Files
RustNotMC/game-fork/src-overlay/net/rustnotmc/client/RsxBootstrap.java
T
sasheg dev c0db40f624 Контекст OpenGL и честный счетчик кадров
Пункт ноль плана: клиент теперь просит контекст 3.3 в режиме
совместимости, а не тот, что выпадал по умолчанию.

Зачем: дальний вид будет писаться шейдером GLSL 330, и контекст должен
гарантированно быть не ниже 3.3. В профиле совместимости работают и
шейдеры игры (#version 120, их 34 штуки), и наши 330-е. LWJGL 2.9.4 выше
3.3 контекст не заказывает - ограничение в его конструкторе, а не в
драйвере. Драйвер при этом дает 4.6, и расширение GL_EXT_gpu_shader4,
которое просит FXAA-шейдер игры, в этом контексте на месте.

Замер кадров теперь пишется в лог каждую секунду: средний, медиана,
1% и 0.1% low. Одного среднего мало: клиент, который идет со 60
кадрами и дважды в секунду проваливается в 10, в среднем остается 60 и
ощущается как slideshow. Медленные кадры - это то, что чувствует
игрок, поэтому окно держит все времена кадров и говорит про хвост.

Среднее и процентили видны и в HUD, так что их не надо вылавливать из
скриншотов.

Замер: 307 fps | med 2.9 ms | 1% 6.0 ms | 0.1% 18.1 ms.
2026-10-20 21:21:19 +03:00

271 lines
9.8 KiB
Java

package net.rustnotmc.client;
import java.io.File;
import java.util.List;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.GlStateManager;
import net.rustnotmc.api.client.ClientHost;
import net.rustnotmc.api.hud.HudLayout;
import net.rustnotmc.loader.Log;
import net.rustnotmc.loader.ModContainer;
import net.rustnotmc.loader.ModLoader;
/**
* Where the client and the mod loader meet.
*
* The loader is a library, not an agent. The game calls in at three points:
* once during startup, once per game tick and once per frame. Everything a mod
* does hangs off those three calls, so the loader never has to know how a game
* loop is shaped.
*
* Every entry point is wrapped. A mod that throws must not be able to take the
* client down with it, and a loader that cannot start must not stop the game
* from being a game.
*
* This file lives in game-fork/src-overlay because src is regenerated from the
* vanilla jar on every build and anything written there is lost.
*/
public final class RsxBootstrap {
private static ModLoader loader;
private static RsxHudSurface surface;
private static RsxClientServices client;
private static boolean broken;
private static boolean frameFailed;
private static boolean tickFailed;
private RsxBootstrap() {
}
/** True once mods have been discovered and enabled. */
public static boolean ready() {
return loader != null && !broken;
}
public static ModLoader loader() {
return loader;
}
public static int loadedMods() {
return loader == null ? 0 : loader.count();
}
/**
* Discovers and enables mods. Called once, after the client has a display,
* a font and a resource manager, so a mod may touch any of them.
*/
public static synchronized void start(Minecraft minecraft) {
if (loader != null || broken) {
return;
}
try {
// the client API goes up before any mod runs, so onConstruct can use
// it: a mod registers commands and reads the screen there
client = new RsxClientServices(minecraft);
ClientHost.install(client);
File directory = new File(minecraft.gameDir, "mods");
loader = new ModLoader(directory);
int found = loader.discover();
Log.info("RustNotMC: scanning " + directory + ", " + found + " mod jar(s)");
if (!loader.resolve()) {
reportProblems();
broken = true;
loader = null;
return;
}
loader.loadAll();
surface = new RsxHudSurface(minecraft);
reportProblems();
if (loader.count() == 0) {
Log.info("RustNotMC: no mods loaded");
return;
}
StringBuilder line = new StringBuilder("RustNotMC: loaded ");
List<ModContainer> mods = loader.mods();
for (int i = 0; i < mods.size(); i++) {
if (i > 0) {
line.append(", ");
}
ModContainer mod = mods.get(i);
line.append(mod.id()).append(' ').append(mod.version());
}
Log.info(line.toString());
} catch (Throwable throwable) {
broken = true;
loader = null;
Log.error("RustNotMC: mod loader failed to start", throwable);
}
}
/**
* Offers a typed chat line to the mod commands.
*
* Called from the point where a line leaves the client. Returns true when a
* CLIENT scoped command carried it out and the line must not be sent on.
* SERVER and BOTH commands return false on purpose: the server is the one
* that has to see them and decide.
*/
public static boolean handleChatCommand(String line) {
if (client == null || !ClientHost.present()) {
return false;
}
return client.dispatchCommand(line, localName());
}
private static String localName() {
Minecraft mc = Minecraft.getMinecraft();
if (mc != null && mc.getSession() != null) {
return mc.getSession().getUsername();
}
return "local";
}
private static void reportProblems() {
List<String> problems = loader.problems();
for (int i = 0; i < problems.size(); i++) {
Log.error("RustNotMC: " + problems.get(i));
}
}
/**
* Writes down what OpenGL we ended up with.
*
* The far view is written against a modern context, and the first thing to
* ask when it draws nothing is what the driver actually gave us.
*/
public static void logGl() {
try {
Log.info("OpenGL " + org.lwjgl.opengl.GL11.glGetString(
org.lwjgl.opengl.GL11.GL_VERSION)
+ " | " + org.lwjgl.opengl.GL11.glGetString(
org.lwjgl.opengl.GL11.GL_RENDERER)
+ " | " + org.lwjgl.opengl.GL11.glGetString(
org.lwjgl.opengl.GL11.GL_VENDOR));
// The game's own FXAA shader asks for an extension that modern
// drivers no longer hand out. It is worth knowing whether it is
// there before a player turns the effect on and the game falls
// over.
String extensions = org.lwjgl.opengl.GL11.glGetString(
org.lwjgl.opengl.GL11.GL_EXTENSIONS);
Log.info("OpenGL EXT_gpu_shader4: "
+ (extensions != null && extensions.contains("GL_EXT_gpu_shader4")));
} catch (Throwable throwable) {
Log.error("RustNotMC: could not read the OpenGL version", throwable);
}
}
/**
* Runs one game tick of mod work.
*
* Called from inside the client's tick loop, next to its own tick, so a mod
* sees the same twenty steps per second the game does. Driving this from
* the frame loop instead would hand a mod as many ticks as the machine can
* draw: at 200 fps a mod would run its timers seven times too fast, and any
* mod that counts ticks would disagree with the world it is drawn over.
*/
public static synchronized void clientTick() {
// the connection is pumped from here, not from the screen that started
// it. A handshake that only runs while a screen is up is a handshake
// that the player can break by moving the window.
net.rustnotmc.client.net.RsxNetworkManager.pump();
if (loader == null || broken || tickFailed) {
return;
}
try {
loader.tick();
if (client != null) {
client.advanceTick();
}
} catch (Throwable throwable) {
tickFailed = true;
Log.error("RustNotMC: mod tick failed, disabling mod ticks", throwable);
}
}
/**
* Counts the frame and draws registered overlays.
*
* Called once per frame after the game has presented its own framebuffer and
* unwound its matrices, so the overlay sets up its own projection and leaves
* the state it did not set alone.
*/
public static void renderFrame(Minecraft minecraft) {
RsxFrameStats.frame();
if (client != null) {
client.advanceFrame();
}
drawOverlay(minecraft);
}
/**
* Draws the overlays on top of the world loading screen.
*
* The loading screen is the one place that does not go through the frame
* tail. While terrain is generated it draws into a framebuffer of its own,
* blits that to the window and presents it itself, up to ten times a second,
* straight from the thread doing the generating. Anything drawn from the
* frame hook is wiped by the next of those presents, which is why an overlay
* used to vanish for the whole load and come back afterwards in the world.
*/
public static void renderLoadingScreen(Minecraft minecraft) {
drawOverlay(minecraft);
}
private static void drawOverlay(Minecraft minecraft) {
if (loader == null || surface == null || !surface.available()) {
return;
}
if (frameFailed) {
return;
}
try {
ScaledResolution scaled = new ScaledResolution(minecraft);
int width = scaled.getScaledWidth();
int height = scaled.getScaledHeight();
if (width <= 0 || height <= 0) {
return;
}
// the overlay draws in flat screen space, so depth would fight it
// and the blend state has to be ours for the duration
GlStateManager.disableDepth();
GlStateManager.pushMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, width, height, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(
GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA,
GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ZERO);
try {
HudLayout.render(surface);
} finally {
GlStateManager.disableBlend();
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
} catch (Throwable throwable) {
// one bad frame is a bug worth seeing, but it must not become a
// per-frame stack trace or a dead client
frameFailed = true;
Log.error("RustNotMC: overlay rendering failed, disabling overlays", throwable);
}
}
}