Historically, computers tracked whether any world-visible state
(on/off/blinking, label and redstone outputs) had changed with a single
"has changed" flag. While this is simple to use, this has the curious
side effect of that term.setCursorBlink() or os.setComputerLabel() would
cause a block update!
This isn't really a problem in practice - it just means slightly more
block updates. However, the redstone propagation sometimes causes the
computer to invalidate/recheck peripherals, which masks several other
(yet unfixed) bugs.
- colors.toBlit now performs bounds checks on the passed value,
preventing weird behaviour like color.toBlit(2 ^ 16) returning "10".
- The window API now uses colors.toBlit (or rather a copy of it) for
parsing colours, allowing doing silly things like
term.setTextColour(colours.blue + 5).
- Add some top-level documentation to the term API to explain some of
the basics.
Closes#1736
Minecraft sometimes keeps chunks in-memory, but not actively loaded. If
we schedule a block entity to be ticked and that chunk is is then
transitioned to this partially-loaded state, then the block entity is
never actually ticked.
This is most visible with monitors. When a monitor's contents changes,
if the monitor is not already marked as changed, we set it as changed
and schedule a tick (see ServerMonitor). However, if the tick is
dropped, we don't clear the changed flag, meaning subsequent changes
don't requeue the monitor to be ticked, and so the monitor is never
updated.
We fix this by maintaining a list of block entities whose tick was
dropped. If these block entities (or rather their owning chunk) is ever
re-loaded, then we reschedule them to be ticked.
An alternative approach here would be to add the scheduled tick directly
to the LevelChunk. However, getting hold of the LevelChunk for unloaded
blocks is quiet nasty, so I think best avoided.
Fixes#1146. Fixes#1560 - I believe the second one is a duplicate, and
I noticed too late :D.
When we remove a wired node from a network, we need to find connected
components in the rest of the graph. Typically, this requires a
traversal of the whole graph, taking O(|V| + |E|) time.
If we remove a lot of nodes at once (such as when unloading chunks),
this ends up being quadratic in the number of nodes. In some test
networks, this can take anywhere from a few seconds, to hanging the game
indefinitely.
This attempts to reduce the cases where this can happen, with a couple
of optimisations:
- Instead of constructing a new hash set of reachable nodes (requiring
multiple allocations and hash lookups), we store reachability as a
temporary field on the WiredNode.
- We abort our traversal of the graph if we can prove the graph remains
connected after removing the node.
There's definitely future work to be done here in optimising large wired
networks, but this is a good first step.
- Replace usages of WiredNetwork.connect/disconnect/remove with the
WiredNode equivalents.
- Convert "testLarge" into a proper JMH benchmark.
- Don't put a peripheral on every node in the benchmarks. This isn't
entirely representative, and means the peripheral juggling code ends
up dominating the benchmark time.
We've been out-of-date for a while now, as we needed to update
lua_menhir to work with lrgrep 3.
- Better handling of standalone names/expressions - we now correctly
handle lists of names.
- Handle missing commas in tables in a few more places.
- We checked the backing array when reading rather than the file's
length, so could read beyond the end of the file.
- We used the entry length when resizing, which effectively meant we
doubled the size of the backing array on each write.
- cc.require now uses the internal _LOADED table to get the list of
built-in globals. This fixes several globals not showing up on the
list (e.g. utf8), and allows us to inject more modules from the Java
side.
- ILuaAPI now has a getModuleName() function. This is used to inject
the API into the aforementioned _LOADED table, allowing it to be
"require"d.
One common issue we get when a program exits after handling a "key"
event is that it leaves the "char" event on the queue. This means that
the shell (or whatever program we switch in to) then receives the "char"
event, often displaying it to the screen.
Previously we've got around this by doing sleep(0) before exiting the
program. However, we also see this problem in edit's run handler script,
and I'm less comfortable doing the same hack there.
This adds a new internal discard_char function, which will either
wait one tick or return when seeing a char/key_up event.
Fixes#1705
- Mark our core test-fixtures jar as part of the "cctest", rather than
a separate library. I'm fairly sure this was actually using the
classpath version of CC rather than the legacyClasspath version!
- Add a new "testMinecraftLibrary" configuration, instead of trying to
infer it from the classpath. We have to jump through some hoops to
avoid having multiple versions of a library on the classpath at once,
but it's not too bad.
I'm working on a patch to bsl which might allow us to kill of
legacyClasspath instead. Please, anything is better than this.
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.
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.
- Debug hooks are now correctly called for every function.
- Fix several minor inconsistencies with debug.getinfo.
- Fix Lua tables being sized incorrectly when created from varargs.
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.
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.
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.
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!
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.
I was able to reproduce this by starting two computers, and then warming
up the JIT by running:
while true do os.queueEvent("x") os.pullEvent("x") end
and then running the following on one computer, while typing on the
other:
while true do end
I'm not quite sure why this happens. It's possible that once the JIT is
warm, we can resume computers without actually allocating anything,
though I'm a little unconvinced.
Fixes#1672
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.
- Clean up option parsing a bit, so it uses the Option, rather than its
corresponding character code.
- Add a new -L/--allow-local-domains flag to remove the $private rule
from the HTTP rules.
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.
- Add a check to ensure declared dependencies in the :core project, and
those inherited from Minecraft are the same.
- Compute the next Cobalt version, rather than specifying it manually.
- Add the gradle versions plugin (and version catalog update), and
update some versions.
Previously we prevented our published full jar depending on any of the
other projects by excluding the whole cc.tweaked jar. However, as Cobalt
also now lives in that group, this meant we were missing the Cobalt
dependency.
Rather than specifying a wildcard, we now exclude the dependencies when
adding them to the project.
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