generated from MrSphay/codex-agent-repository-kit
Fix channel lowpass source shadow
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@@ -25,6 +25,7 @@ The Gitea runner has been used for:
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- Updated the `ExplosionMixin` complex constructor injection descriptor for Minecraft `1.21.1` after a client bootstrap crash showed the old Forge `1.20.1` constructor target no longer exists.
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- Updated `GameRendererBlurMixin` render callback and invoke descriptors for Minecraft `1.21.1` after the next client crash showed `GameRenderer#render` now receives `DeltaTracker, boolean`.
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- Replaced client tick subscriber parameters that used the temporary `compat.TickEvent.ClientTickEvent` placeholder with NeoForge `ClientTickEvent.Post` after mod loading rejected non-Event subscriber parameters.
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- Updated `ChannelLowpassMixin` to shadow `Channel#source` instead of the old obfuscated `f_83642_` field after the sound engine failed to apply the mixin.
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- Fixed runner setup issues:
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- executable `gradlew`
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- tracked `gradle-wrapper.jar`
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@@ -38,6 +39,7 @@ The Gitea runner has been used for:
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| `git diff --check` | PASS after NeoForge `21.1.225` metadata change and `ExplosionMixin` runtime crash fix |
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| `git diff --check` | PASS after `GameRendererBlurMixin` runtime crash fix |
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| `git diff --check` | PASS after client tick subscriber event migration |
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| `git diff --check` | PASS after `ChannelLowpassMixin` source field migration |
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| Gitea decompile workflow | PASS |
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| Gitea build workflow | FAIL, now reaches Java API migration errors |
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@@ -69,6 +71,7 @@ The remaining failures are real Forge-to-NeoForge/API-porting work, not runner s
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5. Retest the client jar after the `ExplosionMixin` descriptor fix; the next crash, if any, should be a later runtime/API issue rather than the bootstrap constructor mismatch.
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6. Retest the client jar after the `GameRendererBlurMixin` descriptor fix; the next crash, if any, should be the next stale mixin/API target.
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7. Retest the client jar after the client tick event migration; the next crash, if any, should be a later mod-loading/runtime issue.
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8. Retest the client jar after the `ChannelLowpassMixin` source field migration; watch for remaining audio mixin/accessor issues.
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## Risks
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@@ -18,7 +18,7 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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public class ChannelLowpassMixin {
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@Shadow
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@Final
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private int f_83642_;
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private int source;
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@Inject(method={"play"}, at={@At(value="HEAD")})
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private void onPlay(CallbackInfo ci) {
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@@ -28,7 +28,7 @@ public class ChannelLowpassMixin {
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SoundEngineAudioQueue.drainNow();
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}
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if (active) {
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SoundEngineAudioQueue.enqueueAudio(() -> LowPassConcussionEffect.attachFilterToSource(this.f_83642_));
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SoundEngineAudioQueue.enqueueAudio(() -> LowPassConcussionEffect.attachFilterToSource(this.source));
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if ("Sound engine".equals(Thread.currentThread().getName())) {
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SoundEngineAudioQueue.drainNow();
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}
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@@ -42,10 +42,10 @@ public class ChannelLowpassMixin {
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@Inject(method={"stop"}, at={@At(value="HEAD")})
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private void onStop(CallbackInfo ci) {
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if (SoundPhysicsCompatibility.isCompatibilityEnabled()) {
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SoundPhysicsCompatibility.onSourceStop(this.f_83642_);
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SoundPhysicsCompatibility.onSourceStop(this.source);
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}
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try {
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SoundEngineAudioQueue.enqueueAudio(() -> LowPassConcussionEffect.detachFilterFromSource(this.f_83642_));
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SoundEngineAudioQueue.enqueueAudio(() -> LowPassConcussionEffect.detachFilterFromSource(this.source));
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if ("Sound engine".equals(Thread.currentThread().getName())) {
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SoundEngineAudioQueue.drainNow();
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}
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