This can lead to a livelock when rendering with shaders after exiting a singleplayer world (3/4 chance of breakage on each exit).
33 lines
1.2 KiB
Java
33 lines
1.2 KiB
Java
//#if MC>=11500
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package com.replaymod.compat.shaders.mixin;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Pseudo;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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@Pseudo
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@Mixin(targets = "net/optifine/render/ChunkVisibility", remap = false)
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public abstract class MixinChunkVisibility {
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@Shadow
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private static int counter;
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/**
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* OF doesn't properly reset the counter when exiting a world.
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* It'll only be reset when getMaxChunkY is called which only happens for
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* SP worlds (i.e. not in a replay or MP).
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* As a result, it may end up in a non-0 state, which will cause isFinished
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* to unconditionally return false, therefore unconditionally setting
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* needsTerrainUpdate to true on each call to WorldRenderer.setupTerrain,
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* therefore unnecessarily consuming resources and live-locking when
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* rendering the shader pass.
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*/
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@Inject(method = "reset", at = @At("HEAD"), remap = false)
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private static void replayModCompat_fixImproperReset(CallbackInfo ci) {
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MixinChunkVisibility.counter = 0;
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}
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}
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//#endif
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