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!
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
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.
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.
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.
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.
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.
- 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!
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.
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.
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
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.
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
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.
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.
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.
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.
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.
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.
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
When adding/removing observers, we locked on the observer, then
acquired the global lock. When a metric is observed, then we acquire the
global lock and then the observer lock.
If these happen at the same time, we can easily end up with a deadlock.
We simply avoid holding the observer lock for the entire add/remove
process (instead only locking when actually needed).
Closes#1639
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.
This adds a new "java_allocation" metric, which tracks the number of
bytes allocated while executing the computer (as measured by Java). This
is not an 100% reliable number, but hopefully gives some insight into
what computers are doing.
Historically CC has supported two modes when working with file handles
(and HTTP requests):
- Text mode, which reads/write using UTF-8.
- Binary mode, which reads/writes the raw bytes.
However, this can be confusing at times. CC/Lua doesn't actually support
unicode, so any characters beyond the 0.255 range were replaced with
'?'. This meant that most of the time you were better off just using
binary mode.
This commit unifies text and binary mode - we now /always/ read the raw
bytes of the file, rather than converting to/from UTF-8. Binary mode now
only specifies whether handle.read() returns a number (and .write(123)
writes a byte rather than coercing to a string).
- Refactor the entire handle hierarchy. We now have an AbstractMount
base class, which has the concrete implementation of all methods. The
public-facing classes then re-export these methods by annotating
them with @LuaFunction.
These implementations are based on the
Binary{Readable,Writable}Handle classes. The Encoded{..}Handle
versions are now entirely removed.
- As we no longer need to use BufferedReader/BufferedWriter, we can
remove quite a lot of logic in Filesystem to handle wrapping
closeable objects.
- Add a new WritableMount.openFile method, which generalises
openForWrite/openForAppend to accept OpenOptions. This allows us to
support update mode (r+, w+) in fs.open.
- fs.open now uses the new handle types, and supports update (r+, w+)
mode.
- http.request now uses the new readable handle type. We no longer
encode the request body to UTF-8, nor decode the response from UTF-8.
- Websockets now return text frame's contents directly, rather than
converting it from UTF-8. Sending text frames now attempts to treat
the passed string as UTF-8, rather than treating it as latin1.
Does it count as an emulator when it's official? I hope not, as this'd
make it my fourth or fifth emulator at this point.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Developing/debugging CraftOS is a massive pain to do inside Minecraft,
as any change to resources requires a compile+hot swap cycle (and
sometimes a `/reload` in-game). As such, it's often more convenient to
spin up an emulator, pointing it to load the ROM from CC:T's sources.
However, this isn't practical when also making changes to the Java
classes. In this case, we either need to go in-game, or build a custom
version of CCEmuX.
This commit offers an alternative option: we now have our own emulator,
which allows us to hot swap both Lua and Java to our heart's content.
Most of the code here is based on our monitor TBO renderer. We probably
could share some more of this, but there's not really a good place for
it - feels a bit weird just to chuck it in :core.
This is *not* a general-purpose emulator. It's limited in a lot of
ways (won't launch on Mac[^1], no support for multiple computers) - just
stick to what's there already.
[^1]: We require OpenGL 4.5 due to our use of DSA.
In practice, we're never going to change this to true by default. The
old Tekkit Legends pack enabled this[^1], and that caused a lot of
problems, though admittedly back in 2016 so things might be better now.
If people do want this functionality, it should be fairly easy to
replicate with a datapack, adding a file to rom/autorun.
[^1]: See https://www.computercraft.info/forums2/index.php?/topic/27663-
Hate that I remember this, why is this still in my brain?
- Move most error message constants to a new MountHelpers class.
- Be a little more consistent in when we throw "No such file" vs "Not a
file/directory" messages.
The two implementations aren't entirely compatible - the implementation
returned by .of will throw an NPE on .contains(null), whereas the
Collections implementations just return false. However, we try to avoid
passing null to collections methods, so this should be safe.
There's no strong reason to do this, but it helps make the code a little
more consistent
As of 1.20, sign messages are immutable - we need to do
text = text.setMesssage(...) instead. Also do a tiny bit of cleanup to
this function while we're here.
Probably not the best use of my lunch break :D:.
Fixes#1611.
Allows registering arbitrary block lookup functions instead of a
platform-specific capability. This is roughly what Fabric did before,
but generalised to also take an invalidation callback.
This callback is a little nasty - it needs to be a NonNullableConsumer
on Forge, but that class isn't available on Fabric. For now, we make the
lookup function (and thus the generic peripheral provider) generic on
some <T extends Runnable> type, then specialise that on the Forge side.
Hopefully we can clean this up when NeoForge reworks capabilities.
Or rather, being published to the wrong place. The java-convention
plugin sets the group, but that was applied after the publishing one - I
was hoping it'd read that property lazy, but clearly not!
Wow, some of this is /old/. All the Maps.newHashMap stuff dates back to
Java 6, so must originally be CCTweaks code?!
We're unlikely to drop our Guava dependency (we use too much other
stuff), but we should make the most of the stdlib where possible.
Previously we had the invariant that if we had a server monitor, we also
had a terminal. When a monitor shrank into a place, we deleted the
monitor, and then recreated it when a peripheral was requested.
As of ab785a0906 this has changed
slightly, and we now just delete the terminal (keeping the ServerMonitor
around). However, we didn't adjust the peripheral code accordingly,
meaning we didn't recreate the /terminal/ when a peripheral was
requested.
The fix for this is very simple - most of the rest of this commit is
some additional code for ensuring monitor invariants hold, so we can
write tests with a little more confidence.
I'm not 100% sold on this approach. It's tricky having a double layer of
nullable state (ServerMonitor, and then the terminal). However, I think
this is reasonable - the ServerMonitor is a reference to the multiblock,
and the Terminal is part of the multiblock's state.
Even after all the refactors, monitor code is still nastier than I'd
like :/.
Fixes#1608
We can't use FriendlyByte.readCollection to read to a
pre-allocated/array-backed NonNullList, as that doesn't implement
List.add. Instead, we just need to do a normal loop.
We add a couple of tests to round-trip our recipe specs. Unfortunately
we can't test the recipes themselves as our own registries aren't set
up, so this'll have to do for now.
Oh, this was a really nasty bug to reproduce. I'm not sure why - it's
very simple - I guess I've only just seen screenshots of it, and never
sat down to try myself. Reminder to actually report your bugs folks!
In this case:
1. Place down three down three monitors and then a computer.
2. Display something on the monitor (monitor left paint a) is my go-to.
3. Break the middle monitor.
We'd expect the left most monitor to be cleared, however it actually
preserves the monitor contents, resizing (and skewing it) to fit on its
new size!
This is because we clear the server monitor, but never sync that over to
the client, so the client monitor retains the old contents. To fix that,
instead of nulling out the server monitor, we null out the underlying
Terminal. This causes the change to be synced, fixing the bug.
This moves MemoryMount to the main core module, and converts it to be a
"proper" WritableMount. It's still naively implemented - definitely
would be good to flesh out our tests in the future - but enough for what
we need it for.
We also do the following:
- Remove the FileEntry.path variable, and instead pass the path around
as a variable.
- Clean up BinaryReadableHandle to use ByteBuffers in a more idiomatic
way.
- Add a couple more tests to our FS tests. These are in a bit of an odd
place, where we want both Lua tests (for emulator compliance) and
Java tests (for testing different implementations) - something to
think about in the future.
This attempts to reduce some duplication in recipe serialisation (and
deserialisation) by moving the structure of a recipe (group, category,
ingredients, result) into seprate types.
- Add ShapedRecipeSpec and ShapelessRecipeSpec, which store the core
properties of shaped and shapeless recipes. There's a couple of
additional classes here for handling some of the other shared or
complex logic.
- These classes are now used by two new Custom{Shaped,Shapeless}Recipe
classes, which are (mostly) equivalent to Minecraft's
shaped/shapeless recipes, just with support for nbt in results.
- All the other similar recipes now inherit from these base classes,
which allows us to reuse a lot of this serialisation code. Alas, the
total code size has still gone up - maybe there's too much
abstraction here :).
- Mostly unrelated, but fix the skull recipes using the wrong UUID
format.
This allows us to remove our mixin for nbt in recipes (as we just use
our custom recipe now) and simplify serialisation a bit - hopefully
making the switch to codecs a little easier.
- Add AbstractInMemoryMount, which contains all of ArchiveMount's file
tree logic, but not the caching functionality.
- Convert MemoryMount to inherit from AbstractInMemoryMount.
- Add a helper method to add a file to an AbstractInMemoryMount, and
use that within {Resource,Jar}Mount.
There's definitely more work to be done here - it might be nice to split
FileEntry into separate Directory and File interfaces, or at least make
them slightly more immutable, but that's definitely a future job.
- Placing a command computer requires the player to be in creative and
opped.
- Breaking a command computer now requires the player to be opped, as
well as in creative.
As we've now got a dedicated item class for command comptuers, we move
the command-specific IMedia override to that class.
Fixes#1582.
Rather than having a mess of lambdas, we now move the bulk of the
implemetation to their own methods. The lambdas now just do argument
extraction - it's all stringly typed, so good to keep that with the
argument definition.
This also removes a couple of exception keys (and thus their translation
keys) as we no longer use them.
Wow, this is old. It looks like it's a legacy of when this method was on
TileGeneric (and so returned false by default). As all implementations
now return true (turtle tools no longer block redstone), we don't really
need this any more.
- Split buttons.png into individual textures.
- Split corners_xyz.png into the following:
- borders_xyz.png: A nine-sliced texture of the computer borders.
- pocket_bottom_xyz.png: A horizontally 3-sliced texture of the
bottom part of a pocket computer.
- sidebar_xyz.png: A vertically 3-sliced texture of the computer
sidebar.
While not splitting the sliced textures into smaller ones may seem a
little odd, it's consistent with what vanilla does in 1.20.2, and I
think will make editing them easier than juggling 9 textures.
I do want to make this more data-driven in the future, but that will
have to wait until the changes in 1.20.2.
This also adds a tools/update-resources.py program, which performs this
transformation on a given resource pack.
- Add a generic PermissionRegistry interface. This behaves similarly to
our ShaderMod interface, searching all providers until it finds a
compatible one.
We could just make this part of the platform code instead, but this
allows us to support multiple systems on Fabric, where things are
less standardised.
This interface behaves like a registry, rather than a straight
`getPermission(node, player)` method, as Forge requires us to list
our nodes up-front.
- Add Forge (using the built-in system) and Fabric (using
fabric-permissions-api) implementations of the above interface.
- Register permission nodes for our commands, and use those
instead. This does mean that the permissions check for the root
/computercraft command now requires enumerating all child
commands (and so potential does 7 permission lookups), but hopefully
this isn't too bad in practice.
- Remove UserLevel.OWNER - we never used this anywhere, and I can't
imagine we'll want to in the future.
Should be max_websocket_message, not just websocket_message.
Also add some additional validation to address rules, to check no
unrecognised keys are present.
Closes#1566.
We're very inconsistent with whether we use locks or concurrent maps
here. Something to sort out in the future, but for now add some missing
@GuardedBy annotations.
- Prefer {read,write}Nullable when possible.
- Use SoundEvent.{writeTo,readFrom}Network, instead of sending the
registry entries. This allows playing discs which don't register
their SoundEvent on the server.
- Add a couple of tests for round-tripping these packets.
This requires supporting registries in our platform test
code. Thankfully this is mostly the same as what we can do in Fabric -
the duplication is unfortunate - but it's easy enough.
This made more sense on 1.19.2 and before, but now that we have to do
this for tooltips, we might as well do it for messages as well.
Closes#1538, though hopefully will be resolved on the VO side too.
- Remove some unused translation keys.
- Run tools/language.py to sort the current translations and remove the
aforementioned unused keys.
- Update turtle tool impostor recipes - these now include the tool NBT!
Translations for Polish
Translations for French
Translations for Spanish
Translations for German
Co-authored-by: Patriik <apatriik0@gmail.com>
Co-authored-by: Sammy <SammyKoch@pm.me>
Co-authored-by: SquidDev <git@squiddev.cc>
- Move the tool action before the "is block present" check, fixes
#1527. This is where it was before, but we flipped it around in the
tool rewrite.
- Don't reuse as much turtle.place logic for tool actions. This fixes
some instances where tools could till/level dirt through solid
blocks.
- Overhaul model loading to work with the new API. This allows for
using the emissive texture system in a more generic way, which is
nice!
- Convert some of our custom models to use Fabric's model hooks (i.e.
emitItemQuads). We don't make use of this right now, but might be
useful for rendering tools with enchantment glints.
Note this does /not/ change any of the turtle block entity rendering
code to use Fabric/Forge's model code. This will be a change we want
to make in the future.
- Some cleanup of our config API. This fixes us printing lots of
warnings when creating a new config file on Fabric (same bug also
occurs on Forge, but that's a loader problem).
- Fix a few warnings
We've supported resource conditions in the upgrade JSON for an age, but
don't expose it in our data generators at all.
Indeed, using these hooks is a bit of a pain to do in multi-loader
setups, as the JSON is different between the two loaders. We could
generate the JSON for all loaders at once, but it feels nicer to use
the per-loader APIs to add the conditions.
For now, we just support generating a single condition - whether a mod
is loaded not, via the requireMod(...) method.
We switched to Forge's loot modifier system in the 1.20 update, as
LootTable.addPool had been removed. Turns out this was by accident, and
so we switch back to the previous implementation, as it's much simpler
and efficient.
- Attach permission checks to the first argument (so the literal
command name) rather than the last argument. This fixes commands
showing up when they shouldn't.
- HelpingArgumentBuilder now inherits permissions of its leaf nodes.
This only really impacts the "track" subcommand.
- Don't autocomplete the computer selector for the "queue" subcommand.
As everyone has permission for this command, it's possible to find
all computer ids and labels in the world.
I'm in mixed minds about this, but don't think this is an exploit -
computer ids/labels are sent to in-range players so shouldn't be
considered secret - but worth patching none-the-less.
- Normalise upgrade keys, to be "allowEnchantments" and
"consumeDurability". We were previously inconsistent with
allow/allows and consumes.
- Add tests for durability and enchantments of pickaxes.
- Fix a couple of issues with the original upgrade NBT being modified.
- Now store the item's tag under a separate key rather than on the
root. This makes syncing the NBT between the two much nicer.
Turtle tools now accept two additional JSON fields
- allowEnchantments: Whether items with enchantments (or any
non-standard NBT) can be equipped.
- consumesDurability: Whether durability will be consumed. This can be
"never" (the current and default behaviour), "always", and
"when_enchanted".
Closes#1501.
This is a pre-requisite for #1501, and some other refactorings I want to do.
Also fix items in the turtle upgrade slots vanishing. We now explicitly
invalidate the cache when setting the item.
I think this left over from CCTweaks or Peripheral++. It doesn't really
make sense as an API - if/when we add multiple upgrades, we'll want a
different API for this.
This removes a tiny bit of duplication (at the cost of mode code), but
makes the interface more intuitive, as there's no bouncing between
getCombination -> cache -> buildModel.
It turns out we don't document the "port" option anywhere, so probably
worth doing a bit of an overhaul here.
- Expand the top-level HTTP rules comment, clarifying how things are
matched and describing each field.
- Improve the comments on the default HTTP rule. We now also describe
the $private rule and its motivation.
- Don't drop/ignore invalid rules. This gets written back to the
original config file, so is very annoying! Instead we now log an
error and convert the rule into a "deny all" rule, which should make
it obvious something is wrong.
- Update to Loom 1.2 and FG 6.0. ForgeGradle has changed how it
generates the runXyz tasks, which makes running our tests much
harder. I've raised an issue upstream, but for now we do some nasty
poking of internals.
- Fix Sodium/Iris tests. Loom 1.1 changed how remapped configurations
are generated - we create a dummy source set and associate the
remapped configuration with that. All nasty stuff.
- Publish the common library. I'm not a fan of this, but given how much
internals I'm poking elsewhere, should probably get off my high
horse.
- Add renderdoc support to the client gametests, enabled with
-Prenderdoc.
- Move the class cache out of Generator into MethodSupplierImpl. This
means we cache class generation globally (that's really expensive!),
but the class -> method list lookup is local.
- Move the global GenericSource/GenericMethod registry out of core,
passing in the list of generic methods to the ComputerContext.
I'm not entirely thrilled by the slight overlap of MethodSupplierImpl and
Generator here, something to clean up in the future.
- Move several interfaces out of `d00.computercraft.core.asm` into a
new `aethods` package. It may make sense to expose this to the
public API in a future commit (possibly part of #1462).
- Add a new MethodSupplier<T> interface, which provides methods to
iterate over all methods exported by an object (either directly, or
including those from ObjectSources).
This interface's concrete implementation (asm.MethodSupplierImpl),
uses Generators and IntCaches as before - we can now make that all
package-private though, which is nice!
- Make the LuaMethod and PeripheralMethod MethodSupplier local to the
ComputerContext. This currently has no effect (the underlying
Generator is still global), but eventually we'll make GenericMethods
non-global, which unlocks the door for #1382.
- Update everything to use this new interface. This is mostly pretty
sensible, but is a little uglier on the MC side (especially in
generic peripherals), as we need to access the global ServerContext.
- Remove SidedGenericPeripheral (we never used this!), adding the
functionality to GenericPeripheral directly. This is just used on the
Fabric side for now, but might make sense with Forge too.
- Move GenericPeripheralBuilder into the common project - this is
identical between the two projects!
- GenericPeripheralBuilder now generates a list of methods internally,
rather than being passed the methods.
- Add a tiny bit of documentation.
When a turtle attempts to place a block, it does so by searching for
nearby blocks and attempting to place the item against that block.
This has slightly strange behaviour when working with "placable"
non-block items though (such as buckets or boats). In this case, we call
Item.use, which doesn't take in the position of the block we're placing
against. Instead these items do their own ray trace, using the default
reach distance.
If the block we're trying to place against is non-solid, the ray trace
will go straight through it and continue (up to the maximum of 5
blocks), allowing placing the item much further away.
Our fix here is to override the default reach distance of our fake
players, limiting it to 2. This is easy on Forge (it has built-in
support), and requires a mixin on Fabric.
Closes#1497.
- Reverse quads in our model transformer and when rendering as a block
entity.
- Correctly recompute normals when the quads have been inverted.
Closes#1283
- Split the front face of the computer model into two layers - one for
the main texture, and one for the cursor. This is actually a
simplification of what we had before, which is nice.
- Make the cursor layer render as an emissive quad, meaning it glows in
the dark. This is very easy on Forge (just some model JSON) and very
hard on Fabric (requires a custom model loader).
This was broken/commented out already as part of the 1.20 update. I
don't think this is really going to be easy to add back without a lot of
reflection, so going to remove this feature instead.
Closes#1471.
This adds two slots to the right of the turtle interface which contain
the left and right upgrades of a turtle.
- Add turtle_upgrade_{left,right} indicators, which used as the
background texture for the two upgrade slots. In order to use
Slot.getNoItemIcon, we need to bake these into the block texture
atlas.
This is done with the new atlas JSON and a data generator - it's
mostly pretty simple, but we do now need a client-side data
generator, which is a little ugly to do.
- Add a new UpgradeContainer/UpgradeSlot, which exposes a turtle's
upgrades in an inventory-like way.
- Update the turtle menu and screen to handle these new slots.
Since 1.19.3, this was only populated when the player opened the
creative menu, and so was useless in survival or multi-player
worlds.
Rather than removing the field entirely (🦑 backwards compatibility), we
replace it with the empty list. We also remove it from the docs, and add
a note explaining what the field used to do.
Closes#1285, albeit in the least satisfactory way possible.
Fixes#1473.
There's an argument we should use Screen.hasControlDown() (which handles
Cmd vs Ctrl) instead of checking the modifiers, but we then need to
update all the translation strings, and I'm not convinced it's worth it
right now.
- Use GuiGraphics for rendering UI elements. Almost definitely some
z-fighting issues slipped in here.
- Use Forge's loot modifier system for handling treasure disks. I have
mixed feelings about this - it's a nice system, but also is far less
efficient than the previous approach.
- Regenerate data. This is the brunt of the commit, but nothing
especially interesting here.
- Remove ITurtleItem (and ITurtleBlockEntity): this was, AFAIK, mostly
a relic of the pre-1.13 code where we had multiple turtle items.
I do like the theory of abstracting everything out behind an
interface, but given there's only one concrete implementation, I'm
not convinced it's worth it right now.
- Remove TurtleItemFactory/PocketComputerItemFactory: we now prefer
calling the instance .create(...) method where we have the item
available (for instance upgrade recipes).
In the cases we don't (creating an item the first time round), we now
move the static .create(...) method to the actual item class.
Instead of creating the upgrade serialiser registries in mod
initialisation, we now do it when the API is created. This ensures the
registries are available for other mods, irrespective of mod load order.
This feels a little sad (we're doing side effects in the static
initialiser), but is /fine/ - it's pretty much what other mods do.