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Author SHA1 Message Date
Horizon agent 00aba43d81 Merge branch 'split/cosmetics-sprites' into split/cosmetics-names 2026-11-09 20:19:06 +01:00
Horizon agentandClaude Opus 5.5 e893fd3eac Hooks doc: the frame rule is the player methods', not tunnel's
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 20:18:59 +01:00
Horizon agent ee986c3e62 Merge branch 'split/cosmetics-hooks' into split/cosmetics-sprites
# Conflicts:
#	crates/horizon-hooks/src/lib.rs
2026-11-09 20:18:48 +01:00
Horizon agent 4848a9eff5 Merge branch 'split/cosmetics-sprites' into split/cosmetics-names 2026-11-09 19:21:59 +01:00
Horizon agentandClaude Opus 5.5 95b0cb05e7 horizon-hooks test: call SpriteStore::has by its trait
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:21:58 +01:00
Horizon agentandClaude Opus 5.5 8902d94a19 Cosmetics: name tags, the tab mark and the camera pull through the hooks (spec #14091 step 3b)
names.rs, scoreboard.rs and perspective.rs call the engine dispatch
(name_decoration, player_mark, camera) instead of the cosmetics; the
cosmetics answer from their per-seat state: badges become sprites by id
put in the atlas from the frame hook, covered slots read PlayerModel's
gear, the camera pull comes from the emote that pulled it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:07:06 +01:00
Horizon agentandClaude Opus 5.5 ca6140d05e Hooks: name decoration, player-list mark, camera and sprites by id (spec #14091 step 3a)
horizon-hooks gains Hooks::name_decoration (a Copy NameDecoration: mark
rectangles, a badge cut from the crate's sprite, the lift over the body),
player_mark for the player list, camera (a share of the third-person
distance), and sprites by id: Sprites read while drawing, SpriteStore
filled in Hooks::frame (skin slots, hooks/<hex>). PlayerModel carries
gear and invisibility; Frame says whether the world is the window's own.
horizon-platform re-exports them. The engine fills the store; no crate
answers the new hooks yet (step 3b).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:05:10 +01:00
9 changed files with 523 additions and 145 deletions

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+146 -93
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@@ -20,14 +20,17 @@ use horizon_cosmetics::follow::Follow;
use horizon_cosmetics::prefs::{self, Others};
use horizon_cosmetics::trail::{Budget, Emitter};
use horizon_cosmetics::{Item, Slot};
use horizon_hooks::players::{Frame, Kind, PlayerModel, PlayerModels};
use horizon_hooks::players::{
Badge, CameraOverride, CameraView, Frame, Gear, Kind, Mark, NameDecoration, PlayerModel,
PlayerModels, SpriteStore, Sprites,
};
use std::cell::{Cell, RefCell};
use std::sync::mpsc::{Receiver, channel};
use std::sync::{Arc, Mutex, PoisonError};
use std::time::{Duration, Instant};
/// Horizon's mark before a Horizon player's name, over their name tag and in the player list.
pub(super) const MARK: horizon_client::tab_list::NameMark = &horizon_cosmetics::mark::MARK;
const MARK: Mark = &horizon_cosmetics::mark::MARK;
/// An item as the renderer takes it.
struct Baked {
@@ -397,17 +400,13 @@ fn slot_image(item: &Item) -> Vec<u8> {
/// Which slots an avatar's gear covers: a helmet or head item hides a hat, an elytra or a cape
/// what is worn on the back. A name tag style is never drawn on the body.
fn covered(m: &Mob, slot: Slot) -> bool {
fn covered(gear: Gear, slot: Slot) -> bool {
match slot {
Slot::Head => m.extra.head.is_some(),
Slot::Back => m.cape.is_some() || m.extra.chest.as_deref() == Some("minecraft:elytra"),
Slot::Head => gear.head,
Slot::Back => gear.back,
Slot::Shoulder => false,
// A chestplate, not an elytra.
Slot::Torso => m
.extra
.chest
.as_deref()
.is_some_and(|c| c != "minecraft:elytra"),
Slot::Torso => gear.chest,
Slot::NameTag | Slot::Emote => true,
// On no bone: drawn by a pass of their own, never on the body.
Slot::Companion | Slot::Trail | Slot::Aura => true,
@@ -419,12 +418,12 @@ fn covered(m: &Mob, slot: Slot) -> bool {
/// (`worn` is None), another player's at "name tags only" or hidden, or every item `covered` (a
/// helmet over a hat). One max over at most five items, read when the item was parsed.
fn body_top(
extras: &horizon_client::extras::Extras,
others: Others,
own: bool,
worn: Option<&horizon_cosmetics::Worn>,
covered: impl Fn(Slot) -> bool,
) -> Option<f32> {
if !own && extras.effective_others() != Others::Shown {
if !own && others != Others::Shown {
return None;
}
worn?
@@ -462,6 +461,14 @@ struct Seat {
said: Said,
/// Kept between ticks so a tick allocates nothing: the player models in view.
models: Vec<PlayerModel>,
/// The world is the window's own single-player one (`Frame::solo`).
solo: bool,
/// Name tag badges' sprites, by the item's address: their id (never reused) and the item,
/// held so the address isn't reused while it is there.
sprites: FxHashMap<usize, (u64, Arc<Item>)>,
last_sprite: u64,
/// Sprites drawing missed, put in the atlas next frame.
wanted: Vec<u64>,
}
/// What the game tells the hooks before each call, until the settings move here (spec #14091
@@ -472,6 +479,14 @@ struct Said {
listed: bool,
/// Other players' cosmetics are shown (not "name tags only", not hidden).
others_shown: bool,
/// Other players' cosmetics are hidden (not even name tag styles).
others_hidden: bool,
/// Horizon's mark by Horizon players' names.
marks: bool,
/// Cosmetics in single player: the signed-in account's on the player's own model.
solo: bool,
/// My emote pulled the camera back: when it started (the own model's age).
pull: Option<f32>,
/// My emote while it plays: its id and whether it loops.
playing: Option<(String, bool)>,
/// A folder's first emote, which mannequins play.
@@ -496,13 +511,39 @@ pub(super) struct Hooks;
pub(super) static HOOKS: Hooks = Hooks;
impl horizon_hooks::Hooks for Hooks {
fn frame(&self, _frame: &Frame) {
service(Seat::frame);
fn frame(&self, frame: &Frame, sprites: &mut dyn SpriteStore) {
service(|s| {
s.solo = frame.solo;
s.frame();
s.put_sprites(sprites);
});
}
fn tick(&self, models: &mut dyn PlayerModels) {
service(|s| s.tick(models));
}
fn name_decoration(
&self,
model: &PlayerModel,
sprites: &dyn Sprites,
) -> Option<NameDecoration> {
service(|s| s.name_decoration(model, sprites))
}
fn player_mark(&self, uuid: u128) -> Option<Mark> {
service(|s| {
let client = s.client.as_ref().filter(|_| s.said.marks)?;
client.frame().horizon(uuid).then_some(MARK)
})
}
/// An emote pulls the camera back: it eases out over the emote's first quarter second.
fn camera(&self, own: &CameraView) -> Option<CameraOverride> {
let start = service(|s| s.said.pull)?;
let t = ((own.age - start) / 5.0).clamp(0.0, 1.0);
Some(CameraOverride::new(0.35 + 0.65 * t * t * (3.0 - 2.0 * t)))
}
}
impl Seat {
@@ -609,6 +650,81 @@ impl Seat {
}
}
/// What goes by `m`'s name: Horizon's mark if they play Horizon (and the mark is on), the
/// name tag style they wear if cosmetics are shown for them (name tags only counts), and how
/// high what is drawn on their body gets (`body_top`). One look in the cache for all three.
fn name_decoration(
&mut self,
m: &PlayerModel,
sprites: &dyn Sprites,
) -> Option<NameDecoration> {
let said = &self.said;
let own = m.kind == Kind::Own;
let styles = if own { said.mine } else { !said.others_hidden };
if !(styles || said.marks) {
return None;
}
let uuid = match m.kind {
Kind::Own => own_uuid(m.uuid, self.solo, said.solo, || {
horizon_client::auth::current().map(|s| s.uuid)
}),
Kind::Mannequin if self.local => Some(u128::from(m.id)),
Kind::Player => m.uuid,
_ => None,
}?;
let mut frame = self.client.as_ref()?.frame();
let mark = (said.marks && frame.horizon(uuid)).then_some(MARK);
let worn = if styles { frame.worn(uuid) } else { None };
drop(frame);
let others = if said.others_shown {
Others::Shown
} else {
Others::NameTags
};
let top = body_top(others, own, worn.as_ref(), |slot| covered(m.gear, slot))
.filter(|_| !m.invisible);
let badge = worn.and_then(|w| self.badge(&w, sprites));
Some(NameDecoration::new(mark, badge, top))
}
/// The name tag style in `worn`: its badge's place in the atlas and its line's colour. None
/// until the badge is in the atlas (it is put there next frame).
fn badge(&mut self, worn: &horizon_cosmetics::Worn, sprites: &dyn Sprites) -> Option<Badge> {
let item = worn.iter().find(|i| i.slot == Slot::NameTag)?;
let [r, g, b] = item.tag?.line;
let next = self.last_sprite + 1;
let (id, _) = *self
.sprites
.entry(Arc::as_ptr(item) as usize)
.or_insert_with(|| (next, item.clone()));
self.last_sprite = self.last_sprite.max(id);
let Some([u0, v0, u1, v1]) = sprites.get(id) else {
if !self.wanted.contains(&id) {
self.wanted.push(id);
}
return None;
};
// The mark sits in the slot's top left corner.
let u1 = u0 + (u1 - u0) * item.texture.width as f32 / 64.0;
let v1 = v0 + (v1 - v0) * item.texture.height as f32 / 64.0;
Some(Badge::new(
[u0, v0, u1, v1],
u32::from_be_bytes([0, r, g, b]),
))
}
/// Puts the sprites drawing missed in the atlas; forgets those of items no one wears.
fn put_sprites(&mut self, store: &mut dyn SpriteStore) {
for id in self.wanted.drain(..) {
let item = self.sprites.values().find(|(i, _)| *i == id);
if let Some((_, item)) = item.filter(|_| !store.has(id)) {
store.put(id, slot_image(item));
}
}
self.sprites
.retain(|_, (_, item)| Arc::strong_count(item) > 1);
}
/// Once a tick: names the Horizon players in view to the emote feed and plays what it says
/// they play on their models; one that moved ends theirs here at once. Others' emotes show
/// with "Other players' cosmetics" on Shown only; otherwise nothing is asked.
@@ -705,11 +821,16 @@ impl Game<'_> {
};
let extras = &self.settings.extras;
let playing = self.cosmetics.emotes.sending();
let pull = self.cosmetics.emotes.pull();
service(|s| {
let said = &mut s.said;
said.mine = extras.cosmetics_mine;
said.listed = extras.horizon_listed;
said.others_shown = extras.effective_others() == Others::Shown;
said.others_hidden = extras.effective_others() == Others::Hidden;
said.marks = extras.horizon_marks;
said.solo = extras.cosmetics_solo;
said.pull = pull;
if said.playing.as_ref().map(|(id, l)| (id.as_str(), *l)) != playing {
said.playing = playing.map(|(id, l)| (id.to_owned(), l));
}
@@ -775,81 +896,6 @@ impl Game<'_> {
.ok();
}
/// Items from a folder (`HORIZON_COSMETICS_LOCAL`): mannequins are dressed and marked too.
pub(super) fn cosmetics_local(&self) -> bool {
self.cosmetics.local
}
/// What goes by `m`'s name: Horizon's mark if they play Horizon (and the mark is on), the
/// name tag style they wear if cosmetics are shown for them (name tags only counts), and how
/// high what is drawn on their body gets (`body_top`). One look in the cache for all three.
pub(super) fn cosmetics_marks(&self, m: &Mob, own: bool) -> super::names::Marks {
let mut marks = super::names::Marks::default();
let extras = &self.settings.extras;
let styles = if own {
extras.cosmetics_mine
} else {
extras.effective_others() != Others::Hidden
};
if !(styles || extras.horizon_marks) {
return marks;
}
let (Some(client), Some(uuid)) = (&self.cosmetics.client, self.cosmetics_uuid(m, own))
else {
return marks;
};
let mut frame = client.frame();
marks.horizon = extras.horizon_marks && frame.horizon(uuid);
let worn = if styles { frame.worn(uuid) } else { None };
drop(frame);
if !horizon_client::mobs::trader::is_invisible(m) {
marks.top = body_top(extras, own, worn.as_ref(), |slot| covered(m, slot));
}
marks.style = worn.and_then(|w| self.cosmetics_tag(&w));
marks
}
/// Those of `uuids` who play Horizon, with the mark on (the player list): one look each.
pub(super) fn horizon_players(
&self,
uuids: impl Iterator<Item = u128>,
) -> std::collections::HashSet<u128> {
match &self.cosmetics.client {
Some(c) if self.settings.extras.horizon_marks => {
let mut frame = c.frame();
uuids.filter(|u| frame.horizon(*u)).collect()
}
_ => Default::default(),
}
}
/// The name tag style in `worn`: its badge's place in the atlas and its line's colour. None
/// until the badge is in the atlas.
fn cosmetics_tag(&self, worn: &horizon_cosmetics::Worn) -> Option<super::names::TagStyle> {
let item = worn.iter().find(|i| i.slot == Slot::NameTag)?;
let [r, g, b] = item.tag?.line;
let frame = self.cosmetics.frame.get();
let mut baked = self.cosmetics.baked.borrow_mut();
let entry = baked
.entry(Arc::as_ptr(item) as usize)
.or_insert_with(|| Baked::new(item, frame));
let Some(slot) = self.gui.atlas.sprites.get(&entry.location) else {
self.cosmetics.uploads.borrow_mut().push(item.clone());
return None;
};
if entry.marked.replace(frame) != frame {
self.skin_downloads.borrow_mut().drawn(&entry.location);
}
// The mark sits in the slot's top left corner.
let mut mark = *slot;
mark.u1 = mark.u0 + (slot.u1 - slot.u0) * item.texture.width as f32 / 64.0;
mark.v1 = mark.v0 + (slot.v1 - slot.v0) * item.texture.height as f32 / 64.0;
Some(super::names::TagStyle {
mark,
line: u32::from_be_bytes([0, r, g, b]),
})
}
/// What `m` wears, if cosmetics are shown for it: `own` for the player's own model.
fn worn(&self, m: &Mob, own: bool) -> Option<horizon_cosmetics::Worn> {
let client = self.cosmetics.client.as_ref()?;
@@ -941,7 +987,7 @@ impl Game<'_> {
}
continue;
}
if emoting.is_none() && covered(m, item.slot) {
if emoting.is_none() && covered(super::player_hooks::gear(m), item.slot) {
continue;
}
let Some((models, uv)) = self.cosmetics_baked(item) else {
@@ -1247,13 +1293,18 @@ mod tests {
let (short, long) = (Duration::from_millis(300), Duration::from_secs(10));
let top_of = |extras: &Extras, patience| {
let (worn, _) = other_player_from(Service(Arc::default(), both), extras, patience);
body_top(extras, false, worn.as_ref(), |_| false)
body_top(extras.effective_others(), false, worn.as_ref(), |_| false)
};
// No cosmetics drawn on the body (a name tag style only): vanilla's height exactly.
let (worn, _) = other_player(&shown, long);
assert!(worn.is_some());
assert_eq!(
tag(body_top(&shown, false, worn.as_ref(), |_| false)),
tag(body_top(
shown.effective_others(),
false,
worn.as_ref(),
|_| false
)),
VANILLA
);
// A small hat under the tag: vanilla's height too.
@@ -1267,7 +1318,9 @@ mod tests {
);
// A helmet over it: vanilla's height.
let (worn, _) = other_player_from(Service(Arc::default(), both), &shown, long);
let helmet = body_top(&shown, false, worn.as_ref(), |slot| slot == Slot::Head);
let helmet = body_top(shown.effective_others(), false, worn.as_ref(), |slot| {
slot == Slot::Head
});
assert_eq!(tag(helmet), VANILLA);
// Others' cosmetics on name tags only, or hidden: nothing on the body, vanilla's height.
for others in [Others::NameTags, Others::Hidden] {
@@ -43,6 +43,11 @@ impl Emotes {
let looping = p.item.emote.as_ref().is_some_and(|e| e.looping);
Some((&p.item.id, looping))
}
/// When the emote that pulled the camera back started (the own model's age), while it plays.
pub(in crate::game) fn pull(&self) -> Option<f32> {
self.camera_from.and(self.playing.as_ref()).map(|p| p.start)
}
}
/// An emote on a player's model: the engine's pose hook (`Mob::emote`), which names no cosmetics
@@ -277,19 +282,6 @@ impl Game<'_> {
}
self.tick_emote();
}
/// How far the camera stands back while an emote pulls it (1: the usual distance): it eases
/// out over the emote's first quarter second.
pub(in crate::game) fn emote_camera_pull(&self, partial: f32) -> f32 {
let (Some(p), Some(m)) = (&self.cosmetics.emotes.playing, &self.player_model) else {
return 1.0;
};
if self.cosmetics.emotes.camera_from.is_none() {
return 1.0;
}
let t = ((m.age as f32 + partial - p.start) / 5.0).clamp(0.0, 1.0);
0.35 + 0.65 * t * t * (3.0 - 2.0 * t)
}
}
#[cfg(test)]
+6 -9
View File
@@ -300,11 +300,7 @@ impl Game<'_> {
) {
continue;
}
let marks = if player || self.cosmetics_local() {
self.cosmetics_marks(m, Some(m.id) == own)
} else {
Marks::default()
};
let marks = self.hooks_name_marks(m, Some(m.id) == own);
let at = match marks.top {
Some(top) => p + glam::DVec3::Y * cosmetic_lift(top, m.model_scale()),
None => p,
@@ -770,10 +766,10 @@ impl Game<'_> {
if background { BACKGROUND } else { 0 },
),
};
if n == last && marks.horizon {
if let Some(mark) = marks.mark.filter(|_| n == last) {
let x = -self.gui.atlas.font.width_text(text) / 2.0 - 10.0;
// 8 text pixels square, a pixel left of the background.
for &(mx, my, w, h, argb) in super::cosmetics::MARK {
for &(mx, my, w, h, argb) in mark {
let a = text_alpha * (argb >> 24) / 255;
batch.fill(
&self.gui.atlas,
@@ -937,10 +933,11 @@ struct NameTag {
marks: Marks,
}
/// What Horizon draws by a player's name: its mark (they play Horizon) and their name tag style.
/// What a hook draws by a player's name (`horizon_hooks::players::NameDecoration`): a mark
/// before it (Horizon's: they play Horizon) and a name tag style.
#[derive(Clone, Copy, Default)]
pub(super) struct Marks {
pub horizon: bool,
pub mark: Option<horizon_hooks::players::Mark>,
pub style: Option<TagStyle>,
/// How high the cosmetics drawn on their body get above the neck, in model pixels: the tag
/// goes up over a tall one (`cosmetic_lift`).
@@ -311,8 +311,8 @@ impl Game<'_> {
}
};
let mut view = self.view;
// An emote pulls the camera back from the player's face (`game/cosmetics/emotes.rs`).
let pull = self.emote_camera_pull(partial);
// A hook may pull the camera back (an emote, from the player's face).
let pull = self.hooks_camera_distance(partial);
let kind = match self.camera_type {
CameraType::FirstPerson => horizon_client::camera::CameraType::FirstPerson,
CameraType::ThirdPersonBack => horizon_client::camera::CameraType::ThirdPersonBack,
+126 -7
View File
@@ -1,14 +1,16 @@
//! Where the game hands the player models to crates above the engine
//! (`horizon_hooks::Hooks::frame` and `tick`, spec #14091): only a window's game calls them,
//! never the integrated server's thread or a dedicated server. With no hook registered nothing is
//! built.
//! Where the game hands the player models to crates above the engine (`horizon_hooks::Hooks`'s
//! `frame`, `tick`, `name_decoration`, `player_mark`, `camera`; spec #14091): only a window's
//! game calls them, never the integrated server's thread or a dedicated server. With no hook
//! registered nothing is built.
use super::Game;
use horizon_client::join_seq::JoinList;
use horizon_client::mobs::Mob;
use horizon_client::mobs::anim::BodyPose;
use horizon_hooks::engine;
use horizon_hooks::players::{Frame, Kind, PlayerModel, PlayerModels};
use horizon_hooks::players::{
CameraView, Frame, Gear, Kind, PlayerModel, PlayerModels, SpriteStore, Sprites,
};
use std::sync::Arc;
/// Registers the hooks of the Horizon parts still in this crate (cosmetics: spec #14091 step 5
@@ -49,9 +51,20 @@ fn kind(m: &Mob) -> Option<Kind> {
}
}
/// What `m` wears where a crate may draw: a helmet or head item, a chestplate, a cape or elytra.
pub(super) fn gear(m: &Mob) -> Gear {
let elytra = m.extra.chest.as_deref() == Some("minecraft:elytra");
Gear::new(
m.extra.head.is_some(),
m.extra.chest.is_some() && !elytra,
m.cape.is_some() || elytra,
)
}
fn model(m: &Mob, kind: Kind, uuid: Option<u128>) -> PlayerModel {
let (dx, dz) = (m.position.x - m.previous.x, m.position.z - m.previous.z);
PlayerModel::new(m.id, kind, uuid, m.age, dx * dx + dz * dz > 1e-4)
.looks(gear(m), horizon_client::mobs::trader::is_invisible(m))
}
impl PlayerModels for Models<'_> {
@@ -61,7 +74,7 @@ impl PlayerModels for Models<'_> {
fn for_each(&self, f: &mut dyn FnMut(PlayerModel)) {
if let Some(m) = self.own.as_deref() {
f(model(m, Kind::Own, None));
f(model(m, Kind::Own, Some(self.remote.profile())));
}
for m in self.mobs.iter() {
if let Some(kind) = kind(m) {
@@ -92,6 +105,47 @@ impl PlayerModels for Models<'_> {
}
}
/// Sprite `id`'s place in the atlas's names (`hooks/<hex>`), written into `buf`: no allocation.
fn location(id: u64, buf: &mut [u8; 22]) -> &str {
use std::io::Write;
let mut out = std::io::Cursor::new(&mut buf[..]);
let _ = write!(out, "hooks/{id:x}");
let len = out.position() as usize;
std::str::from_utf8(&buf[..len]).unwrap_or_default()
}
/// The crates' sprites in the GUI atlas, in the skin slots: read while drawing.
struct HookSprites<'a, 'g>(&'a Game<'g>);
impl Sprites for HookSprites<'_, '_> {
fn get(&self, id: u64) -> Option<[f32; 4]> {
let mut buf = [0; 22];
let at = location(id, &mut buf);
let r = self.0.gui.atlas.sprites.get(at)?;
// Kept this frame (`skin_slots.next_frame`).
self.0.skin_downloads.borrow_mut().drawn(at);
Some([r.u0, r.v0, r.u1, r.v1])
}
}
/// Where a crate's frame hook puts its sprites.
struct HookStore<'a, 'g>(&'a mut Game<'g>);
impl SpriteStore for HookStore<'_, '_> {
fn has(&self, id: u64) -> bool {
self.0
.gui
.atlas
.sprites
.contains_key(location(id, &mut [0; 22]))
}
fn put(&mut self, id: u64, rgba: Vec<u8>) {
let at = location(id, &mut [0; 22]).to_owned();
self.0.store_skin(at, rgba);
}
}
impl Game<'_> {
/// Once a frame, before drawing.
pub(super) fn client_hooks_frame(&mut self) {
@@ -104,7 +158,8 @@ impl Game<'_> {
}
self.cosmetics_say();
let connection = self.remote.as_ref().map_or(0, |r| r.session.serial());
engine::frame(&Frame::new(connection));
let frame = Frame::new(connection, self.integrated.is_some());
engine::frame(&frame, &mut HookStore(self));
self.cosmetics_frame();
}
@@ -128,4 +183,68 @@ impl Game<'_> {
remote,
});
}
/// What goes by `m`'s name (`own`: the window's own player), from the hooks.
pub(super) fn hooks_name_marks(&self, m: &Mob, own: bool) -> super::names::Marks {
debug_assert!(
self.serving.is_none(),
"a server thread calls no client hook"
);
let mut marks = super::names::Marks::default();
if !engine::any() {
return marks;
}
let model = match (own, kind(m)) {
(true, _) => model(m, Kind::Own, self.remote.as_ref().map(|r| r.profile())),
(false, Some(kind)) => model(m, kind, self.remote_player_uuid(m.id)),
(false, None) => return marks,
};
if let Some(d) = engine::name_decoration(&model, &HookSprites(self)) {
marks.mark = d.mark;
marks.top = d.top;
marks.style = d.badge.map(|b| {
let [u0, v0, u1, v1] = b.uv;
super::names::TagStyle {
mark: horizon_client::hud::Rect {
u0,
v0,
u1,
v1,
w: 8,
h: 8,
},
line: b.line,
}
});
}
marks
}
/// How far the third-person camera stands back, as a share of the usual distance: a hook's
/// (an emote pulls it back), else 1.
pub(super) fn hooks_camera_distance(&self, partial: f32) -> f32 {
debug_assert!(
self.serving.is_none(),
"a server thread calls no client hook"
);
match &self.player_model {
Some(m) if engine::any() => {
engine::camera(&CameraView::new(m.age as f32 + partial)).map_or(1.0, |c| c.distance)
}
_ => 1.0,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn sprite_locations_fit_the_buffer_and_differ_by_id() {
let mut a = [0; 22];
let mut b = [0; 22];
assert_eq!(location(u64::MAX, &mut a), "hooks/ffffffffffffffff");
assert_eq!(location(10, &mut b), "hooks/a");
}
}
+6 -4
View File
@@ -900,10 +900,12 @@ impl Game<'_> {
let board = &self.score.board;
let objective = board.display_objective(sb::SLOT_LIST);
let up = |id: u128| upside_down.contains(&id);
// Horizon's mark before the names of Horizon players (the cosmetics service's cache).
let horizon = self.horizon_players(players.iter().map(|p| p.uuid));
let horizon_mark = super::cosmetics::MARK;
let marked = |id: u128| horizon.contains(&id).then_some(horizon_mark);
// A hook's mark before a name (Horizon's: they play Horizon).
debug_assert!(
self.serving.is_none(),
"a server thread calls no client hook"
);
let marked = horizon_hooks::engine::player_mark;
let inputs = TabInputs {
players: &players,
board,
+102 -9
View File
@@ -44,14 +44,36 @@ pub trait Hooks: Sync {
/// The game is ending normally: its window closed and the world is saved. Not after a crash.
fn shutdown(&self) {}
/// Once a frame, before drawing. Only a window's game calls it (each splitscreen player in
/// turn, [`seat`]), never the integrated server's thread or a dedicated server.
fn frame(&self, _frame: &players::Frame) {}
/// Once a frame, before drawing: `sprites` takes the pictures the crate's
/// [`players::Sprites`] lacked. Only a window's game calls it (each splitscreen player in
/// turn, [`seat`]), never the integrated server's thread or a dedicated server; so are the
/// player methods below (not [`Hooks::tunnel`]).
fn frame(&self, _frame: &players::Frame, _sprites: &mut dyn players::SpriteStore) {}
/// Once a client tick while a world is shown: the player models in view. Called as
/// [`Hooks::frame`] is.
/// Once a client tick while a world is shown: the player models in view.
fn tick(&self, _models: &mut dyn players::PlayerModels) {}
/// What goes by a player model's name over its head, each frame its name tag is drawn. The
/// first hook that answers is used.
fn name_decoration(
&self,
_model: &players::PlayerModel,
_sprites: &dyn players::Sprites,
) -> Option<players::NameDecoration> {
None
}
/// The mark before the name of the player `uuid` in the player list, each frame it shows.
/// The first hook that answers is used.
fn player_mark(&self, _uuid: u128) -> Option<players::Mark> {
None
}
/// How the camera stands in third person, each frame. The first hook that answers is used.
fn camera(&self, _own: &players::CameraView) -> Option<players::CameraOverride> {
None
}
/// The resolver of `friend:` addresses this crate offers ([`tunnel`]); the first hook that
/// offers one is used. Asked on the network thread when joining and on the game thread when
/// an address is shown, never per frame.
@@ -163,12 +185,30 @@ pub mod engine {
}
/// [`Hooks::frame`].
pub fn frame(frame: &players::Frame) {
pub fn frame(frame: &players::Frame, sprites: &mut dyn players::SpriteStore) {
for hooks in all() {
hooks.frame(frame);
hooks.frame(frame, sprites);
}
}
/// [`Hooks::name_decoration`].
pub fn name_decoration(
model: &players::PlayerModel,
sprites: &dyn players::Sprites,
) -> Option<players::NameDecoration> {
all().iter().find_map(|h| h.name_decoration(model, sprites))
}
/// [`Hooks::player_mark`].
pub fn player_mark(uuid: u128) -> Option<players::Mark> {
all().iter().find_map(|h| h.player_mark(uuid))
}
/// [`Hooks::camera`].
pub fn camera(own: &players::CameraView) -> Option<players::CameraOverride> {
all().iter().find_map(|h| h.camera(own))
}
/// [`Hooks::tick`].
pub fn tick(models: &mut dyn players::PlayerModels) {
for hooks in all() {
@@ -202,11 +242,29 @@ mod tests {
fn published(&self, open: bool) {
self.0.lock().unwrap().push(format!("published {open}"));
}
fn frame(&self, frame: &players::Frame) {
fn frame(&self, frame: &players::Frame, sprites: &mut dyn players::SpriteStore) {
self.0
.lock()
.unwrap()
.push(format!("frame {}", frame.connection));
if !sprites.has(1) {
sprites.put(1, vec![0; 64 * 64 * 4]);
}
}
fn name_decoration(
&self,
model: &players::PlayerModel,
sprites: &dyn players::Sprites,
) -> Option<players::NameDecoration> {
let badge = sprites.get(1).map(|uv| players::Badge::new(uv, 0xFF0000));
(model.kind == players::Kind::Player)
.then(|| players::NameDecoration::new(Some(MARK), badge, Some(2.0)))
}
fn player_mark(&self, uuid: u128) -> Option<players::Mark> {
(uuid == 9).then_some(MARK)
}
fn camera(&self, own: &players::CameraView) -> Option<players::CameraOverride> {
Some(players::CameraOverride::new(own.age / 10.0))
}
fn tick(&self, models: &mut dyn players::PlayerModels) {
let mut ids = Vec::new();
@@ -253,6 +311,25 @@ mod tests {
}
}
const MARK: players::Mark = &[(0, 0, 8, 8, 0xFF00_00FF)];
/// One sprite slot, as the game's atlas has many.
#[derive(Default)]
struct Atlas(Option<(u64, usize)>);
impl players::SpriteStore for Atlas {
fn has(&self, id: u64) -> bool {
self.0.is_some_and(|(i, _)| i == id)
}
fn put(&mut self, id: u64, rgba: Vec<u8>) {
self.0 = Some((id, rgba.len()));
}
}
impl players::Sprites for Atlas {
fn get(&self, id: u64) -> Option<[f32; 4]> {
players::SpriteStore::has(self, id).then_some([0.0, 0.0, 0.5, 0.5])
}
}
/// Implements nothing: the defaults do nothing.
struct Silent;
impl Hooks for Silent {}
@@ -270,7 +347,23 @@ mod tests {
}
engine::shutdown();
assert!(engine::any());
engine::frame(&players::Frame::new(4));
let mut atlas = Atlas::default();
let model = |kind| players::PlayerModel::new(5, kind, Some(9), 0, false);
// Before the frame put the sprite in: the decoration without its badge.
let before = engine::name_decoration(&model(players::Kind::Player), &atlas).unwrap();
assert!(before.badge.is_none() && before.top == Some(2.0));
engine::frame(&players::Frame::new(4, false), &mut atlas);
assert_eq!(atlas.0, Some((1, 64 * 64 * 4)));
let after = engine::name_decoration(&model(players::Kind::Player), &atlas).unwrap();
assert_eq!(
after.badge.map(|b| (b.uv, b.line)),
Some(([0.0, 0.0, 0.5, 0.5], 0xFF0000))
);
assert!(engine::name_decoration(&model(players::Kind::Mannequin), &atlas).is_none());
assert_eq!(engine::player_mark(9), Some(MARK));
assert_eq!(engine::player_mark(8), None);
let camera = engine::camera(&players::CameraView::new(5.0));
assert_eq!(camera.map(|c| c.distance), Some(0.5));
let mut models = Two(Default::default());
engine::tick(&mut models);
assert!(models.body_pose(3).is_some() && models.body_pose(7).is_some());
+126 -6
View File
@@ -1,7 +1,7 @@
//! The players the game shows, as a crate above the engine sees them (Horizon's emotes, spec
//! #14091): [`PlayerModels`] in [`crate::Hooks::tick`], [`Frame`] in [`crate::Hooks::frame`], and
//! [`BodyPose`], a pose laid over a player's body after its vanilla animation. Plain types only:
//! no engine type crosses this line.
//! #14091): [`PlayerModels`] in [`crate::Hooks::tick`], [`Frame`] in [`crate::Hooks::frame`],
//! [`BodyPose`], a pose laid over a player's body after its vanilla animation, what goes by their
//! names, and the crate's [`Sprites`]. Plain types only: no engine type crosses this line.
use std::sync::Arc;
/// The player model's parts a [`BodyPose`] poses, in its order.
@@ -44,12 +44,17 @@ pub struct PlayerModel {
/// Its entity id on this connection ([`PlayerModels::connection`]).
pub id: u32,
pub kind: Kind,
/// The player's UUID as the server gave it; None for the window's own model and mannequins.
/// The player's UUID as the server gave it (the window's own: its profile); None for
/// mannequins.
pub uuid: Option<u128>,
/// Its age in ticks, the clock a [`BodyPose`] is timed on.
pub age: u32,
/// It moved sideways since the last tick (more than 0.01 blocks).
pub moved: bool,
/// What it wears that covers a crate's drawing.
pub gear: Gear,
/// It is drawn invisible (the effect, or a trader's disguise).
pub invisible: bool,
}
impl PlayerModel {
@@ -60,8 +65,37 @@ impl PlayerModel {
uuid,
age,
moved,
gear: Gear::default(),
invisible: false,
}
}
/// With what it wears and whether it is invisible.
pub fn looks(self, gear: Gear, invisible: bool) -> Self {
Self {
gear,
invisible,
..self
}
}
}
/// What a player model wears where a crate may draw.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[non_exhaustive]
pub struct Gear {
/// A helmet or a head item.
pub head: bool,
/// A chestplate (an elytra is on the back).
pub chest: bool,
/// A cape or an elytra.
pub back: bool,
}
impl Gear {
pub fn new(head: bool, chest: bool, back: bool) -> Self {
Self { head, chest, back }
}
}
/// The player models of the world this window shows, once a tick ([`crate::Hooks::tick`]).
@@ -83,10 +117,96 @@ pub trait PlayerModels {
pub struct Frame {
/// As [`PlayerModels::connection`]; 0 with no world.
pub connection: u64,
/// The world is the window's own single-player one: its server names the player by an
/// offline profile.
pub solo: bool,
}
impl Frame {
pub fn new(connection: u64) -> Self {
Self { connection }
pub fn new(connection: u64, solo: bool) -> Self {
Self { connection, solo }
}
}
/// Rectangles drawn before a name: x, y, width, height in text pixels from the name line's top
/// left corner (a pixel left of its background), and `0xAARRGGBB`.
pub type Mark = &'static [(u8, u8, u8, u8, u32)];
/// What a crate draws by a player's name over their head ([`crate::Hooks::name_decoration`]).
#[derive(Clone, Copy, Debug, Default)]
#[non_exhaustive]
pub struct NameDecoration {
/// Before the name.
pub mark: Option<Mark>,
/// After the name, and a line under it.
pub badge: Option<Badge>,
/// How high the crate's drawing on the body gets above the neck, in model pixels: the tag
/// goes up over it.
pub top: Option<f32>,
}
impl NameDecoration {
pub fn new(mark: Option<Mark>, badge: Option<Badge>, top: Option<f32>) -> Self {
Self { mark, badge, top }
}
}
/// A badge after a name: 8 text pixels square, a pixel right of the background.
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct Badge {
/// Its picture: a part of a [`Sprites`] sprite, in atlas coordinates (u0, v0, u1, v1).
pub uv: [f32; 4],
/// The line under the name, `0xRRGGBB`.
pub line: u32,
}
impl Badge {
pub fn new(uv: [f32; 4], line: u32) -> Self {
Self { uv, line }
}
}
/// A crate's pictures in the game's atlas, by ids of its own: 64×64 RGBA each, in the slots skins
/// use (one no frame drew for a while may go). Read while drawing.
pub trait Sprites {
/// Where sprite `id` is (u0, v0, u1, v1), and it is kept this frame. None until
/// [`SpriteStore::put`] put it there.
fn get(&self, id: u64) -> Option<[f32; 4]>;
}
/// Where a crate puts its [`Sprites`], in [`crate::Hooks::frame`].
pub trait SpriteStore {
/// Sprite `id` is in the atlas.
fn has(&self, id: u64) -> bool;
/// Puts sprite `id` in the atlas (64×64 RGBA), if a slot is free.
fn put(&mut self, id: u64, rgba: Vec<u8>);
}
/// The window's own model, as [`crate::Hooks::camera`] sees it.
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct CameraView {
/// Its age in ticks, with the frame's part of a tick.
pub age: f32,
}
impl CameraView {
pub fn new(age: f32) -> Self {
Self { age }
}
}
/// How a crate moves the camera in third person.
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct CameraOverride {
/// How far it stands back, as a share of the usual distance.
pub distance: f32,
}
impl CameraOverride {
pub fn new(distance: f32) -> Self {
Self { distance }
}
}
+4 -2
View File
@@ -47,9 +47,11 @@ pub use horizon_server_files as server_files;
/// in"). The engine's dispatch side is not part of the API.
pub mod hooks {
/// The players the game shows (`horizon_hooks::players`): the views [`Hooks::frame`] and
/// [`Hooks::tick`] get, and the pose a crate lays over a player's body.
/// [`Hooks::tick`] get, the pose a crate lays over a player's body, what goes by their names,
/// the crate's sprites and the camera.
pub use horizon_hooks::players::{
BODY_PARTS, BodyPose, Frame, Kind, PlayerModel, PlayerModels,
BODY_PARTS, Badge, BodyPose, CameraOverride, CameraView, Frame, Gear, Kind, Mark,
NameDecoration, PlayerModel, PlayerModels, SpriteStore, Sprites,
};
pub use horizon_hooks::{Hooks, Started, TooLate, register, seat, tunnel};
}