Using turtle.suck on an inventory filled with tools would fill the
entire chest with said item, rather than extracting a single item. In
order to avoid that, we clamp the extract limit to the max stack size
when first extracting an item.
This also inlines the makeSlotList logic, which means we can avoid
creating an array for each inventory operation. This probably won't
have any meaninful performance impact (even on large inventories), but
is a nice optimisation to make.
- Remove a redundant logger
- Provide a getter for the ComputerCraft thread group. This allows us
to monitor child threads within prometheus.
- Replace a deprecated call with a fastutils alternative.
- Introduce a ModemState, which shares the open channels across all
modem instances of a wired modem.
- Keep a set of computers for all modem peripherals.
- Keep a map of computers -> (string, peripheral) for wired modem
peripherals. We shouldn't need this one, as you cannot attach one
modem to another, but it's good to be consistent.
One major change here is that modems will continue to be "on", even if
no computers are attached. This would substantially increase
implementation complexity, so I think this is an acceptable compromise
for now.
Should fix#74
We'd somehow added spaces, which means they weren't registered under the
computercraft domain (rather, the "computercraft " one). We also create
a datafixer to ensure old worlds are handled correctly.
The method to register new SoundEvents is private, which means that few
(if any) mods actually register them. Consequently, one could not use
the speaker to play any modded sound, as they weren't registered on the
server side.
Using SPacketCustomSound does mean we can no longer determine if a sound
exists or not, but I think a price I'm willing to pay in order to allow
playing modded sounds.
A lot of these don't actually have any effect as they'll only be called
on the main thread or they are getters where the state is guaranteed to
be consistent whenever it is accessed.
Hopefully this'll reduce the chance of world updates being blocked by
waiting for peripheral locks to be released.
- Bump MinecraftForge version so we don't crash on load. Oh boy, all
the deprecation warnings.
- Inject IBundledEmitter and IBundledReceiver capabilities onto all
TileGenerics.
- Register a IBundledRedstoneProvider instance for IBundledEmitter.
This is a preliminary for updating to 1.13, as many of the name changes
apply to both. This will make it harder to remain consistent with
actual CC, though that will be less of a consideration when 1.13 hits.
When placing a sign against a tile entity (such as a turtle or chest),
we would consider that block the "placed" one instead, meaning the text
was never set. This solution isn't entirely ideal either, but short of
capturing block snapshots I'm not sure of a better solution.
Fixes#552
Effectively shift extracting the computer away from Plethora into CC:T.
Ideally we wouldn't need this at all, but Plethora does some funky
things with tick timings.
See SquidDev-CC/plethora#125
Player construction can get a little expensive, and this is exacerbated
by Sponge. We now cache a turtle's fake player (updating the position
every time it is requested) in order to reduce this overhead.
- Try to make drop capturing a little more generic. This now allows for
capturing a block's drop at a given position, as well as any drop
within a bounding box (for things which don't play nicely).
- Use as much of Minecraft's block breaking logic as possible,
hopefully simplifying things and making it more consistent with other
mods.
As we only send the terminal to players using the GUI, the map interface
was never updated. We now will also send the terminal state to whoever
has the computer in their inventory.
This also marks the terminal as dirty when a new player picks the pocket
computer up, hopefully preventing any desync issues which might occur
then.
Fixes#42.
- Fix text table only showing the first row (fixes#40)
- Do not emit alignment characters in monospace environments
- Reduce padding in monospace environments
Also make the output of dump consistent with that of the profiler: we
provide tp and view shortcuts for each computer.
This uses a custom ComputerCraft packet to send chat messages to the
client. When received, we delete all messages of the same category
before sending the new ones.
This avoids cluttering the chat with near-identical messages, and helps
make working with the "individual dump" command easier, as the previous
computer's dump output is deleted.
Also change the max height of the TextTable to 18, so it fits within
Minecraft's default chat limit.
Whilst the legacy ones are important for backwards compatibility, they
cannot have an ID of 0, which introduces issues when they are the first
disk created in the world.
- Add additional maven metadata and strip dependencies
- Shift ICommand registration into the proxy, to avoid class loading
issues. This is probably rather temperamental, but classloading
always is.
- Trackers are created per-user, meaning multiple people can run
/computercraft track at once.
- Allow sorting the tracking information by arbitrary fields.
- Add support for tracking arbitrary fields (though none are currently
implemented).
- 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.
Forge's default fake player implementation doesn't override all methods
which use the connection. As it is not set, we get an NPE and thus crash
the server. We simply stub those methods out ourselves to prevent such
an issue.
When initially attaching a modem, the adjacent computer would not show
up on its own peripheral list (like in vanilla CC). However, it would
show up when the chunk was reloaded as peripherals were added through a
different method.
This prevents such behaviour, always hiding the remote peripheral from
the object which provides it.
Closes#20
Shader mods may perform multiple passes when rendering a tile, so
monitors will be drawn transparently on later passes. In order to
prevent this we allow drawing the a single tile multiple times in a
tick.
The two recipes are pretty similar, so this allows us to substantially
simplify the code. This now introduces the additional requirement that
computers must be used to create turtles, rather than pocket computers
or another turtle.
This adds IComputerItem.withFamily(ItemStack, ComputerFamily) as well as
a ComputerFamilyRecipe class. Each type of computer (normal, turtle,
pocket) defines a recipe using this class, as they require a different
number of gold ingots to upgrade.
These act similarly to conventional wired modems, but with the advantage
that they are a full block. This means they can be attached to
peripherals which are not solid (such as chests). Further more, as they
do not have a direction, they allow wrapping peripherals on all 6 sides.
It's worth noting that wired modems do not require a cable - they will
automatically form connections to adjacent network elements when placed.
There are several important things to note here:
- The network element is associated with the cable, whilst the
peripheral (and so packet sender/receiver) is associated with the
modem. This allows us to have the main element be in the centre of
the cable block, whilst the modem is in the centre of the adjacent
computer.
- Cables will connect to any adjacent network element, not just
other cables.
- Rednet messages are now sent on the computer thread, rather than the
cable tick.
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.
Mostly intended for those people who don't like .inspect() or
.getItemDetail(), but could allow modpacks to block equipping upgrades,
placing blocks, etc...
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.
As of #458, BlockPeripheral will act as a full/opaque block for some
peripherals and a transparent one for others. However, some Block
methods use the default state rather than the current one. This means
modems report being a full block when they are not, leading to
suffocating entities and lighting glitches.
As of #458, BlockPeripheral will act as a full/opaque block for some
peripherals and a transparent one for others. However, some Block
methods use the default state rather than the current one. This means
modems report being a full block when they are not, leading to
suffocating entities and lighting glitches.
This restructures monitor in order to make it thread-safe: namely
removing any world interaction from the computer thread.
Instead of each monitor having their own terminal, resize flag, etc...
we use a monitor "multiblock" object. This is constructed on the origin
monitor and propagated to other monitors when required.
We attempt to construct the multiblock object (and so the corresponding
terminal) as lazily as posible. Consequently, we only create the
terminal when fetching the peripheral (not when attaching, as that is
done on the computer thread).
If a monitor is resized (say due to placing/breaking a monitor) then we
will invalidate all references to the multiblock object, construct a new
one if required, and propagate it to all component monitors.
This commit also fixes several instances of glLists not being deleted
after use. It is not a comprehensive fix, but that is outside the scope
of this commit.
- Ensure usage is consistent
- Allow computer selectors to return multiple values
- Fix commands being marked as usable when it isn't
- Add /computercraft turn-on, a counter to /computercraft shutdown
As tiles outside the world border are not ticked, turtles are rendered
entirely useless. Furthermore, the turtle animation will never progress
resulting in visual glitches.
In order to avoid this, we ensure the target position is within the
world border when moving to it.
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.
This means one can call .getFamily() in a thread-safe manner, ensuring
turtle.getFuelLimit() does not cause issues. As we use a specialist
TE class for each family this does not require any specialist caching.
This adds several commands which may be useful for server owners. It'd
be nice to integrate this into ComputerCraft itself, but the associated
command framework is quite large so we'd have to think about it.
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.
- Ensure pocket computers and turtles are distinguished by upgrades and
computer family.
- Ensure disks are distinguished by colour.
- Hide treasure disks from the list
This splits the computer state (blinking, label, etc...) and terminal
state into two separate packets. When a computer changes, the computer
state is sent to all players and the terminal state is sent to players
who are curerntly using the computer.
This reduces network usage by a substantial amount.
When printing on top of an already printed page, the previous contents
should be preserved. However, this did not occur as the stack had been
shrunk and so the item was no longer considered a printout.
ClosesSquidDev-CC/ComputerCraft#2
- Cable and modem can be broken individually
- Ray tracing will go through "holes" in the cable.
- Pick block will determine which part you are looking at.
- Selection box will only highlight the region you are looking at:
modem or cable.
This meant one could perform various illogical actions to
non-full-blocks, such as connecting fences and placing paitings.
We also modify the behaviour of isOpaqueCube and isFullCube for
peripherals, only returning false for the case of modems and cables.
Breaking a disk drive was not stopping the record being played as the
block event never reached the client. Instead, we send a custom packet
which starts/stops music at a given location.
We also remove all the plumbing for eventReceived/sendBlockEvent from
the generic block/tile classes, as they are no longer used.
Closes#443
- Convert most recipes to JSON
- Add JSON factories for impostor and turtle recipes.
- Several mappings changes
- Migrate to Forge's new registry system
Computer now delegates to IComputerEnvironment which, by default, looks
in the following locations:
- Resouce pack files
- The "debug" folder
- The original ComputerCraft jar
This makes use of new pocket computer light access peripherals have and adds said functionality to speaker. If noisy pocket has made sound the pocket computer light will turn dark blue for a second.
This uses a new utility class ArgumentHelper, which provides convenience
methods for parsing arguments from an array of Objects.
The format of error messages has also changed. It now follows a format
similar to Lua's native error messages - including the invalid argument
index, the expected type and the type actually received.
- BlockEvent.BreakEvent and BlockEvent.HarvestDropsEvent are fired when
digging.
- AttackEntityEvent is fired when attacking.
- Various PlayerInteractEvent.* events are fired when placing.
Closes#103, closes#100
Printers use a Terminal to store the page currently being printed.
Printers saved in an older version of ComputerCraft would be missing the
term_palette field, resulting in an NPE when loading the tile.
As a new SoundEvent was being created each time, the actual sound was
not in the registry, resulting in the sound -> id mapping yielding
incorrect values.
This will hopefully make it easier to track down various issues which
might otherwise go unnoticed or provide little information.
The main areas modified are those that external APIs may provide values
for or interact with: various providers and ILuaObject/IPeripheral
implementations. However, we do also log in a couple of other places
which indicate a problem with this, or another, mod.
- 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 allows for other items, such as turtles, to be dyed in the future.
This also adds support for the ore dictionary, meaning you can use other
mod's dyes to colour items.
- Move the encoding/decoding from the Filesystem implementation to the
individual handles.
- Move each handle into an core.apis.handles package from the main fs
API.
- Move the HTTP response to inherit from these handles.
- Allow binary handles' read function to accept a number, specifying
how many characters to read - these will be returned as a Lua string.
- Add readAll to binary handles
- Allow binary handles' write function to accept a string which is
decoded into the individual bytes.
- Add "binary" argument to http.request and friends in order to return
a binary handle.
- Ensure file handles are open when reading from/writing to them.
- Return the error message when opening a file fails.
This makes block/model names a little mode consistent and should help
with porting to 1.11.2.
- Prefix all tile entities with "computercraft:".
- Change all "pascalCase" and "CC-*" items to use underscore_case
- Listen to the missing mappings event and gracefully convert
blocks/items.
- 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.
Awfully sorry about this. It appears that Minecraft's annotations are
occasionally wrong. IntelliJ will automatically add "not-null" checks on
these annotations, resulting in crashes when they are actually null.
- 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
There was a crash in RedstoneUtil when redstone state was changing next
to a full block due to the incorrect state being passed. By using
IBlockState methods we ensure that this cannot happen again.
The old IBlockState methods were also deprecated, so this reduces the
warning count a little. I've also moved string translation into
StringUtils, to reduce the number of deprecation warnings from there.
getSelectedBoundingBox expects a bounding box relative to (0, 0, 0) but
we were returning one relative to the current block. Instead we allow
the default behaviour to continue, which will call getBoundingBox and
offset it.
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.
The side marks the direction relative to the wire, rather than the side
of the block it is attempting to connect to. Therefore needs to be
flipped.
Closes#149
Packets will be discarded if the sending player is not currently
interacting with the appropriate computer. This ensures players cannot
control other people's computers.
This is enforced by checking if the current container is a "computer
container", and this container holds the correct computer.
We now listen to neighborChanged instead of onNeighborChange. This means
computers correctly detect redstone updates.
However, this leads to issues when moving turtles, so we defer the block
update until the turtle has finished moving.