When the terminal data is not present, width/height are set to 0, rather
than the terminal's width/height. This meant we'd create an empty
terminal, which then crashes when we try to render it.
We now make the terminal nullable and initialise it the first time we
receive the terminal data. To prevent future mistakes, we hide
width/height, and use TerminalState.create everywhere.
Fixes#1765
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.
Here's a fun bug you can try at home:
- Create a new world
- Spawn in a pocket computer, turn it on, and place it in a chest.
- Reload the world - the pocket computer in the chest should now be
off.
- Spawn in a new pocket computer, and turn it on. The computer in chest
will also appear to be on!
This bug has been present since pocket computers were added (27th March,
2024).
When a pocket computer is added to a player's inventory, it is assigned
a unique *per-session* "instance id" , which is used to find the
associated computer. Note the "per-session" there - these ids will be
reused if you reload the world (or restart the server).
In the above bug, we see the following:
- The first pocket computer is assigned an instance id of 0.
- After reloading, the second pocket computer is assigned an instance
id of 0.
- If the first pocket computer was in our inventory, it'd be ticked and
assigned a new instance id. However, because it's in an inventory, it
keeps its old one.
- Both computers look up their client-side computer state and get the
same value, meaning the first pocket computer mirrors the second!
To fix this, we now ensure instance ids are entirely unique (not just
per-session). Rather than sequentially assigning an int, we now use a
random UUID (we probably could get away with a random long, but this
feels more idiomatic).
This has a couple of user-visible changes:
- /computercraft no longer lists instance ids outside of dumping an
individual computer.
- The @c[instance=...] selector uses UUIDs. We still use int instance
ids for the legacy selector, but that'll be removed in a later MC
version.
- Pocket computers now store a UUID rather than an int.
Related to this change (I made this change first, but then they got
kinda mixed up together), we now only create PocketComputerData when
receiving server data. This makes the code a little uglier in some
places (the data may now be null), but means we don't populate the
client-side pocket computer map with computers the server doesn't know
about.
This ensures the client decoder is in sync with the server. Well, mostly
- we don't handle the anti-jerk, but that should correct itself within a
few samples.
Fixes#1748
When rendering non-origin monitors, we would fetch the origin monitor,
read its client state, and then cache that on the current monitor to
avoid repeated lookups.
However, if the origin monitor is unloaded/removed on the client, and
then loaded agin, this cache will be not be invalidated, causing us to
render both the old and new monitor!
I think the correct thing to do here is cache the origin monitor. This
allows us to check when the origin monitor has been removed, and
invalidate the cache if needed.
However, I'm wary of any other edge cases here, so for now we do
something much simpler, and remove the cache entirely. This does mean
that monitors now need to perform extra block entity lookups, but the
performance cost doesn't appear to be too bad.
Fixes#1741
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.
- Add support for version overrides/exclusions in our dependency check.
Sometimes mod loaders use different versions to vanilla, and we need
some way to handle that.
- Rescan wired network connections on the tick after invalidation,
rather than when invalidated.
- Convert some constant lambdas to static method references. Lambdas
don't allocate if they don't capture variables, so this has the same
performance and is a little less ugly.
- Small code-style/formatting changes.
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!
While ComputerFamily is still useful, there's definitely some places
where it adds an extra layer of indirection. This commit attempts to
clean up some places where we no longer need it.
- Remove ComputerFamily from AbstractComputerBlock. The only place this
was needed is in TurtleBlock, and that can be replaced with normal
Minecraft explosion resistence!
- Pass in the fuel limit to the turtle block entity, rather than
deriving it from current family.
- The turtle BERs now derive their model from the turtle's item, rather
than the turtle's family.
- When creating upgrade/overlay recipes, use the item's name, rather
than {pocket,turtle}_family. This means we can drop getFamily() from
IComputerItem (it is still needed on to handle the UI).
- We replace IComputerItem.withFamily with a method to change to a
different item of the same type. ComputerUpgradeRecipe no longer
takes a family, and instead just uses the result's item.
- Computer blocks now use the normal Block.asItem() to find their
corresponding item, rather than looking it up via family.
The above means we can remove all the family-based XyzItem.create(...)
methods, which have always felt a little ugly.
We still need ComputerFamily for a couple of things:
- Permission checks for command computers.
- Checks for mouse/colour support in ServerComputer.
- UI textures.
This is a bit of an odd combination of a few bugs:
- When the terminal component is blurred, we fire a mouse_up event for
the last-held button. However, we had an off-by-1 error here, so this
only triggered for the right/middle buttons.
- This was obsucuring the second bug, which is when we clicked within
the terminal, this caused the terminal to be blurred (thus releasing
the mouse) and then focused again.
We fix this by only setting the focus if there's actually a change.
Fixes#1655
The two implementations aren't entirely compatible - the implementation
returned by .of will throw an NPE on .contains(null), whereas the
Collections implementations just return false. However, we try to avoid
passing null to collections methods, so this should be safe.
There's no strong reason to do this, but it helps make the code a little
more consistent
Wow, some of this is /old/. All the Maps.newHashMap stuff dates back to
Java 6, so must originally be CCTweaks code?!
We're unlikely to drop our Guava dependency (we use too much other
stuff), but we should make the most of the stdlib where possible.
- 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.
This made more sense on 1.19.2 and before, but now that we have to do
this for tooltips, we might as well do it for messages as well.
Closes#1538, though hopefully will be resolved on the VO side too.
- 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
This was broken/commented out already as part of the 1.20 update. I
don't think this is really going to be easy to add back without a lot of
reflection, so going to remove this feature instead.
Closes#1471.
This adds two slots to the right of the turtle interface which contain
the left and right upgrades of a turtle.
- Add turtle_upgrade_{left,right} indicators, which used as the
background texture for the two upgrade slots. In order to use
Slot.getNoItemIcon, we need to bake these into the block texture
atlas.
This is done with the new atlas JSON and a data generator - it's
mostly pretty simple, but we do now need a client-side data
generator, which is a little ugly to do.
- Add a new UpgradeContainer/UpgradeSlot, which exposes a turtle's
upgrades in an inventory-like way.
- Update the turtle menu and screen to handle these new slots.
Fixes#1473.
There's an argument we should use Screen.hasControlDown() (which handles
Cmd vs Ctrl) instead of checking the modifiers, but we then need to
update all the translation strings, and I'm not convinced it's worth it
right now.
- Use GuiGraphics for rendering UI elements. Almost definitely some
z-fighting issues slipped in here.
- Use Forge's loot modifier system for handling treasure disks. I have
mixed feelings about this - it's a nice system, but also is far less
efficient than the previous approach.
- Regenerate data. This is the brunt of the commit, but nothing
especially interesting here.
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!
- Fix monitor renderer debug text showing up even when debug overlay
was not visible. This was a Forge-specific bug, which is why I'd not
noticed it I guess??
- Don't crash on alternative implementations of LoggerContext. Fixes
#1431. I'm not 100% sure what is causing this - it doesn't happen
with just CC:T at least - but at least we can bodge around it.
- Add a new recipe type for turtle overlays, and recipe generator
support for this recipe.
- Add trans and rainbow flags.
- Exclude .license files from the generated jar. I'm not thrilled on
the whole .license file system, but it's kinda the easiest way.
- Regenerate data. Yes, this is 90% of the commit :D.
- Fix several inaccuracies with several files not marking Dan's
authorship. Most of these are new files, where the code was moved from
somewhere else:
- In the public API: IDynamicLuaObject, ILuaAPI, TaskCallbakc,
IDynamicPeripheral, UpgradeBase
- In the ROM: fs, http, require
- Do not mark Dan as an author for entirely new code. This affects
DetailHelpers, DropConsumer, FluidData, InventoryMethods, ItemDetails,
MonitorRenderState, NoTermComputerScreen, Palette, PlatformHelperImpl,
UploadFileMessage, the Terminal tests, and any speaker-related files.
- Relicence many files under the MPL where we have permission to do
so. See #1339 for further details.
Thank you to everyone who has contributed so far! Cannot overstate how
appreciated it is <3.
When a client sided pocket computer was first seen via an item stack
(rather than the computer state being synced over the networK), it would
always be created in greyscale due to this incorrect instanceof check.
Closes#1347
- Several files where @MCJack123 is the exclusive contributor. He has
signed over all contributions to "any OSI-approved license". Thank
you!
- Various the file handle classes: Looking at these again, I don't
think they contain any of the original code.
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 fccca22d3f74f93812fd29473a6c20ece753d18f, 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!