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Commit Graph

50 Commits

Author SHA1 Message Date
Jonathan Coates
0c8e757314 Several cleanup to turtle crafting upgrade
- Don't construct a fake player when crafting: vanilla now has its own
   automated crafting, so no longer requires the presence of a player.

 - Fix remainder stack not being set in some situations. Closes #2007.
2024-11-15 07:31:49 +00:00
Jonathan Coates
63181e73a1 Unify Iris integrations
Iris now has built-in support for NeoForge, so we can use the same
integration on both.

We also re-enable Forge's client tests, and test Iris there too.

Fixes #1967
2024-09-11 20:10:38 +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
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
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
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
22bd5309ba Merge branch 'mc-1.20.x' into mc-1.20.y 2024-04-07 22:06:49 +01:00
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
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
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
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
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
fc834cd97f Update to 1.20.4 2024-01-31 20:55:14 +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
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
cab66a2d6e Replace Collections methods with {List,Map,Set}.of
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
2023-10-21 10:37:43 +01:00
Jonathan Coates
bdce9a8170 Replace several Guava classes with Java stdlib
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.
2023-10-11 09:59:55 +01:00
Jonathan Coates
905d4cb091 Fix crash when joining a dedicated server
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.
2023-10-08 15:22:32 +01:00
Jonathan Coates
5dd6b9a637 Generic dependency update
A couple of changes caused by checkstyle being a little more strict.
2023-08-31 19:14:37 +01:00
Jonathan Coates
4e42394f33 Merge branch 'mc-1.19.x' into mc-1.20.x 2023-08-27 19:08:59 +01:00
Jonathan Coates
f7411b40a2 Remove compression from terminal/monitor packets 2023-08-23 10:06:15 +01:00
Jonathan Coates
c1628d077a Small improvements to packet reading/writing improvements
- 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.
2023-08-23 10:05:56 +01:00
Jonathan Coates
5b2fdec6ca Add some jqwik arbitraries for Minecraft types
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.
2023-08-23 10:05:56 +01:00
Jonathan Coates
e6bc1e4e27 Merge branch 'mc-1.19.x' into mc-1.20.x 2023-08-05 10:36:37 +01:00
Jonathan Coates
57a944fd90 Render enchanted upgrades with a glint (#1532) 2023-07-23 10:18:22 +00:00
Jonathan Coates
48889ceb89 Merge branch 'mc-1.19.x' into mc-1.20.x 2023-07-10 20:38:25 +01:00
Jonathan Coates
9ca3efff3c Add data generator support for required mods
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.
2023-07-09 14:09:44 +01:00
Jonathan Coates
a98f3b2a4c Merge branch 'mc-1.19.x' into mc-1.20.x 2023-07-07 00:18:50 +01:00
Edvin
f54cb8a432 Allow upgrades to read/write upgrade data from ItemStacks (#1465) 2023-07-02 10:55:55 +01:00
Jonathan Coates
68ef9f717b Deprecate itemGroups field
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.
2023-06-08 20:33:31 +01:00
Jonathan Coates
ff1e5f6823 Update to 1.20
- 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.
2023-06-08 09:52:00 +01:00
Jonathan Coates
f0abb83f6e Eagerly create upgrade registries for Fabric
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.
2023-06-03 19:04:02 +01:00
khankul
e24b5f0888 Make maximum upload file size configurable (#1417) 2023-05-17 13:07:16 +00:00
Drew Edwards
0046b095b1 Sort compounds in NBT lists for hashing (#1391) 2023-03-26 16:49:52 +00:00
Jonathan Coates
895bc7721a License CC:T according to the REUSE specification (#1351)
This adds SPDX license headers to all source code files, following the
REUSE[1] specification. This does not include any asset files (such as
generated JSON files, or textures). While REUSE does support doing so
with ".license" files, for now we define these licences using the
.reuse/dep5 file.

[1]: https://reuse.software/
2023-03-15 21:52:13 +00:00
Jonathan Coates
44f945c040 Correctly obey stack limits in OffsetStorage.extract/insert
Many thanks to Lem for managing to reproduce it. It was actually an easy
bug bug to spot on second look, but having a reliable way to verify was
super helpful.

Fixes #1338
2023-03-15 20:07:17 +00:00
Jonathan Coates
e96ac35d67 Replace Forge Config port with a NYI version
While it is a really nice library, it ends up being a bit overkill for
our needs - we don't need config syncing or anything. By NIHing our own,
we can drop one dependency and ease the updating burden a little.

Closes #1296
2023-03-14 22:47:34 +00:00
Jonathan Coates
118d04f018 Allow placing items against some blocks
We define a tag which allows specifying which blocks can be used. Right
now this is is just cauldrons and hives, as they have "placing into"
semantics.

Closes #1305. Many thanks to Lindsay-Needs-Sleep for their initial work
on this!

Fixes #1008. I believe also fixes #854.
2023-03-04 18:17:43 +00:00
Jonathan Coates
bdecb88cca Support resource conditions in upgrade JSON 2023-01-02 15:56:01 +00:00
Emma
7a83a403f0 Fix OOB when item insertion wraps around (#1277)
Co-authored-by: Jonathan Coates <git@squiddev.cc>
2022-12-29 11:26:25 +00:00
Jonathan Coates
367773e173 Some refactoring of mounts
- Separate FileMount into separate FileMount and WritableFileMount
   classes. This separates the (relatively simple) read-only code from
   the (soon to be even more complex) read/write code.

   It also allows you to create read-only mounts which don't bother with
   filesystem accounting, which is nice.

 - Make openForWrite/openForAppend always return a SeekableFileHandle.
   Appendable files still cannot be seeked within, but that check is now
   done on the FS side.

 - Refactor the various mount tests to live in test contract interfaces,
   allowing us to reuse them between mounts.

 - Clean up our error handling a little better. (Most) file-specific code
   has been moved to FileMount, and ArchiveMount-derived classes now
   throw correct path-localised exceptions.
2022-12-09 22:02:31 +00:00
Jonathan Coates
c3fe9f00d4 Update to Minecraft 1.19.3
Lots of minor changes, but nothing too nasty - just tedious.

Known bugs/issues:
 - REI and JEI haven't been updated at the time of writing, so our usage
   of their APIs may be incompatible.

 - Crash when opening the config UI in Fabric, as forgeconfigapi-port
   hasn't been updated yet.

Will hold off on doing a release until those mods have updated.
2022-12-08 19:45:02 +00:00
Jonathan Coates
87c6d3aef6 Initial pass of the API breaking changes for 1.19.3 (#1232)
- Remove deprecated API members in prep for 1.19.3. This allows us to
   remove the mc-stubs and forge-stubs projects.

 - Make several methods take a MinecraftServer instead of a Level (or
   nothing at all).

 - Remove I prefixes from a whole bunch of interfaces, making things a
   little more consistent with Java conventions.

   This avoids touching the "main" interfaces people consume for now. I
   want to do that another Minecraft version, to avoid making the update
   too painful.

 - Remove IFileSystem and associated getters. This has never worked very
   well and I don't think has got much (any?) usage.
2022-12-03 15:02:00 +00:00
Jonathan Coates
b2b58892e3 Minor fixes and cleanup
My working tree is a mess, so this is not a good commit. I'm making a
bit of a habit of this.

 - Fix UserLevel.OWNER check failing on single player servers.
 - Correctly handle the "open folder" fake command.
 - Some reshuffling of Forge-specific methods to make Fabric slightly
   easier.
2022-11-10 17:15:12 +00:00
Jonathan Coates
f04acdc199 Split CC:T into common and forge projects
After several weeks of carefully arranging ribbons, we pull the string
and end up with, ... a bit of a messy bow. There were still some things
I'd missed.

 - Split the mod into a common (vanilla-only) project and Forge-specific
   project. This gives us room to add Fabric support later on.

 - Split the project into main/client source sets. This is not currently
   statically checked: we'll do that soon.

 - Rename block/item/tile entities to use suffixes rather than prefixes.
2022-11-10 08:54:09 +00:00