Are most of these changes small and petty? Yes. However, IMO they do
make the code more readable. Anyway, a summary of some of the more
interesting changes:
- Expose Abstract*Upgrade classes in the API
- Fix the spelling of Jonathan in the API docs (*shakes fist*)
- Fix bug with printout not working in the offhand.
- Rename any argments/variables accidentally named "m_*", and add an
inspection to prevent it happening again.
- Remove most of the Block*.Properties classes - just inline them in
the parent class.
- Return super.writeToNBT instead of reassigning at the top.
This makes use of the "sent" variable, which would otherwise go unused. It also makes rednet.send compliant to the behaviour specified in the Wiki: http://www.computercraft.info/wiki/Rednet.send
- Some performance improvements to JEI recipe resolver
- Use a shared map for upgrade items, meaning we only need one map
lookup.
- Cache the basic upgrade recipes.
- Use the MC version within project rather than version name.
Before IPocketAccess.getEntity would return the entity which last held
fthis computer, even if not holding it any more. As
ba823bae13 describes, this caused
pocket.equip/pocket.unequip to dupe items.
We move the validation from the PocketAPI into the main IPocketAccess
implementation, to ensure this issue does not occur elsewhere. Note, we
require a separate method, as this is no longer thread-safe.
We also now return ok, err instead of throwing an exception, in order to
be consistent with the turtle functions. See dan200/ComputerCraft#328.
Oh goodness, this is going to painful to update to 1.13.
We now translate:
- Computer/Disk ID tooltips
- /computercraft descriptions, synopsises and usages. The last of these
may not always be translated when in SMP, as it is sometimes done on
the server, but the alternative would be more complex than I'm happy
with.
- Tracking field names. Might be worth adding descriptions too in the
future.
Also cleanup a couple of other translation keys, so they're more
consistent with Minecraft.
Closes#141
Previously we would register the recipes within our code, but the
advancements were written manually. This now generates JSON files for
both the advancement and recipe.
While this does mean we're shipping even more JSON, we'll need to do
this for 1.13 anyway, and means our advancements are guaranteed to be
consistent.
On a side note, a couple of other changes:
- Turtle upgrades are now mounted on the right in the creative
menu/fake recipes. This means the upgrade is now clearly visible in
the inventory.
- We no longer generate legacy turtle items at all: we'll always
construct turtle_expanded.
- Several peripheral items are no longer registered as having sub-types
(namely advanced and full-block modems).
- We only have one disk advancement now, which unlocks all 16 recipes.
- We have removed the disk conversion recipes - these can be
exposed through JEI if needed.
- Share the ILuaContext across all method calls, as well as shifting it
into an anonymous class.
- Move the load/loadstring prefixing into bios.lua
- Be less militant in prefixing chunk names:
- load will no longer do any auto-prefixing.
- loadstring will not prefix when there no chunk name is supplied.
Before we would do `"=" .. supplied_program`, which made no sense.
For instance, `pastebin run https://pastebin.com/LYAxmSby` will now
extract the code and download appropriately. Also add an error message
when we received something which is not a valid pastebin code.
See #134.
Before it was not actually selected until the task had yielded for the
first time. If a computer did not yield (or took a while to do so),
nothing would actually show up.
We now generate a table and concatinate the elements together. This has
several benefits:
- We no longer emit emit trailing spaces, which caused issues on 1.13's
command system.
- We no longer need the error level variable, nor have the weird
recursion system - it's just easier to understand.
- Run optipng on all our images. This has very little effect on most of
them (as they're all so small anyway), but has resulted in a 50%
reduction in some cases.
- Run Proguard on our shadowed dependencies (Cobalt).
- Minify our JSON files, stripping all whitespace. This is mostly
useful for FML's annotation cache, as that's a massive file, but
still a semi-useful optimisation to make.
This has helped reduce the jar by about 110kb, which isn't much but
still feels somewhat worth it.
- All "named" entries (blocks, items, recipes, TEs and pocket/turtle
upgrades) are registeredin one place.
- Most client side models/textures are registered in ClientRegistry -
we can't do item colours or TEs for now, as these aren't event based.
- A little cleanup to how we handle ItemPocketComputer models.
- Move all HTTP tasks to a unified "MonitoredResource" model. This
provides a uniform way of tracking object's lifetimes and disposing
of them when complete.
- Rewrite HTTP requests to use Netty instead of standard Java. This
offers several advantages:
- We have access to more HTTP verbs (mostly PATCH).
- We can now do http -> https redirects.
- We no longer need to spawn in a new thread for each HTTP request.
While we do need to run some tasks off-thread in order to resolve
IPs, it's generally a much shorter task, and so is less likely to
inflate the thread pool.
- Introduce several limits for the http API:
- There's a limit on how many HTTP requests and websockets may exist
at the same time. If the limit is reached, additional ones will be
queued up until pending requests have finished.
- HTTP requests may upload a maximum of 4Mib and download a maximum
of 16Mib (configurable).
- .getResponseCode now returns the status text, as well as the status
code.
- Move configuration loading into a separate file, just so it doesn't
clutter up ComputerCraft.java.
- Normalise property names, so they're all snake_case.
- Split properties into separate categories (http, turtle, peripheral),
so the main one is less cluttered.
- Define an explicit ordering of each category.
- Replace BlockCableCableVariant with a boolean, removing any custom
logic around it.
- Replace our previous cable Forge-blockstate with a vanilla one, which
handles cable connections in the model logic.
This ends up being slightly cleaner as we can rely on Minecraft's own
model dependency system. Also reduces reliance on Forge's APIs, which
_potentially_ makes porting a little easier.
This is implemented in a rather ugly way: we register a client command
(/computercraft_copy) which updates the clipboard, and run that via a
click handler on the chat message.
This hopefully makes wired modems a little easier to use. We'll see.
This replaces the existing IMount openFor* method with openChannelFor*
ones, which return an appropriate byte channel instead.
As channels are not correctly closed when GCed, we introduce a
FileSystemWrapper. We store a weak reference to this, and when it is
GCed or the file closed, we will remove it from our "open file" set and
ensure any underlying buffers are closed.
While this change may seem a little odd, it does introduce some
benefits:
- We can replace JarMount with a more general FileSystemMount. This
does assume a read-only file system, but could technically be used
for other sources.
- Add support for seekable (binary) handles. We can now look for
instances of SeekableByteChannel and dynamically add it. This works
for all binary filesystem and HTTP streams.
- Rewrite the io library to more accurately emulate PUC Lua's
implementation. We do not correctly implement some elements (most
noticably "*n", but it's a definite improvement.
This crash can be triggered remotely by specially constructed rednet messages, making this a bit of a problem, as any repeaters can be remotely crashed.