- Add the core TeaVM jar to the runtime the classpath, to ensure
various runtime classes are present.
- Fix computer initialisation errors not being displayed on the screen.
The terminal was set to the default 0x0 size when logging the error,
and so never displayed anything!
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.
Historically we've used copy-cat to provide a web-based emulator for
running example code on our documentation site. However, copy-cat is
often out-of-date with CC:T, which means example snippets fail when you
try to run them!
This commit vendors in copy-cat (or rather an updated version of it)
into CC:T itself, allowing us to ensure the emulator is always in sync
with the mod.
While the ARCHITECTURE.md documentation goes into a little bit more
detail here, the general implementation is as follows
- In project/src/main we implement the core of the emulator. This
includes a basic reimplementation of some of CC's classes to work on
the web (mostly the HTTP API and ComputerThread), and some additional
code to expose the computers to Javascript.
- This is all then compiled to Javascript using [TeaVM][1] (we actually
use a [personal fork of it][2] as there's a couple of changes I've
not upstreamed yet).
- The Javascript side then pulls in the these compiled classes (and
the CC ROM) and hooks them up to [cc-web-term][3] to display the
actual computer.
- As we're no longer pulling in copy-cat, we can simplify our bundling
system a little - we now just compile to ESM modules directly.
[1]: https://github.com/konsoletyper/teavm
[2]: https://github.com/SquidDev/teavm/tree/squid-patches
[3]: https://github.com/squiddev-cc/cc-web-term
- Move the frontend code into src/frontend
- Move our custom element SSR system into src/htmlTransform.
This is mostly in prep for merging in copy-cat's core, as that's a whole
bunch of extra code.
This adds SPDX license headers to all source code files, following the
REUSE[1] specification. This does not include any asset files (such as
generated JSON files, or textures). While REUSE does support doing so
with ".license" files, for now we define these licences using the
.reuse/dep5 file.
[1]: https://reuse.software/
After several weeks of carefully arranging ribbons, we pull the string
and end up with, ... a bit of a messy bow. There were still some things
I'd missed.
- Split the mod into a common (vanilla-only) project and Forge-specific
project. This gives us room to add Fabric support later on.
- Split the project into main/client source sets. This is not currently
statically checked: we'll do that soon.
- Rename block/item/tile entities to use suffixes rather than prefixes.