Unfortunately we can't apply the config changes due to backwards
compatibility. This'll be something we may need to PR into Forge.
CraftTweaker support still needs to be added.
It appears that WB opens containers manually, and thus all of our stubs
network stubs are entirely ignored. Thus the only solution here is to
stub out the whole network handler code.
Thankfully this is simple enough - we do the same for Plethora and 1.14.
Fixes#328
This provides the following methods:
- dan200.computercraft.turtle.removeUpgrade(id: String)
- dan200.computercraft.turtle.removeUpgrade(stack: IItemStack)
- dan200.computercraft.turtle.addTool(id: String, craftItem: IItemStack[, toolItem: IItemStack][, kind: string])
While it's pretty minimal, it should allow for a reasonable amount of
functionality.
Closes#327 and #97.
This fixes them not rendering particles when broken. Particle rendering
is a little janky right now, as it uses the whole texture - we should
probably split up the texture into smaller images. Fixes#315
This should fix several issues (see #304, etc...). I'll try to get round
to PRing this into Forge at some point, though on the other hand this is
/super/ ugly.
This shouldn't matter either way - we don't expose it in the creative
menu, and there's no recipes for it. This should shut up a log message
though. Fixes#305.
This fixes monitor rendering underwater (closes#314). By default,
isSolid returns true if the render layer is SOLID. As we use CUTOUT due
to our funky TE rendering, we need to override this to return true
anyway.
This will cause some side effects, as monitors now blocking light
propagation, but I don't think that's the end of the world.
This is sufficiently useful a class, that it's worthwhile exposing it.
Hopefully we can slowly encourage other mods to migrate to it (well, at
least in 1.14), and so make error messages more consistent.
Also:
- Add Javadoc for all public methods
- Clarify the method names a little (getNumber -> getDouble,
getReal -> getFiniteDouble).
- Make the *Table methods return a Map<?,?> instead of
Map<Object, Object>.
Previously we were just returning the current tile. However, if someone
was holding a reference to this inventory (such as a GUI), then it'd be
outdated and invalid once the turtle had moved.
This caused a couple of issues:
- turtle_inventory events would not be fired when moving items in the
turtle GUI.
- As of 75e2845c01, turtles would no
longer share their inventory state after moving. Thus, removing items
from a GUI using an invalid inventory would move them from an old
tile, duplicating the items.
Fixes#298, fixes#300
Closes#293. Doesn't really solve anything there aside from exposing the
number, but sadly there's not really anything obvious I can do on my end
- the command API just doesn't expose anything else.
It appears several mods inject their own drops on the LOWEST priority,
meaning that we capture the existing drops, and the other mod will clear
the (now empty) drop list and add its own, resulting in dupe bugs.
While I'd argue it's somewhat dubious doing this on the LOWEST priority,
it's not a battle I'm prepared to fight. For now, we just remove the
block/entity drop handlers, and handle all drop logic when entities are
spawned.
Fixes#288
This is equally an ugly hack, but means we're at least not constructing
entities with null worlds any more.
Ideally we could always use the turtle entity, but this will require a
bit more of a refactor.
Fixes#265
- Add Forge's "name" field to the loot tables. This doesn't resolve all
our missing loot providers, but it's a start.
- Add back GUIs for pocket computers, printouts, view computer, etc...
So very little works, but it compiles and runs.
Things to resolve over the next few days:
- Horrible mappings (should largely be resolved by tomorrow).
- Cannot send extra data over containers - we'll have to see what Forge
does here.
- Turtle models are broken
- No block drops yet - this will largely be cherry-picking whatever I
did on Fabric.
- Weird inventory desyncs (items don't show up initially when
interacting with a CC inventory).
- Probably lots of other things.
- Adds a CheckStyle configuration which is pretty similar to CC's
existing one.
- Add the Gradle license plugin.
- Ensure the existing source code is compatible with these additional
checks.
See #239
This only renders the bounding box on non-screen edges of the monitor,
meaning you have an uninterrupted view of the screen when hovering
hover.
Closes#219
This uses the same behaviour that repeaters and comparators do for
determining their input, meaning that redstone directly connected to the
computer is read (as you would expect).
It's worth noting that this is a shift from previous behaviour.
Therefore, it runs the (small) risk of breaking existing builds.
However, I believe it is more consistent with the expected behaviour.
Originally introduced in 173ea72001, but
the underlying cause has been happening for much longer.
- Fix order of method name parameters. Looks like this has been broken
since 1.11. Woops.
- Catch RuntimeExceptions too, as Forge converts checked into unchecked
ones.
Fixes#179
Forge's config system will read the default values as integers, meaning
it fails to validate against the config spec. Ideally this'd be fixed in
forge, but this is a suitable work around.
Previously we just relied on magic int values, which was confusing and
potentially error-prone. We could use EnumFacing, but that's a)
dependent on MC and b) incorrect, as we're referring to local
coordinates.
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.
Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:
- Flatten everything. For instance, there are now three instances of
BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
more BlockPeripheral (thank heavens) - there's separate block classes
for each peripheral type.
- Remove pretty much all legacy code. As we're breaking world
compatibility anyway, we can remove all the code to load worlds from
1.4 days.
- The command system is largely rewriten to take advantage of 1.13's
new system. It's very fancy!
- WidgetTerminal now uses Minecraft's "GUI listener" system.
- BREAKING CHANGE: All the codes in keys.lua are different, due to the
move to LWJGL 3. Hopefully this won't have too much of an impact.
I don't want to map to the old key codes on the Java side, as there
always ends up being small but slight inconsistencies. IMO it's
better to make a clean break - people should be using keys rather
than hard coding the constants anyway.
- commands.list now allows fetching sub-commands. The ROM has already
been updated to allow fancy usage such as commands.time.set("noon").
- Turtles, modems and cables can be waterlogged.
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.
- Fire all the appropriate Forge hooks
- Crafting will now attempt to craft one item at a time in a loop,
instead of multiplying the resulting stack by the number of crafts.
This means we function as expected on recipes which consume
durability instead.
- Cache the recipe between crafting and getting the remainder (and each
craft loop). This should reduce any performance hit we would
otherwise get.
OK, so let's get this out of the way, there's some actual changes mixed
in here too. I'm really sorry:
- Turtles can now not be renamed with unnamed item tags (previously it
would clear the name, this seemed a little unideal).
- commands.getBlock(s)Data will also include NBT.
Now, onto the horror story which is these inspection changes:
- Make a lot of methods static
- Typo fixes
- Make utility classes final + private constructor
- Lots of reformatting (ifs -> ternary, invert control flow, etc...)
- ???
- Profit!
I'm so going to regret this - can pretty much guarantee this is going to
break something.
- Move container opening (and gui handling) into a separate class
- Move turtle/computer placement code onto the block
- GUIs now use gui{Left,Top} instead of calculating it manually.
- IPeripheralTile is now exposed in the API.
This effectively acts as a public interface to canExecuteExternal() and
consumeTime(). It's hopefully sufficiently general that we can mess
around with the backend as much as we like in the future.
One thing to note here is that this is based on a polling API, as it's
largely intended for people running work every tick. It would be
possible to adapt this with callbacks for when work is available,
etc..., but that was not needed immediately.
This also removes IComputerOwned, as Plethora no longer needs it.
Unlike ComputerThread, we do not have a single source of tasks, and so
need a smarter way to handle scheduling and rate limiting. This
introduces a cooldown system, which works on both a global and
per-computer level:
Each computer is allowed to do some work for 5ms. If they go over that
budget, then they are marked as "hot", and will not execute work on the
next tick, until they have cooled down. This ensures that _on average_
computers perform at most 5ms of work per tick.
Obviously this is a rather large time span, so we also apply a global
10ms to all computers. This uses the same cooldown principle, meaning we
keep to an average of 10ms, even if we go over budget.
We were not updating the property instances, so we never actually used
the new values. This changes the syncing method to just copy values from
the new config file, meaning comments and structure are preserved from
the old one.
Note, we cannot just call Config.load(File) again, as the defaults are
no longer accurate.
- We send special packets for key and mouse events, which are then
processed by the container's InputState.
- InputState keeps track of currently held keys and mouse buttons.
- When closing the container, we queue key_up/mouse_up events for any
pending buttons.
- 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.
This makes Pocket API not equip/unequip upgrades when the pocket
computer is outside of the player inventory (e.g. dragging,
dropped, placed in a chest).
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
- Turtle and pocket computers provide a "creator mod id" based on their
upgrade(s).
We track which mod was active when the upgrade was registered, and
use that to determine the owner. Technically we could use the
RegistryLocation ID, but this is not always correct (such as
Plethora's vanilla modules).
- We show all upgraded turtles/pocket computers in JEI now, rather than
just CC ones.
- We provide a custom IRecipeRegistryPlugin for upgrades, which
provides custom usage/recipes for any upgrade or upgraded item. We
also hide our generated turtle/pocket computer recipes in order to
prevent duplicates.
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.
This allows wireless modems (advanced and normal) to be used in
multiparts. There's a very limited set of uses for this (mostly allows
using Chisel and Bits with them), but it's very simple to do.
I'd like to look into MCMP support for wired modems/cables in the
future, but this will be somewhat harder due to their pre-existing
multiblock structure.
Similarly, might be fun to look into CBMP compatibility.
- Fix the timeout error message displaying utter rot.
- Don't resize the runner array. We don't handle this correctly, so
we shouldn't handle it at all.
- Increment virtualRuntime after a task has executed.
- TimeoutState uses nanoseconds rather than milliseconds. While this is
slightly less efficient on Windows, it's a) not the bottleneck of Lua
execution and b) we need a monotonic counter, otherwise we could
fail to terminate computers if the time changes.
- Add an exception handler to all threads.
- Document several classes a little better - I'm not sure how useful
all of these are, but _hopefully_ it'll make the internals a little
more accessible.
- Move state management (turnOn, shutdown, etc...) event handling and
the command queue into a ComputerExecutor
- This means the computer thread now just handles running "work" on
computer executors, rather than managing a separate command queue +
requeuing it.
Ideally we'd add a couple more tests in the future, but this'll do for
now.
The bootstrap class is largely yoinked from CCTweaks-Lua, so is a tad
ugly. It works though.
- Restrict what items can be inserted into printers. They're now closer
to brewing stands or furnaces: nothing can go in the output slot,
only ink in the ink slot, and only paper in the paper slot.
- Fix build.gradle using the wrong version
- Trim the width of tables to fit when displaying on the client. Closes
#45. Note, our solution isn't perfect, as it will wordwrap too, but
it's adaquate for now.
When a turtle was unloaded but not actually disposed of, the
m_peripheral map hangs around. As a result, when creating a new
ServerComputer, the peripherals aren't considered changed and so they're
never attached.
Fixes#50.
Also fix that blumin' deprecated method which has been around for a wee
while now.
The Computer class currently has several resposiblities such as storing
id/label, managing redstone/peirpherals, handling management of the
computer (on/off/events) and updating the output.
In order to simplify this a little bit, we move our IAPIEnvironment
implementation into a separate file, and store all "world state"
(redstone + peripherals) in there. While we still need to have some
level of updating them within the main Computer instance, it's
substantially simpler.
We moved the direction call within the if block, but never actally
updated the condition! I'm on a roll of stupid bug fixes today, which
really isn't a good sign.
- Only have computers implement custom block drop logic: everything
else only drops in creative mode.
- Fix redstone inputs not being received correctly. Introduced in
8b86a954ee, yes I'm a silly billy.
- Only update the neighbour which changed.
- Convert terminals from a polling-based system to a more event-driven
one: they now accept an onChanged callback, which marks the parent as
dirty.
- Schedule ticks when monitors are marked as dirty.
- Add several missing @Overrides. This has nothing to do with the rest
of the changes, but I'm bad at good git practice.
- Merge BlockPeripheralBase and BlockPeripheral, as no other classes
extended the former.
- Make BlockPeripheral use ITilePeripheral instead of
TilePeripheralBase. This allows us to use other, non-ticking tiles
instead.
- Convert advanced and normal modems to extend from a generic
TileWirelessModemBase class, and thus neither now tick.
- Move getPeripheralType and getLabel from IPeripheralTile to
TilePeripheralBase. These were mostly constant on all other tiles, so
were rather redundant.
- Make TileAdvancedModem extend TileGeneric, and be non-ticking (using
similar logic to all other blocks).
- Move updateTick onto BlockGeneric/TileGeneric instead of the full
wired modem, as it is used by several tiles now.
- Make *Cable extend from *Generic, and schedule ticks instead of
running every tick.
We currently generate the crafting item once when the upgrade is first
created, and cache it for the duration of the game. As the item never
changes throughout the game, and constructing a stack is a little
expensive (we need to fire an event, etc...), the caching is worth
having.
However, some mods may register capabilities after we've constructed our
ItemStack. This means the capability will be present on other items but
not ours, meaning they are not considered equivalent, and thus the item
cannot be equipped.
In order to avoid this, we use compare items using their share-tag, like
Forge's IngredientNBT. This means the items must still be "mostly" the
same (same enchantements, etc...), but allow differing capabilities.
See NillerMedDild/Enigmatica2Expert#655 for the original bug report -
in this case, Astral Sourcery was registering the capability in init,
but we construct upgrades just before then.
- Move IDirectionalTile constraint from IPeripheralTile to
TilePeripheralBase.
- Make *WiredModemFull no longer inherit from *PeripheralBase. While
there is still some shared logic (namely in the syncing of "anim"),
it's largely fine as we don't store label or direction in NBT.
- Add a TickScheduler. This is a thread-safe version of
World.scheduleUpdate. We simply build a set of all TEs, and schedule
them to be updated the next tick.
- Make ModemState receive an "onChanged" listener, which is fired
whenever the modem changes.
- Make WiredModemFull no longer tick, instead scheduling updates when
it is first loaded and whenever the modem changes.
This is done in 1.13+ for items and blocks, so we might as well do it
for upgrades now. Note we can't do it for ender pocket modems, as the
upgrade ID is spelled incorrectly there.
- For those where placement is stored in the metadata (computers),
don't also set it in onBlockPlacedBy.
- Remove .getDefaultState(int, EnumFacing) override, as this means we
have more control over what is passed to us (namely, placer's
direction too).
"/computercraf" auto-completes to "/computercraft_copy" instead of
"/computercraft", which is rather annoying, as the former is not meant
to be used normally.
It's rather embarassing that it's been restructured _again_, but I think
this is a nice middle-ground. The previous implementation was written
mostly for Fabric, which doesn't always map perfectly to Forge.
- Move the message identifier into the registration phrase. It's not
really a property of the message itself, rather a property of the
registry, so better suited there.
- Move message handling into the message itself. Honestly, it was just
ending up being rather messy mixing the logic in two places.
This also means we can drop some proxy methods, as it's easier to
have conditionally loaded methods.
- Move network registry into a dedicated class, as that's what we're
doing for everything else.
This means we can avoid several rather ugly instances of getItemBlock
and a cast. We also derive the ItemBlock's registered name from the
block's name, which makes the register a little less ugly.
- Move the "world directory" getter out of the proxy - we can just use
Forge's code here.
- Remove the server proxies, as both were empty. We don't tend to
register any dedicated-server specific code, so I think we can leave
them out.
- 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.
This offers several advantages
- Less registration code: the subscribers are reigstered automatically,
and we don't need to worry about sided-proxies.
- We no longer have so many .instance() calls.
- Move SpeakerPeripheral's TileSpeaker functionality to a sub-class.
- Use Vec3d instead of BlockPos for speaker's positions.
- Use WorldUtil.dropItemStack to spawn in items.
- Remove redundant lock on ModemPeripheral.
- 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.
While Plethora has been updated to no longer require these, it's
probably worth keeping them around a little longer, as people may not
upgrade them in sync.
We've had this on SC for most of a year now (and SC 1 for most of its
lifetime) and not seen any issues. I'm fairly confident that it does not
allow breaking the sandbox.
- 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.