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Commit Graph

1855 Commits

Author SHA1 Message Date
Drew Edwards
34dc915d57
Add validation to printer slots (#1099) 2022-05-23 16:02:12 +00:00
Jonathan Coates
24ed0ca723
Try to remove some flakiness in tests
- Make assertions a little more relaxed
 - Increase timeouts of computer tests (again :D:).
 - Log where we're up to in computer tests, to make tracking stalls a
   little easier
2022-05-23 10:26:18 +01:00
Jonathan Coates
431e4c9419
Some reformatting to config comments
- Rewrap everything at 80 columns. To make this tolerable I'm using
   IDEA's language fragment support - hence the absurd line lengths.

 - Add full stops to all comments.

 - Clarify that HTTP rules are applied in-order.
2022-05-22 14:34:31 +01:00
Jonathan Coates
2639b84eb2
Deprecate IArguments.releaseImmediate
This is only ever defined (and called) within the ILuaMachine-specific
code. Not sure why I ever made this public.
2022-05-22 14:05:04 +01:00
Jonathan Coates
d631111610
Improvements to contribution generation
- Parse Co-authored-by lines too. There's several contributors (mostly
   via weblate, but a few GH ones too) who weren't credited otherwise.

 - Add support for git mailmap, remapping some emails to a canonnical
   username. This allows us to remove some duplicates - nobody needs
   both SquidDev and "Jonathan Coates."

   I'm not making this file public, as it contains email addresses. This
   does mean that CI builds will still contain the full list with
   duplicates.
2022-05-19 14:09:08 +01:00
Jonathan Coates
c981c75b7c
Merge pull request #1096 from FayneAldan/patch-1
Fix typo in documentation
2022-05-13 21:05:01 +01:00
Fayne Aldan
f05a539443
Fix typo in documentation 2022-05-13 13:41:52 -06:00
Jonathan Coates
d8a7ab540a
Merge pull request #1095 from Wojbie/mc-1.16.x
Add important leading /
2022-05-10 21:42:40 +01:00
Wojbie
a7536ea4fa Add important leading /
Fixes #1094
2022-05-10 22:30:10 +02:00
Chick Chicky
d9e75d7c47
Added parse_empty_array to textutils.unserialiseJSON (#1092)
Fixes #1089.
2022-05-08 09:53:02 +00:00
Jonathan Coates
78334c4cb1
Fix counts in /computercraft {turn-on,shutdown}
We were using the size of the selectors (which is normally 1) rather
than the number of computers.
2022-05-07 20:17:44 +01:00
JackMacWindows
f5f0c7990a
Add note about special JSON values in docs for textutils.unserializeJSON (#1058) 2022-05-07 10:10:25 +00:00
Jonathan Coates
87a1c1a525
Some minor documentation fixes
- Add a TOC to the Local IPs page.
 - Increase the echo delay in our speaker audio page to 1.5s. This
   sounds much better and is less clashy than 1s. Also add a
   sleep(0) (eww, I know) to fix timeouts on some browsers/computers.
 - Move Lua feature compat to a new "reference" section. Still haven't
   figured out how to structure these docs - open to any ideas really.
 - Mention FFmpeg as an option for converting to DFPWM (closes #1075).
 - Allow data-mount to override built-in files. See my comment in #1069.
2022-05-05 13:27:33 +01:00
Jonathan Coates
be45b718b3
Correctly mark reify as CLIENT 2022-05-05 00:23:38 +01:00
Jonathan Coates
ad2d1d6a05
Merge branch 'feature/optimise-timeouts' into mc-1.16.x 2022-05-04 18:29:08 +01:00
Jonathan Coates
65a7370db1
Rethink how computer timeouts are handled
Previously we would compute the current timeout flags every 128
instructions of the Lua machine. While computing these flags is
_relatively_ cheap (just get the current time), it still all adds up.

Instead we now set the timeout flags from the computer monitor/watchdog
thread. This does mean that the monitor thread needs to wake up more
often[^1] _if the queue is full_, otherwise we can sleep for 100ms as
before.

This does mean that pausing is a little less accurate (can technically
take up 2*period instead). This isn't great, but in practice it seems
fine - I've not noticed any playability issues.

This offers a small (but measurable!) boost to computer performance.

[^1]: We currently sleep for scaledPeriod, but we could choose to do less.
2022-05-04 12:33:14 +01:00
Jonathan Coates
03b0244084
Minor improvements to resetting code
- Reset state while the server is starting rather than once it has
   started. Hopefully fixes a weird issue where wireless modems wouldn't
   be "connected" on server startup.

 - Correctly reset the MainThread metrics on server start/stop.
2022-05-04 11:31:59 +01:00
Jonathan Coates
6322e72110
Add a test harness for ComputerThread
Geesh, this is nasty. Because ComputerThread is incredibly stateful, and
we want to run tests in isolation, we run each test inside its own
isolated ClassLoader (and thus ComputerThread instance).

Everything else is less nasty, though still a bit ... yuck. We also
define a custom ILuaMachine which just runs lambdas[^1], and some
utilities for starting those.

This is then tied together for four very basic tests. This is sufficient
for the changes I want to make, but might be nice to test some more
comprehensive stuff later on (e.g. timeouts after pausing).

[^1]: Which also means the ILuaMachine implementation can be changed by
other mods[^2], if someone wants to have another stab at LuaJIT :p.

[^2]: In theory. I doubt its possible in practice because so much is
package private.
2022-05-03 22:58:28 +01:00
Jonathan Coates
7ad6132494
Move VarargArguments factory to VarargArguments itself 2022-05-03 18:51:34 +01:00
Jonathan Coates
e2189535b8
Fix several thread-unsafe client registrations
Also remove deprecated usage of DeferredWorkQueue. Oh goodness, some of
this code is so old now.

Fixes #1084
2022-05-03 18:48:08 +01:00
Jonathan Coates
79467499e6
Use ByteBuffers in term.blit
This is about 5-6x faster than using a String as we don't need to
allocate and copy multiple times. In the grand scheme of things, still
vastly overshadowed by the Lua interpreter, but worth doing.
2022-05-03 12:47:34 +01:00
Jonathan Coates
074793090d
Fix Optifine detection
I really should have tested this. And not expected Optifine to be
normal.
2022-05-03 11:57:35 +01:00
Jonathan Coates
cbbab26bf3
Some minor documentation improvements
- Start making the summary lines for modules a little better. Just say
   what the module does, rather than "The X API does Y" or "Provides Y".
   There's still a lot of work to be done here.

 - Bundle prism.js on the page, so we can highlight non-Lua code.

 - Copy our local_ips wiki page to the main docs.
2022-05-02 17:49:32 +01:00
Jonathan Coates
9cb7091ce7
Fix several deprecated warnings 2022-05-02 16:21:56 +01:00
Sr_endi
e909e11e05
[1.16] Make blocks rotatable for structures (#1083) 2022-05-01 12:09:38 +01:00
JackMacWindows
6239dbe9ca
Add documentation on full list of 5.2/5.3 features (#1071) 2022-05-01 08:29:43 +01:00
Jonathan Coates
49601f0b7c
Bump Cobalt version
Oh deary me.
2022-04-29 22:35:41 +01:00
Jonathan Coates
9cb7a5bec7
Track owning entity when sending sounds
This allows us to sync the position to the entity immediately, rather
than the sound jumping about.

Someone has set up rick-rolling pocket computers (<3 to whoever did
this), and the lag on them irritates me enough to fix this.

Fixes #1074
2022-04-28 19:59:31 +01:00
Cloud Chagnon
118b89ea41
Fix off by one error in printout renderer
Fixes printouts being drawn slightly offset to the left in all cases,
noticeable mainly when in item frames.
2022-04-28 17:42:04 +01:00
Jonathan Coates
f2474bbfa2
Remove redundant class 2022-04-28 17:41:07 +01:00
Jonathan Coates
f108ba93af
Bump version to 1.100.5
> Modulo any game-breaking bugs [...] this will be the last CC: Tweaked
> release.

Terrible performance is game-breaking right? Or am I just petty?
2022-04-27 13:46:55 +01:00
Jonathan Coates
ad228e94a3
Merge remote-tracking branch 'origin/mc-1.16.x' into mc-1.16.x
I hate doing this, but I have too many merges in progress to rebase.
2022-04-26 22:43:22 +01:00
Jonathan Coates
fccca22d3f
Merge branch 'feature/font-rendering-optimise' into mc-1.16.x
This /significantly/ improves performance of the VBO renderer (3fps to
80fps with 120 constantly changing monitors) and offers some minor FPS
improvements to the TBO renderer.

This also makes the 1.16 rendering code a little more consistent with
the 1.18 code, cleaning it up a little in the process.

Closes #1065 - this is a backport of those changes for 1.16. I will
merge these changes into 1.18, as with everything else (oh boy, that'll
be fun).

Please note this is only tested on my machine right now - any help
testing on other CPU/GPU configurations is much appreciated.
2022-04-26 21:43:53 +01:00
Jonathan Coates
4bfdb65989
Use VBO renderer when Optifine is installed
Historically I've been reluctant to do this as people might be running
Optifine for performance rather than shaders, and the VBO renderer was
significantly slower when monitors were changing.

With the recent performance optimisations, the difference isn't as bad.
Given how many people ask/complain about the TBO renderer and shaders, I
think it's worth doing this, even if it's not as granular as I'd like.

Also changes how we do the monitor backend check. We now only check for
compatibility if BEST is selected - if there's an override, we assume
the user knows what they're doing (a bold assumption, if I may say so
myself).
2022-04-26 21:43:21 +01:00
Jonathan Coates
22e8b9b587
Don't render cursors separately
- For TBOs, we now pass cursor position, colour and blink state as
   variables to the shader, and use them to overlay the cursor texture
   in the right place.

   As we no longer need to render the cursor, we can skip the depth
   buffer, meaning we have to do one fewer upload+draw cycle.

 - For VBOs, we bake the cursor into the main VBO, and switch between
   rendering n and n+1 quads. We still need the depth blocker, but can
   save one upload+draw cycle when the cursor is visible.

This saves significant time on the TBO renderer - somewhere between 4
and 7ms/frame, which bumps us up from 35 to 47fps on my test world (480
full-sized monitors, changing every tick). [Taken on 1.18, but should be
similar on 1.16]
2022-04-26 21:43:21 +01:00
Jonathan Coates
77a00b14ae
Use UBOs for the TBO renderer
Like #455, this sets our uniforms via a UBO rather than having separate
ones for each value. There are a couple of small differences:

 - Have a UBO for each monitor, rather than sharing one and rewriting it
   every monitor. This means we only need to update the buffer when the
   monitor changes.

 - Use std140 rather than the default layout. This means we don't have
   to care about location/stride in the buffer.

Also like #455, this doesn't actually seem to result in any performance
improvements for me. However, it does make it a bit easier to handle a
large number of uniforms.

Also cleans up the generation of the main monitor texture buffer:

 - Move buffer generation into a separate method - just ensures that it
   shows up separately in profilers.
 - Explicitly pass the position when setting bytes, rather than
   incrementing the internal one. This saves some memory reads/writes (I
   thought Java optimised them out, evidently not!). Saves a few fps
   when updating.
 - Use DSA when possible. Unclear if it helps at all, but nice to do :).
2022-04-26 21:43:21 +01:00
Jonathan Coates
78aa757549
Memorize getRenderBoundingBox
This takes a non-trivial amount of time on the render thread[^1], so
worth doing.

I don't actually think the allocation is the heavy thing here -
VisualVM says it's toWorldPos being slow. I'm not sure why - possibly
just all the block property lookups? [^2]

[^1]: To be clear, this is with 120 monitors and no other block entities
with custom renderers. so not really representative.

[^2]: I wish I could provide a narrower range, but it varies so much
between me restarting the game. Makes it impossible to benchmark
anything!
2022-04-26 21:43:21 +01:00
Jonathan Coates
1196568a7c
Use Ű̶̹̚n̵̦̂́s̷̭̲͐a̶̞͔̔f̸̠́̀e̵͔̋̀ to upload the monitor's contents
The VBO renderer needs to generate a buffer with two quads for each
cell, and then transfer it to the GPU. For large monitors, generating
this buffer can get quite slow. Most of the issues come from
IVertexBuilder (VertexConsumer under MojMap) having a lot of overhead.

By emitting a ByteBuffer directly (and doing so with Unsafe to avoid
bounds checks), we can improve performance 10 fold, going from
3fps/300ms for 120 monitors to 111fps/9ms.

See 41fa95bce4 and #1065 for some more
context and other exploratory work. The key thing to note is we _need_ a
separate version of FWFR for emitting to a ByteBuffer, as introducing
polymorphism to it comes with a significant performance hit.
2022-04-26 21:43:21 +01:00
Jonathan Coates
48c4f397f9
Backport some text rendering code from 1.18
- Move all RenderType instances into a common class.

Cherry-picked from 41fa95bce4:
 - Render GL_QUADS instead of GL_TRIANGLES.

 - Remove any "immediate mode" methods from FWFR. Most use-cases can be
   replaced with the global MultiBufferSource and a proper RenderType
   (which we weren't using correctly before!).

   Only the GUI code (WidgetTerminal) needs to use the immediate mode.

 - Pre-convert palette colours to bytes, storing both the coloured and
   greyscale versions as a byte array.

Cherry-picked from 3eb601e554:
 - Pass lightmap variables around the various renderers. Fixes #919 for
   1.16!
2022-04-26 17:56:43 +01:00
Jonathan Coates
8871f40ced
Move FWFR into a separate package
Just a precursor to doing any work on it.
2022-04-26 16:27:49 +01:00
Jonathan Coates
aa62c1f206
Remove redundant CSS in src/web/styles.css
Moved to illuaminate itself
2022-04-26 16:20:04 +01:00
Jonathan Coates
fd32b06d6f
Merge pull request #1078 from Hasaabitt/patch-1
Fixed typo
2022-04-24 22:51:21 +01:00
Hasaabitt
739d6813c0
Fixed typo
"Instead, it is a standard program, which its API into the programs that it launches."
becomes
"Instead, it is a standard program, which injects its API into the programs that it launches."
2022-04-24 16:56:31 -04:00
Jonathan Coates
daf81b897a
Use vector helpers to convert BlockPos to Vector3d
A little shorter and more explicit than constructing the Vector3d
manually. Fixes an issue where sounds were centered on the bottom left
of speakers, not the middle (see cc-tweaked/cc-restitched#85).
2022-04-22 09:30:04 +01:00
Jonathan Coates
e865d96f7b
Fix some typos in the colors API
Closes #1072
2022-04-16 21:14:43 +01:00
Jonathan Coates
79b1872cab
Fall back to the given side if the internal one isn't provided
See #1061, closes #1064.

Nobody ever seems to implement this correctly (though it's better than
1.12, at least we've not seen any crashes), and this isn't a fight I
care enough about fighting any more.
2022-04-08 10:12:41 +01:00
Jonathan Coates
2a92794da3
Merge pull request #1055 from bclindner/mc-1.16.x
Documentation fix for rednet.broadcast
2022-03-27 17:40:33 +01:00
Brian C. Lindner
b3e009cca5
doc fix 2022-03-27 16:12:42 +00:00
Jonathan Coates
2c64186965
Bump version to 1.100.4 2022-03-23 08:36:09 +00:00
Jonathan Coates
31ba17d085
Don't wait for the chunk to be loaded when checking for monitors
There's a couple of alternative ways to solve this. Ideally we'd send
our network messages at the same time as MC does
(ChunkManager.playerLoadedChunk), but this'd require a mixin.

Instead we just rely on the fact that if the chunk isn't loaded,
monitors won't have done anything and so we don't need to send their
contents!

Fixes #1047, probably doesn't cause any regressions. I've not seen any
issues on 1.16, but I also hadn't before so ¯\_(ツ)_/¯.
2022-03-18 19:59:02 +00:00