- Fix double updateOutput() call in TileComputerBase - I guess a
merge/rebase gone wrong in the past.
- Don't call updateBlock() when creating a server computer. This used
to be needed when we sent the computer to the client, but this is no
longer the case.
- Don't call updateBlock() on TileMonitors when updating from the
client. We don't need to do a redraw here, as this is all stored in
the block state now.
- Don't update the block when reading turtle upgrades. See #643 for
some background here.
See #658
ForgeGradle (probably sensibly) yells at me about doing this. However:
- There's a reasonable number of mods doing this, which establishes
some optimistic precedent.
- The licence update in Aug 2020 now allows you to use them for
"development purposes". I guess source code counts??
- I'm fairly sure this is also compatible with the CCPL - there's an
exception for Minecraft code.
The main motivation for this is to make the Fabric port a little
easier. Hopefully folks (maybe me in the future, we'll see) will no
longer have to deal with mapping hell when merging - only mod loader
hell.
When we construct a new ServerPlayerEntity (and thus TurtlePlayer), we
get the current (global) advancement state and call .setPlayer() on it.
As grantCriterion blocks FakePlayers from getting advancements, this
means a player will no longer receive any advancements, as the "wrong"
player object is being consulted.
As a temporary work around, we attempt to restore the previous player to
the advancement store. I'll try to upstream something into Forge to
resolve this properly.
Fixes#564
This registers IPeripheral as a capability. As a result, all (Minecraft
facing) functionality operates using LazyOptional<_>s instead.
Peripheral providers should now return a LazyOptional<IPeripheral> too.
Hopefully this will allow custom peripherals to mark themselves as
invalid (say, because a dependency has changed).
While peripheral providers are somewhat redundant, they still have their
usages. If a peripheral is applied to a large number of blocks (for
instance, all inventories) then using capabilities does incur some
memory overhead.
We also make the following changes based on the above:
- Remove the default implementation for IWiredElement, migrating the
definition to a common "Capabilities" class.
- Remove IPeripheralTile - we'll exclusively use capabilities now.
Absurdly this is the most complex change, as all TEs needed to be
migrated too.
I'm not 100% sure of the correctness of this changes so far - I've
tested it pretty well, but blocks with more complex peripheral logic
(wired/wireless modems and turtles) are still a little messy.
- Remove the "command block" peripheral provider, attaching a
capability instead.
When creating a peripheral or custom Lua object, one must implement two
methods:
- getMethodNames(): String[] - Returns the name of the methods
- callMethod(int, ...): Object[] - Invokes the method using an index in
the above array.
This has a couple of problems:
- It's somewhat unwieldy to use - you need to keep track of array
indices, which leads to ugly code.
- Functions which yield (for instance, those which run on the main
thread) are blocking. This means we need to spawn new threads for
each CC-side yield.
We replace this system with a few changes:
- @LuaFunction annotation: One may annotate a public instance method
with this annotation. This then exposes a peripheral/lua object
method.
Furthermore, this method can accept and return a variety of types,
which often makes functions cleaner (e.g. can return an int rather
than an Object[], and specify and int argument rather than
Object[]).
- MethodResult: Instead of returning an Object[] and having blocking
yields, functions return a MethodResult. This either contains an
immediate return, or an instruction to yield with some continuation
to resume with.
MethodResult is then interpreted by the Lua runtime (i.e. Cobalt),
rather than our weird bodgey hacks before. This means we no longer
spawn new threads when yielding within CC.
- Methods accept IArguments instead of a raw Object array. This has a
few benefits:
- Consistent argument handling - people no longer need to use
ArgumentHelper (as it doesn't exist!), or even be aware of its
existence - you're rather forced into using it.
- More efficient code in some cases. We provide a Cobalt-specific
implementation of IArguments, which avoids the boxing/unboxing when
handling numbers and binary strings.
Most of the port is pretty simple. The main problems are regarding
changes to Minecraft's rendering system.
- Remove several rendering tweaks until Forge's compatibility it
brought up-to-date
- Map rendering for pocket computers and printouts
- Item frame rendering for printouts
- Custom block outlines for monitors and cables/wired modems
- Custom breaking progress for cables/wired modems
- Turtle "Dinnerbone" rendering is currently broken, as normals are not
correctly transformed.
- Rewrite FixedWidthFontRenderer to to the buffer in a single sweep.
In order to do this, the term_font now also bundles a "background"
section, which is just a blank region of the screen.
- Render monitors using a VBO instead of a call list. I haven't
compared performance yet, but it manages to render a 6x5 array of
_static_ monitors at almost 60fps, which seems pretty reasonable.
Previously we were just returning the current tile. However, if someone
was holding a reference to this inventory (such as a GUI), then it'd be
outdated and invalid once the turtle had moved.
This caused a couple of issues:
- turtle_inventory events would not be fired when moving items in the
turtle GUI.
- As of 75e2845c01, turtles would no
longer share their inventory state after moving. Thus, removing items
from a GUI using an invalid inventory would move them from an old
tile, duplicating the items.
Fixes#298, fixes#300
So very little works, but it compiles and runs.
Things to resolve over the next few days:
- Horrible mappings (should largely be resolved by tomorrow).
- Cannot send extra data over containers - we'll have to see what Forge
does here.
- Turtle models are broken
- No block drops yet - this will largely be cherry-picking whatever I
did on Fabric.
- Weird inventory desyncs (items don't show up initially when
interacting with a CC inventory).
- Probably lots of other things.
- Adds a CheckStyle configuration which is pretty similar to CC's
existing one.
- Add the Gradle license plugin.
- Ensure the existing source code is compatible with these additional
checks.
See #239
Previously we just relied on magic int values, which was confusing and
potentially error-prone. We could use EnumFacing, but that's a)
dependent on MC and b) incorrect, as we're referring to local
coordinates.
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.
Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:
- Flatten everything. For instance, there are now three instances of
BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
more BlockPeripheral (thank heavens) - there's separate block classes
for each peripheral type.
- Remove pretty much all legacy code. As we're breaking world
compatibility anyway, we can remove all the code to load worlds from
1.4 days.
- The command system is largely rewriten to take advantage of 1.13's
new system. It's very fancy!
- WidgetTerminal now uses Minecraft's "GUI listener" system.
- BREAKING CHANGE: All the codes in keys.lua are different, due to the
move to LWJGL 3. Hopefully this won't have too much of an impact.
I don't want to map to the old key codes on the Java side, as there
always ends up being small but slight inconsistencies. IMO it's
better to make a clean break - people should be using keys rather
than hard coding the constants anyway.
- commands.list now allows fetching sub-commands. The ROM has already
been updated to allow fancy usage such as commands.time.set("noon").
- Turtles, modems and cables can be waterlogged.
Are most of these changes small and petty? Yes. However, IMO they do
make the code more readable. Anyway, a summary of some of the more
interesting changes:
- Expose Abstract*Upgrade classes in the API
- Fix the spelling of Jonathan in the API docs (*shakes fist*)
- Fix bug with printout not working in the offhand.
- Rename any argments/variables accidentally named "m_*", and add an
inspection to prevent it happening again.
- Remove most of the Block*.Properties classes - just inline them in
the parent class.
- Return super.writeToNBT instead of reassigning at the top.
OK, so let's get this out of the way, there's some actual changes mixed
in here too. I'm really sorry:
- Turtles can now not be renamed with unnamed item tags (previously it
would clear the name, this seemed a little unideal).
- commands.getBlock(s)Data will also include NBT.
Now, onto the horror story which is these inspection changes:
- Make a lot of methods static
- Typo fixes
- Make utility classes final + private constructor
- Lots of reformatting (ifs -> ternary, invert control flow, etc...)
- ???
- Profit!
I'm so going to regret this - can pretty much guarantee this is going to
break something.
This effectively acts as a public interface to canExecuteExternal() and
consumeTime(). It's hopefully sufficiently general that we can mess
around with the backend as much as we like in the future.
One thing to note here is that this is based on a polling API, as it's
largely intended for people running work every tick. It would be
possible to adapt this with callbacks for when work is available,
etc..., but that was not needed immediately.
This also removes IComputerOwned, as Plethora no longer needs it.
Unlike ComputerThread, we do not have a single source of tasks, and so
need a smarter way to handle scheduling and rate limiting. This
introduces a cooldown system, which works on both a global and
per-computer level:
Each computer is allowed to do some work for 5ms. If they go over that
budget, then they are marked as "hot", and will not execute work on the
next tick, until they have cooled down. This ensures that _on average_
computers perform at most 5ms of work per tick.
Obviously this is a rather large time span, so we also apply a global
10ms to all computers. This uses the same cooldown principle, meaning we
keep to an average of 10ms, even if we go over budget.
When a turtle was unloaded but not actually disposed of, the
m_peripheral map hangs around. As a result, when creating a new
ServerComputer, the peripherals aren't considered changed and so they're
never attached.
Fixes#50.
Also fix that blumin' deprecated method which has been around for a wee
while now.
- All "named" entries (blocks, items, recipes, TEs and pocket/turtle
upgrades) are registeredin one place.
- Most client side models/textures are registered in ClientRegistry -
we can't do item colours or TEs for now, as these aren't event based.
- A little cleanup to how we handle ItemPocketComputer models.
Previously we would send computer state (labels, id, on/off) through the
ClientComputer rather than as part of the TE description. While this
mostly worked fine, it did end up making things more complex than they
needed to be.
We sync most data to the tile each tick, so there's little risk of
things getting out of date.
There's several reasons for this change:
- Try to make ComputerCraft.java less monolithic by moving
functionality into separate module-specific classes.
- Hopefully make the core class less Minecraft dependent, meaning
emulators are a little less dependent on anything outside of /core.
Note we still need /some/ methods in the main ComputerCraft class in
order to maintain backwards compatibility with Plethora and
Computronics.
- getPickBlock is now implemented directly on computers and turtles,
rather than on the tile.
- Bounding boxes are handled on the block rather than tile. This ends
up being a little ugly in the case of BlockPeripheral, but it's not
the end of the world.
- Explosion resistance is only implemented for turtles now.
As CCEdu has not been updated, and is unlikely to be updated as Dan does
not have the rights to open source it, we're removing explicit support
for now.
If an alternative arises in the future, it would be good to support, but
in a way which requires less workarounds in CC's core.
This is a preliminary for updating to 1.13, as many of the name changes
apply to both. This will make it harder to remain consistent with
actual CC, though that will be less of a consideration when 1.13 hits.
Player construction can get a little expensive, and this is exacerbated
by Sponge. We now cache a turtle's fake player (updating the position
every time it is requested) in order to reduce this overhead.
As tiles outside the world border are not ticked, turtles are rendered
entirely useless. Furthermore, the turtle animation will never progress
resulting in visual glitches.
In order to avoid this, we ensure the target position is within the
world border when moving to it.
When a player places a turtle, they are marked as its owner. Any actions
they perform (such as breaking blocks, moving, etc...) are performed
using this player's game profile.
This allows turtles to work correctly with various permissions mods.
Previously you would have to whitelist all turtles in order for them to
function within a claim.