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Commit Graph

7 Commits

Author SHA1 Message Date
Jonathan Coates
895bc7721a
License CC:T according to the REUSE specification (#1351)
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/
2023-03-15 21:52:13 +00:00
Jonathan Coates
367773e173
Some refactoring of mounts
- Separate FileMount into separate FileMount and WritableFileMount
   classes. This separates the (relatively simple) read-only code from
   the (soon to be even more complex) read/write code.

   It also allows you to create read-only mounts which don't bother with
   filesystem accounting, which is nice.

 - Make openForWrite/openForAppend always return a SeekableFileHandle.
   Appendable files still cannot be seeked within, but that check is now
   done on the FS side.

 - Refactor the various mount tests to live in test contract interfaces,
   allowing us to reuse them between mounts.

 - Clean up our error handling a little better. (Most) file-specific code
   has been moved to FileMount, and ArchiveMount-derived classes now
   throw correct path-localised exceptions.
2022-12-09 22:02:31 +00:00
Jonathan Coates
8f92417a2f
Add a system for client-side tests (#1219)
- Add a new ClientJavaExec Gradle task, which is used for client-side
   tests. This:

   - Copies the exec spec from another JavaExec task.
   - Sets some additional system properties to configure on gametest framework.
   - Runs Java inside an X framebuffer (when available), meaning we
     don't need to spin up a new window.

   We also configure this task so that only one instance can run at
   once, meaning we don't spawn multiple MC windows at once!

 - Port our 1.16 client test framework to 1.19. This is mostly the same
   as before, but screenshots no longer do a golden test: they /just/
   write to a folder. Screenshots are compared manually afterwards.

   This is still pretty brittle, and there's a lot of sleeps scattered
   around in the code. It's not clear how well this will play on CI.

 - Roll our own game test loader, rather than relying on the mod loader
   to do it for us. This ensures that loading is consistent between
   platforms (we already had to do some hacks for Forge) and makes it
   easier to provide custom logic for loading client-only tests.

 - Run several client tests (namely those involving monitor rendering)
   against Sodium and Iris too. There's some nastiness here to set up
   new Loom run configurations and automatically configure Iris to use
   Complementary Shaders, but it's not too bad. These tests /don't/ run
   on CI, so it doesn't need to be as reliable.
2022-11-18 23:57:25 +00:00
Jonathan Coates
77624fc6fd
Update project paths in our utility build scripts 2022-11-10 09:12:28 +00:00
Jonathan Coates
9cd728fea9
Update parse-reports to handle new paths 2022-11-06 18:37:00 +00:00
Jonathan Coates
74752c561c
Correctly extract parse errors from build reports 2021-07-18 16:17:11 +01:00
Jonathan Coates
953b94fd08 Add problem matchers for Github actions
- Add a basic problem matcher for illuaminate errors.
 - Add a script (tools/parse-reports.py) which parses the XML reports
   generated by checkstyle and junit, extracts source locations, and
   emits them in a manner which can be consumed by another set of
   matchers.

This should make it a little easier to see problems for folks who just
rely on CI to test things (though also, please don't do this if you can
help it).
2021-05-17 16:31:58 +00:00