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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-10-16 14:37:39 +00:00
Commit Graph

10 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
c0643fadca Build a web-based emulator for the documentation site (#1597)
Historically we've used copy-cat to provide a web-based emulator for
running example code on our documentation site. However, copy-cat is
often out-of-date with CC:T, which means example snippets fail when you
try to run them!

This commit vendors in copy-cat (or rather an updated version of it)
into CC:T itself, allowing us to ensure the emulator is always in sync
with the mod.

While the ARCHITECTURE.md documentation goes into a little bit more
detail here, the general implementation is as follows

 - In project/src/main we implement the core of the emulator. This
   includes a basic reimplementation of some of CC's classes to work on
   the web (mostly the HTTP API and ComputerThread), and some additional
   code to expose the computers to Javascript.

 - This is all then compiled to Javascript using [TeaVM][1] (we actually
   use a [personal fork of it][2] as there's a couple of changes I've
   not upstreamed yet).

 - The Javascript side then pulls in the these compiled classes (and
   the CC ROM) and hooks them up to [cc-web-term][3] to display the
   actual computer.

 - As we're no longer pulling in copy-cat, we can simplify our bundling
   system a little - we now just compile to ESM modules directly.

[1]: https://github.com/konsoletyper/teavm
[2]: https://github.com/SquidDev/teavm/tree/squid-patches
[3]: https://github.com/squiddev-cc/cc-web-term
2023-10-03 09:19:19 +01:00
Jonathan Coates
663eecff0c Relocate our existing web code to subdirectories
- Move the frontend code into src/frontend
 - Move our custom element SSR system into src/htmlTransform.

This is mostly in prep for merging in copy-cat's core, as that's a whole
bunch of extra code.
2023-09-28 21:00:07 +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
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
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
Jonathan Coates
76710eec9d Move our public API into separate modules
This adds two new modules: common-api and forge-api, which contain the
common and Forge-specific interfaces for CC's Minecraft-specific API.

We add a new PlatformHelper interface, which abstracts over some of the
loader-specific functionality, such as reading registries[^1] or calling
Forge-specific methods. This interface is then implemented in the main
mod, and loaded via ServiceLoaders.

Some other notes on this:

 - We now split shared and client-specific source code into separate
   modules. This is to make it harder to reference client code on the
   server, thus crashing the game.

   Eventually we'll split the main mod up too into separate source sets
   - this is, of course, a much bigger problem!

 - There's currently some nastiness here due to wanting to preserve
   binary compatibility of the API. We'll hopefully be able to remove
   this when 1.19.3 releases.

 - In order to build a separate Forge-specific API jar, we compile the
   common sources twice: once for the common jar and once for the Forge
   jar.

   Getting this to play nicely with IDEs is a little tricky and so we
   provide a cct.inlineProject(...) helper to handle everything.

[^1]: We /can/ do this with vanilla's APIs, but it gives a lot of
deprecation warnings. It just ends up being nicer to abstract over it.
2022-11-06 15:07:13 +00:00
Jonathan Coates
9db3e6d2a0 Load the CC API with services loaders
This is a little odd (it's more complex for one!), but means we can
reuse the internal API interface in other classes, which is useful for
the data provider refactor I'm about to do.

This is much nicer in Java 17 :D (records, ServiceLoader.stream()),
but such is the perils of still targetting 1.16.
2022-10-21 23:50:44 +01:00