Split up the configs to make it easier to understand

This commit is contained in:
James Seibel
2021-09-01 21:39:02 -05:00
parent d19abaef7b
commit a1aa90cccb
13 changed files with 230 additions and 163 deletions
@@ -0,0 +1,440 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.config;
import java.nio.file.Path;
import java.nio.file.Paths;
import org.apache.commons.lang3.tuple.Pair;
import org.apache.logging.log4j.LogManager;
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.enums.DebugMode;
import com.seibel.lod.enums.DistanceCalculatorType;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.ShadingMode;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
/**
* This handles any configuration the user has access to.
*
* @author James Seibel
* @version 9-1-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
{
public static class Client
{
public final Graphics graphics;
public final WorldGenerator worldGenerator;
public final Threading threading;
public final Debugging debugging;
public final Buffers buffers;
public Client(ForgeConfigSpec.Builder builder)
{
builder.push("client");
{
graphics = new Graphics(builder);
worldGenerator = new WorldGenerator(builder);
threading = new Threading(builder);
debugging = new Debugging(builder);
buffers = new Buffers(builder);
}
builder.pop();
}
}
//================//
// Client Configs //
//================//
public static class Graphics
{
public ForgeConfigSpec.BooleanValue drawLODs;
public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public ForgeConfigSpec.EnumValue<LodDetail> maxDrawDetail;
public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
public ForgeConfigSpec.IntValue lodQuality;
public ForgeConfigSpec.IntValue lodChunkRenderDistance;
public ForgeConfigSpec.DoubleValue brightnessMultiplier;
public ForgeConfigSpec.DoubleValue saturationMultiplier;
Graphics(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
drawLODs = builder
.comment("\n\n"
+ " If false LODs will not be drawn, \n"
+ " however they will still be generated \n"
+ " and saved to file for later use. \n")
.define("drawLODs", true);
fogDistance = builder
.comment("\n\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
+ " set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n")
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
fogDrawOverride = builder
.comment("\n\n"
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING.toString() + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ". \n"
+ " " + FogDrawOverride.NEVER_DRAW_FOG.toString() + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST.toString() + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
.defineEnum("fogDrawOverride", FogDrawOverride.USE_OPTIFINE_FOG_SETTING);
lodTemplate = builder
.comment("\n\n"
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC.toString() + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC.toString() + ": LOD Chunks smoothly transition between other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n")
.defineEnum("lodTemplate", LodTemplate.CUBIC);
maxDrawDetail = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be drawn at? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodDrawQuality", LodDetail.FULL);
lodQuality = builder
.comment("\n\n"
+ " this value is multiplied by 128 and determine \n"
+ " how much the quality decrease over distance \n")
.defineInRange("lodQuality", 1, 1, 4);
lodChunkRenderDistance = builder
.comment("\n\n"
+ " This is the render distance of the mod \n")
.defineInRange("lodChunkRenderDistane", 64, 32, 512);
shadingMode = builder
.comment("\n\n"
+ " What kind of shading should the LODs have? \n"
+ " \n"
+ " " + ShadingMode.NONE.toString() + " \n"
+ " " + "LODs will have the same lighting on every side. \n"
+ " " + "Can make large similarly colored areas hard to differentiate. \n"
+ "\n"
+ " " + ShadingMode.DARKEN_SIDES.toString() + " \n"
+ " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
.defineEnum("lightingMode", ShadingMode.DARKEN_SIDES);
brightnessMultiplier = builder
.comment("\n\n"
+ " Change how bright LOD colors are. \n"
+ " 0 = black \n"
+ " 1 = normal color value \n"
+ " 2 = washed out colors \n")
.defineInRange("brightnessMultiplier", 1.0, 0, 2);
saturationMultiplier = builder
.comment("\n\n"
+ " Change how saturated LOD colors are. \n"
+ " 0 = black and white \n"
+ " 1 = normal saturation \n"
+ " 2 = very saturated \n")
.defineInRange("saturationMultiplier", 1.0, 0, 2);
builder.pop();
}
}
public static class WorldGenerator
{
public ForgeConfigSpec.EnumValue<LodDetail> maxGenerationDetail;
public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
public ForgeConfigSpec.EnumValue<DistanceCalculatorType> lodDistanceCalculatorType;
WorldGenerator(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
maxGenerationDetail = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be generated at? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodGenerationQuality", LodDetail.HALF);
lodDistanceCalculatorType = builder
.comment("\n\n"
+ " " + DistanceCalculatorType.LINEAR + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " linearly to the distance of the player \n"
+ "\n"
+ " " + DistanceCalculatorType.QUADRATIC + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " quadratically to the distance of the player \n"
+ "\n"
+ " " + DistanceCalculatorType.RENDER_DEPENDANT + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " quadratically to the distance of the player \n")
.defineEnum("lodDistanceComputation", DistanceCalculatorType.LINEAR);
distanceGenerationMode = builder
.comment("\n\n"
+ " Note: The times listed here are the amount of time it took \n"
+ " the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
+ " " + DistanceGenerationMode.NONE.toString() + " \n"
+ " Don't run the distance generator. \n"
+ " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n"
+ " Only generate the biomes and use biome \n"
+ " grass/foliage color, water color, or snow color \n"
+ " to generate the color. \n"
+ " Doesn't generate height, everything is shown at sea level. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT.toString() + " \n"
+ " Same as BIOME_ONLY, except instead \n"
+ " of always using sea level as the LOD height \n"
+ " different biome types (mountain, ocean, forest, etc.) \n"
+ " use predetermined heights to simulate having height data. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SURFACE.toString() + " \n"
+ " Generate the world surface, \n"
+ " this does NOT include caves, trees, \n"
+ " or structures. \n"
+ " Multithreaded - Faster (10-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.FEATURES.toString() + " \n"
+ " Generate everything except structures. \n"
+ " WARNING: This may cause world generation bugs or instability! \n"
+ " Multithreaded - Fast (15-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SERVER.toString() + " \n"
+ " Ask the server to generate/load each chunk. \n"
+ " This is the most compatible, but causes server/simulation lag. \n"
+ " This will also show player made structures if you \n"
+ " are adding the mod to a pre-existing world. \n"
+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
allowUnstableFeatureGeneration = builder
.comment("\n\n"
+ " When using the " + DistanceGenerationMode.FEATURES.toString() + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
.define("allowUnstableFeatureGeneration", false);
builder.pop();
}
}
public static class Threading
{
public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
public ForgeConfigSpec.IntValue numberOfBufferBuilderThreads;
Threading(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName());
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ " This is how many threads are used when generating LODs outside \n"
+ " the normal render distance. \n"
+ " If you experience stuttering when generating distant LODs, decrease \n"
+ " this number. If you want to increase LOD generation speed, \n"
+ " increase this number. \n"
+ " \n"
+ " The maximum value is the number of processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
numberOfBufferBuilderThreads = builder
.comment("\n\n"
+ " This is how many threads are used when building vertex buffers \n"
+ " (The things sent to your GPU to draw the LODs). \n"
+ " If you experience high CPU useage when NOT generating distant \n"
+ " LODs, lower this number. \n"
+ " \n"
+ " The maximum value is the number of processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfBufferBuilderThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
builder.pop();
}
}
public static class Debugging
{
public ForgeConfigSpec.EnumValue<DebugMode> debugMode;
public ForgeConfigSpec.BooleanValue enableDebugKeybinding;
Debugging(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings can be used by to look for bugs, or see how certain parts of the mod are working.").push(this.getClass().getSimpleName());
debugMode = builder
.comment("\n\n"
+ " " + DebugMode.OFF.toString() + ": LODs will draw with their normal colors. \n"
+ " " + DebugMode.SHOW_DETAIL.toString() + ": LOD colors will be based on their detail. \n"
+ " " + DebugMode.SHOW_DETAIL_WIREFRAME.toString() + ": LOD colors will be based on their detail, drawn with wireframe. \n")
.defineEnum("debugMode", DebugMode.OFF);
enableDebugKeybinding = builder
.comment("\n\n"
+ " If true the F4 key can be used to cycle through the different debug modes. \n")
.define("enableDebugKeybinding", false);
builder.pop();
}
}
public static class Buffers
{
public ForgeConfigSpec.IntValue bufferRebuildPlayerMoveTimeout;
public ForgeConfigSpec.IntValue bufferRebuildChunkChangeTimeout;
public ForgeConfigSpec.IntValue bufferRebuildLodChangeTimeout;
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName());
bufferRebuildPlayerMoveTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the player moves \n"
+ " a chunk or more? \n")
.defineInRange("bufferRebuildPlayerMoveTimeout", 2000, 1, 60000);
bufferRebuildChunkChangeTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the vanilla rendered \n"
+ " chunks change? \n")
.defineInRange("bufferRebuildChunkChangeTimeout", 1000, 1, 60000);
bufferRebuildLodChangeTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the LOD regions change? \n")
.defineInRange("bufferRebuildLodChangeTimeout", 5000, 1, 60000);
builder.pop();
}
}
/**
* {@link Path} to the configuration file of this mod
*/
private static final Path CONFIG_PATH = Paths.get("config", ModInfo.MODID + ".toml");
public static final ForgeConfigSpec CLIENT_SPEC;
public static final Client CLIENT;
static
{
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
CLIENT_SPEC = specPair.getRight();
CLIENT = specPair.getLeft();
CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
clientConfig.load();
clientConfig.save();
CLIENT_SPEC.setConfig(clientConfig);
}
@SubscribeEvent
public static void onLoad(final ModConfig.Loading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
}
@SubscribeEvent
public static void onFileChange(final ModConfig.Reloading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Forge config just got changed on the file system!");
}
}