- Encode the DFA as a virtual machine (identical to lrgrep) rather than
compiling it to a series of Lua functions. While this is a little
slower and uglier, it's much more space efficient, shaving off 16Kb.
- Minimise the DFA properly. This only shaves off a few states, but
every little helps.
- Run the error handling code from a non-reduced parser stack. This was
incredibly nasty to get right (and positions are still not correctly
handled), but it fixes several broken error messages.
- Move modem recipes out of the usage section.
- Add missing argument names to BinaryWriableHandle.write. Illuaminate
really should catch this, but for now I did a grep and couldn't find
any more instances of this.
- Add several (internal) modules for lexing and parsing Lua code. These
allow us to provide (hopefully) higher quality error messages than
Lua's built-in messages.
- `shell.run`, `edit` and `lua` now use this parser when fed invalid
code. This allows us to provide better syntax errors, while not
having any impact on the happy path.
Note this does not affect any other mechanism for loading code
(`load`, `require`, `dofile`).
There's still a lot of work to do here in improving error message
quality, but hopefully this provides a good starting point.
- Document the thread safety of DetailRegistry a little better.
- Turtles now duplicate their inventory to the "previous
inventory" (now called inventorySnapshot) immediately, rather than
when the block is ticked.
This is slightly more resource intensive, but I don't think it's so
bad we need to worry.
- As this snapshot is now always up-to-date, we can read it from the
computer thread. Given the item is immutable, it's safe to read NBT
from it.
_Technically_ this is not safe under the Java memory model, but in
practice I don't think we'll observe the wrong value.
Closes#1306
Just ran[^1] over the codebase. Turns out we'd duplicated one of the
changelog entries entirely - I suspect due to a version merge gone
wrong!
[^1]: https://github.com/crate-ci/typos/
When the peripheral is attached, we add the computer to the map and
queue the actual disk to be mounted next tick. This avoids the
thread-safety issues with mutating the item (and creating disk ids) that
might be caused by doing it on the computer thread.
The mount is now also managed separately to the MediaStack, as that was
meant to be an immutable snapshot of the item!
Fixes#1282
This gives us slightly better guarantees that the config has actually
been loaded. This, along with a FCAP bump, fixes this config option
not doing anything on Fabric.
I originally put cc.import in a separate directory from the main
modules. This means that programs must extend the package path in order
to import these modules.
However, this ends up being a mixed blessing: while it makes it much
harder for users to accidentally require user code, it also means we
can't expose a public interface which wraps a private module.
Instead, cc.import now lives on the main package path, but lives under
the cc.internal namespace and is not documented anywhere. Hopefully this
should be enough of a clue that one shouldn't use it :p.
I was having issues where dropped items would clip into blocks when
dropped, and then phase upwards through the turtle instead. This makes
things a little more consistent with dispenser behaviour.
Instead of taking control of the breaking logic in all cases, we now
only do so when we have both a cable and modem. This allows us to fall
back to default vanilla behaviour and so correctly drop the modem/cable
item.
We now call getLevel() when attaching the peripheral, so need the
position to be available immediately. Fixes#1274.
I /think/ the entity should always be present, as peripherals are
only created on startup or when calling pocket.equipBack, both of which
require a player.[^1]
I suspect this was a little broken before (the level wouldn't be
available if a modem received a message before the position had
been set), but that would be much rarer.
I'm not 100% convinced about the thread-safety of this code (the writes
to level may not be immediately visible on other threads), so may need
to think about that.
[^1]: Note that when peripherals come to be /attached/ they may no
longer have a player (as there's a gap between turning a computer on and
it actually starting). However, the level/position will have been
initialised by then, so this isn't a problem.