From 5179f975826747290826b6453cc4f1be59899265 Mon Sep 17 00:00:00 2001 From: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com> Date: Mon, 26 Oct 2026 18:01:04 +0100 Subject: [PATCH 1/2] Server packs: show a progress screen while a pushed pack's resources reload The download toast already matched vanilla, but once a server pack was downloaded the whole resource reload ran synchronously on the render thread: the frame froze on "Joining world" for seconds where vanilla's Minecraft.reloadResourcePacks shows a LoadingOverlay with a progress bar. The reload is split like the startup loader: a worker builds the overlay root, models and sprites, the menu bundle and the pack's tables while a progress screen (Preparing resources -> Loading assets -> Loading pack tables -> Applying resources) covers the frame, then the renderer swap and resource application land on the render thread and ServerPacks.reloaded drives the feedback replies, including the recovery reload on failure. The pack screen's own reload reuses the same staged load, so its behaviour is unchanged. Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com> --- crates/horizon-client/src/game.rs | 35 +++- crates/horizon-client/src/game/packs.rs | 152 ++++++++++++++---- .../horizon-client/src/game/server_packs.rs | 105 ++++++++++-- docs/resource-packs.md | 3 +- 4 files changed, 236 insertions(+), 59 deletions(-) diff --git a/crates/horizon-client/src/game.rs b/crates/horizon-client/src/game.rs index 755a00f6f..abaa639eb 100644 --- a/crates/horizon-client/src/game.rs +++ b/crates/horizon-client/src/game.rs @@ -10250,6 +10250,21 @@ impl Game<'_> { } return Ok(false); } + // A server pack's reload covers the frame with its progress + // (`LoadingOverlay`) until `tick_server_packs` applies it. + if let Some(reload) = &self.server_packs.reload { + if let Some(renderer) = &mut self.renderer { + let mut hud = HudBatch::new([renderer.config.width, renderer.config.height]); + horizon_client::level_loading::draw_progress( + &mut hud, + &self.gui.atlas, + reload.progress.line(), + reload.progress.fraction(), + ); + return renderer.render(&loading_frame(&hud)); + } + return Ok(false); + } let Some(size) = self .renderer .as_ref() @@ -12742,7 +12757,6 @@ const NUMERIC_KEYS: [KeyCode; 11] = [ KeyCode::Numpad9, ]; -const STAGES: u32 = 10; const STAGE_LINES: [&str; 10] = [ "Loading menu", "Loading assets", @@ -12758,19 +12772,28 @@ const STAGE_LINES: [&str; 10] = [ /// The background loader's checkpoint, read by the loading screen each frame. #[derive(Clone)] -struct Progress(Arc); +struct Progress { + value: Arc, + lines: &'static [&'static str], +} impl Progress { fn new() -> Self { - Self(Arc::new(AtomicU32::new(0))) + Self::with(&STAGE_LINES) + } + fn with(lines: &'static [&'static str]) -> Self { + Self { + value: Arc::new(AtomicU32::new(0)), + lines, + } } fn set(&self, stage: u32) { - self.0.store(stage, Ordering::Relaxed); + self.value.store(stage, Ordering::Relaxed); } fn fraction(&self) -> f32 { - self.0.load(Ordering::Relaxed) as f32 / (STAGES - 1) as f32 + self.value.load(Ordering::Relaxed) as f32 / (self.lines.len() - 1) as f32 } fn line(&self) -> &'static str { - STAGE_LINES[(self.0.load(Ordering::Relaxed) as usize).min(STAGE_LINES.len() - 1)] + self.lines[(self.value.load(Ordering::Relaxed) as usize).min(self.lines.len() - 1)] } } diff --git a/crates/horizon-client/src/game/packs.rs b/crates/horizon-client/src/game/packs.rs index ee57e9f2b..995ebc8ca 100644 --- a/crates/horizon-client/src/game/packs.rs +++ b/crates/horizon-client/src/game/packs.rs @@ -1,14 +1,23 @@ //! Resource pack selection bound to the game: the pack screen lists, and a //! full resource reload after a change, while playing. -use super::Game; +use super::{ + Game, PackResources, Resources, UiResources, build_renderer, prepare_renderer_textures, +}; use horizon_client::{ + assets::Assets, + gfx::PreparedTextures, hud::HudAtlas, lang, pack_screen::{self, Compat, PackInfo, Source as PackSource}, packs::{self, Pack, Position}, + streaming::WorkerContext, text::{Style, Text}, }; -use std::path::{Path, PathBuf}; +use std::{ + collections::BTreeSet, + path::{Path, PathBuf}, + sync::Arc, +}; /// Where overlay roots are built (beside options.txt). pub fn cache_dir() -> PathBuf { @@ -94,7 +103,7 @@ pub(super) fn pack_infos(vanilla: &Path) -> Vec { infos } impl Game<'_> { - fn vanilla_root(&self) -> PathBuf { + pub(super) fn vanilla_root(&self) -> PathBuf { if self.ui.vanilla_root.as_os_str().is_empty() { self.options.resources.clone() } else { @@ -134,35 +143,36 @@ impl Game<'_> { self.ui.options.resource_error = Some(e.to_string()); } } - /// Reload from the selected packs and the server's. - pub(super) fn reload_selected_packs(&mut self) -> horizon_client::Result<()> { + /// The CPU half of the reload, safe on a worker (`PackReload` runs it): + /// `apply_staged_pack` finishes the GPU half and the swap. + pub(super) fn stage_selected_packs(&mut self) -> horizon_client::Result { let vanilla = self.vanilla_root(); if self.ui.vanilla_root.as_os_str().is_empty() { self.ui.vanilla_root = vanilla.clone(); } - let server = &self.server_packs.active; - let root = startup_root(&vanilla, &self.settings.resource_packs, server)?; - let root = - super::mods::content_root(&root, &self.settings.mods.enabled, &self.options.dev_mods); - self.reload_resources(&root) + stage_pack( + &vanilla, + &self.settings.resource_packs, + &self.server_packs.active, + &self.settings.mods.enabled, + &self.options.dev_mods, + &self.pack.assets, + &self.res, + &self.pack.context, + self.settings.force_unicode, + self.settings.japanese_glyphs, + &super::Progress::new(), + ) } - fn reload_resources(&mut self, root: &Path) -> horizon_client::Result<()> { - let render = std::sync::Arc::new(self.pack.assets.reload(root)?); - let mut atlas = HudAtlas::build_over(root, &self.vanilla_root())?; - atlas.font.uniform = self.settings.force_unicode; - atlas.font.japanese = self.settings.japanese_glyphs; - let gui = super::UiResources { - atlas, - panorama: std::sync::Arc::new(horizon_client::gfx::panorama::Faces::load(root)), - }; - let pack = super::PackResources::load( + /// The render-thread half: the renderer on the new pack's textures, then + /// the swap (`ReloadInstance`'s application listeners). + pub(super) fn apply_staged_pack(&mut self, staged: StagedPack) -> horizon_client::Result<()> { + let StagedPack { root, - self.pack.assets.clone(), - render, - self.res.facts(), - self.pack.context.biomes.clone(), - self.pack.context.light.clone(), - )?; + gui, + pack, + textures, + } = staged; // Keep the working GPU resources, but release its exclusive window surface. if let Some(renderer) = &mut self.renderer { renderer.release_surface(); @@ -170,7 +180,17 @@ impl Game<'_> { let renderer = match self .window .clone() - .map(|window| self.renderer_for(window, &pack, &gui)) + .map(|window| { + build_renderer( + window, + self.options.offscreen, + &pack, + &gui, + self.renderer.as_ref(), + Some(textures), + self.settings.horizon.api, + ) + }) .transpose() { Ok(renderer) => renderer, @@ -186,18 +206,18 @@ impl Game<'_> { } }; // Everything loaded: switch over. - self.waypoint_styles = horizon_client::locator_bar::WaypointStyles::load(root); - self.armor_stand_assets.reload_trims(root); + self.waypoint_styles = horizon_client::locator_bar::WaypointStyles::load(&root); + self.armor_stand_assets.reload_trims(&root); self.random_tick_sections.clear(); self.portals.sections.clear(); - self.options.resources = root.to_path_buf(); + self.options.resources = root.clone(); let context = pack.context.clone(); self.pack = pack; self.gui = gui; // The atlas's sprites moved: the particle engine re-reads every rect // and the packs' sprite sets, or every particle draws a stale region. self.particles - .reload(root, &self.gui.atlas.sprites, &self.gui.atlas.translucent); + .reload(&root, &self.gui.atlas.sprites, &self.gui.atlas.translucent); horizon_client::ui_theme::reset_atlas(); // Villager hats come from the pack's texture metadata (shared data, swapped in place). *self @@ -206,11 +226,11 @@ impl Game<'_> { .villager_hats .write() .unwrap_or_else(std::sync::PoisonError::into_inner) = - horizon_client::mobs::villager_hats::VillagerHats::load(root); - horizon_client::ui::load_metadata(root); - lang::set(lang::Language::load(&[&root.to_path_buf()], &lang::code())); + horizon_client::mobs::villager_hats::VillagerHats::load(&root); + horizon_client::ui::load_metadata(&root); + lang::set(lang::Language::load(&[&root], &lang::code())); self.refresh_remote_language(); - self.audio.reload(root); + self.audio.reload(&root); self.clear_lod(); self.streaming.reload_resources(&mut self.world, context); self.pending_uploads.clear(); @@ -223,4 +243,66 @@ impl Game<'_> { self.ui.chat.rescale(&self.gui.atlas); Ok(()) } + /// `Minecraft.reloadResourcePacks`: the reload staged on the spot, then + /// applied (`PackReload` runs the same two phases across frames). + pub(super) fn reload_selected_packs(&mut self) -> horizon_client::Result<()> { + let staged = self.stage_selected_packs()?; + self.apply_staged_pack(staged) + } +} + +/// The CPU half of `reload_selected_packs` (`PackReload` runs it on a +/// worker; `apply_staged_pack` does the GPU half and the swap): the overlay +/// root, the models and sprites, the menu bundle, the pack's tables and its +/// CPU mip chains. +pub(super) fn stage_pack( + vanilla_root: &Path, + selected: &[String], + server: &[Pack], + mods_enabled: &BTreeSet, + dev_mods: &[PathBuf], + assets: &Arc, + res: &Resources, + context: &WorkerContext, + force_unicode: bool, + japanese: bool, + progress: &super::Progress, +) -> horizon_client::Result { + let root = startup_root(vanilla_root, selected, server)?; + let root = super::mods::content_root(&root, mods_enabled, dev_mods); + progress.set(1); + let render = Arc::new(assets.reload(&root)?); + let mut atlas = HudAtlas::build_over(&root, vanilla_root)?; + atlas.font.uniform = force_unicode; + atlas.font.japanese = japanese; + let gui = UiResources { + atlas, + panorama: Arc::new(horizon_client::gfx::panorama::Faces::load(&root)), + }; + progress.set(2); + let pack = PackResources::load( + &root, + assets.clone(), + render, + res.facts(), + context.biomes.clone(), + context.light.clone(), + )?; + let textures = prepare_renderer_textures(&pack); + progress.set(3); + Ok(StagedPack { + root, + gui, + pack, + textures, + }) +} + +/// Everything a pack reload builds on the CPU (`apply_staged_pack` finishes +/// it on the render thread). +pub(super) struct StagedPack { + pub root: PathBuf, + pub gui: UiResources, + pub pack: PackResources, + pub textures: PreparedTextures, } diff --git a/crates/horizon-client/src/game/server_packs.rs b/crates/horizon-client/src/game/server_packs.rs index 58d25de0e..12b73f4f9 100644 --- a/crates/horizon-client/src/game/server_packs.rs +++ b/crates/horizon-client/src/game/server_packs.rs @@ -3,7 +3,7 @@ //! and `DownloadedPackSource` as `Minecraft` drives it): the prompt, the //! server list's setting, downloads into `downloads/`, and a resource reload //! with the server's packs on top of the player's own. -use super::Game; +use super::{Game, Progress}; use horizon_client::{ Result, confirm_screen::Confirm, @@ -82,6 +82,9 @@ pub(super) struct ServerPackState { pub(super) active: Vec, /// The download batches' notifiers, oldest first. notifiers: Vec, + /// A `tick`-asked reload staged on a worker (`LoadingOverlay`): the + /// frame draws its progress until `tick_server_packs` applies it. + pub(super) reload: Option, } /// `DownloadedPackSource.createDownloadNotifier`: one batch's progress in its /// own `SystemToast`. @@ -191,6 +194,21 @@ fn saves() -> PathBuf { std::env::current_dir().unwrap_or_default().join("saves") } +/// `LoadingOverlay`'s stage lines for a pack reload, indexed by `progress`. +const RELOAD_LINES: [&str; 4] = [ + "Preparing resources", + "Loading assets", + "Loading pack tables", + "Applying resources", +]; +/// A pack reload `ServerPacks::tick` asked for: the CPU half runs on a +/// worker while `progress` feeds the loading screen, then the apply lands +/// on the render thread. +pub(super) struct PackReload { + pub(super) progress: Progress, + handle: std::thread::JoinHandle>, +} + impl Game<'_> { /// `ConnectScreen`: the server's setting decides what its packs do /// (`configureForServerControl`); single player's own server takes them @@ -314,6 +332,7 @@ impl Game<'_> { if self.rest_loader.is_some() || self.world_loader.is_some() { return; } + self.drive_pack_reload(); let finished = self .server_packs .queue @@ -328,13 +347,8 @@ impl Game<'_> { if !tick.download.is_empty() { self.start_pack_downloads(tick.download); } - if let Some(mut load) = tick.reload { - while let Some(recovery) = { - let ok = self.reload_server_packs(&load); - self.server_packs.packs.reloaded(ok) - } { - load = recovery; - } + if let Some(load) = tick.reload { + self.start_pack_reload(&load); } } for (id, status) in self.server_packs.packs.take_replies() { @@ -379,24 +393,83 @@ impl Game<'_> { } } /// `DownloadedPackSource.startReload`: the packs on top of the player's - /// own, then `Minecraft.reloadResourcePacks`. False when a pack has no - /// readable `pack.mcmeta` or the reload failed. - fn reload_server_packs(&mut self, load: &[(u128, PathBuf)]) -> bool { - let packs: Option> = load + /// own, staged on a worker (`Minecraft.reloadResourcePacks` under a + /// `LoadingOverlay`); `drive_pack_reload` applies it. A pack with no + /// readable `pack.mcmeta` fails the reload at once, as `onFailure`. + fn start_pack_reload(&mut self, load: &[(u128, PathBuf)]) { + let server: Option> = load .iter() .map(|(id, path)| packs::server_pack(*id, path)) .collect(); - let Some(packs) = packs else { + let Some(server) = server else { log::warn!("Horizon: invalid pack metadata in a server pack, ignoring all"); - return false; + self.finish_pack_reload(false); + return; }; - self.server_packs.active = packs; - match self.reload_selected_packs() { + self.server_packs.active = server.clone(); + let vanilla = self.vanilla_root(); + if self.ui.vanilla_root.as_os_str().is_empty() { + self.ui.vanilla_root = vanilla.clone(); + } + let (selected, mods, dev_mods) = ( + self.settings.resource_packs.clone(), + self.settings.mods.enabled.clone(), + self.options.dev_mods.clone(), + ); + let (assets, res, context) = ( + self.pack.assets.clone(), + self.res.clone(), + self.pack.context.clone(), + ); + let (unicode, japanese) = (self.settings.force_unicode, self.settings.japanese_glyphs); + let progress = Progress::with(&RELOAD_LINES); + let worker = progress.clone(); + let handle = std::thread::Builder::new() + .name("server-pack-reload".into()) + .spawn(move || { + super::packs::stage_pack( + &vanilla, &selected, &server, &mods, &dev_mods, &assets, &res, &context, + unicode, japanese, &worker, + ) + .map_err(|e| e.to_string()) + }); + match handle { + Ok(handle) => self.server_packs.reload = Some(PackReload { progress, handle }), + Err(e) => { + log::error!("Horizon: could not start the pack reload worker: {e}"); + self.finish_pack_reload(false); + } + } + } + /// `PackReloadConfig.Callbacks`: applies the staged reload once its + /// worker is done; on failure the packs active before reload again. + fn drive_pack_reload(&mut self) { + let Some(reload) = &self.server_packs.reload else { + return; + }; + if !reload.handle.is_finished() { + return; + } + let reload = self.server_packs.reload.take().unwrap(); + let staged = reload + .handle + .join() + .unwrap_or_else(|_| Err("the pack reload worker panicked".into())); + let ok = match staged + .and_then(|staged| self.apply_staged_pack(staged).map_err(|e| e.to_string())) + { Ok(()) => true, Err(e) => { log::warn!("Horizon: server resource pack reload failed: {e}"); false } + }; + self.finish_pack_reload(ok); + } + /// `ServerPacks::reloaded` and the recovery reload it can ask for. + fn finish_pack_reload(&mut self, ok: bool) { + if let Some(recovery) = self.server_packs.packs.reloaded(ok) { + self.start_pack_reload(&recovery); } } diff --git a/docs/resource-packs.md b/docs/resource-packs.md index 783c381dd..69eee3393 100644 --- a/docs/resource-packs.md +++ b/docs/resource-packs.md @@ -33,7 +33,7 @@ harness named checks that loader against vanilla). | Overlays per format | `pack.mcmeta` `overlays` | works | `test_resource_pack_parity` (an overlay for 26.3 applied, an older one not) | | Filters | `pack.mcmeta` `filter` | works | `test_resource_pack_parity` (`packs/pattern.rs` regex subset) | | Folder and zip packs, order, built-in packs | `resourcepacks/` | works | `test_resource_pack_parity`, `test_pack_selection_parity` | -| Server resource packs: the prompt, the server list's Server Resource Packs setting, download (250 MiB, SHA-1, `downloads/` keeps 20), applied on top of the player's packs, removed on leaving | the server's `resource_pack_push`/`_pop` | works, no download toasts | `tools/server_pack_e2e.py` (against vanilla's server and Horizon's), unit tests in `server_packs.rs`; `test_server_resource_pack_parity` for Horizon's server | +| Server resource packs: the prompt, the server list's Server Resource Packs setting, download (250 MiB, SHA-1, `downloads/` keeps 20), download toasts, a progress screen while the packs reload, applied on top of the player's packs, removed on leaving | the server's `resource_pack_push`/`_pop` | works | `tools/server_pack_e2e.py` (against vanilla's server and Horizon's), unit tests in `server_packs.rs`; `test_server_resource_pack_parity` for Horizon's server | | Other namespaces | `assets//` | works | `test_resource_pack_parity` | | Block states: variants, multipart, weights, rotations, uvlock | `blockstates/` | works | `test_blockstate_model_parity`, `test_model_choice_parity`, `test_blockstate_transform_parity` | | Block models: parents, elements, rotations, faces, cullface, tint, shade, light emission, ambient occlusion | `models/block/` | works | `test_model_resolution_parity`, `test_model_baking_parity`, `test_section_mesh_parity` | @@ -84,7 +84,6 @@ shaders, the missing pieces are missing vanilla features too, and each vanilla p | Gap | Size | Where | | --- | --- | --- | | Animation `interpolate` | small | fix PR (`gfx.rs` `animate_sprites`) | -| Server pack download toasts (`download.pack.*`) | small | `game/server_packs.rs` | | GUI scaling `width`/`height`, `stretch_inner`, `tile`, `stretch` | small | next fix PR (`ui.rs`) | | Villager hats | small | [#334](https://github.com/ludovic111/horizon/issues/334) | | `blur`/`clamp` from packs | small | [#335](https://github.com/ludovic111/horizon/issues/335) | From 5589edb118c0a9152c2dabb2ff22bfaf5aae5b3c Mon Sep 17 00:00:00 2001 From: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com> Date: Mon, 26 Oct 2026 18:26:50 +0100 Subject: [PATCH 2/2] Server packs: swallow gameplay input while the reload progress shows The progress overlay only changed drawing: a pack pushed while playing left movement, attack and use live behind it. Input events are now dropped while the staged reload runs (as vanilla's LoadingOverlay does), and start_pack_reload releases held keys and mouse buttons up front so nothing keeps acting across the frame it covers. Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com> --- crates/horizon-client/src/game.rs | 13 +++++++++++++ crates/horizon-client/src/game/server_packs.rs | 7 +++++++ 2 files changed, 20 insertions(+) diff --git a/crates/horizon-client/src/game.rs b/crates/horizon-client/src/game.rs index abaa639eb..e5ab50256 100644 --- a/crates/horizon-client/src/game.rs +++ b/crates/horizon-client/src/game.rs @@ -11314,6 +11314,19 @@ impl ApplicationHandler for Game<'_> { { return; } + // The pack reload's progress overlay takes no input + // (`LoadingOverlay`): `start_pack_reload` released what was held. + if self.server_packs.reload.is_some() + && !matches!( + &event, + WindowEvent::CloseRequested + | WindowEvent::Focused(_) + | WindowEvent::Resized(_) + | WindowEvent::RedrawRequested + ) + { + return; + } if self.pending_save.is_some() { match event { WindowEvent::CloseRequested => { diff --git a/crates/horizon-client/src/game/server_packs.rs b/crates/horizon-client/src/game/server_packs.rs index 12b73f4f9..d0769b894 100644 --- a/crates/horizon-client/src/game/server_packs.rs +++ b/crates/horizon-client/src/game/server_packs.rs @@ -407,6 +407,13 @@ impl Game<'_> { return; }; self.server_packs.active = server.clone(); + // The overlay swallows input until the apply (`LoadingOverlay`): + // release what is held so nothing keeps acting while it covers the + // frame (`KeyMapping.releaseAll` when a screen opens). + self.keys.clear(); + self.physical_keys.clear(); + self.left = false; + self.right = false; let vanilla = self.vanilla_root(); if self.ui.vanilla_root.as_os_str().is_empty() { self.ui.vanilla_root = vanilla.clone();