- Run optipng on all our images. This has very little effect on most of
them (as they're all so small anyway), but has resulted in a 50%
reduction in some cases.
- Run Proguard on our shadowed dependencies (Cobalt).
- Minify our JSON files, stripping all whitespace. This is mostly
useful for FML's annotation cache, as that's a massive file, but
still a semi-useful optimisation to make.
This has helped reduce the jar by about 110kb, which isn't much but
still feels somewhat worth it.
- All "named" entries (blocks, items, recipes, TEs and pocket/turtle
upgrades) are registeredin one place.
- Most client side models/textures are registered in ClientRegistry -
we can't do item colours or TEs for now, as these aren't event based.
- A little cleanup to how we handle ItemPocketComputer models.
- Move all HTTP tasks to a unified "MonitoredResource" model. This
provides a uniform way of tracking object's lifetimes and disposing
of them when complete.
- Rewrite HTTP requests to use Netty instead of standard Java. This
offers several advantages:
- We have access to more HTTP verbs (mostly PATCH).
- We can now do http -> https redirects.
- We no longer need to spawn in a new thread for each HTTP request.
While we do need to run some tasks off-thread in order to resolve
IPs, it's generally a much shorter task, and so is less likely to
inflate the thread pool.
- Introduce several limits for the http API:
- There's a limit on how many HTTP requests and websockets may exist
at the same time. If the limit is reached, additional ones will be
queued up until pending requests have finished.
- HTTP requests may upload a maximum of 4Mib and download a maximum
of 16Mib (configurable).
- .getResponseCode now returns the status text, as well as the status
code.
- Move configuration loading into a separate file, just so it doesn't
clutter up ComputerCraft.java.
- Normalise property names, so they're all snake_case.
- Split properties into separate categories (http, turtle, peripheral),
so the main one is less cluttered.
- Define an explicit ordering of each category.
- Replace BlockCableCableVariant with a boolean, removing any custom
logic around it.
- Replace our previous cable Forge-blockstate with a vanilla one, which
handles cable connections in the model logic.
This ends up being slightly cleaner as we can rely on Minecraft's own
model dependency system. Also reduces reliance on Forge's APIs, which
_potentially_ makes porting a little easier.
This is implemented in a rather ugly way: we register a client command
(/computercraft_copy) which updates the clipboard, and run that via a
click handler on the chat message.
This hopefully makes wired modems a little easier to use. We'll see.
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.
This crash can be triggered remotely by specially constructed rednet messages, making this a bit of a problem, as any repeaters can be remotely crashed.
- Make window.reposition's argument validation a little more strict.
Previously it would accept `window.reposition(x, y, width)` (no
height argument), just not act upon it.
- Use select instead of table.unpack within `pastebin run`.
- Use `parallel.waitForAny` instead of `waitForAll` within the dance
program.
- Pipe the entire help file into `textutils.pagedPrint`, rather than
doing it line by line.
- Remove bytecode loading disabling from bios.lua. This never worked
correctly, and serves little purpose as LuaJ is not vulnerable to
such exploits.
- Slight airbrush effect for normal turtles. While this is only really
visible when upping the contrast, it's probably nice to fix.
- A few off-colour pixels for advanced turtles
This implements an argument format similar to LuaReqeust, as described
in dan200/ComputerCraft#515. The Lua argument checking code is a little
verbose and repetitive, but I'm not sure how to avoid that - we should
look into improving it in the future.
Closes#21
- fixed circumflex typo: you can now cîrcûmflêx on all your friends
- added comment making it clearer that the following lines are intended for backwards compatibility.
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.
Mostly intended for those people who don't like .inspect() or
.getItemDetail(), but could allow modpacks to block equipping upgrades,
placing blocks, etc...
Whilst I'm pretty sure this is safe for general use, I'm disabling this
by default for now. I may consider enabling it in the future if no
issues are found.
This uses Netty's websocket functionality, meaning we do not have to
depend on another library.
As websockets do not fit neatly into the standard polling socket model,
the API is significantly more event based than CCTweaks's. One uses
http.websocket to connect, which will wait until a connection is
established and then returns the connection object (an async variant is
available).
Once you have a websocket object, you can use .send(msg) to transmit a
message. Incoming messages will fire a "websocket_message" event, with
the URL and content as arguments. A convenience method (.receive())
exists to aid waiting for valid messages.
if you call write(nil), you will get the error "bios.lua:229: bad argument: string expected, got nil", so nil is not a valid argument for write() and should be removed.