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Show launch-time update progress on the early loading screen - #571
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McCal-Codes wants to merge 1 commit into
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McCal-Codes wants to merge 1 commit into
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The update that runs at launch can take a minute or more and you just see nothing happening, then the game closes for a restart. Now it shows what it's doing (checking, downloading with size/speed/ETA, applying) as a bar on the Forge/NeoForge early loading window, and the restart notice stays up for a few seconds instead of the game just vanishing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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it does not resolve the issue because we have to have a universal solution that works on all versions and loaders while looking good |
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Closes #568
Still new to PRs so tell me if this is too big or should be split up!
The launch update can take a while and right now you just see nothing, then the game closes. This shows what's going on as a bar on the Forge/NeoForge early loading window.
What it does:
LaunchProgressin core: just holds the current stage, and while a loader attaches a display, a small daemon thread pushes it there every 100 ms. Nothing attached = it's only field writes, so Fabric and everything else are unchanged.downloading 120 MiB / 1.2 GiB (12/430 files) - 8.5 MiB/s - 1m 05s left(reusesDownloadManager+ByteFormat) → applying → applied.EarlyProgressDisplay(in the shared modlauncher module) findsStartupNotificationManagerby reflection, so Forge before 1.20.1 (no early window) just skips it. It also tries the NeoForge package name, used by the fml4 bootstrapper.[Automodpack] Preloadbar now gets the same live text and percentage.DownloadManager: addedgetDownloadedBytes()/getTotalBytes().How I tested:
:loader-universal:shadowJar), everything compiles including both NeoForge generationsformatApply/formatCheckpass🤖 Generated with Claude Code