This allows wireless modems (advanced and normal) to be used in
multiparts. There's a very limited set of uses for this (mostly allows
using Chisel and Bits with them), but it's very simple to do.
I'd like to look into MCMP support for wired modems/cables in the
future, but this will be somewhat harder due to their pre-existing
multiblock structure.
Similarly, might be fun to look into CBMP compatibility.
- Share the ILuaContext across all method calls, as well as shifting it
into an anonymous class.
- Move the load/loadstring prefixing into bios.lua
- Be less militant in prefixing chunk names:
- load will no longer do any auto-prefixing.
- loadstring will not prefix when there no chunk name is supplied.
Before we would do `"=" .. supplied_program`, which made no sense.
For instance, `pastebin run https://pastebin.com/LYAxmSby` will now
extract the code and download appropriately. Also add an error message
when we received something which is not a valid pastebin code.
See #134.
This runs tests on CraftOS using a tiny test runner that I originally
knocked up for LuaDash. It can be run both from JUnit (so IDEA and
Gradle) and in-game in the shell, so is pretty accessible to work with.
I also add a very basic POC test for the io library. I'd like to flesh
this out soon enough to contain most of the things from the original io
test.
Before it was not actually selected until the task had yielded for the
first time. If a computer did not yield (or took a while to do so),
nothing would actually show up.
- CobaltLuaMachine/ComputerExecutor can now be paused - this suspends
the machine via a debug hook. When doing work again, we resume the
machine, rather than starting a new task.
- TimeoutState keeps track of how long the current execution of this task
has gone on for, when its deadline is, and the cumulative execution time of
this task.
- ComputerThread now uses a CFS based scheduler in order to determine which
computer to next run.
- Only update all runtimes and the minimum runtime when queuing new
exectors. We only need to update the current executor's runtime.
- Fix overflows when comparing times within TimeoutState.
System.nanotime() may (though probably won't) return negative values.
- Hopefully explain how the scheduler works a little bit.
- Runners would set their active executor before starting resetting the
time, meaning it would be judged as running and terminated.
- Similarly, the cumulative time start was reset to 0, meaning the
computer had been judged to run for an impossibly long time.
- If a computer hit the terminate threshold, but not the hard abort
one, then we'd print the stack trace of the terminated thread - we
now do it before interrupting.
There's still race conditions here when terminating a computer, but
hopefully these changes will mean they never occur under normal
operations (only when a computer has run for far too long).
- Fix the timeout error message displaying utter rot.
- Don't resize the runner array. We don't handle this correctly, so
we shouldn't handle it at all.
- Increment virtualRuntime after a task has executed.
- The computer queue is a priority queue sorted by "virtual runtime".
- Virtual runtime is based on the time this task has executed, divided
by the number of pending tasks.
- We try to execute every task within a given period. Each computer is
allocated a fair share of that period, depending how many tasks are
in the queue. Once a computer has used more than that period, the
computer is paused and the next one resumed.
TimeoutState now introduces a TIMESLICE, which is the maximum period of
time a computer can run before we will look into pausing it.
When we have executed a task for more than this period, and if there are
other computers waiting to execute work, then we will suspend the
machine.
Suspending the machine sets a flag on the ComputerExecutor, and pauses
the "cumulative" time - the time spent handling this particular event.
When resuming the machine, we restart our timer and resume the machine.
Oh goodness, when will it end?
- Computer errors are shown in red.
- Lua machine operations provide whether they succeeded, and an
optional error message (reason bios failed to load, timeout error,
another Lua error), which is then shown to the user.
- Clear the Cobalt "thrown soft abort" flag when resuming, rather than
every n instructions.
- Computers will clear their "should start" flag once the time has
expired, irrespective of whether it turned on or not. Before
computers would immediately restart after shutting down if the flag
had been set much earlier.
Errors within the Lua machine are displayed in a more friendly
When closing a BufferedWriter, we close the underlying writer. As we're
using channels, this is an instance of sun.nio.cs.StreamEncoder. This
will attempt to flush the pending character.
However, if throwing an exception within .write errors, the flush will
fail and so the underlying stream is not closed. This was causing us to
leak file descriptors.
We fix this by introducing ChannelWrappers - this holds the wrapper
object (say, a BufferedWriter) and underlying channel. When closed, we
dispose of the wrapper, and then the channel. You could think of this as
doing a nested try-with-resources, rather than a single one.
Note, this is not related to JDK-6378948 - this occurs in the underlying
stream encoder instead.
- TimeoutState uses nanoseconds rather than milliseconds. While this is
slightly less efficient on Windows, it's a) not the bottleneck of Lua
execution and b) we need a monotonic counter, otherwise we could
fail to terminate computers if the time changes.
- Add an exception handler to all threads.
- Document several classes a little better - I'm not sure how useful
all of these are, but _hopefully_ it'll make the internals a little
more accessible.
- Move state management (turnOn, shutdown, etc...) event handling and
the command queue into a ComputerExecutor
- This means the computer thread now just handles running "work" on
computer executors, rather than managing a separate command queue +
requeuing it.
- Instead of setting soft/hard timeouts on the ILuaMachine, we instead
provide it with a TimeoutState instance. This holds the current abort
flags, which can then be polled within debug hooks.
This means the Lua machine has to do less state management, but also
allows a more flexible implementation of aborts.
- Soft aborts are now handled by the TimeoutState - we track when the
task was started, and now only need to check we're more than 7s since
then.
Note, these timers work with millisecond granularity, rather than
nano, as this invokes substantially less overhead.
- Instead of having n runners being observed with n managers, we now
have n runners and 1 manager (or Monitor).
The runners are now responsible for pulling work from the queue. When
the start to execute a task, they set the time execution commenced.
The monitor then just checks each runner every 0.1s and handles hard
aborts (or killing the thread if need be).
- Rename unload -> close to be a little more consistent
- Make pollAndResetChanged be atomic, so we don't need to aquire a lock
- Get the computer queue from the task owner, rather than a separate
argument.
Ideally we'd add a couple more tests in the future, but this'll do for
now.
The bootstrap class is largely yoinked from CCTweaks-Lua, so is a tad
ugly. It works though.
We now generate a table and concatinate the elements together. This has
several benefits:
- We no longer emit emit trailing spaces, which caused issues on 1.13's
command system.
- We no longer need the error level variable, nor have the weird
recursion system - it's just easier to understand.
Prior to this change we would schedule a new task which attached
peripherals on the ComputerThread on the empty task queue. This had a
couple of issues:
- Slow running tasks on the computer thread could result in delays in
peripherals being attached (technically, though rarely seen in
practice).
- Now that the ComputerThread runs tasks at once, there was a race
condition in computers being turned on/off and peripherals being
attached/detached.
Note, while the documentation said that peripherals would only be
(at|de)tached on the computer thread, wired modems would attach on the
server thread, so this was not the case in practice.
One should be aware that peripherals are still detached on the
computer thread, most notably when turning a computer on/off.
This is almost definitely going to break some less well-behaved mods,
and possible some of the well behaved ones. I've tested this on SC, so
it definitely works fine with Computronics and Plethora.
- Restrict what items can be inserted into printers. They're now closer
to brewing stands or furnaces: nothing can go in the output slot,
only ink in the ink slot, and only paper in the paper slot.
- Fix build.gradle using the wrong version
- Trim the width of tables to fit when displaying on the client. Closes
#45. Note, our solution isn't perfect, as it will wordwrap too, but
it's adaquate for now.
- Reword elements of the README, mostly changing the elements about
vanilla ComputerCraft.
- Change versioning scheme: we'll now do 1.x.y, with 1.81.0 being the
next version.
- Include MC version in the file name
- Stop bundling javadoc with the jar. We'll look into hosting this on
squiddev.cc if really needed.
- Remove the LuaJ license from the root - we no longer bundle the
sources, so it's not needed here.
I realise this change looks a little dodgey on its own, so see #113 for
the full rationale.
When a turtle was unloaded but not actually disposed of, the
m_peripheral map hangs around. As a result, when creating a new
ServerComputer, the peripherals aren't considered changed and so they're
never attached.
Fixes#50.
Also fix that blumin' deprecated method which has been around for a wee
while now.
The Computer class currently has several resposiblities such as storing
id/label, managing redstone/peirpherals, handling management of the
computer (on/off/events) and updating the output.
In order to simplify this a little bit, we move our IAPIEnvironment
implementation into a separate file, and store all "world state"
(redstone + peripherals) in there. While we still need to have some
level of updating them within the main Computer instance, it's
substantially simpler.