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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-06-28 08:03:21 +00:00
Commit Graph

89 Commits

Author SHA1 Message Date
SquidDev
48edcde4ef Fix handling of CC: T's version
We never added back replacing of ${version} strings, which means that CC
was reporting incorrect version numbers in _HOST, the user agent and
network versions. This meant we would allow connections even on
mismatched versions (#464).

We shift all version handling into ComputerCraftAPI(Impl) - this now
relies on Forge code, so we don't want to run it in emulators.
2020-06-19 18:49:27 +01:00
SquidDev
5a816917d5 Normalise config names 2020-05-15 23:04:04 +01:00
SquidDev
7af63d052d Make many more http options domain-specific
timetout, max_upload, max_download and max_websocket_message may now be
configured on a domain-by-domain basis. This uses the same system that
we use for the block/allow-list from before:

Example:

    [[http.rules]]
        host = "*"
        action = "allow"
	max_upload = 4194304
	max_download = 16777216
	timeout = 30000
2020-05-15 23:04:04 +01:00
Jonathan Coates
d5f82fa458
Replace getMethodNames/callMethod with annotations (#447)
When creating a peripheral or custom Lua object, one must implement two
methods:

 - getMethodNames(): String[] - Returns the name of the methods
 - callMethod(int, ...): Object[] - Invokes the method using an index in
   the above array.

This has a couple of problems:
 - It's somewhat unwieldy to use - you need to keep track of array
   indices, which leads to ugly code.
 - Functions which yield (for instance, those which run on the main
   thread) are blocking. This means we need to spawn new threads for
   each CC-side yield.

We replace this system with a few changes:

 - @LuaFunction annotation: One may annotate a public instance method
   with this annotation. This then exposes a peripheral/lua object
   method.

   Furthermore, this method can accept and return a variety of types,
   which often makes functions cleaner (e.g. can return an int rather
   than an Object[], and specify and int argument rather than
   Object[]).

 - MethodResult: Instead of returning an Object[] and having blocking
   yields, functions return a MethodResult. This either contains an
   immediate return, or an instruction to yield with some continuation
   to resume with.

   MethodResult is then interpreted by the Lua runtime (i.e. Cobalt),
   rather than our weird bodgey hacks before. This means we no longer
   spawn new threads when yielding within CC.

 - Methods accept IArguments instead of a raw Object array. This has a
   few benefits:
   - Consistent argument handling - people no longer need to use
     ArgumentHelper (as it doesn't exist!), or even be aware of its
     existence - you're rather forced into using it.
   - More efficient code in some cases. We provide a Cobalt-specific
     implementation of IArguments, which avoids the boxing/unboxing when
     handling numbers and binary strings.
2020-05-15 13:21:16 +01:00
SquidDev
d7729337ac Merge branch 'mc-1.14.x' into mc-1.15.x 2020-04-22 10:39:00 +01:00
SquidDev
d847a4d9e0 Merge branch 'master' into mc-1.14.x
This also deletes display list support - MC 1.14 now requires VBOs to be
supported in some capacity.
2020-04-22 09:45:23 +01:00
Jonathan Coates
f106733d71
Redo how http block/allow lists are stored. (#396)
This replaces the allow/block lists with a series of rules. Each rule
takes the form

    [[http.rules]]
    host = "127.0.0.0/8"
    action = "block"

This is pretty much the same as the previous config style, in that hosts
may be domains, wildcards or in CIDR notation. However, they may also be
mixed, so you could allow a specific IP, and then block all others.
2020-04-22 08:58:21 +01:00
SquidDev
79f42e35ce Add a timeout to websocket.receive
- Move timer handling to IAPIEnvironment, rather than OSAPI. This means
   the environment is reset on startup/shutdown, much like normal APIs.
 - Websocket.receive now accepts an optional timetout (much like
   rednet.receive). This starts a timer, and waits for it to complete.

Closes #201
2020-02-07 14:50:51 +00:00
SquidDev
f3a330e330 Normalise enums to use SHOUTY_CASE
PascalCase is more .NET than Java
2020-01-28 22:28:48 +00:00
SquidDev
044d2b2b06 Some API cleanup
- Remove *Stream methods on IMount/IWritableMount, and make the channel
   ones the primary.
 - Fix location of AbstractTurtleUpgrade
 - Make IComputerAccess.getAvailablePeripheral and .getMainThreadMonitor
   mandatory.
 - IComputerAccess throws a specialised NotAttachedException
2020-01-28 22:23:43 +00:00
SquidDev
41a1b99f7d Merge branch 'master' into mc-1.14.x 2020-01-13 15:05:50 +00:00
SquidDev
93a9ebc4f6 Happy new year 2020-01-01 00:09:18 +00:00
SquidDev
3b7300543a Correctly invalidate the ROM mount cache
Before it would remain the same across world reloads, and thus would be
out-of-date after leaving the first world. This architecture technically
allows for running multiple servers at once, though that's not going to
matter that soon.
2019-11-26 18:16:49 +00:00
SquidDev
642351af1a Merge branch 'master' into mc-1.14.x 2019-11-25 09:15:20 +00:00
SquidDev
c311cdc6f5 Make our Javadoc validation a little stricter
I'm not sure there's much utility in this, but still feels worth doing.
2019-10-27 15:16:47 +00:00
SquidDev
39a9ad0ce7 Initial update to 1.14
So very little works, but it compiles and runs.

Things to resolve over the next few days:
 - Horrible mappings (should largely be resolved by tomorrow).
 - Cannot send extra data over containers - we'll have to see what Forge
   does here.
 - Turtle models are broken
 - No block drops yet - this will largely be cherry-picking whatever I
   did on Fabric.
 - Weird inventory desyncs (items don't show up initially when
   interacting with a CC inventory).
 - Probably lots of other things.
2019-06-08 13:36:31 +01:00
SquidDev
0f3c44c926 Merge branch 'master' into mc-1.13.x 2019-06-08 08:21:08 +01:00
SquidDev
a0e7c4a74c Add a little bit of source code checking to Gradle
- Adds a CheckStyle configuration which is pretty similar to CC's
   existing one.
 - Add the Gradle license plugin.
 - Ensure the existing source code is compatible with these additional
   checks.

See #239
2019-06-08 00:28:03 +01:00
Lignum
7d428030df Fix some warnings (#235)
Remove some unused code and fix a bunch of warnings
2019-06-07 14:35:17 +01:00
SquidDev
c82d8a7c2a Merge branch 'master' into mc-1.13.x 2019-06-02 16:46:45 +01:00
SquidDev
19aca001d7 A couple of stability improvements to ComputerThread
- Be more generous in what errors we catch, handling some of the more
   "recoverable" ones.
 - Should a runner crash, attempt to restart it.
2019-05-29 09:03:31 +01:00
SquidDev
2182cfbeb7 Merge branch 'master' into mc-1.13.x 2019-05-06 21:32:56 +01:00
SquidDev
8fafec4915 Fix budget growing too much
We were using += instead of =, meaning the budget always grew,
rather than growing while there was still space. As a result, computers
were never correctly rate limited.

Further more, if a computer went into a deficit, we would continue to
increase the budget by a negative amount, exponentially decreasing until
overflowing!

Yes, this is a very embarrassing mistake. I'd been aware that rate
limiting wasn't working as expected for a while, I hadn't realised
the problem would be this stupid.
2019-05-01 17:24:30 +01:00
SquidDev
362dbd97ac Correctly handle capability creation & invalidation
Also make cable part detection more consistent.
2019-04-09 17:29:23 +01:00
SquidDev
fcaa777c95 Merge branch 'master' into mc-1.13.x 2019-04-09 11:11:12 +01:00
SquidDev
63dc0daa09 Convert computer sides to an enum
Previously we just relied on magic int values, which was confusing and
potentially error-prone. We could use EnumFacing, but that's a)
dependent on MC and b) incorrect, as we're referring to local
coordinates.
2019-04-09 10:02:54 +01:00
SquidDev
6be330ae8d Expose Computer.getRootMount again
It's a little evil, but we need it for CCEmuX. There's other ways of
achieving this, but not with supporting CC and CC:T.
2019-04-07 14:58:25 +01:00
SquidDev
f9e13ca67a Update CC: Tweaked to 1.13
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.

Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:

 - Flatten everything. For instance, there are now three instances of
   BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
   more BlockPeripheral (thank heavens) - there's separate block classes
   for each peripheral type.

 - Remove pretty much all legacy code. As we're breaking world
   compatibility anyway, we can remove all the code to load worlds from
   1.4 days.
 - The command system is largely rewriten to take advantage of 1.13's
   new system. It's very fancy!

 - WidgetTerminal now uses Minecraft's "GUI listener" system.

 - BREAKING CHANGE: All the codes in keys.lua are different, due to the
   move to LWJGL 3. Hopefully this won't have too much of an impact.

   I don't want to map to the old key codes on the Java side, as there
   always ends up being small but slight inconsistencies. IMO it's
   better to make a clean break - people should be using keys rather
   than hard coding the constants anyway.

 - commands.list now allows fetching sub-commands. The ROM has already
   been updated to allow fancy usage such as commands.time.set("noon").

 - Turtles, modems and cables can be waterlogged.
2019-04-02 20:59:48 +01:00
SquidDev
2965fb666f Some further cleanup and 1.13 cherry-picks
Are most of these changes small and petty? Yes. However, IMO they do
make the code more readable. Anyway, a summary of some of the more
interesting changes:

 - Expose Abstract*Upgrade classes in the API
 - Fix the spelling of Jonathan in the API docs (*shakes fist*)
 - Fix bug with printout not working in the offhand.
 - Rename any argments/variables accidentally named "m_*", and add an
   inspection to prevent it happening again.
 - Remove most of the Block*.Properties classes - just inline them in
   the parent class.
 - Return super.writeToNBT instead of reassigning at the top.
2019-04-02 12:08:03 +01:00
SquidDev
173ea72001 Turn inspections up to 11
OK, so let's get this out of the way, there's some actual changes mixed
in here too. I'm really sorry:
 - Turtles can now not be renamed with unnamed item tags (previously it
   would clear the name, this seemed a little unideal).
 - commands.getBlock(s)Data will also include NBT.

Now, onto the horror story which is these inspection changes:
 - Make a lot of methods static
 - Typo fixes
 - Make utility classes final + private constructor
 - Lots of reformatting (ifs -> ternary, invert control flow, etc...)
 - ???
 - Profit!

I'm so going to regret this - can pretty much guarantee this is going to
break something.
2019-03-29 21:26:21 +00:00
SquidDev
7799b8d4cb Convert MainThread into a priority queue
This uses a similar approach to ComputerThread: executors store how long
they've spent executing tasks. We then use that time to prioritise
executors.

One should note that we use the current runtime at the point of adding
to the queue - external tasks will not contribute towards it until a
later execution.
2019-03-26 11:21:40 +00:00
SquidDev
245bf26480 Expose max computer/global times as config options
These do have a direct impact on server performance, so are definitely
worthwhile exposing.
2019-03-26 11:21:40 +00:00
SquidDev
5d05205d69 Introduce IWorkMonitor into the public API
This effectively acts as a public interface to canExecuteExternal() and
consumeTime(). It's hopefully sufficiently general that we can mess
around with the backend as much as we like in the future.

One thing to note here is that this is based on a polling API, as it's
largely intended for people running work every tick. It would be
possible to adapt this with callbacks for when work is available,
etc..., but that was not needed immediately.

This also removes IComputerOwned, as Plethora no longer needs it.
2019-03-26 11:21:16 +00:00
SquidDev
853e2622a1 An initial prototype of main thread rate limiting
Unlike ComputerThread, we do not have a single source of tasks, and so
need a smarter way to handle scheduling and rate limiting. This
introduces a cooldown system, which works on both a global and
per-computer level:

Each computer is allowed to do some work for 5ms. If they go over that
budget, then they are marked as "hot", and will not execute work on the
next tick, until they have cooled down. This ensures that _on average_
computers perform at most 5ms of work per tick.

Obviously this is a rather large time span, so we also apply a global
10ms to all computers. This uses the same cooldown principle, meaning we
keep to an average of 10ms, even if we go over budget.
2019-03-26 11:21:16 +00:00
SquidDev
bd28955c8e Fix ComputerThread not updating the minimumVirtualRuntime
We attempted to simplify this 0bfb7049b0,
but that change now means that minimumVirtualRuntime is not updated. As
a result, new tasks will have a runtime of 0 when the queue is empty.
2019-03-24 18:13:00 +00:00
SquidDev
0bfb7049b0 Document everything, and several further improvements
- Only update all runtimes and the minimum runtime when queuing new
   exectors. We only need to update the current executor's runtime.
 - Fix overflows when comparing times within TimeoutState.
   System.nanotime() may (though probably won't) return negative values.
 - Hopefully explain how the scheduler works a little bit.
2019-03-04 10:22:17 +00:00
SquidDev
f7cb526793 Attempt to fix race condition in ComputerThread
- Runners would set their active executor before starting resetting the
   time, meaning it would be judged as running and terminated.
 - Similarly, the cumulative time start was reset to 0, meaning the
   computer had been judged to run for an impossibly long time.
 - If a computer hit the terminate threshold, but not the hard abort
   one, then we'd print the stack trace of the terminated thread - we
   now do it before interrupting.

There's still race conditions here when terminating a computer, but
hopefully these changes will mean they never occur under normal
operations (only when a computer has run for far too long).
2019-03-04 09:22:14 +00:00
SquidDev
e34e833d3d Small changes to ComputerThread
- Fix the timeout error message displaying utter rot.
 - Don't resize the runner array. We don't handle this correctly, so
   we shouldn't handle it at all.
 - Increment virtualRuntime after a task has executed.
2019-03-02 09:16:25 +00:00
SquidDev
a125a19728 Implement a CFS based scheduler
- The computer queue is a priority queue sorted by "virtual runtime".
 - Virtual runtime is based on the time this task has executed, divided
   by the number of pending tasks.
 - We try to execute every task within a given period. Each computer is
   allocated a fair share of that period, depending how many tasks are
   in the queue. Once a computer has used more than that period, the
   computer is paused and the next one resumed.
2019-02-28 17:23:09 +00:00
SquidDev
b3e6a53868 Allow pausing Lua machines
TimeoutState now introduces a TIMESLICE, which is the maximum period of
time a computer can run before we will look into pausing it.

When we have executed a task for more than this period, and if there are
other computers waiting to execute work, then we will suspend the
machine.

Suspending the machine sets a flag on the ComputerExecutor, and pauses
the "cumulative" time - the time spent handling this particular event.
When resuming the machine, we restart our timer and resume the machine.
2019-02-28 16:49:06 +00:00
SquidDev
218f8e53bb Further improvements to computer execution
Oh goodness, when will it end?

 - Computer errors are shown in red.

 - Lua machine operations provide whether they succeeded, and an
   optional error message (reason bios failed to load, timeout error,
   another Lua error), which is then shown to the user.

 - Clear the Cobalt "thrown soft abort" flag when resuming, rather than
   every n instructions.

 - Computers will clear their "should start" flag once the time has
   expired, irrespective of whether it turned on or not. Before
   computers would immediately restart after shutting down if the flag
   had been set much earlier.

Errors within the Lua machine are displayed in a more friendly
2019-02-28 15:44:43 +00:00
SquidDev
c78adb2cdc Several improvements to the computer thread rework
- TimeoutState uses nanoseconds rather than milliseconds. While this is
   slightly less efficient on Windows, it's a) not the bottleneck of Lua
   execution and b) we need a monotonic counter, otherwise we could
   fail to terminate computers if the time changes.
 - Add an exception handler to all threads.
 - Document several classes a little better - I'm not sure how useful
   all of these are, but _hopefully_ it'll make the internals a little
   more accessible.
2019-02-27 20:56:45 +00:00
SquidDev
67af7a698b Migrate the computer tasks into a separate thread
- Move state management (turnOn, shutdown, etc...) event handling and
   the command queue into a ComputerExecutor

 - This means the computer thread now just handles running "work" on
   computer executors, rather than managing a separate command queue +
   requeuing it.
2019-02-26 13:50:09 +00:00
SquidDev
06e76f9b15 Rewrite ComputerThread and the timeout system
- Instead of setting soft/hard timeouts on the ILuaMachine, we instead
   provide it with a TimeoutState instance. This holds the current abort
   flags, which can then be polled within debug hooks.

   This means the Lua machine has to do less state management, but also
   allows a more flexible implementation of aborts.

 - Soft aborts are now handled by the TimeoutState - we track when the
   task was started, and now only need to check we're more than 7s since
   then.

   Note, these timers work with millisecond granularity, rather than
   nano, as this invokes substantially less overhead.

 - Instead of having n runners being observed with n managers, we now
   have n runners and 1 manager (or Monitor).

   The runners are now responsible for pulling work from the queue. When
   the start to execute a task, they set the time execution commenced.
   The monitor then just checks each runner every 0.1s and handles hard
   aborts (or killing the thread if need be).
2019-02-26 13:46:10 +00:00
SquidDev
6d383d005c A couple of minor tweaks
- Rename unload -> close to be a little more consistent
 - Make pollAndResetChanged be atomic, so we don't need to aquire a lock
 - Get the computer queue from the task owner, rather than a separate
   argument.
2019-02-26 12:43:45 +00:00
SquidDev
c373583723 Add a test which boots a computer and runs forever
Ideally we'd add a couple more tests in the future, but this'll do for
now.

The bootstrap class is largely yoinked from CCTweaks-Lua, so is a tad
ugly. It works though.
2019-02-26 08:44:17 +00:00
SquidDev
35645b3d93 Add back a couple of methods for CCEmuX compat 2019-02-23 12:46:09 +00:00
SquidDev
d6e0f368df Handle managing computer inputs/outputs separatly
The Computer class currently has several resposiblities such as storing
id/label, managing redstone/peirpherals, handling management of the
computer (on/off/events) and updating the output.

In order to simplify this a little bit, we move our IAPIEnvironment
implementation into a separate file, and store all "world state"
(redstone + peripherals) in there. While we still need to have some
level of updating them within the main Computer instance, it's
substantially simpler.
2019-02-17 19:48:52 +00:00
SquidDev
12e82afad2 Bump Cobalt version to enable single-threading
The latest version of Cobalt has several major changes, which I'm
looking forward to taking advantage of in the coming months:

 - The Lua interpreter has been split up from the actual LuaClosure
   instance. It now runs multiple functions within one loop, handling
   pushing/popping and resuming method calls correctly.

   This means we have a theoretically infinite call depth, as we're no
   longer bounded by Java's stack size. In reality, this is limited to
   32767 (Short.MAX_VALUE), as that's a mostly equivalent to the limits
   PUC Lua exposes.

 - The stack is no longer unwound in the event of errors. This both
   simplifies error handling (not that CC:T needs to care about that)
   but also means one can call debug.traceback on a now-dead coroutine
   (which is more useful for debugging than using xpcall).

 - Most significantly, coroutines are no longer each run on a dedicated
   thread. Instead, yielding or resuming throws an exception to unwind
   the Java stack and switches to a different coroutine.

   In order to preserve compatability with CC's assumption about LuaJ's
   threading model (namely that yielding blocks the thread), we also
   provide a yieldBlock method (which CC:T consumes). This suspends the
   current thread and switches execution to a new thread (see
   SquidDev/Cobalt@b5ddf164f1 for more
   details). While this does mean we need to use more than 1 thread,
   it's still /substantially/ less than would otherwise be needed.

We've been running these changes on SwitchCraft for a few days now and
haven't seen any issues. One nice thing to observe is that the number of
CC thread has gone down from ~1.9k to ~100 (of those, ~70 are dedicated
to running coroutines). Similarly, the server has gone from generating
~15k threads over its lifetime, to ~3k. While this is still a lot, it's
a substantial improvement.
2019-02-10 22:02:30 +00:00
SquidDev
1c9110b927 Happy new year! 2019-01-01 01:10:18 +00:00