There's several reasons for this change:
- Try to make ComputerCraft.java less monolithic by moving
functionality into separate module-specific classes.
- Hopefully make the core class less Minecraft dependent, meaning
emulators are a little less dependent on anything outside of /core.
Note we still need /some/ methods in the main ComputerCraft class in
order to maintain backwards compatibility with Plethora and
Computronics.
- Only generate resource pack mounts if the desired directory exists.
- Allow mounting files, as well as directories (fixes#90).
As always, also a wee bit of cleanup to some of the surrounding code.
- Rename openStreamFor* methods to more accurate openChannelFor*
- Fix ArrayByteChannel having an incorrect .position() implementation
Cherry-picked from the PR against dan200/ComputerCraft
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.
- Abstract peripheral ID and type checking into separate class
- Update peripherals directly rather than marking as invalid then
fetching from the network.
- Update peripherals when adjacent tiles change
This does result in a slightly more ugly interface, but reduces the
amount of work needed to perform partial updates of peripherals, such as
those done by neighbouring tile updates.
The API is composed of three primary classes:
- IWiredElement: Represents some physical entity in the network. This
will generally be a block (such as a cable or modem), but it is not
required to be.
Each element can provide a series of peripherals, which will be
exposed to other elements on the network.
- IWiredNode: Every wired element has a unique wired node. This acts
as a thread-safe proxy for communicating with the rest of the
network (such as sending packets). Each node is also its own packet
network.
- IWiredNetwork: This is responsible for keeping track of nodes and
peripherals in the network. It provides methods for forming and
breaking connections, correctly joining and splitting networks where
needed.
Tiles which wish to be part of a wired network should implement
IWiredElementTile or register a custom IWiredProvider. When loaded into
the world, it should connect to adjacent nodes. Similarly, when removed
(either due to being broken or chunk unloads), it should break those
connections.
There is no method to query the layout of the network, as that offers
greater flexibility in changing or extending the implementation later
on.
This provides a mechanism for peripherals to see what else a computer is
connected to - and then interact with those peripherals.
We also add the ability to query what block or tile a peripheral
targets. This allows one to interact with the original block of adjacent
peripherals instead.
The main aim of this is to allow for greater extensibility for other
mods. For instance, you can now prevent turtles placing dirt blocks, or
turning when on gravel.
When a player places a turtle, they are marked as its owner. Any actions
they perform (such as breaking blocks, moving, etc...) are performed
using this player's game profile.
This allows turtles to work correctly with various permissions mods.
Previously you would have to whitelist all turtles in order for them to
function within a claim.
ILuaAPI has been moved to dan200.computercraft.api.lua. One creates
a new API by registering an instance of ILuaAPIFactory. This takes an
instance of IComputerSystem and returns such an API.
IComputerSystem is an extension of IComputerAccess, with methods to
access additional information about the the computer, such as its label
and filesystem.
- Makes ITurtleItem implement IColourableItem
- Only cache one turtle item model for all colours, rather than one for
each colour.
- Allow ITurtleAccess to set an arbitrary colour.
This provides a publically accessible way of interacting with wireless
networks, hopefully extending to wired networks in the future.
Unlike the original INetwork/IReceiver system, networked devices listen
on all channels, filtering when they recieve the packet. This allows
other peripheral mods to be more flexible in their packet handling.
- Make InventoryUtil deal with item handlers instead. This
significantly simplifies the implementation, the interface now
does most of the hard work.
- Add InvWrapper item handlers to printers, disk drives and turtles
- Add IItemHandlerModifiable accessor to ITurtleAccess
- Migrate all other inventory code (mostly turtle commands) to use
item handlers instead.
- General improvements of the docs.
- Move all ItemStack code to the ItemPocketComputer class
- Make PocketAPI execute on the server thread, rather than the computer
thread
This may be useful when you want your tool to also provide additional
methods. For instance, a pickaxe could provide methods to check whether
it can break the block in front.
Updated the source code to the version shipped as the 1.80pr0 alpha
release. Also removed some unnecessary files from the LuaJ subfolder
which were bulking up the repository.