Phase 11: extract and ship block textures/registry (forge-1_12_2 leaf)
Forge doesn't split client/server jars, so a modded server's own classpath already has every loaded mod's block textures, unused server-side. BlockAssetExtractor reads them via the classloader (best-effort convention match on registry name -> texture filename) plus the numeric-id -> registry- name mapping, and ships both to the backend once per connection via two new wire messages (block_registry, block_textures), fired through a new BackendConnection#setReadyListener callback so the one-time send can't race the async WS handshake. Only forge-1_12_2 wires it up so far; the other two leaves can adopt it later with no protocol change.
This commit is contained in:
@@ -107,6 +107,28 @@ to web viewers is a separate, independent per-server admin setting on the backen
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MCMapper-Backend's README) — a server operator can track positions server-side without exposing
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them publicly, or vice versa.
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### Real block textures (Phase 11)
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Forge doesn't split client/server jars, so a dedicated server's own classpath already has every
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loaded mod's `assets/<modid>/textures/blocks/*.png` (or `textures/block/` on newer conventions),
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sitting there unused server-side. `forge-1_12_2` (this project's primary, most-modded target —
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Enigmatica 2) reads them once at server-starting time via `BlockAssetExtractor`: `Block.REGISTRY`
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gives every block's numeric id + registry name (same source as the existing column/section wire
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encoding), and each block's texture is guessed by a best-effort *convention* match — the registry
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name's path segment tried as a texture filename — not a real blockstate/model JSON resolution
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(that's Phase 12's job; a block whose model doesn't follow the convention is just skipped, no
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worse than before this phase). The registry mapping (`block_registry`) and extracted PNGs
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(`block_textures`, batched 50/message) are sent to the backend once, right after the WS handshake
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completes — via `BackendConnection#setReadyListener`, since `connect()` is async and a naive send
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right after calling it would silently no-op before the handshake lands.
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`forge-1_7_10` and `neoforge-26_1` don't implement extraction yet — `sendBlockRegistry`/
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`sendBlockTextures`/`setReadyListener` live on the shared `BackendConnection` interface (so either
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leaf can adopt them later with no protocol change) but only `forge-1_12_2` calls them so far,
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matching this phase's Enigmatica-2-focused scope. See MCMapper-Backend's README for what the
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backend currently does with this data (short version: stores it; per-server render-time
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resolution is explicitly deferred, documented there).
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## Attribution
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See `THIRD_PARTY_NOTICES.md`.
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@@ -1,5 +1,7 @@
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package com.octoturge.mcmapper.common;
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import com.octoturge.mcmapper.common.protocol.BlockRegistryEntry;
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import com.octoturge.mcmapper.common.protocol.BlockTexture;
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import com.octoturge.mcmapper.common.protocol.DeltaEvent;
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import com.octoturge.mcmapper.common.protocol.LinkRequest;
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import com.octoturge.mcmapper.common.protocol.PlayerPosition;
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@@ -37,6 +39,30 @@ public interface BackendConnection {
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*/
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void sendPlayerPositions(int dimension, List<PlayerPosition> players);
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/**
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* Sends this leaf's numeric-blockId -> registry-name dump (Phase 11) — see {@link
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* BlockRegistryEntry}'s javadoc. Leaves that don't implement Phase 11 texture extraction
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* (see {@link #sendBlockTextures}) can simply never call this; an empty/never-called dump is
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* harmless, not an error, on the backend side.
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*/
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void sendBlockRegistry(List<BlockRegistryEntry> entries);
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/**
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* Sends this leaf's best-effort classloader-extracted block textures (Phase 11) — see {@link
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* BlockTexture}'s javadoc. Implementations should batch calls (many small messages rather
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* than one huge frame) rather than requiring the caller to pre-batch.
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*/
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void sendBlockTextures(List<BlockTexture> textures);
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/**
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* Registers a callback fired every time the connection successfully authenticates (including
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* after an automatic reconnect) — {@code connect()} itself is async (the real handshake
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* completes on a later WS frame), so callers with a one-time "just after connecting" send
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* (see Phase 11's registry/texture dump) need this rather than calling right after {@code
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* connect()}, which would silently no-op (every {@code send*} method is a no-op until ready).
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*/
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void setReadyListener(Runnable onReady);
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/** Registers the callback for web-originated chat messages the backend relays back to us. */
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void setChatListener(ChatListener listener);
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@@ -78,6 +104,18 @@ public interface BackendConnection {
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public void sendPlayerPositions(int dimension, List<PlayerPosition> players) {
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}
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@Override
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public void sendBlockRegistry(List<BlockRegistryEntry> entries) {
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}
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@Override
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public void sendBlockTextures(List<BlockTexture> textures) {
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}
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@Override
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public void setReadyListener(Runnable onReady) {
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}
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@Override
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public void setChatListener(ChatListener listener) {
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}
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@@ -1,6 +1,8 @@
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package com.octoturge.mcmapper.common;
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import com.octoturge.mcmapper.common.json.MiniJson;
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import com.octoturge.mcmapper.common.protocol.BlockRegistryEntry;
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import com.octoturge.mcmapper.common.protocol.BlockTexture;
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import com.octoturge.mcmapper.common.protocol.DeltaEvent;
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import com.octoturge.mcmapper.common.protocol.LinkRequest;
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import com.octoturge.mcmapper.common.protocol.PlayerPosition;
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@@ -35,6 +37,9 @@ import java.util.function.Consumer;
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* api -> mod {"type":"waypoint_share","name":"...","x":..,"y":..,"z":..,"dimension":..,"color":"#RRGGBB","format":"journeymap"|"xaero"}
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*
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* mod -> api {"type":"player_positions","dimension":0,"players":[{"uuid":"...","username":"...","x":..,"y":..,"z":..}]}
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*
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* mod -> api {"type":"block_registry","entries":[{"id":4000,"name":"botania:manapool"}]}
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* mod -> api {"type":"block_textures","textures":[{"name":"botania:manapool","dataBase64":"..."}]}
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* </pre>
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*
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* Phase 3: {@code link_request} is sent by {@code /mcmapper link}; {@code chat} both directions
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@@ -72,6 +77,12 @@ import java.util.function.Consumer;
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* mod-local {@code playerTrackingEnabled} config, which decides whether the mod computes/sends
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* this at all.
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*
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* Phase 11: {@code block_registry}/{@code block_textures} are sent once, shortly after connecting
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* (a world's numeric-id assignments and mod-jar contents don't change without a server restart,
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* which restarts the mod too) — see {@link BlockRegistryEntry}/{@link BlockTexture}'s javadocs.
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* {@link #sendBlockTextures} batches into multiple messages (see {@code BLOCK_TEXTURE_BATCH_SIZE})
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* rather than one huge frame, since a heavily-modded server can have thousands of block textures.
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*
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* This class avoids a third-party JSON/WS library entirely (see {@link SimpleWebSocketClient}
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* and {@link MiniJson}'s javadoc) to keep the mod's classpath free of anything that would need
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* shading through legacy ForgeGradle.
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@@ -90,6 +101,7 @@ public class DefaultBackendConnection implements BackendConnection {
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private String serverToken;
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private volatile ChatListener chatListener;
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private volatile WaypointShareListener waypointShareListener;
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private volatile Runnable readyListener;
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public DefaultBackendConnection(Consumer<String> logInfo, Consumer<String> logWarn) {
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this.logInfo = logInfo;
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@@ -173,6 +185,8 @@ public class DefaultBackendConnection implements BackendConnection {
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if (ok) {
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serverReady = true;
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logInfo.accept("authenticated with backend as server " + obj.get("serverId"));
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Runnable listener = readyListener;
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if (listener != null) listener.run();
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} else {
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serverReady = false;
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logWarn.accept("backend rejected connection: " + obj.get("error"));
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@@ -301,6 +315,48 @@ public class DefaultBackendConnection implements BackendConnection {
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sendRaw("player_positions", msg);
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}
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private static final int BLOCK_TEXTURE_BATCH_SIZE = 50;
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@Override
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public void sendBlockRegistry(List<BlockRegistryEntry> entries) {
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if (entries.isEmpty() || !serverReady) return;
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List<Object> entryList = new ArrayList<>();
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for (BlockRegistryEntry e : entries) {
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Map<String, Object> obj = new LinkedHashMap<>();
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obj.put("id", (double) e.id);
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obj.put("name", e.name);
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entryList.add(obj);
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}
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Map<String, Object> msg = new LinkedHashMap<>();
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msg.put("type", "block_registry");
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msg.put("entries", entryList);
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sendRaw("block_registry", msg);
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}
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@Override
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public void sendBlockTextures(List<BlockTexture> textures) {
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if (textures.isEmpty() || !serverReady) return;
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for (int start = 0; start < textures.size(); start += BLOCK_TEXTURE_BATCH_SIZE) {
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int end = Math.min(start + BLOCK_TEXTURE_BATCH_SIZE, textures.size());
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List<Object> textureList = new ArrayList<>();
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for (BlockTexture t : textures.subList(start, end)) {
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Map<String, Object> obj = new LinkedHashMap<>();
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obj.put("name", t.name);
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obj.put("dataBase64", Base64.getEncoder().encodeToString(t.pngBytes));
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textureList.add(obj);
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}
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Map<String, Object> msg = new LinkedHashMap<>();
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msg.put("type", "block_textures");
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msg.put("textures", textureList);
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sendRaw("block_textures", msg);
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}
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}
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@Override
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public void setReadyListener(Runnable onReady) {
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this.readyListener = onReady;
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}
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@Override
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public void setChatListener(ChatListener listener) {
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this.chatListener = listener;
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@@ -0,0 +1,19 @@
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package com.octoturge.mcmapper.common.protocol;
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/**
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* One entry of a leaf's numeric-blockId -> registry-name dump (Phase 11) — e.g.
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* {@code (4000, "botania:manapool")}. Sent once per connection via {@code
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* BackendConnection#sendBlockRegistry}, since a world's id assignments (and its mod list) are
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* stable for the server's lifetime. Lets the backend eventually resolve the numeric
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* {@code blockId}/{@code blockMeta} already carried by {@link DeltaEvent}/{@link SectionData}
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* into a texture, for blocks {@link BlockTexture} shipped a texture for.
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*/
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public final class BlockRegistryEntry {
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public final int id;
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public final String name;
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public BlockRegistryEntry(int id, String name) {
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this.id = id;
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this.name = name;
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}
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}
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@@ -0,0 +1,20 @@
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package com.octoturge.mcmapper.common.protocol;
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/**
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* One block's texture, extracted by a leaf off its own classloader (Phase 11) — Forge doesn't
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* split client/server jars, so every loaded mod's {@code assets/<modid>/textures/...} is already
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* sitting on a dedicated server's own classpath, just unused server-side. {@code name} is the
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* block's registry name (e.g. {@code "botania:manapool"}, matching {@link
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* BlockRegistryEntry#name}) — a best-effort convention match against the block's own path
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* segment, not a real blockstate/model JSON resolution (that's Phase 12's job), so not every
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* block gets one: a leaf skips extraction rather than guessing when no file matches.
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*/
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public final class BlockTexture {
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public final String name;
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public final byte[] pngBytes;
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public BlockTexture(String name, byte[] pngBytes) {
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this.name = name;
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this.pngBytes = pngBytes;
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}
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}
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@@ -0,0 +1,88 @@
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package com.octoturge.mcmapper.forge1122;
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import com.octoturge.mcmapper.common.protocol.BlockRegistryEntry;
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import com.octoturge.mcmapper.common.protocol.BlockTexture;
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import net.minecraft.block.Block;
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import net.minecraft.util.ResourceLocation;
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import org.apache.logging.log4j.Logger;
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import java.io.ByteArrayOutputStream;
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import java.io.IOException;
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import java.io.InputStream;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* Phase 11: best-effort classloader extraction of block textures + the numeric-id -> registry-
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* name mapping needed to make sense of them on the backend (see {@link BlockRegistryEntry}/
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* {@link BlockTexture}'s javadocs). Forge doesn't split client/server jars, so every loaded mod's
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* texture assets are already sitting on this dedicated server's own classpath — {@code
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* Block.REGISTRY} gives every registered block's numeric id + registry name (same {@code
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* Block.getIdFromBlock} used for the existing column/section wire encoding, see
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* Forge1122ChunkAdapter), and the JVM's own merged mod classloader can load
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* {@code assets/<modid>/textures/blocks/<path>.png} directly with no jar-file bookkeeping.
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*
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* This is a *convention* match (the registry name's path segment as the texture filename), not a
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* real blockstate/model JSON resolution — that's Phase 12's job (see the plan's phase list). A
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* block whose model uses a differently-named/multi-texture layout (most non-cube blocks) simply
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* isn't found here and is skipped — no worse than pre-Phase-11 behavior for that block, just not
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* improved yet.
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*/
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final class BlockAssetExtractor {
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private BlockAssetExtractor() {
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}
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static List<BlockRegistryEntry> extractRegistry() {
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List<BlockRegistryEntry> entries = new ArrayList<>();
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for (Block block : Block.REGISTRY) {
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ResourceLocation name = block.getRegistryName();
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if (name == null) continue;
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entries.add(new BlockRegistryEntry(Block.getIdFromBlock(block), name.toString()));
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}
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return entries;
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}
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static List<BlockTexture> extractTextures(Logger logger) {
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ClassLoader classLoader = BlockAssetExtractor.class.getClassLoader();
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List<BlockTexture> textures = new ArrayList<>();
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int attempted = 0;
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for (Block block : Block.REGISTRY) {
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ResourceLocation name = block.getRegistryName();
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if (name == null) continue;
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attempted++;
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// ResourceLocation's domain/path accessor name varies by MCP mapping version (e.g.
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// getResourceDomain/getResourcePath vs. getNamespace/getPath) — toString()'s
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// "modid:path" shape is stable across all of them, so split on that instead.
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String full = name.toString();
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int colon = full.indexOf(':');
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String modid = colon >= 0 ? full.substring(0, colon) : full;
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String path = colon >= 0 ? full.substring(colon + 1) : full;
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byte[] png = readTexture(classLoader, modid, path);
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if (png != null) textures.add(new BlockTexture(full, png));
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}
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logger.info("MCMapper (1.12.2 leaf) extracted " + textures.size() + "/" + attempted
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+ " block textures for Phase 11 texture-averaged rendering (best-effort convention match)");
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return textures;
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}
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private static byte[] readTexture(ClassLoader classLoader, String modid, String path) {
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// 1.12.2 uses textures/blocks/ (plural) — see the backend's block_names.rs doc comment
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// for the 1.13+ textures/block/ rename, tried second in case a mod ships modern-style paths.
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byte[] png = readResource(classLoader, "assets/" + modid + "/textures/blocks/" + path + ".png");
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if (png != null) return png;
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return readResource(classLoader, "assets/" + modid + "/textures/block/" + path + ".png");
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}
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private static byte[] readResource(ClassLoader classLoader, String resourcePath) {
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try (InputStream in = classLoader.getResourceAsStream(resourcePath)) {
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if (in == null) return null;
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ByteArrayOutputStream out = new ByteArrayOutputStream();
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byte[] buf = new byte[4096];
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int n;
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while ((n = in.read(buf)) != -1) out.write(buf, 0, n);
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return out.toByteArray();
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} catch (IOException e) {
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return null;
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}
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}
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}
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@@ -4,6 +4,8 @@ import com.octoturge.mcmapper.common.ChunkAdapter;
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import com.octoturge.mcmapper.common.DefaultBackendConnection;
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import com.octoturge.mcmapper.common.ReconciliationScheduler;
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import com.octoturge.mcmapper.common.config.MapperConfig;
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import com.octoturge.mcmapper.common.protocol.BlockRegistryEntry;
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import com.octoturge.mcmapper.common.protocol.BlockTexture;
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import com.octoturge.mcmapper.common.protocol.DeltaEvent;
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import com.octoturge.mcmapper.common.protocol.PlayerPosition;
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import com.octoturge.mcmapper.common.protocol.SectionData;
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@@ -102,6 +104,21 @@ public class MCMapperMod {
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mcServer = event.getServer();
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connection = new DefaultBackendConnection(LOGGER::info, LOGGER::warn);
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// Phase 11: extracted once, synchronously, here — Block.REGISTRY is already fully
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// populated by server-starting time (all mod block registration happens during loading,
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// well before this event fires), and it's a pure classpath read (no network), so this
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// doesn't meaningfully delay startup even on a heavily-modded pack. Sent via the ready
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// listener below rather than right after connect() (which is async — see
|
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// BackendConnection#setReadyListener's javadoc for why a naive immediate send would
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// silently no-op).
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List<BlockRegistryEntry> blockRegistry = BlockAssetExtractor.extractRegistry();
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List<BlockTexture> blockTextures = BlockAssetExtractor.extractTextures(LOGGER);
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connection.setReadyListener(() -> {
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connection.sendBlockRegistry(blockRegistry);
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connection.sendBlockTextures(blockTextures);
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});
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connection.connect(config.backendUrl, config.serverToken);
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LOGGER.info("MCMapper (1.12.2 leaf) connecting to " + config.backendUrl);
|
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Reference in New Issue
Block a user