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Commit Graph

345 Commits

Author SHA1 Message Date
Jonathan Coates
aef92c8ebc
Remove pocket computer GUI
Historically we used to have separate menu types for computers and
pocket computers, as the screen had to be initialised with the correct
terminal size.

However, as of c49547b962 (which was
admittedly two years ago now), we have the terminal available when
constructing the screen, and so the code for the two is identical.

This change actually merges the two screens, replacing usages of the
pocket computer UI with the computer one.
2024-06-22 17:41:49 +01:00
Jonathan Coates
571ea794a8
Decouple CommandAPI from the command computer BE
All we really need for its implementation is a level and position, which
we can get directly from the server block entity!
2024-06-22 17:18:21 +01:00
Jonathan Coates
4b102f16b3
Update to Minecraft 1.21
API Changes:

 - Minecraft had updated ModelResourceLocation to no longer inherit from
   ResourceLocation.

   To allow referencing both already baked models
   (ModelResourceLocation) and loading new models (via ResourceLocation)
   in turtle model loadders, we add a new "ModelLocation" class, that
   acts as a union between the two.

   I'm not entirely convinced by the design here, so might end up
   changing again before a stable release.o

 - Merge IMedia.getAudioTitle and IMedia.getAudio into a single
   IMedia.getAudio method, which now returns a JukeboxSong rather than a
   SoundEvent.

Other update notes:
 - Minecraft had rewritten how buffers are managed again. This is a
   fairly minor change for us (vertex -> addVertex, normal -> setNormal,
   etc...), with the exception that you can no longer use
   MultiBufferSource.immediate with the tesselator.

   I've replaced this with GuiGraphics.bufferSource, which appears to be
   fine, but worth keeping an eye on in case there's any odd render
   state issues.

 - Crafting now uses a CraftingInput (a list of items) rather than a
   CraftingContainer, which allows us to simplify turtle crafting code.
2024-06-22 16:19:59 +01:00
Jonathan Coates
e81af93043
Move JEI to client folder
I hadn't realised this, but plugins are only loaded on the client. This
is useful on 1.21, as we now have easy access to a holder lookup.
2024-06-22 13:23:03 +01:00
Jonathan Coates
bb933d0100
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-06-21 08:36:18 +01:00
Jonathan Coates
25b8a65c5c
Fix drive.getAudioTitle returning null for no disk
Historically (and according to the docs) getAudioTitle returned "false"
when the drive was empty (or had invalid media), and "null" when the
disk had no item. This was accidentally changed in a later refactor --
this change fixes that behaviour.
2024-06-21 07:54:18 +01:00
Weblate
c582fb521c Translations for German
Co-authored-by: Lord Duck <maximilian.schueller@hotmail.com>
2024-06-19 14:52:42 +00:00
Jonathan Coates
9fbb1070ef
Remove redundant helper method from datagen
Vanilla has had an equivalent method for a few years now!
2024-06-14 22:12:16 +01:00
Jonathan Coates
ac851a795b
Fix command.getBlockInfos indexing expression
And add an example, to make it all a little clearer
2024-06-06 20:04:32 +01:00
Weblate
334761788a Translations for Chinese (Simplified)
Co-authored-by: Kevin Z <zyxkad@gmail.com>
2024-06-05 18:24:44 +00:00
Jonathan Coates
de078e3037
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-05-28 18:46:19 +01:00
Jonathan Coates
862d92785e
Don't expose a menu provider for computers
We can't safely use this anyway (as custom data is not sent), so better
not to expose it at all. Fixes #1844.
2024-05-28 09:47:12 +01:00
Jonathan Coates
4d619de357
Don't publish Gradle module metadata for common
Fixes #1842
2024-05-26 09:34:10 +01:00
Jonathan Coates
c7e49d1929
Use RecordItem.getDisplayName to get audio title
Rather than constructing the component manually. This should be more
compatible with mods that override getDisplayName.
2024-05-09 22:54:03 +01:00
Jonathan Coates
eb584aa94d
Translate remaining item tags
These shouldn't appear in recipes, but just to stop Fabric complaining
:).
2024-05-09 18:47:28 +01:00
Jonathan Coates
ad70e2ad90
Make printout recipes a little more flexible
Rather than having one single hard-coded recipe, we now have separate
recipes for printed pages and printed books. These recipes are defined
in terms of

 - A list of ingredients (like shapeless recipes).
 - A result item.
 - An ingredient defining the acceptable page items (so printed page(s),
   but not books). This cannot overlap with any of the main ingredients.
 - The minimum number of printouts required.

We then override the shapeless recipe crafting logic to allow for
multiple printouts to appear.

It feels like it'd be nice to generalise this to a way of defining
shapeless recipes with variable-count ingredients (for instance, the
disk recipe could also be defined this way), but I don't think it's
worth it right now.

This solves some of the issues in #1755. Disk recipes have not been
changed yet.
2024-05-09 18:47:22 +01:00
Jonathan Coates
2c0d8263d3
Update to MC 1.20.6
- Update EMI and REI integration, and fix some issues with the upgrade
   crafting hooks.
 - Just use smooth stone for recipes, not #c:stone. We're mirroring
   redstone's crafting recipes here.
 - Some cleanup to printouts.
 - Remote upgrade data generators - these can be replaced with the
   standard registry data generators.
 - Remove the API's PlatformHelper - we no longer have any
   platform-specific code in the API.
2024-05-07 22:59:53 +01:00
Jonathan Coates
de930c8d09
Split up turtle textures (#1813)
Turtles currently read their textures from a single 128x128 sprite
sheet. Most of this texture is unused which means we end up wasting a
lot of the block texture atlas[^1].

This change splits up the turtle textures into individual 32x32
textures[^2], one for each side, and then an additional backpack
texture.

I'm very sorry to any resource pack artists out there. The
tools/update-resources.py script will update existing packs, but does
not (currently) handle non-standard resolutions.

[^1]: It used to be worse: https://github.com/dan200/ComputerCraft/issues/145

[^2]: Turtle textures are a bit weird, in that they mostly *look* 16x16,
  but have some detail in places.
2024-04-30 20:58:07 +00:00
Jonathan Coates
94c864759d
Ignore enchantments/attributes on the original item
Turtle tools were not equippable, as we considered the stack enchanted
due to the item's base attribute modifiers. We now only check the
component patch for enchantments/attribute modifiers.

This also removes the craftItem property of tools - this hasn't worked
since we added support for enchanted tools!

Fixes #1810
2024-04-29 21:07:04 +01:00
Weblate
735e7ce09b Translations for Italian
Co-authored-by: Alessandro <ale.proto00@gmail.com>
2024-04-29 19:00:14 +00:00
Jonathan Coates
959bdaeb61
Use a single upgrade type for modems
Replace turtle_modem_{normal,advanced} with a single turtle_modem
upgrade (and likewise for pocket upgrades). This is slightly more
complex (we now need a custom codec), but I think is more idiomatic.
2024-04-28 20:38:30 +01:00
Jonathan Coates
06ac373e83
Use components for upgrade adjectives
This makes quick-and-dirty datapacks a little easier, as you can now use
a hard-coded string rather than adding a language key.
2024-04-28 20:07:15 +01:00
Jonathan Coates
0aca6a4dc9
Remove several unused test files 2024-04-28 19:54:39 +01:00
Jonathan Coates
bf203bb1f3
Rewrite upgrades to use dynamic registries
Ever since 1.17, turtle and pocket upgrades have been loaded from
datpacks, rather than being hard-coded in Java. However, upgrades have
always been stored in our own registry-like structure, rather than using
vanilla's registries.

This has become a bit of a problem with the introduction of components.
The upgrade components now hold the upgrade object (rather than just its
id), which means we need the upgrades to be available much earlier (e.g.
when reading recipes).

The easiest fix here is to store upgrades in proper registries instead.
This means that upgrades can no longer be reloaded (it requires a world
restart), but otherwise is much nicer:

 - UpgradeData now stores a Holder<T> rather than a T.

 - UpgradeSerialiser has been renamed to UpgradeType. This now just
   provides a Codec<T>, rather than JSON and network reading/writing
   functions.

 - Upgrade classes no longer implement getUpgradeID(), but instead have
   a getType() function, which returns the associated UpgradeType.

 - Upgrades are now stored in turtle_upgrade (or pocket_upgrade) rather
   than turtle_upgrades (or pocket_upgrades). This will break existing
   datapacks, sorry!
2024-04-28 19:47:19 +01:00
Jonathan Coates
6e9799316a
Update ErrorProne 2024-04-28 18:32:19 +01:00
Jonathan Coates
cd9840d1c1
Add workaround for inventory method test failure 2024-04-26 22:06:29 +01:00
Jonathan Coates
b9a002586c
Update turtle reach limits to 1.20.5
We can replace our mixins with vanilla's built-in attributes.
2024-04-26 21:44:19 +01:00
Jonathan Coates
a3b07909b0
Replace some recipes with a more dynamic system
This adds a new "recipe function" system, that allows transforming the
result of a recipe according to some datapack-defined function.

Currently, we only provide one function: computercraft:copy_components,
which copies components from one of the ingredients to the result. This
allows us to replace several of our existing recipes:

 - Turtle overlay recipes are now defined as a normal shapeless recipe
   that copies all (non-overlay) components from the input turtle.

 - Computer conversion recipes (e.g. computer -> turtle, normal ->
   advanced) copy all components from the input computer to the result.

This is more complex (and thus more code), but also a little more
flexible, which hopefully is useful for someone :).
2024-04-26 21:44:18 +01:00
Jonathan Coates
d7786ee4b9
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-04-26 18:38:15 +01:00
Jonathan Coates
1a87d1bf45
Move shared generated resources to common project
In 1.20.1, Forge and Fabric have different "common" tag conventions (for
instance, Forge uses forge:dusts/redstone, while Fabric uses
c:redstone_dusts). This means the generated recipes (and advancements)
will be different for the two loader projects. As such, we run data
generators for each loader, and store the results separately.

However, aside from some recipes and advancements, most resources /are/
the same between the two. This means we end up with a lot of duplicate
files, which make the diff even harder to read. This gets worse in
1.20.5, when NeoForge and Fabric have (largely) unified their tag names.

This commit now merges the generated resources of the two loaders,
moving shared files to the common project.

 - Add a new MergeTrees command, to handle the de-duplication of files.
 - Change the existing runData tasks to write to
   build/generatedResources.
 - Add a new :common:runData task, that reads from the
   build/generatedResources folder and writes to the per-project
   src/generated/resources.
2024-04-26 18:09:08 +01:00
Jonathan Coates
188806e8b0
Actually update NeoForge to 1.20.5
NF now loads mods from neoforge.mods.toml rather than mods.toml, so CC
wasn't actually being loaded. Tests all passed, because they didn't get
run in the first place!
2024-04-26 17:57:20 +01:00
Jonathan Coates
01407544c9
Update to 1.20.5 (#1793)
- Switch most network code to use StreamCodec
 - Turtle/pocket computer upgrades now use DataComponentPatch instead of
   raw NBT.
2024-04-25 20:32:48 +00:00
Jonathan Coates
bd2fd9d4c8
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-04-25 18:23:04 +01:00
Jonathan Coates
00e2e2bd2d
Switch to vanilla's stillValid implementation 2024-04-25 18:21:23 +01:00
Jonathan Coates
7c1f40031b
Some cleanup to network messages
- Use enums for key and mouse actions, rather than integer ids.
 - Change TerminalState to always contain a terminal. We now make
   TerminalState nullable when we want to skip sending anything.
2024-04-25 18:19:34 +01:00
Jonathan Coates
5c457950d8
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-04-24 20:30:59 +01:00
Jonathan Coates
03bb279206
Move computer right click code to the block
Rather than handling right clicks within the block entity code, we now
handle it within the block. Turtles now handle the nametagging
behaviour themselves, rather than overriding canNameWithTag.
2024-04-17 15:01:50 +01:00
Weblate
fabd77132d Translations for Czech
Co-authored-by: Patriik <apatriik0@gmail.com>
2024-04-09 08:54:05 +00:00
Jonathan Coates
75f3ecce18
Render printout pages further forward in the UI
Rather than rendering the background further back. This was causing some
of the pages to not be rendered. I'm not quite sure why this is -- there
shouldn't be any z-fighting -- but this does work as a fix!

Fixes #1777
2024-04-08 12:07:53 +01:00
Jonathan Coates
688fdc40a6
Don't render background in the off-hand pocket UI
Fixes #1778
2024-04-08 12:02:25 +01:00
Jonathan Coates
22bd5309ba
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-04-07 22:06:49 +01:00
Jonathan Coates
825d45eb26
Fix NPE when rendering turtle's label
Minecraft.hitResult may /technically/ be null when rendering a turtle.
In vanilla, this doesn't appear to happen, but other mods (e.g.
Immersive Portals) may still take advantage of this.

This hitResult is then propagated to BlockEntityRenderDispatcher, where
the field was /not/ marked as nullable. This meant we didn't even notice
the potential of an NPE!

Closes #1775
2024-04-06 08:46:19 +01:00
Jonathan Coates
8b2516abb5
Update to latest NullAway
This fixes several issues with @Nullable fields not being checked. This
is great in principle, but a little annoying in practice as MC's
@Nullable annotations are sometimes a little overly strict -- we now
need to wrap a couple of things in assertNonNull checks.
2024-04-06 08:38:44 +01:00
Jonathan Coates
6d14ce625f
Use the correct modem in create:brittle
I tested this in-game, I swear! Just, typically, only with ender and
wired modems.
2024-04-03 09:29:31 +01:00
Jonathan Coates
c8eadf4011
Register CC's modems as brittle
This tells Create that modems will pop-off if their neighbour is moved,
and so changes the order that the block is moved in.

We possibly should use BlockMovementChecks.AttachedCheck instead, to
properly handle the direction modems are facing in. However, this
doesn't appear to be part of the public API, so probably best avoided.

Fixes #948
2024-04-03 08:44:30 +01:00
Jonathan Coates
0f623c2cca
Move can-place modem logic to one place
This should make future changes easier. Closes #1769.
2024-04-01 13:55:44 +01:00
Jonathan Coates
c764981a40
Merge pull request #1761 from cc-tweaked/feature/no-play-record
Prevent playing music discs with speaker.playSound
2024-03-29 07:55:31 +00:00
Jonathan Coates
6363164f2b
Fix creating a zero-sized pocket terminal
When the terminal data is not present, width/height are set to 0, rather
than the terminal's width/height. This meant we'd create an empty
terminal, which then crashes when we try to render it.

We now make the terminal nullable and initialise it the first time we
receive the terminal data. To prevent future mistakes, we hide
width/height, and use TerminalState.create everywhere.

Fixes #1765
2024-03-26 21:59:41 +00:00
Jonathan Coates
0e5248e5e6
Prevent playing music discs with speaker.playSound
I have mixed feelings about speaker.playSound. On one hand, it's pretty
useful to be able to play any sound. On the other, it sometimes feels
... maybe a little too magic?

One particular thing I don't like is that it allows you to play
arbitrary records, which sidesteps both a vanilla mechanic (finding
record discs) and existing CC functionality (disk.playAudio). We now
prevent playing record tracks from the speaker.
2024-03-24 12:53:57 +00:00
Jonathan Coates
e154b0db2a
Fix speaker.playSound overwriting current sound
playSound should return false if we've already played a sound this tick,
rather than overwriting it.
2024-03-24 12:20:53 +00:00
Jonathan Coates
c50d56d9fa
Remove canClickRunClientCommand
This was added in 4675583e1c to handle
Forge on longer supporting RUN_COMMAND for client-side commands.
However, the mixins are still present on NF/1.20.4, so we don't need
this!
2024-03-23 15:38:18 +00:00
Jonathan Coates
286f969f94
Remove computers from both lookups when they timeout
In 5d8c46c7e6, we switched to using UUIDs
for looking up computers (rather than an integer ID). However, for
compatibility in some of the command code, we need to maintain the old
integer lookup map.

Most of the code was updated to handle this, *except* the code to remove
a computer from the registry. This meant that we'd fail to remove a
computer from the UUID lookup map, so computers ended up in a phantom
state where they were destroyed, but still accessible.

This is not an issue on 1.20.4, because the legacy int lookup map was
removed.

Fixes #1760
2024-03-23 10:59:47 +00:00
Jonathan Coates
7b9a156abc
Register our block entities with DFU
This ensures that data fixers will be applied to items in these
inventories.
2024-03-22 21:47:11 +00:00
Jonathan Coates
0a9e5c78f3
Remove some deprecated code
Some of this is technically an API break, but 1.20.4 is pretty unstable.

 - Remove WiredNetwork from the public API
 - Remove legacy computer selectors
2024-03-22 21:36:52 +00:00
Jonathan Coates
da5885ef35
Merge branch 'mc-1.20.x' into mc-1.20.y 2024-03-22 21:23:49 +00:00
Jonathan Coates
57c72711bb
Use a platform method to register item properties
The two mod loaders expose different methods for this (Forge's method
takes a ItemPropertyFunction, Fabric's a ClampedItemPropertyFunction).
This is fine in a Gradle build, as the methods are compatible. However,
when running from IntelliJ, we get crashes as the common code tries to
reference the wrong method.

We now pass in the method reference instead, ensuring we use the right
method on each loader.
2024-03-22 20:19:32 +00:00
Jonathan Coates
cbafbca86b
Invalidate wired element when cable is added/removed
Otherwise we end up caching the old value of getWiredElement, which
might be absent if there is no cable!

Fixes #1759
2024-03-22 20:13:02 +00:00
Jonathan Coates
4675583e1c
STOP DOING MIXINS (on Forge)
BYTECODE WAS NOT SUPPOSED TO BE REWRITTEN

YEARS OF DEBUGGING REMAPPING FAILURES yet NO ACTUAL SOLUTION FOUND.

Wanted to use Mixins for anyway for a laugh? We had a tool for that: it
was called "FABRIC LOOM".

"Yes, please produce completely broken jars for no discernable reason"
Statements dreamed up by the utterly Deranged.

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

This removes our two mixins used on Forge:

 - Breaking progress for cabled/wired modems.
 - Running client commands from chat click events. We now suggest the
   command on Forge instead.

Occasionally we get issues where the mixin annotation processor doesn't
write its tsrg file in time for the reobfJar/reobfJarJar task. I thought
we'd fixed that cb8e06af2a, but sometimes
we still produce missing jars - I have a feeling this might be to do
with incremental compilation.

We can maybe re-evaluate this on 1.20.4, where we don't need to worry
about remapping any more.
2024-03-21 21:45:17 +00:00
Jonathan Coates
afe16cc593
Clean up turtle inventory reading 2024-03-21 21:21:31 +00:00
Jonathan Coates
04900dc82f
Skip main-thread tasks if peripheral is detached
Due to the asynchronous nature of main-thread tasks, it's possible for
them to be executed on peripherals which have been detached. This has
been known for a long time (#893 was opened back in 2021), but finding a
good solution here is tricky.

Most of the time the method will silently succeed, but if we try to
interact with an IComputerAccess (such as in inventory methods, as seen
in #1750), we throw a NotAttachedException exception and spam the logs!

This is an initial step towards fixing this - when calling a peripheral
method via peripheral.call/modem.callRemote, we now wrap any enqueued
main-thread tasks and silently skip them if the peripheral has been
detached since.

This means that peripheral methods may start to return nil when they
didn't before. I think this is *fine* (though not ideal for sure!) - we
return nil if the peripheral has been detached, so it's largely
equivalent to that.
2024-03-21 19:54:22 +00:00
Jonathan Coates
ad97b2922b
Invalidate peripherals on updateShape
This fixes chests not being reattached when their size changes.
2024-03-20 10:07:29 +00:00
Jonathan Coates
52986f8d73
Drop modems as an item in updateShape
We were still handling this logic in neighborChanged, like this was
1.12. The horror!
2024-03-17 22:09:21 +00:00
Jonathan Coates
ab00580389
Simplify the previous patch a little
We can use BlockEntityType.getKey, rather than having to extend our
registry wrappers.
2024-03-17 16:21:56 +00:00
Jonathan Coates
128ac2f109
Better handling when a BE type isn't registered
This should never happen, but apparently it does!? We now log an error
(rather than crashing), and include the original BE (and associated
block), as the BE type isn't very useful.

See #1750. Technically this fixes it, but want to do some more poking
there first.
2024-03-17 16:13:33 +00:00
Jonathan Coates
5d8c46c7e6
Replace integer instance IDs with UUIDs
Here's a fun bug you can try at home:
 - Create a new world
 - Spawn in a pocket computer, turn it on, and place it in a chest.
 - Reload the world - the pocket computer in the chest should now be
   off.
 - Spawn in a new pocket computer, and turn it on. The computer in chest
   will also appear to be on!

This bug has been present since pocket computers were added (27th March,
2024).

When a pocket computer is added to a player's inventory, it is assigned
a unique *per-session* "instance id" , which is used to find the
associated computer. Note the "per-session" there - these ids will be
reused if you reload the world (or restart the server).

In the above bug, we see the following:

 - The first pocket computer is assigned an instance id of 0.
 - After reloading, the second pocket computer is assigned an instance
   id of 0.
 - If the first pocket computer was in our inventory, it'd be ticked and
   assigned a new instance id. However, because it's in an inventory, it
   keeps its old one.
 - Both computers look up their client-side computer state and get the
   same value, meaning the first pocket computer mirrors the second!

To fix this, we now ensure instance ids are entirely unique (not just
per-session). Rather than sequentially assigning an int, we now use a
random UUID (we probably could get away with a random long, but this
feels more idiomatic).

This has a couple of user-visible changes:

 - /computercraft no longer lists instance ids outside of dumping an
   individual computer.
 - The @c[instance=...] selector uses UUIDs. We still use int instance
   ids for the legacy selector, but that'll be removed in a later MC
   version.
 - Pocket computers now store a UUID rather than an int.

Related to this change (I made this change first, but then they got
kinda mixed up together), we now only create PocketComputerData when
receiving server data. This makes the code a little uglier in some
places (the data may now be null), but means we don't populate the
client-side pocket computer map with computers the server doesn't know
about.
2024-03-17 14:56:12 +00:00
Jonathan Coates
1a5dc92bd4
Some more cleanup to wired modems
- Remove "initial connections" flag, and just refresh connections +
   peripherals on the first tick.

 - Remove "peripheral attached" from NBT, and just read/write it from
   the block state. This might cause issues with #1010, but that's
   sufficiently old I hope it won't!
2024-03-17 00:18:27 +00:00
Jonathan Coates
98b2d3f310
Simplify WiredModemPeripheral interface a little 2024-03-16 23:24:55 +00:00
Jonathan Coates
e92c2d02f8
Fix turtle.suck reporting incorrect error
Our GatedPredicate hack was clever, but also fundamentally didn't work.
The predicate is called before extraction, so if extraction fails (for
instance, canTakeItemThroughFace returns false), then we still think an
item has been removed.

To fix that, we inline StorageUtil.move, specialising it for what we
need.
2024-03-16 21:27:21 +00:00
Jonathan Coates
f8ef40d378
Add a method for checking peripheral equality
This feels a little overkill, but nice to standardise how this code
looks.

There's a bit of me which wonders if we should remove
IPeripheral.equals, and just use Object.equals, but I do also kinda like
the explicitness of the current interface? IDK.
2024-03-16 14:01:22 +00:00
Jonathan Coates
61f9b1d0c6
Send entire DFPWM encoder state to the client
This ensures the client decoder is in sync with the server. Well, mostly
- we don't handle the anti-jerk, but that should correct itself within a
few samples.

Fixes #1748
2024-03-15 18:25:57 +00:00
Jonathan Coates
b7df91349a
Rewrite computer selectors
This adds support for computer selectors, in the style of entity
selectors. The long-term goal here is to replace our existing ad-hoc
selectors. However, to aid migration, we currently support both - the
previous one will most likely be removed in MC 1.21.

Computer selectors take the form @c[<key>=<value>,...]. Currently we
support filtering by id, instance id, label, family (as before) and
distance from the player (new!). The code also supports computers within
a bounding box, but there's no parsing support for that yet.

This commit also (finally) documents the /computercraft command. Well,
sort of - it's definitely not my best word, but I couldn't find better
words.
2024-03-12 20:12:13 +00:00
Jonathan Coates
a9191a4d4e
Don't cache the client monitor
When rendering non-origin monitors, we would fetch the origin monitor,
read its client state, and then cache that on the current monitor to
avoid repeated lookups.

However, if the origin monitor is unloaded/removed on the client, and
then loaded agin, this cache will be not be invalidated, causing us to
render both the old and new monitor!

I think the correct thing to do here is cache the origin monitor. This
allows us to check when the origin monitor has been removed, and
invalidate the cache if needed.

However, I'm wary of any other edge cases here, so for now we do
something much simpler, and remove the cache entirely. This does mean
that monitors now need to perform extra block entity lookups, but the
performance cost doesn't appear to be too bad.

Fixes #1741
2024-03-10 10:57:56 +00:00
Jonathan Coates
451a2593ce
Move WiredNode default methods to the impl 2024-03-10 10:00:52 +00:00
Jonathan Coates
d38b1da974
Don't propagate redstone when blink/label changes
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.
2024-03-06 18:59:38 +00:00
Jonathan Coates
4daa2a2b6a
Reschedule block entities when chunks are loaded
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.
2024-02-26 19:25:38 +00:00
Jonathan Coates
84b6edab82
More efficient removal of wired nodes from networks
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.
2024-02-24 15:02:34 +00:00
Jonathan Coates
31aaf46d09
Deprecate WiredNetwork
We don't actually need this to be in the public API.
2024-02-24 14:55:22 +00:00
Jonathan Coates
2d11b51c62
Clean up the wired network tests
- 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.
2024-02-24 14:52:44 +00:00
Jonathan Coates
9c202bd1c2
Fix incorrect cast for JEI 2024-02-05 18:52:20 +00:00
Jonathan Coates
fc834cd97f
Update to 1.20.4 2024-01-31 20:55:14 +00:00
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