This adds two new modules: common-api and forge-api, which contain the
common and Forge-specific interfaces for CC's Minecraft-specific API.
We add a new PlatformHelper interface, which abstracts over some of the
loader-specific functionality, such as reading registries[^1] or calling
Forge-specific methods. This interface is then implemented in the main
mod, and loaded via ServiceLoaders.
Some other notes on this:
- We now split shared and client-specific source code into separate
modules. This is to make it harder to reference client code on the
server, thus crashing the game.
Eventually we'll split the main mod up too into separate source sets
- this is, of course, a much bigger problem!
- There's currently some nastiness here due to wanting to preserve
binary compatibility of the API. We'll hopefully be able to remove
this when 1.19.3 releases.
- In order to build a separate Forge-specific API jar, we compile the
common sources twice: once for the common jar and once for the Forge
jar.
Getting this to play nicely with IDEs is a little tricky and so we
provide a cct.inlineProject(...) helper to handle everything.
[^1]: We /can/ do this with vanilla's APIs, but it gives a lot of
deprecation warnings. It just ends up being nicer to abstract over it.
We'll do this everywhere eventually, but much easier to do it
incrementally:
- Use checker framework to default all field/methods/parameters to
@Nonnull.
- Start using ErrorProne[1] and NullAway[2] to check for possible null
pointer issues. I did look into using CheckerFramework, but it's much
stricter (i.e. it's actually Correct). This is technically good, but
is a much steeper migration path, which I'm not sure we're prepared
for yet!
[1]: https://github.com/google/error-prone
[2]: https://github.com/uber/NullAway
This offers very few advantages now, but helps support the following in
the future:
- Reuse test support code across multiple projects (useful for
multi-loader).
- Allow using test fixture code in testMod. We've got a version of our
gametest which use Kotlin instead of Lua for asserting computer
behaviour.
We can't use java-test-fixtures here for Forge reasons, so have to roll
our own version. Alas.
- Add an ILuaMachine implementation which runs Kotlin coroutines
instead. We can use this for testing asynchronous APIs. This also
replaces the FakeComputerManager.
- Move most things in the .support module to .test.core. We need to use
a separate package in order to cope with Java 9 modules (again,
thanks Forge).
- Add a new Node plugin. This automatically installs npm dependencies
and provides a "NpxExecToDir" to dir task. This allows us to make the
doc website task dependencies a little nicer, by simply chaining
tasks together, rather than doing dependsOn + `input.files(the other
task output)`.
- Switch over to CurseForgeGradle from CurseGradle. The latter is
super clunky to use in non-Groovy languages.
- Copy our Modrinth description body to our repo, and add support for
syncing it. We'll still have to do CF manually I think.
Look, I don't enjoy having 600 LOC long build.gradle files, it's just
very easy to do! This at least moves some of the complexity elsewhere,
so the build script is a little more declarative.
It's more verbose as the default license plugin doesn't support multiple
license headers. However, it also gives us some other goodies (namely
formatting Kotlin and removing unused imports), so worth doing.
Previously illumainate required manual users to manually download it and
place it in ./bin/. This is both inconvenient for the user, and makes it
hard to ensure people are running the "right" version.
We now provide a small Gradle plugin which registers illuaminate as a
ependency, downloading the appropriate (now versioned!) file. This also
theoretically supports Macs, though I don't have access to one to test
this.
This enables the following changes:
- The Lua lint script has been converted to a Gradle task (./gradle
lintLua).
- illuaminateDocs now uses a task definition with an explicit output
directory. We can now consume this output as an input to another
task, and get a task dependency implicitly.
- Move the pre-commit config into the root of the tree. We can now use
the default GitHub action to run our hooks.
- Simplify CONTRIBUTING.md a little bit. Hopefully it's less
intimidating now.