Stutter fix (root cause):
- 0.4.7 made the GPU upload a memcpy, but toRgba() in JavaCvBackend was
still doing BufferedImage.getRGB() + a per-pixel ARGB->RGBA loop. That
loop ran 20-50ms per 1080p frame on the decode thread. When it slipped
behind real-time, the audio buffer drained, backpressure vanished,
the decoder burst-fired catch-up frames into the single-slot
AtomicReference (dropping 11 of 12 for ~0.5s of buffer), then blocked
again on the next audio refill -- exactly the periodic stutter the
user reported.
- Force the grabber to output AV_PIX_FMT_RGBA (=26) via setPixelFormat.
Now frame.image[0] is already a ByteBuffer of RGBA bytes; we just
copy it into a fresh direct buffer and hand it to the upload path.
The colorspace conversion happens inside swscale (native SIMD) at
<1ms per frame, so the decoder consistently keeps real-time pace and
the audio backpressure stays smooth.
- Removed Java2DFrameConverter / BufferedImage usage entirely.
Defensive delete fix (potential crash on anchor delete):
- Entry.close() now calls TextureManager.release(id) before closing the
texture itself. Without this, a RenderType cached by Identifier could
still try to bind the dead GL handle on the next frame and crash the
render thread. The crash report the user reported couldn't be located
(no crash-reports/ folder) so this is the most plausible suspect from
reading the code; full diagnosis still pending the tail of latest.log.
- Replace per-pixel RGBA->ABGR loop in Entry.upload() with a single
MemoryUtil.memCopy() into NativeImage's native buffer. The two layouts
are identical when viewed as little-endian bytes, so no swap is needed.
Cuts 1080p upload time from a ~2M-iter Java loop to one native memcpy.
- Move the frame-pump tick from 20Hz client tick (END_CLIENT_TICK) to
per-render-frame (LevelRenderEvents.START_MAIN). At 60+fps display vs
24fps source, this removes the worst stutter window where a decoded
frame waited up to 50ms for the next tick. Distance-gain math stays on
20Hz where it's plenty.
- Bump version 0.4.6 -> 0.4.7 in gradle.properties and README.
- new: config/video_player.json on first server start. Field preload_urls
is a list of HTTP(S) URLs (≤256 chars each) that the server broadcasts
via PreloadPayload to every player when they finish joining, so common
videos are warmed into each client's video_player_cache/ before they
ever play. Reuses the same PreloadPayload + VideoCache path as
/videopreload, so chat feedback ("[videopreload] 완료") still applies.
- config is loaded once at mod init; invalid entries are dropped with a
WARN line. Edit + restart server to apply changes.
- audio: distance attenuation now uses the panel center (width/2, height/2
offset from the anchor along the renderer's right/up axes) instead of the
anchor block corner, so a 4x4 panel sounds like it's coming from the
middle of the screen and not the bottom-left.
- preload: each client now posts a chat line on start / completion / failure
/ cache-hit, so a command-block sequence like /videopreload -> /videoplace
can be timed against the visible "[videopreload] 완료" message.
- safety: VideoPlayback.tick() verifies the anchor BE still exists at each
active position and forcibly stops playback if it doesn't — covers any
edge case where BLOCK_ENTITY_UNLOAD doesn't fire.
- /videopreload feedback now explicitly states "완료 알림 후 재생하세요".
- fix: stop playback when anchor block entity unloads (BLOCK_ENTITY_UNLOAD)
so deleting a video while audio is playing actually silences it.
- fix: force-stop SourceDataLine and grabber from outside the worker thread
so a blocked line.write() / grab() unblocks immediately on close.
- perf: tune FFmpeg streaming options (buffer_size, probesize, analyzeduration,
max_delay, fflags=+genpts, reconnect_delay_max) and pre-size audio line buffer
to ~0.5s to smooth out mid-stream stutter.
- feat: /videopreload <url> broadcasts a S2C PreloadPayload to all clients;
each client downloads the URL to <gameDir>/video_player_cache/<sha256> and
subsequent playback reads from the local file instead of streaming.
Gated by COMMANDS_GAMEMASTER (op level 2), so command blocks can invoke it.
Three fixes for v0.4.1:
1. Video stick item rendered as missing-texture because 26.1.2 requires the
new client_item descriptor at assets/<mod>/items/<name>.json. Add it; the
existing models/item/video_stick.json is kept as the underlying model.
2. Quad placement now anchors the local (0,0) corner at the bottom-left of
the wall face the player clicked, so the clicked block is the BL and the
video grows up & right. Previously it was centered on the anchor.
3. EAST/WEST face rotations were swapped, which placed the quad on the far
side of the air block (~1 block away from the wall) instead of flush.
Derived the correct rotations from first principles:
EAST = Axis.YP +90° (local +Z → world +X, +X → -Z = north)
WEST = Axis.YP -90° (local +Z → world -X, +X → +Z = south)
NORTH/SOUTH/UP/DOWN math re-verified — those were already correct.
The anchor block becomes invisible and non-collidable; it exists only as a
BlockEntity host in the air block adjacent to the clicked wall. The renderer
now translates and rotates the textured quad so it sits flush against the
surface of the wall the user actually clicked, on any of the six faces.
Stick interaction:
right-click face → place anchor at hit.relative(face), facing=face, open GUI
right-click face with anchor already there → reopen the GUI
sneak + left-click face with stick → delete the anchor on that face
The anchor's selection outline / collision / occlusion are all empty, so the
player can target the wall block behind it without interference.
JavaCV / streaming polish:
- Bump missing-JavaCV log to WARN so users notice when the runtime jar is
not installed (previously buried at INFO).
- Add HTTP resilience options: `timeout`, `reconnect`, `reconnect_streamed`,
`reconnect_at_eof`, and a `user_agent` so picky servers don't 403 us.
setVolume/Mute previously stored gain without affecting audible output: the
backend only called grabImage() and never opened an audio sink. Switch to
grab() (interleaved video+audio frames), force AV_SAMPLE_FMT_S16 on the
grabber so samples are always interleaved signed 16-bit PCM, open a matching
JavaSound SourceDataLine and write scaled samples per-frame. gain is read
on every block so /videoMute, GUI Mute and the per-tick distance attenuation
now take effect immediately. SourceDataLine.write blocking provides natural
A/V pacing, so the legacy 15ms sleep is dropped when an audio line is open;
sleep is retained as a 60fps cap when there is no audio device.
bump version to 0.3.1.
VideoPlayback now allocates a DynamicTexture per active anchor under a unique
Identifier (registered on Minecraft.getTextureManager()) and pumps RGBA frames
into it via NativeImage.setPixelABGR + DynamicTexture.upload() during the
client tick. Until the backend (JavaCV) produces a first frame, the texture
shows a dark gray placeholder with a thin border so the anchor screen is
visibly present.
VideoAnchorRenderer.submit() now uses SubmitNodeCollector.submitCustomGeometry
with RenderTypes.entityCutout(textureId), drawing a two-sided width×height
quad oriented by Direction.toYRot() + Axis.YP.rotationDegrees. Vertex
attributes use the new VertexConsumer fluent API (addVertex(Matrix4f, ...)
.setColor.setUv.setOverlay(NO_OVERLAY).setLight.setNormal).
JavaCvBackend / WatermediaBackend / WatermediaProbe / VideoBackend are
unchanged — JavaCV is referenced entirely via reflection so the mod jar
remains loadable when the bytedeco classifier jars aren't on the runtime
classpath, in which case the anchor renders its placeholder surface.
- Block/BE/Item: BaseEntityBlock + useItemOn(InteractionResult), useOn(UseOnContext),
setChanged(), loadAdditional(ValueInput) / saveAdditional(ValueOutput) with
getStringOr/getIntOr/getBooleanOr/getFloatOr defaults
- Registries: BuiltInRegistries + ResourceKey + Properties.setId(ResourceKey)
- Networking: CustomPacketPayload.Type + StreamCodec.composite + RegistryFriendlyByteBuf
(note: clientboundPlay/serverboundPlay names in fabric-networking-api-v1 6.3.1)
- Commands: Commands.literal/argument, CommandSourceStack.sendSuccess/sendFailure,
PermissionSet.hasPermission(Permissions.COMMANDS_GAMEMASTER) (level-2 equivalent)
- Client GUI: EditBox / Button / Checkbox / AbstractSliderButton + addRenderableWidget
(no render override; widgets render themselves under the new pipeline)
- Renderer: rewritten as stub against new BlockEntityRenderer<T, S extends BlockEntityRenderState>
pattern (createRenderState / extractRenderState / submit). Stub does not draw a quad yet
— frame upload and dynamic texture surface deferred until Watermedia/JavaCV are
re-audited for Java 25
- Playback: stripped to bookkeeping-only stub (tracks active anchors, no frame pump)
- Client entrypoint: ClientTickEvents.END_LEVEL_TICK (was END_WORLD_TICK), Minecraft.level,
LocalPlayer, Vec3, InteractionResult
./gradlew build passes against MC 26.1.2 + Fabric Loader 0.19.2 + fabric-api 0.149.0+26.1.2.
Block placement, anchor BE, payloads, commands, and GUI are functional; the anchor renders
as the plain block until the new render-state pipeline is wired with a texture.