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.
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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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