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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-11-13 05:19:59 +00:00
Commit Graph

265 Commits

Author SHA1 Message Date
Jonathan Coates
27c72a4571
Use client-side commands for opening computer folders
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.
2024-01-30 22:00:36 +00:00
Jonathan Coates
f284328656
Regenerate Gradle wrapper 2024-01-29 22:14:48 +00:00
Jonathan Coates
6b83c63991
Switch to our own Gradle plugin for vanilla Minecraft
I didn't make a new years resolution to stop writing build tooling, but
maybe I should have.

This replaces our use of VanillaGradle with a new project,
VanillaExtract. This offers a couple of useful features for multi-loader
dev, including Parchment and Unpick support, both of which we now use in
CC:T.
2024-01-29 20:59:16 +00:00
Jonathan Coates
9ccee75a99
Fix the docs for ReadHandle.read's "count"
This was copied over from the old binary handle, and so states we
always return a single number if no count is given. This is only the
case when the file is opened in binary mode.
2024-01-23 22:39:49 +00:00
Jonathan Coates
359c8d6652
Reformat JSON by wrapping CachedOutput
Rather than mixing-in to CachedOutput, we just wrap our DataProviders to
use a custom CachedOutput which reformats the JSON before writing. This
allows us to drop mixins for common+non-client code.
2024-01-21 17:50:59 +00:00
Jonathan Coates
1788afacfc
Remove note about disabling websocket limits
I suspect this was copied from the file limit, which can be turned off
by setting to 0.

Fixes #1691
2024-01-21 16:32:07 +00:00
Jonathan Coates
f695f22d8a
Atomic update of disk drive item stacks
Disk drives have had a long-standing issue with mutating their contents
on the computer thread, potentially leading to all sorts of odd bugs.

We tried to fix this by moving setDiskLabel and the mounting code to run
on the main thread. Unfortunately, this means there is a slight delay to
mounts being attached, breaking disk startup.

This commit implements an alternative solution - we now do mounting on
the computer thread again. If the disk's stack is modified, we update it
in the peripheral-facing item, but not the actual inventory. The next
time the disk drive is ticked, we then sync the two items.

This does mean that there is a fraction of a tick where the two will be
out-of-sync. This isn't ideal - it would potentially be possible to
cycle through disk ids - but I don't really think that's avoidable
without significantly complicating the IMedia API.

Fixes #1649, fixes #1686.
2024-01-20 18:46:43 +00:00
Jonathan Coates
a617d0d566
Rewrite turtle upgrade modeller registration API
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.
2024-01-16 23:00:49 +00:00
Jonathan Coates
36599b321e
Backport small changes from the 1.20.4 branch
- 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.
2024-01-16 21:42:25 +00:00
Jonathan Coates
1d6e3f4fc0
Change ComponentLookup to use ServerLevel
Makes this more consistent with the rest of the peripheral code, and our
changes in 1.20.4.
2024-01-15 08:28:59 +00:00
Jonathan Coates
30dc4cb38c
Simplify our networking multi-platform code
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!
2024-01-14 22:53:36 +00:00
Jonathan Coates
be4512d1c3
Construct ComponentAccesses with the BE
After embarrassing, let's do some proper work.

Rather than passing the level and position each time we call
ComponentAccess.get(), we now pass them at construction time (in the
form of the BE). This makes the consuming code a little cleaner, and is
required for the NeoForge changes in 1.20.4.
2024-01-14 17:46:37 +00:00
Jonathan Coates
b5923c4462
Flesh out the printer documentation slightly 2024-01-14 12:25:04 +00:00
Jonathan Coates
4d1e689719
Fix endPage() not updating the printer block state
This meant that we didn't show the bottom slot was full until other
items were moved in the inventory.
2024-01-14 12:23:55 +00:00
lonevox
89294f4a22
Fix incorrect Lua list indexes in NBT tags (#1678) 2024-01-10 19:16:15 +00:00
Jonathan Coates
e0889c613a
Mark "check valid item" test as required
This has passed for years now, no reason for it to be optional.
2024-01-07 13:35:38 +00:00
Jonathan Coates
e3bda2f763
Add command computers to the operator blocks tab
Fixes #1666
2024-01-03 18:42:31 +00:00
Jonathan Coates
234f69e8e5
Add a MessageType for network messages
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.
2024-01-03 10:23:41 +00:00
Jonathan Coates
9d8c933a14
Remove several usages of ComputerFamily
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.
2023-12-20 14:17:38 +00:00
Jonathan Coates
488f66eead
Fix mouse_drag not firing for right/middle buttons
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
2023-12-10 12:01:34 +00:00
Jonathan Coates
eb3e8ba677
Fix deadlock when adding/removing observers
When adding/removing observers, we locked on the observer, then
acquired the global lock. When a metric is observed, then we acquire the
global lock and then the observer lock.

If these happen at the same time, we can easily end up with a deadlock.
We simply avoid holding the observer lock for the entire add/remove
process (instead only locking when actually needed).

Closes #1639
2023-12-01 12:33:03 +00:00
Jonathan Coates
2043939531
Add compostors to the list of usable blocks
Fixes #1638
2023-11-22 18:24:59 +00:00
Jonathan Coates
84a799d27a
Add abstract classes for our generic peripherals
This commit adds abstract classes to describe the interface for our
mod-loader-specific generic peripherals (inventories, fluid storage,
item storage).

This offers several advantages:
 - Javadoc to illuaminate conversion no longer needs the Forge project
   (just core and common).

 - Ensures we have a consistent interface between Forge and Fabric.

Note, this does /not/ implement fluid or energy storage for Fabric. We
probably could do fluid without issue, but not something worth doing
right now.
2023-11-22 18:20:15 +00:00
Jonathan Coates
76968f2f28
Track allocations while executing computers
This adds a new "java_allocation" metric, which tracks the number of
bytes allocated while executing the computer (as measured by Java). This
is not an 100% reliable number, but hopefully gives some insight into
what computers are doing.
2023-11-09 18:36:35 +00:00
Jonathan Coates
0c0556a5bc
Always use raw bytes in file handles
Historically CC has supported two modes when working with file handles
(and HTTP requests):

 - Text mode, which reads/write using UTF-8.
 - Binary mode, which reads/writes the raw bytes.

However, this can be confusing at times. CC/Lua doesn't actually support
unicode, so any characters beyond the 0.255 range were replaced with
'?'. This meant that most of the time you were better off just using
binary mode.

This commit unifies text and binary mode - we now /always/ read the raw
bytes of the file, rather than converting to/from UTF-8. Binary mode now
only specifies whether handle.read() returns a number (and .write(123)
writes a byte rather than coercing to a string).

 - Refactor the entire handle hierarchy. We now have an AbstractMount
   base class, which has the concrete implementation of all methods. The
   public-facing classes then re-export these methods by annotating
   them with @LuaFunction.

   These implementations are based on the
   Binary{Readable,Writable}Handle classes. The Encoded{..}Handle
   versions are now entirely removed.

 - As we no longer need to use BufferedReader/BufferedWriter, we can
   remove quite a lot of logic in Filesystem to handle wrapping
   closeable objects.

 - Add a new WritableMount.openFile method, which generalises
   openForWrite/openForAppend to accept OpenOptions. This allows us to
   support update mode (r+, w+) in fs.open.

 - fs.open now uses the new handle types, and supports update (r+, w+)
   mode.

 - http.request now uses the new readable handle type. We no longer
   encode the request body to UTF-8, nor decode the response from UTF-8.

 - Websockets now return text frame's contents directly, rather than
   converting it from UTF-8. Sending text frames now attempts to treat
   the passed string as UTF-8, rather than treating it as latin1.
2023-11-08 19:40:14 +00:00
Jonathan Coates
87345c6b2e
Add pasting support to the standalone emulator
- Move paste normalisation code to StringUtil, so it can be shared by
   emulators.
 - Add paste support to the emulator.
2023-11-08 19:40:14 +00:00
Jonathan Coates
18c9723308
Add a standalone CC:T UI
Does it count as an emulator when it's official? I hope not, as this'd
make it my fourth or fifth emulator at this point.

 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Developing/debugging CraftOS is a massive pain to do inside Minecraft,
as any change to resources requires a compile+hot swap cycle (and
sometimes a `/reload` in-game). As such, it's often more convenient to
spin up an emulator, pointing it to load the ROM from CC:T's sources.

However, this isn't practical when also making changes to the Java
classes. In this case, we either need to go in-game, or build a custom
version of CCEmuX.

This commit offers an alternative option: we now have our own emulator,
which allows us to hot swap both Lua and Java to our heart's content.

Most of the code here is based on our monitor TBO renderer. We probably
could share some more of this, but there's not really a good place for
it - feels a bit weird just to chuck it in :core.

This is *not* a general-purpose emulator. It's limited in a lot of
ways (won't launch on Mac[^1], no support for multiple computers) - just
stick to what's there already.

[^1]: We require OpenGL 4.5 due to our use of DSA.
2023-10-28 17:58:11 +01:00
Jonathan Coates
6656da5877
Remove disable_lua51_features config option
In practice, we're never going to change this to true by default. The
old Tekkit Legends pack enabled this[^1], and that caused a lot of
problems, though admittedly back in 2016 so things might be better now.

If people do want this functionality, it should be fairly easy to
replicate with a datapack, adding a file to rom/autorun.

[^1]: See https://www.computercraft.info/forums2/index.php?/topic/27663-

      Hate that I remember this, why is this still in my brain?
2023-10-25 08:59:55 +01:00
Jonathan Coates
09e521727f
Make mount error messages a bit more consistent
- Move most error message constants to a new MountHelpers class.
 - Be a little more consistent in when we throw "No such file" vs "Not a
   file/directory" messages.
2023-10-22 13:13:07 +01:00
Jonathan Coates
cab66a2d6e
Replace Collections methods with {List,Map,Set}.of
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
2023-10-21 10:37:43 +01:00
Jonathan Coates
8eabd4f303
Fix signs being empty when placed
As of 1.20, sign messages are immutable - we need to do
text = text.setMesssage(...) instead. Also do a tiny bit of cleanup to
this function while we're here.

Probably not the best use of my lunch break :D:.

Fixes #1611.
2023-10-20 13:32:38 +01:00
Jonathan Coates
0ff58cdc3e
Unify the generic peirpheral system a litte
Allows registering arbitrary block lookup functions instead of a
platform-specific capability. This is roughly what Fabric did before,
but generalised to also take an invalidation callback.

This callback is a little nasty - it needs to be a NonNullableConsumer
on Forge, but that class isn't available on Fabric. For now, we make the
lookup function (and thus the generic peripheral provider) generic on
some <T extends Runnable> type, then specialise that on the Forge side.
Hopefully we can clean this up when NeoForge reworks capabilities.
2023-10-17 21:59:16 +01:00
Jonathan Coates
bd327e37eb
Fix common jar not actually being published
Or rather, being published to the wrong place. The java-convention
plugin sets the group, but that was applied after the publishing one - I
was hoping it'd read that property lazy, but clearly not!
2023-10-11 19:15:36 +01:00
Jonathan Coates
bdce9a8170
Replace several Guava classes with Java stdlib
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.
2023-10-11 09:59:55 +01:00
Weblate
6635edd35c Translations for French
Translations for German

Translations for German

Co-authored-by: Sammy <SammyKoch@pm.me>
Co-authored-by: SquidDev <git@squiddev.cc>
2023-10-09 22:33:03 +00:00
Jonathan Coates
93ad40efbb
Ensure the terminal exists when creating a monitor peripheral
Previously we had the invariant that if we had a server monitor, we also
had a terminal. When a monitor shrank into a place, we deleted the
monitor, and then recreated it when a peripheral was requested.

As of ab785a0906 this has changed
slightly, and we now just delete the terminal (keeping the ServerMonitor
around). However, we didn't adjust the peripheral code accordingly,
meaning we didn't recreate the /terminal/ when a peripheral was
requested.

The fix for this is very simple - most of the rest of this commit is
some additional code for ensuring monitor invariants hold, so we can
write tests with a little more confidence.

I'm not 100% sold on this approach. It's tricky having a double layer of
nullable state (ServerMonitor, and then the terminal). However, I think
this is reasonable - the ServerMonitor is a reference to the multiblock,
and the Terminal is part of the multiblock's state.

Even after all the refactors, monitor code is still nastier than I'd
like :/.

Fixes #1608
2023-10-09 22:09:01 +01:00
Jonathan Coates
905d4cb091
Fix crash when joining a dedicated server
We can't use FriendlyByte.readCollection to read to a
pre-allocated/array-backed NonNullList, as that doesn't implement
List.add. Instead, we just need to do a normal loop.

We add a couple of tests to round-trip our recipe specs. Unfortunately
we can't test the recipes themselves as our own registries aren't set
up, so this'll have to do for now.
2023-10-08 15:22:32 +01:00
Jonathan Coates
ab785a0906
Fix monitors being warped after a resize
Oh, this was a really nasty bug to reproduce. I'm not sure why - it's
very simple - I guess I've only just seen screenshots of it, and never
sat down to try myself. Reminder to actually report your bugs folks!

In this case:

 1. Place down three down three monitors and then a computer.
 2. Display something on the monitor (monitor left paint a) is my go-to.
 3. Break the middle monitor.

We'd expect the left most monitor to be cleared, however it actually
preserves the monitor contents, resizing (and skewing it) to fit on its
new size!

This is because we clear the server monitor, but never sync that over to
the client, so the client monitor retains the old contents. To fix that,
instead of nulling out the server monitor, we null out the underlying
Terminal. This causes the change to be synced, fixing the bug.
2023-10-03 18:20:44 +01:00
Spongecade
747a5a53b4
Update Minecraft wiki links to new domain (#1601) 2023-10-03 15:55:20 +00:00
Jonathan Coates
96b6947ef2
Flesh out MemoryMount into a writable mount
This moves MemoryMount to the main core module, and converts it to be a
"proper" WritableMount. It's still naively implemented - definitely
would be good to flesh out our tests in the future - but enough for what
we need it for.

We also do the following:
 - Remove the FileEntry.path variable, and instead pass the path around
   as a variable.
 - Clean up BinaryReadableHandle to use ByteBuffers in a more idiomatic
   way.
 - Add a couple more tests to our FS tests. These are in a bit of an odd
   place, where we want both Lua tests (for emulator compliance) and
   Java tests (for testing different implementations) - something to
   think about in the future.
2023-09-29 22:15:23 +01:00
Jonathan Coates
e7a1065bfc
Move file transfer API to the code library
This is useful for emulators, which might want to emulate the event.
2023-09-29 21:09:23 +01:00
Jonathan Coates
e6125bcf60
Try to make recipe serialisers more reusable
This attempts to reduce some duplication in recipe serialisation (and
deserialisation) by moving the structure of a recipe (group, category,
ingredients, result) into seprate types.

 - Add ShapedRecipeSpec and ShapelessRecipeSpec, which store the core
   properties of shaped and shapeless recipes. There's a couple of
   additional classes here for handling some of the other shared or
   complex logic.

 - These classes are now used by two new Custom{Shaped,Shapeless}Recipe
   classes, which are (mostly) equivalent to Minecraft's
   shaped/shapeless recipes, just with support for nbt in results.

 - All the other similar recipes now inherit from these base classes,
   which allows us to reuse a lot of this serialisation code. Alas, the
   total code size has still gone up - maybe there's too much
   abstraction here :).

 - Mostly unrelated, but fix the skull recipes using the wrong UUID
   format.

This allows us to remove our mixin for nbt in recipes (as we just use
our custom recipe now) and simplify serialisation a bit - hopefully
making the switch to codecs a little easier.
2023-09-23 18:24:02 +01:00
Jonathan Coates
0d6c6e7ae7
Hoist some ArchiveMount logic into a new superclass
- Add AbstractInMemoryMount, which contains all of ArchiveMount's file
   tree logic, but not the caching functionality.

 - Convert MemoryMount to inherit from AbstractInMemoryMount.

 - Add a helper method to add a file to an AbstractInMemoryMount, and
   use that within {Resource,Jar}Mount.

There's definitely more work to be done here - it might be nice to split
FileEntry into separate Directory and File interfaces, or at least make
them slightly more immutable, but that's definitely a future job.
2023-09-22 07:46:39 +01:00
Jonathan Coates
b1248e4901
Add a tag for blocks wired modems should ignore
Includes wired modems (as before), but can be extended by other mods if
needed.
2023-09-11 21:29:17 +01:00
Jonathan Coates
e660192f08
Make command computer permission checks stricter
- Placing a command computer requires the player to be in creative and
   opped.
 - Breaking a command computer now requires the player to be opped, as
   well as in creative.

As we've now got a dedicated item class for command comptuers, we move
the command-specific IMedia override to that class.

Fixes #1582.
2023-09-05 18:44:16 +01:00
Jonathan Coates
07113c3e9b
Move command actions to their own methods
Rather than having a mess of lambdas, we now move the bulk of the
implemetation to their own methods. The lambdas now just do argument
extraction - it's all stringly typed, so good to keep that with the
argument definition.

This also removes a couple of exception keys (and thus their translation
keys) as we no longer use them.
2023-09-05 18:37:10 +01:00
Jonathan Coates
5dd6b9a637
Generic dependency update
A couple of changes caused by checkstyle being a little more strict.
2023-08-31 19:14:37 +01:00
Jonathan Coates
13ed422bd5
Remove getBundledRedstoneConnectivity
Wow, this is old. It looks like it's a legacy of when this method was on
TileGeneric (and so returned false by default). As all implementations
now return true (turtle tools no longer block redstone), we don't really
need this any more.
2023-08-27 23:54:27 +01:00
Jonathan Coates
5b58271b92
Fix computer sidebar buttons being invisible 2023-08-27 19:25:04 +01:00
Jonathan Coates
4e42394f33
Merge branch 'mc-1.19.x' into mc-1.20.x 2023-08-27 19:08:59 +01:00
Jonathan Coates
53546b9f57
Split some textures into sprite sheets
- 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.
2023-08-27 18:02:51 +01:00
Jonathan Coates
500406f9eb
Merge pull request #1569 from cc-tweaked/feature/no-compression
Remove compression from terminal/monitor packets
2023-08-27 14:15:56 +01:00
Jonathan Coates
b3738a7a63
Use permission APIs for the /computercraft command
- Add a generic PermissionRegistry interface. This behaves similarly to
   our ShaderMod interface, searching all providers until it finds a
   compatible one.

   We could just make this part of the platform code instead, but this
   allows us to support multiple systems on Fabric, where things are
   less standardised.

   This interface behaves like a registry, rather than a straight
   `getPermission(node, player)` method, as Forge requires us to list
   our nodes up-front.

 - Add Forge (using the built-in system) and Fabric (using
   fabric-permissions-api) implementations of the above interface.

 - Register permission nodes for our commands, and use those
   instead. This does mean that the permissions check for the root
   /computercraft command now requires enumerating all child
   commands (and so potential does 7 permission lookups), but hopefully
   this isn't too bad in practice.

 - Remove UserLevel.OWNER - we never used this anywhere, and I can't
   imagine we'll want to in the future.
2023-08-27 12:22:40 +01:00
Jonathan Coates
52b78f92cd
Use standard Markdown link syntax for references
References are now written using normal links: You now use [`print`] or
[print a string][`print`]) instead of @{print} or @{print|print a
string}.
2023-08-24 11:23:33 +01:00
Jonathan Coates
2055052a57
Switch to GitHub-style admonitions/alerts
As these are just a custom syntax on top of blockquotes, these work much
better with text editors.
2023-08-23 18:10:01 +01:00
Jonathan Coates
25776abf61
Fix address rules reading the wrong config key
Should be max_websocket_message, not just websocket_message.

Also add some additional validation to address rules, to check no
unrecognised keys are present.

Closes #1566.
2023-08-23 18:04:22 +01:00
Jonathan Coates
f7411b40a2
Remove compression from terminal/monitor packets 2023-08-23 10:06:15 +01:00
Jonathan Coates
8c8924f54e
Fix CME in monitor's set of attached computers
We're very inconsistent with whether we use locks or concurrent maps
here. Something to sort out in the future, but for now add some missing
@GuardedBy annotations.
2023-08-23 10:05:56 +01:00
Jonathan Coates
c1628d077a
Small improvements to packet reading/writing improvements
- Prefer {read,write}Nullable when possible.

 - Use SoundEvent.{writeTo,readFrom}Network, instead of sending the
   registry entries. This allows playing discs which don't register
   their SoundEvent on the server.

 - Add a couple of tests for round-tripping these packets.
2023-08-23 10:05:56 +01:00
Jonathan Coates
5b2fdec6ca
Add some jqwik arbitraries for Minecraft types
This requires supporting registries in our platform test
code. Thankfully this is mostly the same as what we can do in Fabric -
the duplication is unfortunate - but it's easy enough.
2023-08-23 10:05:56 +01:00
Petr Karmashev
92b335f45f
Fixed turtle.dropDown documentation (#1564) 2023-08-17 10:52:17 +00:00
Jonathan Coates
e6bc1e4e27
Merge branch 'mc-1.19.x' into mc-1.20.x 2023-08-05 10:36:37 +01:00
Jonathan Coates
b6632c9ed9
Fix model hook nullability
Only an issue on the latest FAPI, so we also bump that.
2023-08-05 10:32:21 +01:00
Jonathan Coates
41b6711b38
Change button text in render rather than an override
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.
2023-07-27 19:12:27 +01:00
Jonathan Coates
a9d31cd3c6
Re-run datagen
- Remove some unused translation keys.
 - Run tools/language.py to sort the current translations and remove the
   aforementioned unused keys.
 - Update turtle tool impostor recipes - these now include the tool NBT!
2023-07-23 22:22:48 +01:00
Weblate
55510c42db Translations for Czech
Translations for Polish

Translations for French

Translations for Spanish

Translations for German

Co-authored-by: Patriik <apatriik0@gmail.com>
Co-authored-by: Sammy <SammyKoch@pm.me>
Co-authored-by: SquidDev <git@squiddev.cc>
2023-07-23 21:22:10 +00:00
Jonathan Coates
57a944fd90
Render enchanted upgrades with a glint (#1532) 2023-07-23 10:18:22 +00:00
Jonathan Coates
940f59b116
Automatically bake models from turtle modellers (#1531)
This avoids us having to list a bunch of model locations twice, and
hopefully makes things a little cleaner for add-on authors too
2023-07-22 19:51:50 +00:00
Jonathan Coates
90ed0b24e7
Send block updates to the computer when updating redstone
Fixes #1520
2023-07-22 13:50:13 +01:00
Jonathan Coates
0ad399a528
Rewrite turtle.dig tool actions
- Move the tool action before the "is block present" check, fixes
   #1527. This is where it was before, but we flipped it around in the
   tool rewrite.

 - Don't reuse as much turtle.place logic for tool actions. This fixes
   some instances where tools could till/level dirt through solid
   blocks.
2023-07-21 08:58:02 +01:00
Jonathan Coates
1b88213eca
Make our registry wrapper implement IdMap
This allows us to use some of the byte-buffer helper methods directly
with our registries, rather than rolling our own helpers.
2023-07-19 20:20:38 +01:00
Jonathan Coates
24d74f5c80
Update to latest Fabric
- 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
2023-07-18 19:27:27 +01:00
Jonathan Coates
48889ceb89
Merge branch 'mc-1.19.x' into mc-1.20.x 2023-07-10 20:38:25 +01:00
Jonathan Coates
c2988366d8
Add EMI compatibility
This just adds stack comparisons, so that upgrades are considered (much
like JEI and REI). No dynamic recipes, as EMI doesn't support those :(.
2023-07-10 20:31:06 +01:00
Weblate
b94e34f372 Translations for Italian
Co-authored-by: Alessandro <ale.proto00@gmail.com>
2023-07-10 15:03:03 +00:00
Jonathan Coates
af3263dec2
Allow disabling generic methods
Suddenly so easy as of the refactoring in 910a63214e395ecae6993d8e0487384c725b3dd3!

Closes #1382
2023-07-09 19:59:08 +01:00
Jonathan Coates
9ca3efff3c
Add data generator support for required mods
We've supported resource conditions in the upgrade JSON for an age, but
don't expose it in our data generators at all.

Indeed, using these hooks is a bit of a pain to do in multi-loader
setups, as the JSON is different between the two loaders. We could
generate the JSON for all loaders at once, but it feels nicer to use
the per-loader APIs to add the conditions.

For now, we just support generating a single condition - whether a mod
is loaded not, via the requireMod(...) method.
2023-07-09 14:09:44 +01:00
Jonathan Coates
9519448e43
Don't render toast text with a shadow 2023-07-07 18:08:47 +01:00
Jonathan Coates
915b6f9d81
Switch away from Forge's loot modifiers
We switched to Forge's loot modifier system in the 1.20 update, as
LootTable.addPool had been removed. Turns out this was by accident, and
so we switch back to the previous implementation, as it's much simpler
and efficient.
2023-07-07 10:18:16 +01:00
Jonathan Coates
a98f3b2a4c
Merge branch 'mc-1.19.x' into mc-1.20.x 2023-07-07 00:18:50 +01:00
Jonathan Coates
5d71770931
Several command permission fixes
- Attach permission checks to the first argument (so the literal
   command name) rather than the last argument. This fixes commands
   showing up when they shouldn't.

 - HelpingArgumentBuilder now inherits permissions of its leaf nodes.
   This only really impacts the "track" subcommand.

 - Don't autocomplete the computer selector for the "queue" subcommand.
   As everyone has permission for this command, it's possible to find
   all computer ids and labels in the world.

   I'm in mixed minds about this, but don't think this is an exploit -
   computer ids/labels are sent to in-range players so shouldn't be
   considered secret - but worth patching none-the-less.
2023-07-06 23:16:22 +01:00
Jonathan Coates
cab9c9772a
Add some tests for new turtle tool functionality
- Normalise upgrade keys, to be "allowEnchantments" and
   "consumeDurability". We were previously inconsistent with
   allow/allows and consumes.
 - Add tests for durability and enchantments of pickaxes.
 - Fix a couple of issues with the original upgrade NBT being modified.
 - Now store the item's tag under a separate key rather than on the
   root. This makes syncing the NBT between the two much nicer.
2023-07-06 22:28:56 +01:00
Weblate
efa92b741b Translations for Russian (ru_ru)
Translations for French

Co-authored-by: chesiren <chesiren63@gmail.com>
Co-authored-by: ego-rick <vsevidcev@gmail.com>
2023-07-04 23:03:03 +00:00
Jonathan Coates
a91ac6f214
Make turtle tools a little more flexible
Turtle tools now accept two additional JSON fields

 - allowEnchantments: Whether items with enchantments (or any
   non-standard NBT) can be equipped.
 - consumesDurability: Whether durability will be consumed. This can be
   "never" (the current and default behaviour), "always", and
   "when_enchanted".

Closes #1501.
2023-07-03 22:14:31 +01:00
PenguinEncounter
943a9406b1
Fix turtle.refuel example (#1510) 2023-07-02 17:19:09 +00:00
Jonathan Coates
8708048b6e
Try to make turtle_test.peripheral_change more robust
Replace the arbitrary sleep with a thenWaitUntil.
2023-07-02 11:46:03 +01:00
Jonathan Coates
d138d9c4a5
Preserve item NBT for turtle tools
This is a pre-requisite for #1501, and some other refactorings I want to do.

Also fix items in the turtle upgrade slots vanishing. We now explicitly
invalidate the cache when setting the item.
2023-07-02 11:02:10 +01:00
Edvin
f54cb8a432
Allow upgrades to read/write upgrade data from ItemStacks (#1465) 2023-07-02 10:55:55 +01:00
Jonathan Coates
94f5ede75a
Remove superflous Nonnull/Notnull annotations 2023-07-01 19:32:28 +01:00
Jonathan Coates
1977556da4
Deprecate IPocketAccess.getUpgrades
I think this left over from CCTweaks or Peripheral++. It doesn't really
make sense as an API - if/when we add multiple upgrades, we'll want a
different API for this.
2023-07-01 18:34:17 +01:00
Jonathan Coates
9eabb29999
Move the model cache inside TurtleModelParts
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.
2023-07-01 18:27:36 +01:00
Jonathan Coates
ecf880ed82
Document HTTP rules a little better
It turns out we don't document the "port" option anywhere, so probably
worth doing a bit of an overhaul here.

 - Expand the top-level HTTP rules comment, clarifying how things are
   matched and describing each field.

 - Improve the comments on the default HTTP rule. We now also describe
   the $private rule and its motivation.

 - Don't drop/ignore invalid rules. This gets written back to the
   original config file, so is very annoying! Instead we now log an
   error and convert the rule into a "deny all" rule, which should make
   it obvious something is wrong.
2023-07-01 16:16:06 +01:00
Jonathan Coates
f5b16261cc
Update to Gradle 8.x
- Update to Loom 1.2 and FG 6.0. ForgeGradle has changed how it
   generates the runXyz tasks, which makes running our tests much
   harder. I've raised an issue upstream, but for now we do some nasty
   poking of internals.

 - Fix Sodium/Iris tests. Loom 1.1 changed how remapped configurations
   are generated - we create a dummy source set and associate the
   remapped configuration with that. All nasty stuff.

 - Publish the common library. I'm not a fan of this, but given how much
   internals I'm poking elsewhere, should probably get off my high
   horse.

 - Add renderdoc support to the client gametests, enabled with
   -Prenderdoc.
2023-06-29 20:10:17 +01:00
Jonathan Coates
910a63214e
Make Generic methods per-ComputerContext
- Move the class cache out of Generator into MethodSupplierImpl. This
   means we cache class generation globally (that's really expensive!),
   but the class -> method list lookup is local.

 - Move the global GenericSource/GenericMethod registry out of core,
   passing in the list of generic methods to the ComputerContext.

I'm not entirely thrilled by the slight overlap of MethodSupplierImpl and
Generator here, something to clean up in the future.
2023-06-26 21:46:55 +01:00
Jonathan Coates
591a7eca23
Clean up how we enumerate Lua/peripheral methods
- Move several interfaces out of `d00.computercraft.core.asm` into a
   new `aethods` package. It may make sense to expose this to the
   public API in a future commit (possibly part of #1462).

 - Add a new MethodSupplier<T> interface, which provides methods to
   iterate over all methods exported by an object (either directly, or
   including those from ObjectSources).

   This interface's concrete implementation (asm.MethodSupplierImpl),
   uses Generators and IntCaches as before - we can now make that all
   package-private though, which is nice!

 - Make the LuaMethod and PeripheralMethod MethodSupplier local to the
   ComputerContext. This currently has no effect (the underlying
   Generator is still global), but eventually we'll make GenericMethods
   non-global, which unlocks the door for #1382.

 - Update everything to use this new interface. This is mostly pretty
   sensible, but is a little uglier on the MC side (especially in
   generic peripherals), as we need to access the global ServerContext.
2023-06-26 19:42:42 +01:00
Jonathan Coates
a29a516a3f
Small refactoring to generic peripherals
- Remove SidedGenericPeripheral (we never used this!), adding the
   functionality to GenericPeripheral directly. This is just used on the
   Fabric side for now, but might make sense with Forge too.

 - Move GenericPeripheralBuilder into the common project - this is
   identical between the two projects!

 - GenericPeripheralBuilder now generates a list of methods internally,
   rather than being passed the methods.

 - Add a tiny bit of documentation.
2023-06-26 19:11:59 +01:00
Jonathan Coates
4a5e03c11a
Convert NamedMethod into a record 2023-06-26 18:51:14 +01:00
Jonathan Coates
50d460624f
Make the list of API factories per-ComputerContext
The registry is still a singleton inside the Minecraft code, but this
makes the core a little cleaner.
2023-06-26 18:48:26 +01:00
Jonathan Coates
bc500df921
Use a builder for constructing ComputerContexts
We've got a few optional fields here, and more on their way, so this
ends up being a little nicer.
2023-06-26 18:42:19 +01:00
Jonathan Coates
672c2cf029
Limit turtle's reach distance in Item.use
When a turtle attempts to place a block, it does so by searching for
nearby blocks and attempting to place the item against that block.

This has slightly strange behaviour when working with "placable"
non-block items though (such as buckets or boats). In this case, we call
Item.use, which doesn't take in the position of the block we're placing
against. Instead these items do their own ray trace, using the default
reach distance.

If the block we're trying to place against is non-solid, the ray trace
will go straight through it and continue (up to the maximum of 5
blocks), allowing placing the item much further away.

Our fix here is to override the default reach distance of our fake
players, limiting it to 2. This is easy on Forge (it has built-in
support), and requires a mixin on Fabric.

Closes #1497.
2023-06-24 17:09:34 +01:00