This fixes several issues with @Nullable fields not being checked. This
is great in principle, but a little annoying in practice as MC's
@Nullable annotations are sometimes a little overly strict -- we now
need to wrap a couple of things in assertNonNull checks.
The two mod loaders expose different methods for this (Forge's method
takes a ItemPropertyFunction, Fabric's a ClampedItemPropertyFunction).
This is fine in a Gradle build, as the methods are compatible. However,
when running from IntelliJ, we get crashes as the common code tries to
reference the wrong method.
We now pass in the method reference instead, ensuring we use the right
method on each loader.
Forge doesn't run client-side commands from sendUnsignedCommand, so we
still require a mixin there.
We do need to change the command name, as Fabric doesn't properly merge
the two command trees.
Originally we exposed a single registerTurtleUpgradeModellermethod which
could be called from both Fabric (during a mod's client init) and Forge
(during FMLClientSetupEvent).
This was fine until we allowed upgrades to specify model dependencies,
which would then automatically loaded, as this means model loading now
depends on upgrade modellers being loaded. Unknown to me, this is not
guaranteed to be the case on Forge - mod setup happens at the same time
as resource reloading!
Unfortunately there's not really a salvageable way of fixing this with
the current API. Forge now uses a registration event-based system,
meaning we can guarantee all modellers are loaded before models are
baked.
Historically we used Forge's SimpleChannel methods (and
PacketDistributor) to send the packets to the client. However, we don't
need to do that - it is sufficient to convert it to a vanilla packet,
and send the packet ourselves.
Given we need to do this on Fabric, it makes sense to do this on Forge
as well. This allows us to unify (and thus simplify) a lot of how packet
sending works.
At the same time, we also remove the handling of speaker audio during
decoding. We originally did this to avoid the additional copy of audio
data. However, this doesn't work on 1.20.4 (as packets aren't
encoded/decoded on singleplayer), so it makes sense to do this
Correctly(TM).
This also allows us to get rid of ClientNetworkContext.get(). We do
still need to service load this class (as Forge's networking isn't split
up in the same way Fabric's is), but we'll be able to drop that in
1.20.4.
Finally, we move the record playing code from ClientNetworkContext to
ClientPlatformHelper. This means the network context no longer needs to
be platform-specific!
Everything old is new again!
CC's network message implementation has gone through several iterations:
- Originally network messages were implemented with a single class,
which held an packet id/type and and opaque blobs of data (as
string/int/byte/NBT arrays), and a big switch statement to decode and
process this data.
- In 42d3901ee3, we split the messages
into different classes all inheriting from NetworkMessage - this bit
we've stuck with ever since.
Each packet had a `getId(): int` method, which returned the
discriminator for this packet.
- However, getId() was only used when registering the packet, not when
sending, and so in ce0685c31f we
removed it, just passing in a constant integer at registration
instead.
- In 53abe5e56e, we made some relatively
minor changes to make the code more multi-loader/split-source
friendly. However, this meant when we finally came to add Fabric
support (8152f19b6e), we had to
re-implement a lot of Forge's network code.
In 1.20.4, Forge moves to a system much closer to Fabric's (and indeed,
Minecraft's own CustomPacketPayload), and so it makes sense to adapt to
that now. As such, we:
- Add a new MessageType interface. This is implemented by the
loader-specific modules, and holds whatever information is needed to
register the packet (e.g. discriminator, reader function).
- Each NetworkMessage now has a type(): MessageType<?> function. This
is used by the Fabric networking code (and for NeoForge's on 1.20.4)
instead of a class lookup.
- NetworkMessages now creates/stores these MessageType<T>s (much like
we'd do for registries), and provides getters for the
clientbound/serverbound messages. Mod initialisers then call these
getters to register packets.
- For Forge, this is relatively unchanged. For Fabric, we now
`FabricPacket`s.
- Split buttons.png into individual textures.
- Split corners_xyz.png into the following:
- borders_xyz.png: A nine-sliced texture of the computer borders.
- pocket_bottom_xyz.png: A horizontally 3-sliced texture of the
bottom part of a pocket computer.
- sidebar_xyz.png: A vertically 3-sliced texture of the computer
sidebar.
While not splitting the sliced textures into smaller ones may seem a
little odd, it's consistent with what vanilla does in 1.20.2, and I
think will make editing them easier than juggling 9 textures.
I do want to make this more data-driven in the future, but that will
have to wait until the changes in 1.20.2.
This also adds a tools/update-resources.py program, which performs this
transformation on a given resource pack.
- Overhaul model loading to work with the new API. This allows for
using the emissive texture system in a more generic way, which is
nice!
- Convert some of our custom models to use Fabric's model hooks (i.e.
emitItemQuads). We don't make use of this right now, but might be
useful for rendering tools with enchantment glints.
Note this does /not/ change any of the turtle block entity rendering
code to use Fabric/Forge's model code. This will be a change we want
to make in the future.
- Some cleanup of our config API. This fixes us printing lots of
warnings when creating a new config file on Fabric (same bug also
occurs on Forge, but that's a loader problem).
- Fix a few warnings
This removes a tiny bit of duplication (at the cost of mode code), but
makes the interface more intuitive, as there's no bouncing between
getCombination -> cache -> buildModel.
- Reverse quads in our model transformer and when rendering as a block
entity.
- Correctly recompute normals when the quads have been inverted.
Closes#1283
- Split the front face of the computer model into two layers - one for
the main texture, and one for the cursor. This is actually a
simplification of what we had before, which is nice.
- Make the cursor layer render as an emissive quad, meaning it glows in
the dark. This is very easy on Forge (just some model JSON) and very
hard on Fabric (requires a custom model loader).
This is mostly aiming to give an overview rather than be anything
comprehensive (there's another 230+ undocumented classes to go :p), but
it's a start.
Mostly just an excuse for me to procrastinate working on the nasty bugs
though!
This adds SPDX license headers to all source code files, following the
REUSE[1] specification. This does not include any asset files (such as
generated JSON files, or textures). While REUSE does support doing so
with ".license" files, for now we define these licences using the
.reuse/dep5 file.
[1]: https://reuse.software/
Historically, the VBO was an order of magnitude slower than the TBO
renderer. However, as of fccca22d3f, the
difference is much smaller now. While TBOs /are/ still faster, this only
has a measurable impact in extreme stress tests, and so isn't worth the
occasional issues which occur.
I'm still keeping the code around for now: I'm incredibly fond of it,
even three years later. I may end up re-evaluating this the next time
Minecraft's rendering code changes :D.
This also adds a line to the debug screen showing the current monitor
renderer, though maybe less useful now that almost everyone will be
using VBOs!
Lots of minor changes, but nothing too nasty - just tedious.
Known bugs/issues:
- REI and JEI haven't been updated at the time of writing, so our usage
of their APIs may be incompatible.
- Crash when opening the config UI in Fabric, as forgeconfigapi-port
hasn't been updated yet.
Will hold off on doing a release until those mods have updated.
- Add support for Fabric. This is mostly pretty simple, though does
require a lot more mixins than Forge.
Half this diff is due to data generators: we run them separately as
some aspects (recipes mostly) are different between the loaders.
- Add integration with Iris (same as our Oculus support) and REI
(mostly the same as our JEI support).
- Generic peripherals only support inventories (or rather
InventoryStorage) right now. Supporting more of the Fabric storage
API is going to be tricky due to the slotted nature of the API: maybe
something to revisit after Transfer API V3 (V4?, I've lost track).
Note, this does /not/ mean I will be publishing a Fabric version of
CC:T. My plan is to rebase CC:R on top of this, hopefully simplifying
the maintenance work on their end and making the two mods a little more
consistent.