut cells: crate::fast_hash::FxHashMap<(i32, i32, i32), Vec<u32>> = Default::default();
for (i, b) in boxes.iter().enumerate() {
let (lo, hi) = Self::span(*b);
for x in lo.0..=hi.0 {
for y in lo.1..=hi.1 {
for z in lo.2..=hi.2 {
cells.entry((x, y, z)).or_default().push(i as u32);
}
}
}
}
Self { cells, boxes }
}
fn span(b: Aabb) -> ((i32, i32, i32), (i32, i32, i32)) {
let cell = |v: Vec3| {
(
(v.x / Self::CELL).floor() as i32,
(v.y / Self::CELL).floor() as i32,
(v.z / Self::CELL).floor() as i32,
)
};
(cell(b.min_position()), cell(b.max_position()))
}
pub fn is_empty(&self) -> bool {
self.boxes.is_empty()
}
/// The boxes meeting `area` (`getEntityCollisions`'s query box), in the order they were given.
pub fn near(&self, area: Aabb, out: &mut Vec<Aabb>) {
out.clear();
if self.boxes.is_empty() {
return;
}
let (lo, hi) = Self::span(area);
let mut found: Vec<u32> = Vec::new();
for x in lo.0..=hi.0 {
for y in lo.1..=hi.1 {
for z in lo.2..=hi.2 {
if let Some(list) = self.cells.get(&(x, y, z)) {
found.extend(list);
}
}
}
}
found.sort_unstable();
found.dedup();
out.extend(
found
.into_iter()
.map(|i| self.boxes[i as usize])
.filter(|b| b.intersects(area)),
);
}
}
/// Dropped items by block cell, for `ItemEntity.mergeWithNeighbours`'s
/// search around an item. Holds indexes into the tick's item list.
#[derive(Default)]
@@ -896,6 +820,31 @@ fn towards_closest_space(
_ => Vec3::new(v.x, v.y, push),
}
}
/// `ExperienceOrb.scanForMerges`, run by each orb on `tickCount % 20 == 1`:
/// it absorbs the orbs that `canMerge` within 0.5 blocks of its box,
/// adding their counts and keeping the smaller age.
pub fn merge_orbs(orbs: &mut Vec<ExperienceOrb>) {
let mut removed = vec![false; orbs.len()];
for i in 0..orbs.len() {
if removed[i] || orbs[i].ticks % 20 != 1 {
continue;
}
let area = orbs[i].bounds().inflate(Vec3::new(0.5, 0.5, 0.5));
for j in 0..orbs.len() {
if j != i
&& !removed[j]
&& orbs[j].can_merge(orbs[i].id, orbs[i].value)
&& orbs[j].bounds().intersects(area)
{
orbs[i].count += orbs[j].count;
orbs[i].age = orbs[i].age.min(orbs[j].age);
removed[j] = true;
}
}
}
let mut removed = removed.into_iter();
orbs.retain(|_| !removed.next().unwrap_or(false));
}
/// Player experience (Player.giveExperiencePoints / getXpNeededForNextLevel).
#[derive(Clone, Copy, Debug, Default)]
pub struct Experience {
@@ -1132,12 +1081,6 @@ pub struct ArmorStand {
/// `ArmorStand.disabledSlots`: bit `filterFlag` locks a slot, bit
/// `filterFlag + 8` takes from it and bit `filterFlag + 16` puts into it.
pub disabled_slots: i32,
/// Server-only `LivingEntity.lastPos` for location-based enchantments.
pub enchantment_block: Option<BlockPos>,
/// Travel accumulated for `LivingEntity.checkFallDamage`'s landing callback.
pub enchantment_fall_distance: f64,
/// Last equipment seen by `collectEquipmentChanges`; not saved to NBT.
pub enchantment_equipment: [Option<ItemStack>; 6],
}
impl ArmorStand {
pub const SLOTS: [&'static str; 6] = ["mainhand", "offhand", "feet", "legs", "chest", "head"];
@@ -1209,9 +1152,6 @@ impl ArmorStand {
pose: Self::DEFAULT_POSE,
vehicle: None,
disabled_slots: 0,
enchantment_block: None,
enchantment_fall_distance: 0.0,
enchantment_equipment: Default::default(),
}
}
/// `EquipmentSlot.getFilterFlag` of an `equipment` index (main hand, off
@@ -1291,12 +1231,6 @@ impl ArmorStand {
Vec3::new(p.x + w, p.y + h, p.z + w),
)
}
/// Leather boots on its feet: it walks on powder snow (`PowderSnowBlock.canEntityWalkOnPowderSnow`).
fn feet_are_leather_boots(&self) -> bool {
self.equipment[2]
.as_ref()
.is_some_and(|s| &*s.item == "minecraft:leather_boots")
}
/// LivingEntity.travel (armor stands have no other movement): clamp tiny
/// velocity components (`LivingEntity.aiStep`), move by the velocity (a
/// landing stops the fall, `Block.updateEntityMovementAfterFallOn`, and a
@@ -1312,16 +1246,9 @@ impl ArmorStand {
in_water: bool,
push: &mut dyn FnMut(Aabb, &mut Vec3),
) {
self.previous = self.position;
if self.marker {
return;
}
scene.subject =
self.feet_are_leather_boots()
.then_some(crate::collisions::PowderSnowSubject {
leather_boots: true,
..Default::default()
});
let v = self.velocity;
let wanted = Vec3::new(
if v.x.abs() < 0.003 { 0.0 } else { v.x },
@@ -1794,15 +1721,7 @@ mod honey_slide_tests {
item.id = 1;
let mut ys = Vec::new();
for _ in 0..8 {
item.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[],
);
item.tick(&world, assets.registry, &facts, &collision, false, &fluids);
ys.push(item.velocity.y);
}
// Idle ticks keep gravity; the 4th tick's move hits the floor and
@@ -1858,15 +1777,7 @@ mod honey_slide_tests {
item.id = 1;
let before = item.position.y;
for _ in 0..16 {
item.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[],
);
item.tick(&world, assets.registry, &facts, &collision, false, &fluids);
}
assert!(
item.position.y > before + 0.5,
@@ -1876,7 +1787,7 @@ mod honey_slide_tests {
);
}
pub(super) fn falling_item(x: f64, y: f64, z: f64, vx: f64, vy: f64, vz: f64) -> ItemEntity {
fn falling_item(x: f64, y: f64, z: f64, vx: f64, vy: f64, vz: f64) -> ItemEntity {
let at = Vec3::new(x, y, z);
ItemEntity {
id: 1,
@@ -2084,15 +1995,7 @@ mod slime_bounce_tests {
falling.on_ground = false;
falling.age = 0;
falling.id = 1;
falling.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[],
);
falling.tick(&world, assets.registry, &facts, &collision, false, &fluids);
assert_eq!(falling.position.y, 4.0);
assert!(falling.velocity.y > 0.0);
assert!(falling.on_ground);
@@ -2102,15 +2005,7 @@ mod slime_bounce_tests {
// does not set needs_sync.
falling.velocity = Vec3::ZERO;
falling.needs_sync = false;
falling.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[],
);
falling.tick(&world, assets.registry, &facts, &collision, false, &fluids);
assert!(!falling.needs_sync);
}
}
@@ -2165,227 +2060,3 @@ mod unstuck_tests {
assert_eq!(ExperienceOrb::unstuck(at, &BORDER, shapes(&solid)), None);
}
}
#[cfg(test)]
mod entity_collision_tests {
use super::honey_slide_tests::falling_item;
use super::*;
/// `Entity.collide` stops an item at the entities that `canBeCollidedWith` it: dropped
/// above a boat's box (or a still happy ghast's) it lands on the box's top and rests,
/// where with no box it falls to the floor of the scene.
#[test]
fn an_item_lands_on_an_entity_box_under_it() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("movement-properties.nbt").exists() {
return;
}
let assets = crate::assets::Assets::load(&root).unwrap();
let render = assets.reload(&root).unwrap();
let facts = crate::blocks::BlockFacts::load(&root, assets.registry).unwrap();
let fluids = crate::motion::FluidResources::new(&assets, &facts).unwrap();
let collision = crate::collisions::load(&root, assets.registry).unwrap();
let mut world = World::test_scene(&assets, &render, 3).unwrap();
let stone = assets.registry.default_state("minecraft:stone").unwrap();
world.set(20, 3, 20, stone).unwrap();
let rest = |boxes: &[Aabb]| {
let mut item = falling_item(20.5, 12.0, 20.5, 0.0, 0.0, 0.0);
item.id = 1;
for _ in 0..80 {
item.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
boxes,
);
}
item.position.y
};
// The stone's top is at 4.0; a box from 5.0 to 9.0 is in the way.
let platform = Aabb::new(Vec3::new(19.0, 5.0, 19.0), Vec3::new(22.0, 9.0, 22.0));
assert!((rest(&[]) - 4.0).abs() < 1.0e-6, "on the stone with no box");
assert!(
(rest(&[platform]) - 9.0).abs() < 1.0e-6,
"on top of the box, at its top"
);
}
#[test]
fn obstacle_grid_returns_only_the_boxes_near_an_item() {
// A boat every 100 blocks along a line, 1000 of them.
let boat = |x: f64| {
Aabb::new(
Vec3::new(x, 64.0, 0.0),
Vec3::new(x + 1.375, 64.5625, 1.375),
)
};
let grid = ObstacleGrid::new((0..1000).map(|i| boat(f64::from(i) * 100.0)).collect());
let mut out = Vec::new();
// Around the 7th boat: only it.
let area = Aabb::new(Vec3::new(699.0, 63.0, -1.0), Vec3::new(701.0, 66.0, 1.0));
grid.near(area, &mut out);
assert_eq!(out, vec![boat(700.0)]);
// Between two boats: none.
let area = Aabb::new(Vec3::new(750.0, 63.0, 0.0), Vec3::new(751.0, 66.0, 1.0));
grid.near(area, &mut out);
assert!(out.is_empty());
// A box spanning cells is found from any of them, once.
let wide = Aabb::new(Vec3::new(0.0, 0.0, 0.0), Vec3::new(20.0, 1.0, 1.0));
let grid = ObstacleGrid::new(vec![wide]);
let area = Aabb::new(Vec3::new(17.0, 0.0, 0.0), Vec3::new(18.0, 1.0, 1.0));
grid.near(area, &mut out);
assert_eq!(out, vec![wide]);
}
/// A farm: 5000 drops and 1000 separated vehicles. Run with `-- --ignored --nocapture`.
#[test]
#[ignore = "timing"]
fn obstacle_grid_beats_scanning_every_box_for_a_big_farm() {
let boat = |i: u32| {
let (x, z) = (f64::from(i % 40) * 6.0, f64::from(i / 40) * 6.0);
Aabb::new(
Vec3::new(x, 64.0, z),
Vec3::new(x + 1.375, 64.5625, z + 1.375),
)
};
let boxes: Vec<Aabb> = (0..1000).map(boat).collect();
let items: Vec<Aabb> = (0..5000)
.map(|i| {
let (x, z) = (f64::from(i % 70) * 3.4, f64::from(i / 70) * 3.4);
Aabb::new(Vec3::new(x, 64.0, z), Vec3::new(x + 0.25, 64.25, z + 0.25))
})
.collect();
let start = std::time::Instant::now();
let mut hits = 0;
for item in &items {
let area = item.inflate(Vec3::new(1.0, 1.0, 1.0));
hits += boxes.iter().filter(|b| b.intersects(area)).count();
}
let scan = start.elapsed();
let grid = ObstacleGrid::new(boxes);
let start = std::time::Instant::now();
let (mut out, mut found) = (Vec::new(), 0);
for item in &items {
grid.near(item.inflate(Vec3::new(1.0, 1.0, 1.0)), &mut out);
found += out.len();
}
let binned = start.elapsed();
assert_eq!(hits, found);
println!("scan {scan:?}, grid {binned:?}");
}
}
#[cfg(test)]
mod armor_stand_motion_tests {
use super::*;
#[test]
fn a_new_stand_starts_with_matching_previous() {
let at = Vec3::new(1.0, 2.0, 3.0);
let stand = ArmorStand::new(1, at, 90.0);
assert_eq!(stand.previous, at);
assert_eq!(stand.position, at);
}
fn tick_stand(
stand: &mut ArmorStand,
world: &World,
facts: &BlockFacts,
collision: &BlockCollisionRegistry<'_>,
) {
let mut scene = SceneCollisions {
world,
binding: collision,
subject: None,
};
stand.tick(&mut scene, facts, false, &mut |_, _| {});
}
#[test]
fn a_tick_keeps_the_previous_position_for_interpolation() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("movement-properties.nbt").exists() {
return;
}
let assets = crate::assets::Assets::load(&root).unwrap();
let render = assets.reload(&root).unwrap();
let collision = crate::collisions::load(&root, assets.registry).unwrap();
let facts = BlockFacts::load(&root, assets.registry).unwrap();
let world = World::test_scene(&assets, &render, 3).unwrap();
let start = Vec3::new(20.5, 20.0, 20.5);
let mut stand = ArmorStand::new(1, start, 0.0);
stand.on_ground = false;
// A summoned stand has no motion yet: the first tick only builds it
// (vanilla moves by the velocity, then applies gravity), so it falls
// from the second tick on (measured on the real server: drop 0, 0, 0.0784 blocks).
tick_stand(&mut stand, &world, &facts, &collision);
assert_eq!(stand.position, start);
assert!((stand.velocity.y + 0.0784).abs() < 1e-6);
tick_stand(&mut stand, &world, &facts, &collision);
assert_eq!(stand.previous, start);
assert!(
stand.position.y < start.y,
"an airborne stand must fall, y={}",
stand.position.y
);
let mid = stand.previous.y + (stand.position.y - stand.previous.y) * 0.5;
assert!(
mid < start.y && mid > stand.position.y,
"alpha 0.5 must sit between previous and current"
);
}
#[test]
fn leather_boots_walk_on_powder_snow() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("movement-properties.nbt").exists() {
return;
}
let assets = crate::assets::Assets::load(&root).unwrap();
let render = assets.reload(&root).unwrap();
let collision = crate::collisions::load(&root, assets.registry).unwrap();
let facts = BlockFacts::load(&root, assets.registry).unwrap();
let mut world = World::test_scene(&assets, &render, 3).unwrap();
let snow = assets
.registry
.default_state("minecraft:powder_snow")
.unwrap();
for x in 19..=21 {
for z in 19..=21 {
world.set(x, 10, z, snow).unwrap();
}
}
let start = Vec3::new(20.5, 11.0, 20.5);
let mut bare = ArmorStand::new(1, start, 0.0);
bare.on_ground = true;
for _ in 0..8 {
tick_stand(&mut bare, &world, &facts, &collision);
}
assert!(
bare.position.y < start.y - 0.2,
"bare feet must sink into powder snow, y={}",
bare.position.y
);
let mut booted = ArmorStand::new(2, start, 0.0);
booted.on_ground = true;
booted.equipment[2] = Some(ItemStack::new("minecraft:leather_boots", 1));
for _ in 0..8 {
tick_stand(&mut booted, &world, &facts, &collision);
}
assert!(
(booted.position.y - start.y).abs() < 1.0e-6,
"leather boots must walk on powder snow, y={}",
booted.position.y
);
}
}
+3 -27
View File
@@ -246,41 +246,17 @@ mod tests {
needs_sync: false,
};
let mut still = item.clone();
assert!(still.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[]
));
assert!(still.tick(&world, assets.registry, &facts, &collision, false, &fluids));
assert_eq!(still.position.x, at.x);
assert_eq!(still.velocity.x, 0.0);
world.set(21, 4, 20, flowing).unwrap();
let mut carried = item;
assert!(carried.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[]
));
assert!(carried.tick(&world, assets.registry, &facts, &collision, false, &fluids));
// First push is damped by buoyancy before motion, second follows drag.
assert!((carried.position.x - at.x - 0.014 * 0.99).abs() < 1e-12);
assert!((carried.velocity.x - (0.014 * 0.99 * 0.98 + 0.014)).abs() < 1e-12);
for _ in 0..20 {
carried.tick(
&world,
assets.registry,
&facts,
&collision,
false,
&fluids,
&[],
);
carried.tick(&world, assets.registry, &facts, &collision, false, &fluids);
}
assert!(carried.position.x > at.x + 0.5);
}
+4 -20
View File
@@ -40,39 +40,23 @@ impl Culler {
start: usize,
opaque: impl FnMut([i32; 3]) -> bool,
) -> bool {
if self.remaining.get() == 0 {
if start >= vertices.len() || self.remaining.get() == 0 {
return false;
}
let Some((min, max)) = Self::bounds(self.camera, vertices, start) else {
return false;
};
self.occluded(min, max, opaque)
}
/// Camera-relative bounds grown to include floating-point and rasterization
/// edges. The asynchronous path sends these small queries to its worker.
pub fn bounds(
camera: [f64; 3],
vertices: &[crate::mesher::Vertex],
start: usize,
) -> Option<([f64; 3], [f64; 3])> {
if start >= vertices.len() {
return None;
}
let mut min = [f64::INFINITY; 3];
let mut max = [f64::NEG_INFINITY; 3];
for vertex in &vertices[start..] {
for a in 0..3 {
let value = f64::from(vertex.pos[a]) + camera[a];
let value = f64::from(vertex.pos[a]) + self.camera[a];
if !value.is_finite() {
return None;
return false;
}
min[a] = min[a].min(value);
max[a] = max[a].max(value);
}
}
// Cover floating-point and rasterization edges as well as the vertices.
Some((min.map(|v| v - 0.05), max.map(|v| v + 0.05)))
self.occluded(min.map(|v| v - 0.05), max.map(|v| v + 0.05), opaque)
}
/// Returns true only when a complete opaque block plane covers the bounds.
+1 -110
View File
@@ -355,7 +355,6 @@ pub fn mob_to_nbt(
),
("Air", Tag::Short(m.air as i16)),
("Health", Tag::Float(m.health.max(0.0).to_bits())),
("AbsorptionAmount", Tag::Float(m.absorption.to_bits())),
(
"HurtTime",
Tag::Short(m.hurt_time.clamp(0, i32::from(i16::MAX)) as i16),
@@ -796,24 +795,7 @@ pub fn mob_to_nbt(
put_memories(map, m);
crate::mobs::villager::write_nbt(m, map);
}
"minecraft:wandering_trader" => {
put_offers(map, m);
// WanderingTrader.addAdditionalSaveData: the visit's countdown and
// the place it is walking to, a BlockPos codec (an int array).
map.insert("DespawnDelay".into(), Tag::Int(m.extra.ints[5]));
if let Some(p) = m.extra.point {
// The trader keeps its target as a position; the tag is a
// BlockPos, so only the block it is in is saved.
map.insert(
"wander_target".into(),
Tag::IntArray(vec![
p[0].floor() as i32,
p[1].floor() as i32,
p[2].floor() as i32,
]),
);
}
}
"minecraft:wandering_trader" => put_offers(map, m),
"minecraft:axolotl" => {
write_axolotl_memories(m, map);
map.insert(
@@ -1415,7 +1397,6 @@ pub fn mob_from_nbt(
"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,
"minecraft:attack_knockback" => m.attrs.attack_knockback = v,
_ => {}
}
}
@@ -1426,9 +1407,6 @@ pub fn mob_from_nbt(
add_modifier(&mut m, Attr::FollowRange, id, bonus, Op::AddMultipliedBase);
}
m.health = float(tag.get("Health")).map_or(m.attrs.max_health, |h| h as f32);
m.absorption = float(tag.get("AbsorptionAmount"))
.map_or(0.0, |h| h as f32)
.max(0.0);
// LivingEntity.setHealth clamps to the max health: a horse or llama is made
// with the type's and saved before it drops to the one it rolled. (Only
// the base is read here, so the clamp would cut a leader zombie's bonus.)
@@ -2041,28 +2019,6 @@ pub fn item_entity_to_nbt(e: &ItemEntity, uuid: [i32; 4], raw: Option<&Tag>) ->
}
tag
}
/// `PrimedTnt.addAdditionalSaveData`: its `fuse`.
pub fn tnt_to_nbt(
position: Vec3,
motion: Vec3,
on_ground: bool,
fuse: i32,
uuid: [i32; 4],
raw: Option<&Tag>,
) -> Tag {
let mut tag = Base {
id: "minecraft:tnt",
uuid,
position,
motion,
rotation: [0.0, 0.0],
on_ground,
fall_distance: 0.0,
}
.tag(raw);
put(&mut tag, "fuse", Tag::Short(fuse as i16));
tag
}
pub fn item_entity_from_nbt(tag: &Tag, id: u32, bob_offset: f32) -> Option<ItemEntity> {
let stack = item_from_nbt(tag.get("Item")?)?;
let position = position(tag)?;
@@ -3003,16 +2959,6 @@ fn read_villager(m: &mut Mob, tag: &Tag) {
if m.species() == crate::mobs::Species::Villager {
crate::mobs::villager::read_nbt(m, tag);
}
if m.species() == crate::mobs::Species::WanderingTrader {
// WanderingTrader.readAdditionalSaveData: both default to idle.
m.extra.ints[5] = number(tag.get("DespawnDelay")).unwrap_or(0) as i32;
m.extra.point = match tag.get("wander_target") {
Some(Tag::IntArray(a)) if a.len() == 3 => {
Some([f64::from(a[0]), f64::from(a[1]), f64::from(a[2])])
}
_ => None,
};
}
let offers_tag = tag.get("Offers");
let xp = number(tag.get("Xp")).unwrap_or(0) as i32;
if offers_tag.is_none() && xp == 0 && tag.get("LastRestock").is_none() {
@@ -3488,8 +3434,6 @@ pub fn apply_item_components(m: &mut Mob, stack: &crate::items::ItemStack) {
Some("minecraft:pig/variant"),
Some("minecraft:pig/sound_variant"),
),
// ZombieNautilus.applyImplicitComponents: the variant only.
crate::mobs::Species::ZombieNautilus => (Some("minecraft:zombie_nautilus/variant"), None),
_ => (None, None),
};
if let Some(name) = variant.and_then(|id| text(components.other(id))) {
@@ -3965,49 +3909,6 @@ mod sheep_nbt_tests {
assert_eq!(number(tag.get("VillagerDataFinalized")), Some(1));
}
/// `WanderingTrader.addAdditionalSaveData`: the visit's countdown and the
/// place it is walking to (a `BlockPos` codec, so an int array), which the
/// despawn and stroll goals read back after a reload.
#[test]
fn a_wandering_traders_countdown_and_target_survive_a_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:wandering_trader"].clone(),
Vec3::new(0.5, 64.0, 0.5),
0.0,
);
m.extra.ints[5] = 48000;
m.extra.point = Some([12.0, 65.0, -30.0]);
let tag = mob_to_nbt(&m, [1, 2, 3, 4], None, None);
assert_eq!(number(tag.get("DespawnDelay")), Some(48000));
let Some(Tag::IntArray(target)) = tag.get("wander_target") else {
panic!("wander_target missing");
};
assert_eq!(target, &vec![12, 65, -30]);
let back = mob_from_nbt(&tag, &types, 2, None).unwrap();
assert_eq!(back.extra.ints[5], 48000);
assert_eq!(back.extra.point, Some([12.0, 65.0, -30.0]));
// A save with neither field: idle, and nothing to walk to.
let bare = Tag::compound([
("id", string("minecraft:wandering_trader")),
("Pos", doubles(&[0.5, 64.0, 0.5])),
]);
let back = mob_from_nbt(&bare, &types, 3, None).unwrap();
assert_eq!((back.extra.ints[5], back.extra.point), (0, None));
}
#[test]
fn mobs_keep_their_variant_puff_state_carried_block_and_conversion_times() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
@@ -4258,16 +4159,6 @@ mod item_component_tests {
let mut sheep = spawn("minecraft:sheep", 2);
apply_item_components(&mut sheep, &egg);
assert_eq!(sheep.extra.color, 5, "lime, not the white it started as");
// ZombieNautilus.applyImplicitComponents: the egg carries the coral
// variant over the temperate one the biome picked.
let mut egg = crate::items::ItemStack::new("minecraft:zombie_nautilus_spawn_egg", 1);
egg.data_mut().set_other(
"minecraft:zombie_nautilus/variant",
Some(string("minecraft:warm")),
);
let mut nautilus = spawn("minecraft:zombie_nautilus", 4);
apply_item_components(&mut nautilus, &egg);
assert_eq!(nautilus.extra.variant, 1, "minecraft:warm, not temperate");
}
/// `EntityType.updateCustomEntityTag`: the egg's `entity_data` on the mob it
+1 -2
View File
@@ -1,5 +1,5 @@
//! Startup shared by the gameplay library and its executable.
use crate::{crash, game, logging, ram_limit};
use crate::{crash, game, logging};
/// Start the game. The executable supplies the allocator and retains the mod API marker.
pub fn main() {
@@ -43,7 +43,6 @@ pub fn main() {
// The log's first line names the build, so a bug report that carries the log says which one it was.
log::info!("Horizon {}", crash::version());
crash::install(home.clone(), side);
ram_limit::start(&home, side);
}
raise_open_file_limit();
if let Err(error) = game::run() {
+17 -47
View File
@@ -10,16 +10,7 @@ use crate::{
ui,
};
/// The English title: the fallback of [`title`], and what the screen's widgets are named by.
pub const TITLE: &str = "Play with Friends";
/// A string of this screen: the language table's, or the English text.
fn tr(key: &str, english: &str) -> String {
crate::lang::get_or(key, english)
}
/// The title in the current language.
pub fn title() -> String {
tr("horizon.friends.title", TITLE)
}
/// What the screen shows (game/friends.rs fills it).
#[derive(Clone, Debug, Default)]
pub struct FriendsView {
@@ -56,18 +47,13 @@ fn grey() -> u32 {
rgba(160, 160, 160, 255)
}
const WHITE: u32 = u32::MAX;
fn hint() -> String {
tr(
"horizon.friends.hint",
"Friends paste the code after the title screen's Friends button, in Direct Connection, or on the launcher's Play page.",
)
}
const HINT: &str = "Friends paste the code after the title screen's Friends button, in Direct Connection, or on the launcher's Play page.";
struct Button {
x: f32,
y: f32,
w: f32,
label: String,
label: &'static str,
action: Action,
active: bool,
}
@@ -90,11 +76,7 @@ fn layout(
};
let mut buttons = Vec::new();
if view.sharing {
lines.push((
tr("horizon.multiplayer.invite_code", "Invite Code"),
grey(),
y,
));
lines.push(("Invite Code".to_owned(), grey(), y));
y += 12.0;
match &view.code {
Some(code) => {
@@ -110,11 +92,7 @@ fn layout(
x: cx - 154.0,
y,
w: 150.0,
label: if view.copied {
tr("horizon.friends.copied", "Copied")
} else {
tr("horizon.friends.copy_code", "Copy Code")
},
label: if view.copied { "Copied" } else { "Copy Code" },
action: Action::Copy,
active: view.code.is_some(),
});
@@ -122,7 +100,7 @@ fn layout(
x: cx + 4.0,
y,
w: 150.0,
label: tr("horizon.friends.stop_sharing", "Stop Sharing"),
label: "Stop Sharing",
action: Action::Stop,
active: true,
});
@@ -135,40 +113,32 @@ fn layout(
y += 4.0;
}
let here = if view.guests.is_empty() {
tr("horizon.friends.none_yet", "No friends here yet.")
"No friends here yet.".to_owned()
} else {
tr("horizon.friends.here_now", "Here now: %s").replacen(
"%s",
&view.guests.join(", "),
1,
)
format!("Here now: {}", view.guests.join(", "))
};
add(&mut lines, &here, grey(), &mut y);
if let Some(notice) = &view.notice {
add(&mut lines, notice, WHITE, &mut y);
}
// Where friends paste the code, while it fits above the footer.
let hint = hint();
if y + 10.0 * wrap(&hint, width, atlas).len() as f32 <= h - 33.0 {
add(&mut lines, &hint, grey(), &mut y);
if y + 10.0 * wrap(HINT, width, atlas).len() as f32 <= h - 33.0 {
add(&mut lines, HINT, grey(), &mut y);
}
} else {
add(
&mut lines,
&tr(
"horizon.friends.share_intro",
"Share this world behind an invite code: it opens to LAN, and friends on the internet join with the code. No server of ours is involved.",
),
"Share this world behind an invite code: it opens to LAN, and friends on the internet join with the code. No server of ours is involved.",
WHITE,
&mut y,
);
y += 4.0;
add(&mut lines, &hint(), grey(), &mut y);
add(&mut lines, HINT, grey(), &mut y);
buttons.push(Button {
x: cx - 100.0,
y: y + 8.0,
w: 200.0,
label: tr("horizon.friends.start_sharing", "Start Sharing"),
label: "Start Sharing",
action: Action::Share,
active: view.shown,
});
@@ -180,7 +150,7 @@ fn layout(
x: cx - 154.0,
y: h - 27.0,
w: 150.0,
label: tr("horizon.friends.troubleshooting", "Troubleshooting..."),
label: "Troubleshooting...",
action: Action::Help,
active: true,
});
@@ -188,7 +158,7 @@ fn layout(
x: cx + 4.0,
y: h - 27.0,
w: 150.0,
label: "gui.done".to_owned(),
label: "gui.done",
action: Action::Done,
active: true,
});
@@ -197,7 +167,7 @@ fn layout(
x: cx - 100.0,
y: h - 27.0,
w: 200.0,
label: "gui.done".to_owned(),
label: "gui.done",
action: Action::Done,
active: true,
});
@@ -234,7 +204,7 @@ pub fn draw(
) {
let (w, h) = (batch.width, batch.height);
ui::menu_background(batch, atlas, 0.0, 0.0, w, h, in_world);
let title = Text::literal(title());
let title = Text::literal(TITLE);
let tw = atlas.font.width_text(&title);
batch.text_styled(atlas, &title, ((w - tw) / 2.0).floor(), 15.0, WHITE, true);
let (lines, buttons) = layout(atlas, (w, h), view);
@@ -251,7 +221,7 @@ pub fn draw(
b.y,
b.w,
20.0,
&label(&b.label),
&label(b.label),
b.active,
hover,
);
File diff suppressed because it is too large. Load diff
@@ -2006,7 +2006,7 @@ impl Game<'_> {
criteria.push(adv::Criterion {
name: name.clone(),
trigger: String::new(),
conditions: Value::Null.into(),
conditions: Value::Null,
});
}
}
+1 -2
View File
@@ -417,7 +417,6 @@ impl Game<'_> {
Screen::Advancements => "advancements",
Screen::WorldOptions => "world-options",
Screen::Friends => "friends",
Screen::Social => "social",
Screen::ServerLinks => "server-links",
Screen::ConfirmLink => "confirm-link",
Screen::DialogWarning => "dialog-warning",
@@ -699,7 +698,7 @@ impl Game<'_> {
push(
[orb.position.x, orb.position.y, orb.position.z],
"minecraft:experience_orb",
json!({ "kind": "orb", "value": orb.value, "velocity": [orb.velocity.x, orb.velocity.y, orb.velocity.z] }),
json!({ "kind": "orb", "value": orb.value }),
);
}
list.sort_by(|a, b| a.0.total_cmp(&b.0));
+9 -29
View File
@@ -617,9 +617,6 @@ impl Game<'_> {
magic.then_some(id as i32),
);
});
// Player.onAttack: the hit starts the attack strength again, hurt or
// not (skipAttackInteraction only asks mayInteract).
self.attack_ticks = 0;
if hurt {
self.swing_arm();
}
@@ -730,20 +727,20 @@ impl Game<'_> {
true
}
pub(super) fn tick_armor_stands(&mut self) {
let mut scene = horizon_client::collisions::SceneCollisions {
world: &self.world,
binding: self.collision,
subject: None,
};
let mut dead = Vec::new();
// ServerLevel.tick: only entities in entity-ticking chunks tick.
let ticking = self.entity_ticking_area();
for i in 0..self.armor_stands.len() {
let at = self.armor_stands[i].position;
if !ticking(at.x.floor() as i32, at.z.floor() as i32) {
self.armor_stands[i].previous = at;
self.armor_stands[i].previous_yaw = self.armor_stands[i].yaw;
continue;
}
self.armor_stand_location_effects(i, false);
let a = &mut self.armor_stands[i];
for (i, a) in self.armor_stands.iter_mut().enumerate() {
a.previous = a.position;
a.previous_yaw = a.yaw;
if !ticking(a.position.x.floor() as i32, a.position.z.floor() as i32) {
continue;
}
let in_water = a.update_fluids(&self.world, &self.res.motion().fluids);
let (world, registry, facts, collision) = (
&self.world,
@@ -751,31 +748,14 @@ impl Game<'_> {
self.res.facts(),
self.collision,
);
let mut scene = horizon_client::collisions::SceneCollisions {
world,
binding: collision,
subject: None,
};
a.tick(&mut scene, facts, in_water, &mut |bounds, velocity| {
horizon_client::motion::bubble_column_push(
world, registry, facts, collision, bounds, velocity,
);
});
if in_water {
a.enchantment_fall_distance = 0.0;
} else {
a.enchantment_fall_distance += (a.previous.y - a.position.y).max(0.0);
}
let landed = a.on_ground && a.enchantment_fall_distance > 0.0;
if a.on_ground {
a.enchantment_fall_distance = 0.0;
}
if !a.environment_tick(&self.world, self.res.facts(), self.pack.assets.registry) {
dead.push(i);
}
if landed {
self.armor_stand_location_effects(i, true);
}
}
for i in dead.into_iter().rev() {
self.break_armor_stand_by_anything(i);
@@ -148,11 +148,6 @@ impl BlockEditScreen {
dragging: None,
}
}
/// Whether one of the block's text boxes has the keyboard's focus: the
/// window asks the OS for an input method only then.
pub(super) fn text_focused(&self) -> bool {
self.focus.is_some()
}
}
impl Game<'_> {
@@ -344,7 +339,7 @@ impl Game<'_> {
.map_or([1, 1], |r| [r.config.width, r.config.height]);
let b = HudBatch::new(size);
let cursor = self.cursor;
let shift = self.has_shift_down();
let shift = self.keys.contains(&KeyCode::ShiftLeft);
let alt = self.keys.contains(&KeyCode::AltLeft);
let atlas_click = |game: &Game<'_>, edit: &mut EditBox| {
edit.click(&game.gui.atlas, cursor.0, false, false);
@@ -437,8 +432,8 @@ impl Game<'_> {
shortcut: Option<horizon_client::clipboard::EditShortcut>,
text: Option<&str>,
) {
let ctrl = self.has_control_down_with_quirk();
let shift = self.has_shift_down();
let ctrl = self.keys.contains(&KeyCode::ControlLeft);
let shift = self.keys.contains(&KeyCode::ShiftLeft);
let types_text = self.types_text();
let size = self
.renderer
@@ -1,716 +0,0 @@
//! A server mod's bulk block edit (`native_edit_blocks`): its palette and
//! filters read as commands read blocks, its heights read, and its runs made
//! at once through `World::edit_runs`, with what `fill ... strict` does for
//! the block entities and the watched blocks of each block changed.
use super::Game;
use super::native_world_columns::NativeColumnBlocks as ColumnBlocks;
use super::native_world_edit::{NativeBlockEdit as BlockEdit, NativeHeightmap as Heightmap};
use horizon_client::{
block_edit::Run,
chunk::ColumnLayout,
command::{Reader, args::BlockInput, block},
containers::BlockEntity,
fast_hash::{FxHashMap, FxHashSet},
world::World,
};
use horizon_world::{
heightmap::HeightmapType, registry::BlockStateId, worldgen::terrain::TerrainBlockStates,
};
use std::sync::Arc;
/// A change `World::edit_runs` reported: position, previous and new state.
type Tracked = ((i32, i32, i32), u32, u32);
impl Game<'_> {
/// Make a mod's block edit; how many blocks changed, or why none did.
/// Every palette entry, filter and run is checked before anything
/// changes: an entry or filter that doesn't read, one with NBT (`{...}`,
/// refused: the bulk path sets states only), a run naming a palette entry
/// or filter past the end, or more than 65536 filters, and nothing is
/// made.
pub(super) fn edit_blocks(&mut self, edit: &BlockEdit) -> Result<u64, String> {
let parse = |name: &str, testing: bool| -> Result<BlockInput, String> {
let mut reader = Reader::new(name);
let b = block::parse(&mut reader, &self.ui.registries, testing)
.map_err(|e| format!("{name:?}: {}", e.message.plain()))?;
if reader.can_read() {
return Err(format!("{name:?}: more after the block"));
}
if b.nbt.is_some() {
return Err(format!("{name:?}: block NBT is not supported here"));
}
Ok(b)
};
let mut palette = Vec::with_capacity(edit.palette.len());
for name in &edit.palette {
let b = parse(name, false)?;
let state = self
.block_state(&b)
.map_err(|e| format!("{name:?}: {}", e.message.plain()))?;
palette.push(state.0);
}
let filters = edit
.filters
.iter()
.map(|f| parse(f, true))
.collect::<Result<Vec<_>, _>>()?;
let runs = resolve_runs(edit, &palette, filters.len(), |h, x, z| {
self.edit_height(h, x, z)
})?;
// (what the registry, the tags and the facts tell of a state, beside the world being changed)
let registry = self.pack.assets.registry;
// (the tags as `block_matches` reads them for commands)
let world_items = match &self.world_tables {
Some(t) => &t.items,
None => self.res.items(),
};
let tags = [&self.res.items().block_tags, &world_items.block_tags];
let facts = self.res.facts();
let watched = std::mem::take(&mut self.world.watched);
let out = self.world.edit_runs(
&runs,
|f, s| {
super::commands::block_input_matches(
registry,
tags,
&filters[f as usize],
BlockStateId(s),
)
},
|s| {
let f = facts.get(BlockStateId(s));
watched.get(s as usize).copied().unwrap_or(false)
|| f.block_entity
|| BlockEntity::for_block(&f.name).is_some()
},
);
self.world.watched = watched;
// The block entities the new blocks bring, as `native_set_block` makes them (a mod block's own, API 15,
// included), in the order `replace_block_entities` takes them: the positions whose block changed.
let name = |s: u32| self.res.facts().get(BlockStateId(s)).name.clone();
let wanted: Vec<Arc<str>> = out
.tracked
.iter()
.filter(|&&(_, old, new)| name(old) != name(new))
.map(|&(_, _, new)| name(new))
.collect();
let mut made = make_block_entities(&wanted, |n| self.new_block_entity(n)).into_iter();
let facts = self.res.facts();
let removed = replace_block_entities(
&mut self.world,
&out.tracked,
|s| facts.get(BlockStateId(s)).name.clone(),
|_| made.next().flatten(),
);
for pos in removed {
self.jukebox_removed(pos);
}
Ok(out.changed)
}
/// Each column's height on `h` as `edit_height` reads it, none where its chunk is not loaded.
pub(super) fn surface_heights(&self, columns: &[(i32, i32)], h: Heightmap) -> Vec<Option<i32>> {
loaded_heights(&self.world, columns, |x, z| self.edit_height(h, x, z))
}
/// Each column's height on `h` (none where its chunk is not loaded) and its blocks from `below` under it to
/// `above` - 1 over it, bottom first (air outside the column and where it is not loaded), as indices into the
/// names seen, with the biome's grass, foliage and water tints at the column's top (0 where it is not loaded;
/// unblended). `Err`, reading nothing, when `below + above` is 0 or more than the level's height, or the read
/// would be more than `MAX_READ` blocks.
pub(super) fn read_columns(
&self,
columns: &[(i32, i32)],
h: Heightmap,
below: u32,
above: u32,
) -> Result<ColumnBlocks, String> {
read_size(columns.len(), below, above, self.world.layout().height())?;
let bases = self.surface_heights(columns, h);
let facts = self.res.facts();
let (palette, blocks) = column_blocks(&self.world, columns, &bases, below, above, |s| {
facts.get(s).name.clone()
})
.ok_or("the read is too big")?;
let biomes = self.res.biomes();
let mut tints = Vec::with_capacity(columns.len() * 3);
for (&(x, z), base) in columns.iter().zip(&bases) {
// (the biome tints at the column's top, as the block there is tinted)
match base.and_then(|b| {
self.world
.chunks
.get(&(x >> 4, z >> 4))
.map(|c| c.biome(x, b - 1, z))
}) {
Some(id) => {
let b = biomes.get(id);
tints.extend([
biomes.grass(id, f64::from(x), f64::from(z)),
b.foliage,
b.water,
]);
}
None => tints.extend([0, 0, 0]),
}
}
Ok(ColumnBlocks {
palette,
bases,
blocks,
tints,
})
}
/// One above the highest block of column (x, z) that counts on heightmap `h`, or the bottom of the column (also
/// where it is not loaded).
fn edit_height(&self, h: Heightmap, x: i32, z: i32) -> i32 {
let properties = &self.pack.assets.properties;
column_height(
&self.world,
h,
(x, z),
|s| self.res.facts().is_air(s),
|t, s| t.is_opaque(properties.heightmap_state(s)),
)
}
}
/// The most blocks one `read_columns` reads (2 MiB of indices): it runs on the
/// server tick, so a mod reads a big area in pieces.
pub(super) const MAX_READ: usize = 1 << 20;
/// The most columns one `surface_heights` reads.
pub(super) const MAX_COLUMNS: usize = 1 << 16;
/// The blocks a column read of `columns` columns, `below` + `above` each,
/// reads, or why it can't: a span of 0 or more than `height` (the level's),
/// or the whole more than `MAX_READ`.
fn read_size(columns: usize, below: u32, above: u32, height: i32) -> Result<usize, String> {
let per = below
.checked_add(above)
.filter(|&per| per > 0 && i64::from(per) <= i64::from(height))
.ok_or_else(|| format!("below + above must be 1 to {height}, the level's height"))?;
columns
.checked_mul(per as usize)
.filter(|&n| n <= MAX_READ)
.ok_or_else(|| {
format!("the read is more than {MAX_READ} blocks: read fewer columns a call")
})
}
/// One above the highest block of column `(x, z)` on heightmap `h`, or the
/// bottom of the column (also where it is not loaded): `air` says which
/// blocks the world surface passes over, and `counts(kind, state)` which
/// count on the other heightmaps.
fn column_height(
world: &World,
h: Heightmap,
(x, z): (i32, i32),
air: impl Fn(BlockStateId) -> bool,
counts: impl Fn(HeightmapType, BlockStateId) -> bool,
) -> i32 {
if h == Heightmap::WorldSurface {
return world.world_surface(x, z, air);
}
// (as `rain_height` reads it: both others count only blocks that block motion, so they are at or under it)
let top = world.motion_blocking(x, z, |s| counts(HeightmapType::MotionBlocking, s));
let kind = match h {
Heightmap::MotionBlockingNoLeaves => HeightmapType::MotionBlockingNoLeaves,
Heightmap::OceanFloor => HeightmapType::OceanFloor,
_ => return top,
};
let bottom = world
.chunks
.get(&(x >> 4, z >> 4))
.map_or(world.layout().min_y(), |c| c.min_y());
let mut y = top;
while y > bottom && !counts(kind, world.block(x, y - 1, z)) {
y -= 1;
}
y
}
/// `height(x, z)` of each column, none where its chunk is not loaded. (A
/// chunk is looked up once for a run of columns in it.)
fn loaded_heights(
world: &World,
columns: &[(i32, i32)],
height: impl Fn(i32, i32) -> i32,
) -> Vec<Option<i32>> {
let mut last: Option<((i32, i32), bool)> = None;
columns
.iter()
.map(|&(x, z)| {
let key = (x >> 4, z >> 4);
let loaded = match last {
Some((k, l)) if k == key => l,
_ => {
let l = world.chunks.get(&key).is_some();
last = Some((key, l));
l
}
};
loaded.then(|| height(x, z))
})
.collect()
}
/// The blocks of each column from `below` under its base to `above` - 1 over
/// it, bottom first, as indices into the names (`name`) seen: air outside the
/// column's chunk's own height and where there is no base. None, reading
/// nothing, past `read_size`'s bound.
fn column_blocks(
world: &World,
columns: &[(i32, i32)],
bases: &[Option<i32>],
below: u32,
above: u32,
name: impl Fn(BlockStateId) -> Arc<str>,
) -> Option<(Vec<String>, Vec<u16>)> {
let total = read_size(
columns.len(),
below,
above,
ColumnLayout::HIGHEST_Y + 1 - ColumnLayout::LOWEST_Y,
)
.ok()?;
let per = (below + above) as usize;
let mut blocks = Vec::with_capacity(total);
let mut palette: Vec<String> = Vec::new();
// (a state's index into the names, worked out once a state)
let mut seen: FxHashMap<u32, u16> = FxHashMap::default();
let mut index = |s: BlockStateId| -> u16 {
*seen.entry(s.0).or_insert_with(|| {
let name = name(s);
let i = palette
.iter()
.position(|n| **n == *name)
.unwrap_or_else(|| {
palette.push(name.to_string());
palette.len() - 1
});
i as u16
})
};
for (&(x, z), base) in columns.iter().zip(bases) {
let chunk = world.chunks.get(&(x >> 4, z >> 4));
match (base, chunk) {
(Some(b), Some(chunk)) => {
let (bottom, top) = (chunk.min_y(), chunk.max_y());
let y0 = i64::from(*b) - i64::from(below);
for y in y0..y0 + per as i64 {
let s = match i32::try_from(y) {
Ok(y) if (bottom..top).contains(&y) => chunk.block(x & 15, y, z & 15),
_ => world.air,
};
blocks.push(index(s));
}
}
_ => {
let air = index(world.air);
blocks.extend(std::iter::repeat_n(air, per));
}
}
}
Some((palette, blocks))
}
/// `edit`'s runs as `World::edit_runs` takes them: each palette entry `block`
/// as its state in `palette`, each `y` counted from `height(surface, x, z)`
/// when the run names a heightmap (read before any change, once a column).
/// Err, with nothing resolved, for a run naming a palette entry or a filter
/// past the end, or for more filters than a run can name (65536).
fn resolve_runs(
edit: &BlockEdit,
palette: &[u32],
filters: usize,
mut height: impl FnMut(Heightmap, i32, i32) -> i32,
) -> Result<Vec<Run>, String> {
if filters > usize::from(u16::MAX) + 1 {
return Err(format!("{filters} filters: 65536 at most"));
}
let mut heights: FxHashMap<(i32, i32, u8), i32> = FxHashMap::default();
let mut runs = Vec::with_capacity(edit.runs.len());
for (i, r) in edit.runs.iter().enumerate() {
let Some(&state) = usize::try_from(r.block).ok().and_then(|b| palette.get(b)) else {
return Err(format!(
"run {i}: palette entry {} of {}",
r.block,
palette.len()
));
};
let only = match r.only {
None => None,
Some(f) if (f as usize) < filters => Some(f as u16),
Some(f) => return Err(format!("run {i}: filter {f} of {filters}")),
};
if r.height == 0 {
continue;
}
let base = match r.surface {
None => i64::from(r.y),
Some(h) => {
let top = *heights
.entry((r.x, r.z, h as u8))
.or_insert_with(|| height(h, r.x, r.z));
i64::from(top) + i64::from(r.y)
}
};
let clamp = |v: i64| v.clamp(i64::from(i32::MIN), i64::from(i32::MAX)) as i32;
runs.push(Run {
x: r.x,
z: r.z,
y0: clamp(base),
y1: clamp(base + i64::from(r.height) - 1),
state,
only,
});
}
Ok(runs)
}
/// What `fill ... strict` does for the block entities and the watched blocks
/// of `tracked`'s changes: the watched writes recorded, the block entities
/// told of their new state, and where a different block replaced the block,
/// its block entity removed (as `place_state` does) and `new_entity(name)`'s,
/// if any, put in its place. Returns the positions whose block was replaced
/// (a jukebox there stops).
/// A block entity for each new block, in order: made for each position, as vanilla calls
/// `EntityBlock.newBlockEntity` for each (a mod's may number its instances). A block that makes none (stone) is
/// asked once.
fn make_block_entities(
names: &[Arc<str>],
mut make: impl FnMut(&str) -> Option<BlockEntity>,
) -> Vec<Option<BlockEntity>> {
let mut none: FxHashSet<&str> = FxHashSet::default();
names
.iter()
.map(|n| {
if none.contains(&**n) {
return None;
}
let entity = make(n);
if entity.is_none() {
none.insert(n);
}
entity
})
.collect()
}
fn replace_block_entities(
world: &mut World,
tracked: &[Tracked],
name: impl Fn(u32) -> Arc<str>,
mut new_entity: impl FnMut(&str) -> Option<BlockEntity>,
) -> Vec<[i32; 3]> {
let mut replaced = Vec::new();
for &((x, y, z), old, new) in tracked {
let watches = |id: u32| world.watched.get(id as usize).copied().unwrap_or(false);
if watches(old) || watches(new) {
world.watched_writes.push(((x, y, z), old, new));
}
world.block_entities.state_changed((x, y, z), old, new);
let (was, now) = (name(old), name(new));
if was != now {
replaced.push([x, y, z]);
world.block_entities.remove(&(x, y, z));
if let Some(entity) = new_entity(&now) {
world.block_entities.insert((x, y, z), entity);
}
}
}
replaced
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game::native_world_edit::NativeBlockRun as BlockRun;
use horizon_client::chunk::Chunk;
fn run(block: u32, only: Option<u32>) -> BlockRun {
BlockRun {
x: 1,
z: 2,
y: 3,
height: 4,
surface: None,
block,
only,
}
}
fn edit(runs: Vec<BlockRun>) -> BlockEdit {
BlockEdit {
palette: vec!["stone".into(), "air".into()],
filters: vec!["#dirt".into()],
runs,
}
}
#[test]
fn runs_naming_entries_past_the_end_are_refused_whole() {
let palette = [1, 0];
let ok = resolve_runs(&edit(vec![run(1, Some(0))]), &palette, 1, |_, _, _| 0).unwrap();
assert_eq!(
ok,
[Run {
x: 1,
z: 2,
y0: 3,
y1: 6,
state: 0,
only: Some(0),
}]
);
// a bad run after a good one: nothing at all, and no height read
let mut asked = 0;
let mut bad = |runs| {
resolve_runs(&edit(runs), &palette, 1, |_, _, _| {
asked += 1;
0
})
};
assert!(bad(vec![run(0, None), run(2, None)]).is_err());
assert!(bad(vec![run(0, None), run(u32::MAX, None)]).is_err());
assert!(bad(vec![run(0, Some(1))]).is_err());
assert!(bad(vec![run(0, Some(u32::MAX))]).is_err());
assert_eq!(asked, 0);
// more filters than a run's u16 names
assert!(resolve_runs(&edit(vec![]), &palette, 65_537, |_, _, _| 0).is_err());
assert!(resolve_runs(&edit(vec![]), &palette, 65_536, |_, _, _| 0).is_ok());
}
#[test]
fn a_run_counts_from_its_heightmap_read_once_a_column() {
let mut r = run(0, None);
r.surface = Some(Heightmap::OceanFloor);
r.y = -2;
let mut asked = Vec::new();
let runs = resolve_runs(&edit(vec![r, r]), &[7], 0, |h, x, z| {
asked.push((h, x, z));
70
})
.unwrap();
assert_eq!(asked, [(Heightmap::OceanFloor, 1, 2)]);
assert_eq!((runs[0].y0, runs[0].y1, runs[0].state), (68, 71, 7));
assert_eq!(runs[1], runs[0]);
// a run far past the world's height clamps rather than wraps
let mut high = run(0, None);
high.y = i32::MAX;
high.height = u32::MAX;
let runs = resolve_runs(&edit(vec![high]), &[7], 0, |_, _, _| 0).unwrap();
assert_eq!((runs[0].y0, runs[0].y1), (i32::MAX, i32::MAX));
}
fn world() -> World {
let mut w = World::new(BlockStateId(0), 0);
w.chunks.insert((0, 0), Arc::new(Chunk::empty(0, 0)));
w
}
fn names(s: u32) -> Arc<str> {
match s {
0 => "minecraft:air",
1 => "minecraft:stone",
2 => "minecraft:chest",
_ => "machines:press",
}
.into()
}
#[test]
fn a_chest_replaced_by_stone_loses_its_block_entity() {
let mut w = world();
w.set(1, 5, 1, BlockStateId(2)).unwrap();
let chest = BlockEntity::for_block("minecraft:chest").expect("a chest's");
w.block_entities.insert((1, 5, 1), chest);
let out = w.edit_runs(
&[Run {
x: 1,
z: 1,
y0: 4,
y1: 6,
state: 1,
only: None,
}],
|_, _| true,
|s| s == 2,
);
assert_eq!(out.tracked, [((1, 5, 1), 2, 1)]);
let replaced = replace_block_entities(&mut w, &out.tracked, names, BlockEntity::for_block);
assert_eq!(replaced, [[1, 5, 1]]);
assert!(w.block_entities.get(&(1, 5, 1)).is_none());
assert_eq!(w.block(1, 5, 1).0, 1);
}
#[test]
fn a_new_block_gets_the_block_entity_made_for_it() {
let mut w = world();
let out = w.edit_runs(
&[Run {
x: 3,
z: 3,
y0: 10,
y1: 10,
state: 3,
only: None,
}],
|_, _| true,
|s| s == 3,
);
// a mod block's, as `Game::new_block_entity` makes it
let made = |n: &str| {
(n == "machines:press").then(|| {
BlockEntity::Mod(Box::new(horizon_client::containers::ModBlockEntity {
id: "machines:press".into(),
..Default::default()
}))
})
};
replace_block_entities(&mut w, &out.tracked, names, made);
assert!(matches!(
w.block_entities.get(&(3, 10, 3)),
Some(BlockEntity::Mod(e)) if e.id == "machines:press"
));
}
/// air 0, stone 1, leaves 2, water 3: column (1, 1) stone to 60, water, then leaves to 64; column (2, 2)
/// stone to 60, leaves, then water to 64; at (3, 3) stone at the top of the world.
fn columns_world() -> World {
let mut w = world();
for (x, z, low, high) in [(1, 1, 3, 2), (2, 2, 2, 3)] {
for y in -64..=64 {
let s = match y {
..=60 => 1,
61..=62 => low,
_ => high,
};
w.set(x, y, z, BlockStateId(s)).unwrap();
}
}
w.set(3, 319, 3, BlockStateId(1)).unwrap();
w
}
fn height(w: &World, h: Heightmap, x: i32, z: i32) -> i32 {
column_height(
w,
h,
(x, z),
|s| s.0 == 0,
|kind, s| match kind {
HeightmapType::MotionBlockingNoLeaves => matches!(s.0, 1 | 3),
HeightmapType::OceanFloor => matches!(s.0, 1 | 2),
_ => s.0 != 0,
},
)
}
#[test]
fn each_heightmap_has_its_own_height() {
let w = columns_world();
assert_eq!(height(&w, Heightmap::WorldSurface, 1, 1), 65);
assert_eq!(height(&w, Heightmap::MotionBlocking, 1, 1), 65);
assert_eq!(height(&w, Heightmap::MotionBlockingNoLeaves, 1, 1), 63);
assert_eq!(height(&w, Heightmap::OceanFloor, 1, 1), 65);
assert_eq!(height(&w, Heightmap::OceanFloor, 2, 2), 63);
assert_eq!(height(&w, Heightmap::MotionBlockingNoLeaves, 2, 2), 65);
// an empty column, and one not loaded: the bottom
assert_eq!(height(&w, Heightmap::OceanFloor, 5, 5), -64);
assert_eq!(height(&w, Heightmap::WorldSurface, 100, 100), -64);
}
#[test]
fn columns_not_loaded_have_no_height() {
let w = columns_world();
let heights = loaded_heights(&w, &[(1, 1), (100, 100), (2, 2), (-1, 0)], |x, z| {
height(&w, Heightmap::OceanFloor, x, z)
});
assert_eq!(heights, [Some(65), None, Some(63), None]);
}
#[test]
fn column_blocks_read_air_past_the_column_and_where_not_loaded() {
let w = columns_world();
let (palette, blocks) = column_blocks(
&w,
&[(1, 1), (3, 3), (100, 100)],
&[Some(65), Some(319), None],
2,
3,
|s| names(s.0),
)
.unwrap();
let read: Vec<&str> = blocks.iter().map(|&i| &*palette[i as usize]).collect();
// (`names` calls state 2 a chest: here it stands for leaves)
let (leaves, stone, air) = ("minecraft:chest", "minecraft:stone", "minecraft:air");
assert_eq!(
read,
[
leaves, leaves, air, air, air, // (1, 1) from 63
air, air, stone, air, air, // (3, 3) from 317: stone at 319, nothing over 319
air, air, air, air, air, // not loaded
]
);
// names once each
assert_eq!(palette.len(), 3);
}
#[test]
fn a_read_is_bounded() {
assert_eq!(read_size(10, 200, 184, 384), Ok(3840));
assert!(
read_size(1, 200, 185, 384).is_err(),
"more than the level's height"
);
assert!(read_size(1, 0, 0, 384).is_err(), "an empty span");
assert!(read_size(1, u32::MAX, 1, 4064).is_err());
assert!(read_size(1 << 14, 100, 0, 384).is_err(), "over MAX_READ");
assert!(read_size(usize::MAX, 2, 0, 384).is_err());
assert_eq!(read_size(1 << 12, 256, 0, 384), Ok(MAX_READ));
let w = columns_world();
assert!(column_blocks(&w, &[(1, 1)], &[Some(0)], u32::MAX, 2, |s| names(s.0)).is_none());
}
#[test]
fn each_new_block_gets_its_own_block_entity() {
// a mod's constructor numbering its instances; stone makes none
let mut calls = Vec::new();
let made = make_block_entities(
&[
"machines:press",
"minecraft:stone",
"machines:press",
"minecraft:stone",
]
.map(Arc::<str>::from),
|n| {
calls.push(n.to_string());
(n == "machines:press").then(|| {
BlockEntity::Mod(Box::new(horizon_client::containers::ModBlockEntity {
id: format!("press-{}", calls.len()),
..Default::default()
}))
})
},
);
let ids: Vec<Option<String>> = made
.iter()
.map(|e| match e {
Some(BlockEntity::Mod(e)) => Some(e.id.to_string()),
_ => None,
})
.collect();
assert_eq!(
ids,
[
Some("press-1".to_string()),
None,
Some("press-3".to_string()),
None
]
);
assert_eq!(
calls,
["machines:press", "minecraft:stone", "machines:press"]
);
}
}
@@ -28,8 +28,6 @@ impl Game<'_> {
self.world.block_entities.set_mod_containers(containers);
let fluids = self.native_fluid_tables();
self.world.block_entities.set_mod_fluids(fluids);
let energy = self.native_energy_tables();
self.world.block_entities.set_mod_energy(energy);
}
// Only lingering cooldowns are dropped; a hopper that ticks checks
// its own block. Once a second is soon enough for the rest.
@@ -1,51 +0,0 @@
//! The native parity harness runs the actual client boat ticker without a
//! renderer, on an empty world; movement ownership changes between ticks.
use super::{Game, boats::Boat};
use horizon_client::Result;
use horizon_core::geometry::Vec3;
use serde::Deserialize;
use serde_json::json;
use std::path::Path;
#[derive(Deserialize)]
struct Case {
name: String,
velocity: [f64; 3],
spin: f32,
owned: Vec<bool>,
}
impl Game<'_> {
pub(super) fn run_boat_authority_fixture(&mut self, directory: &Path) -> Result<()> {
let cases: Vec<Case> =
serde_json::from_str(&std::fs::read_to_string(directory.join("inputs.json"))?)?;
let mut output = Vec::new();
for case in cases {
self.boats.clear();
let mut boat = Boat::new(1, "oak".into(), Vec3::new(0.0, 100.0, 0.0), 0.0);
let [x, y, z] = case.velocity;
boat.velocity = Vec3::new(x, y, z);
boat.delta_rotation = case.spin;
self.boats.push(boat);
let mut steps = Vec::new();
for owned in case.owned {
self.riding = owned.then_some(1);
if owned {
let boat = self.boats.remove(0);
let boat = self.tick_boat(boat, true);
self.boats.push(boat);
}
self.tick_remote_boat_bubbles();
let boat = &self.boats[0];
steps.push(json!({
"owned": owned,
"spin": format!("{:08x}", boat.delta_rotation.to_bits()),
"velocity": boat.velocity.components().map(|v| format!("{:016x}", v.to_bits())),
}));
}
output.push(json!({"name": case.name, "steps": steps}));
}
std::fs::write(directory.join("rust.json"), serde_json::to_vec(&output)?)?;
Ok(())
}
}
+15 -64
View File
@@ -57,8 +57,8 @@ pub(super) struct Boat {
above_bubble_column: bool,
/// `AbstractBoat.bubbleColumnDirectionIsDown`.
bubble_down: bool,
/// The server asked a rider whose client moves it (a player) to get out:
/// `guest_vehicle_tick` honors it (`Entity.ejectPassengers`).
/// A bubble column's drag asked a rider the server can't move itself (a
/// player) to get out: `guest_vehicle_tick` takes it (`ejectPassengers`).
pub eject_riders: bool,
/// `Entity.tickCount`, counted where the wobble is (a client's tick).
tick_count: i32,
@@ -101,17 +101,6 @@ pub(super) const BUBBLE_UP_EVENT: i8 = 72;
pub(super) const WIDTH: f64 = 1.375;
pub(super) const HEIGHT: f64 = 0.5625;
impl Boat {
/// `AbstractBoat.tick`: passengers lose control after 60 consecutive
/// underwater ticks; any other status resets the counter.
fn tick_submersion(&mut self) {
self.out_of_control =
if matches!(self.status, Status::UnderWater | Status::UnderFlowingWater) {
self.out_of_control + 1.0
} else {
0.0
};
}
pub fn new(id: u32, wood: Arc<str>, position: Vec3, yaw: f32) -> Self {
Self {
id,
@@ -570,7 +559,11 @@ impl Game<'_> {
}
b.old_status = b.status;
b.status = self.boat_status(&mut b);
b.tick_submersion();
b.out_of_control = if matches!(b.status, Status::UnderWater | Status::UnderFlowingWater) {
b.out_of_control + 1.0
} else {
0.0
};
b.hurt_time = (b.hurt_time - 1).max(0);
b.damage = (b.damage - 1.0).max(0.0);
if !controlled {
@@ -720,14 +713,9 @@ impl Game<'_> {
pub(super) fn tick_boats(&mut self) {
// ServerLevel.tick: only entities in entity-ticking chunks tick.
let ticking = self.entity_ticking_area();
let mut round = self.native_tick_round();
// A server player's boat is driven by its client (lan_vehicles.rs).
let driven = self.guest_vehicles();
for i in 0..self.boats.len() {
// A mod's hook may have removed boats.
if i >= self.boats.len() {
break;
}
let p = self.boats[i].position;
if Some(self.boats[i].id) == self.riding
|| driven.contains(&self.boats[i].id)
@@ -741,25 +729,8 @@ impl Game<'_> {
}
continue;
}
let id = self.boats[i].id;
let kind = if round.listening() {
self.boats[i].entity_type()
} else {
String::new()
};
if !self.native_tick_pre_one(&mut round, id, &kind) {
continue;
}
// The hook may have removed boats.
let Some(i) = Some(i)
.filter(|&i| self.boats.get(i).is_some_and(|b| b.id == id))
.or_else(|| self.boats.iter().position(|b| b.id == id))
else {
continue;
};
let b = self.boats[i].clone();
self.boats[i] = self.tick_boat(b, false);
self.native_tick_post_one(&round, id, &kind);
}
// AbstractBoat.tick's applyEffectsFromBlocks, on the server for every
// boat, the client-driven ones too.
@@ -767,7 +738,6 @@ impl Game<'_> {
while i < self.boats.len() {
let p = self.boats[i].position;
let skip = Some(self.boats[i].id) == self.riding
|| round.canceled(self.boats[i].id)
|| !ticking(p.x.floor() as i32, p.z.floor() as i32);
if skip || !self.boat_lava_tick(i) {
i += 1;
@@ -778,17 +748,11 @@ impl Game<'_> {
// pushes what it touches.
for i in 0..self.boats.len() {
let p = self.boats[i].position;
if !ticking(p.x.floor() as i32, p.z.floor() as i32) || round.canceled(self.boats[i].id)
{
if !ticking(p.x.floor() as i32, p.z.floor() as i32) {
continue;
}
// `AbstractBoat.tick` counts submersion on the server even when
// its controlling client owns the boat's movement.
if driven.contains(&self.boats[i].id) {
self.refresh_boat_status(i);
}
if self.boats[i].out_of_control >= 60.0 {
self.eject_boat_riders(i);
self.eject_boat_mobs(i, false);
}
self.boat_bubble_tick(i);
self.boat_contacts(i);
@@ -812,7 +776,6 @@ impl Game<'_> {
let mut probe = Boat::new(b.id, b.wood.clone(), b.position, b.yaw);
let status = self.boat_status(&mut probe);
self.boats[i].status = status;
self.boats[i].tick_submersion();
}
/// `BubbleColumnBlock.entityInside`: the bubble columns boat `i` touches
/// (its box deflated by 1e-5 as `Entity.checkInsideBlocks` does), in x, y,
@@ -919,8 +882,8 @@ impl Game<'_> {
v.y = 0.6;
}
}
/// `Entity.ejectPassengers`: the mobs get out here, this window's player
/// gets out, and a server's player is asked to
/// `Entity.ejectPassengers`: for a down column the mobs get out here, this
/// window's player gets out, and a server's player is asked to
/// (`guest_vehicle_tick` lets it out through its client).
fn eject_boat_riders(&mut self, i: usize) {
self.eject_boat_mobs(i, false);
@@ -955,6 +918,10 @@ impl Game<'_> {
/// window is its own client.
fn boat_bubble_tick(&mut self, i: usize) {
let id = self.boats[i].id;
// The boat a server's player drives is not ticked here: its status is.
if self.guest_vehicles().contains(&id) {
self.refresh_boat_status(i);
}
// An ejection nobody took (its player left the boat first) is void.
if !self.guest_rides(id) {
self.boats[i].eject_riders = false;
@@ -1070,18 +1037,7 @@ impl Game<'_> {
/// `getDismountLocationForPassenger`: in front of the player if there is
/// floor there, else on top of the boat.
pub(super) fn dismount(&mut self, i: usize) {
let id = self.boats[i].id;
if self.riding == Some(id) && !self.native_may_leave(id) {
return;
}
self.riding = None;
// `AbstractBoat.tick`'s non-authoritative branch: the copy of a boat
// that no player of this side drives drops its cached motion
// (`setDeltaMovement(Vec3.ZERO)`, `deltaRotation = 0`) and is not
// moved, so a boat is at a standstill when its rider gets out instead
// of coasting on the velocity of the ride that just ended.
self.boats[i].velocity = Vec3::ZERO;
self.boats[i].delta_rotation = 0.0;
let target = self.boat_dismount_target(i, 0.6, self.yaw);
if let Some(p) = self.player.as_mut() {
p.position = target;
@@ -1270,9 +1226,6 @@ impl Game<'_> {
{
return false;
}
if !self.native_may_board(self.boats[i].id) {
return true;
}
self.riding = Some(self.boats[i].id);
self.yaw = self.boats[i].yaw;
// ServerPlayer.startRiding.
@@ -1338,8 +1291,6 @@ impl Game<'_> {
let (damage, _, _, magic) = self.melee_damage(&kind, false);
self.hurt_boat(i, damage, self.creative);
self.vehicle_attack_sounds(area, magic.then_some(id));
// Player.onAttack: the hit starts the attack strength again.
self.attack_ticks = 0;
self.swing_arm();
true
}
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