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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-11-17 23:34:51 +00:00
Commit Graph

25 Commits

Author SHA1 Message Date
Jonathan Coates
78bb3da58c
Improve our version tooling
- Add a check to ensure declared dependencies in the :core project, and
   those inherited from Minecraft are the same.
 - Compute the next Cobalt version, rather than specifying it manually.
 - Add the gradle versions plugin (and version catalog update), and
   update some versions.
2023-12-19 18:12:21 +00:00
Jonathan Coates
cf6ec8c28f
Add a slightly cleaner system for excluding deps
Previously we prevented our published full jar depending on any of the
other projects by excluding the whole cc.tweaked jar. However, as Cobalt
also now lives in that group, this meant we were missing the Cobalt
dependency.

Rather than specifying a wildcard, we now exclude the dependencies when
adding them to the project.
2023-12-16 22:35:15 +00:00
Jonathan Coates
84a799d27a
Add abstract classes for our generic peripherals
This commit adds abstract classes to describe the interface for our
mod-loader-specific generic peripherals (inventories, fluid storage,
item storage).

This offers several advantages:
 - Javadoc to illuaminate conversion no longer needs the Forge project
   (just core and common).

 - Ensures we have a consistent interface between Forge and Fabric.

Note, this does /not/ implement fluid or energy storage for Fabric. We
probably could do fluid without issue, but not something worth doing
right now.
2023-11-22 18:20:15 +00:00
Jonathan Coates
e67c94d1bd
Fix a couple of future deprecations in Gradle 2023-10-19 18:28:15 +01:00
Jonathan Coates
93ad40efbb
Ensure the terminal exists when creating a monitor peripheral
Previously we had the invariant that if we had a server monitor, we also
had a terminal. When a monitor shrank into a place, we deleted the
monitor, and then recreated it when a peripheral was requested.

As of ab785a0906 this has changed
slightly, and we now just delete the terminal (keeping the ServerMonitor
around). However, we didn't adjust the peripheral code accordingly,
meaning we didn't recreate the /terminal/ when a peripheral was
requested.

The fix for this is very simple - most of the rest of this commit is
some additional code for ensuring monitor invariants hold, so we can
write tests with a little more confidence.

I'm not 100% sold on this approach. It's tricky having a double layer of
nullable state (ServerMonitor, and then the terminal). However, I think
this is reasonable - the ServerMonitor is a reference to the multiblock,
and the Terminal is part of the multiblock's state.

Even after all the refactors, monitor code is still nastier than I'd
like :/.

Fixes #1608
2023-10-09 22:09:01 +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
c2988366d8
Add EMI compatibility
This just adds stack comparisons, so that upgrades are considered (much
like JEI and REI). No dynamic recipes, as EMI doesn't support those :(.
2023-07-10 20:31:06 +01:00
Jonathan Coates
f5b16261cc
Update to Gradle 8.x
- Update to Loom 1.2 and FG 6.0. ForgeGradle has changed how it
   generates the runXyz tasks, which makes running our tests much
   harder. I've raised an issue upstream, but for now we do some nasty
   poking of internals.

 - Fix Sodium/Iris tests. Loom 1.1 changed how remapped configurations
   are generated - we create a dummy source set and associate the
   remapped configuration with that. All nasty stuff.

 - Publish the common library. I'm not a fan of this, but given how much
   internals I'm poking elsewhere, should probably get off my high
   horse.

 - Add renderdoc support to the client gametests, enabled with
   -Prenderdoc.
2023-06-29 20:10:17 +01:00
Jonathan Coates
ccfed0059b
Render the computer cursor as emissive
- Split the front face of the computer model into two layers - one for
   the main texture, and one for the cursor. This is actually a
   simplification of what we had before, which is nice.

 - Make the cursor layer render as an emissive quad, meaning it glows in
   the dark. This is very easy on Forge (just some model JSON) and very
   hard on Fabric (requires a custom model loader).
2023-06-17 18:02:05 +01:00
Jonathan Coates
77ac04cb7a
Fix changelog notes
Also exclude data generator cache from the Forge jar. Didn't have any
better place to put this 😳.
2023-06-15 18:32:30 +01:00
Drew Edwards
c91bb5ac33
Add support for proxying HTTP requests (#1461) 2023-06-06 18:58:24 +00:00
Jonathan Coates
e876685f2a
Put our bundled deps are on the classpath for gametests
We just need to make minecraftLibrary extend minecraftEmbed. I'd
genuinely forgotten that this isn't the case by default.
2023-03-29 23:00:18 +01:00
Jonathan Coates
f93a33aa5e
Bundle jzlib with our published jar
Netty requires this for handling compressed websockets with non-default
compression arguments.

Closes #1394
2023-03-29 09:32:06 +01:00
Jonathan Coates
266182996d
Publish Fabric jars to CF/Modrinth
Like all publishing code, we'll only find out if it works when we run
it!
2023-03-15 23:20:13 +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
86b60855d6
Enforce version bounds for the Kotlin stdlib
We were pulling in an ancient version of the jdk8 stdlib via
kotlinx.coroutines, hence the conflict in versions.
2023-01-17 20:28:31 +00:00
Jonathan Coates
06163e4f25
Fix a couple of packaging issues
- Fix client classes not being included in Forge.
 - Only remap Nettty's HTTP classes, not all of them. This feels a
   little more error prone - maybe we should jar-in-jar this in the
   future.
 - Use the correct refmaps on Forge.
 - Prevent the Fabric jar pulling in some other mods.

Closes #1247
2022-12-12 20:28:18 +00:00
Jonathan Coates
95c57e843d
Pass project root to cct-javadoc
Fixes #1238
2022-12-02 22:00:00 +00:00
Jonathan Coates
ee2670d53b
Move some functions out of bios into their own APIs
This removes the patching of fs and http, and replaces them with their
own standard Lua APIs. This makes the bios a little simpler, and means
we can move the documentation in line.
2022-11-21 22:47:07 +00:00
Jonathan Coates
8f92417a2f
Add a system for client-side tests (#1219)
- Add a new ClientJavaExec Gradle task, which is used for client-side
   tests. This:

   - Copies the exec spec from another JavaExec task.
   - Sets some additional system properties to configure on gametest framework.
   - Runs Java inside an X framebuffer (when available), meaning we
     don't need to spin up a new window.

   We also configure this task so that only one instance can run at
   once, meaning we don't spawn multiple MC windows at once!

 - Port our 1.16 client test framework to 1.19. This is mostly the same
   as before, but screenshots no longer do a golden test: they /just/
   write to a folder. Screenshots are compared manually afterwards.

   This is still pretty brittle, and there's a lot of sleeps scattered
   around in the code. It's not clear how well this will play on CI.

 - Roll our own game test loader, rather than relying on the mod loader
   to do it for us. This ensures that loading is consistent between
   platforms (we already had to do some hacks for Forge) and makes it
   easier to provide custom logic for loading client-only tests.

 - Run several client tests (namely those involving monitor rendering)
   against Sodium and Iris too. There's some nastiness here to set up
   new Loom run configurations and automatically configure Iris to use
   Complementary Shaders, but it's not too bad. These tests /don't/ run
   on CI, so it doesn't need to be as reliable.
2022-11-18 23:57:25 +00:00
Jonathan Coates
8d2e150f05
Various improvements to packaging
This fixes several issues I had with consuming multi-loader CC:T in
various upstream mods.

 - Include /all/ sources in the Forge/Fabric jar. Before it was just the
   common classes, and not the core or API.

 - Use some Gradle magic to remove superfluous dependencies from the POM
   file. Also make sure Cobalt and Netty are present as dependencies.

 - Start using minimize() in our shadow jar config again.
2022-11-17 09:26:57 +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
8360e8234d
Post multi-loader cleanup
This commit got away from me, okay? No, I'm not proud of it either.

 - Remove our overrides of handleUpdate tag: we now try to detect
   whether we're on the client or server inside BlockEntity.load. Alas,
   this is needed for Fabric.

 - Remove BlockGeneric/TileGeneric entirely: we've slowly whittled this
   down over the years, and nowadays we can get away with putting most
   of its functionality into subclasses.

   This allows us to do some nice things with overriding HorizontalBlock
   (or our new HorizontalContainerBlock class), rather than
   reimplementing functionality in each class. Though it would be nice
   if Java had some sort of trait system :D:

 - Simplify a lot of our container class so it's just defined in terms
   of a NonNullList<ItemStack>. This also includes a total rewrite of
   the disk drive which I'm not ... thrilled about. It ended up being
   easier to copy the code from the mc-next branch :D:.

 - Try to test some of the gnarly bits of this. Still a /lot/ more to be
   done with testing this.

Closes #658
2022-11-10 15:55:34 +00:00
Jonathan Coates
1d335f7290
Add a couple of errorprone plugins
- Check that common code does not reference client-only classes.
 - Check that @ForgeOverride really overrides a method in Forge
   projects.
2022-11-10 08:54:09 +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