- Fix *some* cross-project isolation issues. This appears to be the
bare minimum to make the configuration cache happy. There is
obviously a lot more work to do here.
- Enable Configuration cache.
- Fix some new checkstyle/errorprone/nullaway warnings.
- Check whether impostor recipes (and other custom shaped/shapeless
recipes) match the "real" recipe.
- Check whether our upgrade recipe generator generates valid recipes.
Reasoning about left/right upgrades (and top/back ones on 26.2) is a
bit confusing, so this should prevent any errors.
- Bump CC:T Javadoc version, to fix issues with dropping newlines when
converting to Markdown. I'd originally planned to switch to
Markdown-style Javadocs, but tooling is stil a bit lacking
(Intelli's formatting of @params is entirely broken for instance).
- Force more recent ASM version, to allow Forge to run.
If a fluid uses NBT tags, then when we construct our NBT-less
FluidStack, then the fluid does not match and will not be transferred.
Instead, we search the source tank for a matching FluidStack, and use
that directly.
This is a bit limiting if a tank contains multiple versions of the fluid
with different NBT, but hopefully that's not too common.
Fixes#2355
- Update to Loom 1.12. This requires Java 21, so we now build with Java
21, but targetting 17. The new "-release" flag does make this much
easier, so hopefully shouldn't cause too many issues.
- Bump versions of a lot of other things.
- Fix various errorprone/checkstyle grumbles.
We now register these separately, rather than relying on the implicit
IMedia. This allows us to share a bit more logic between
PocketComputerItem and AbstractComputerItem. This doesn't make much
difference on 1.20.1, but does help a bit more on 1.21.1.
Now, hear me out, what if instead of having three @Nullable annotations,
we had *four*?
I've been wanting to switch away from javax.annoations for a while. The
library has been deprecated for ever and, unlike other @Nullable
annotations, the annotation is attached to the parameter/function
itself, rather than the type.
We use JSpecify rather than one of the alternatives (JetBrains,
CheckerFramework) mostly because it's what NullAway recommends. We keep
CheckerFramework around for @DefaultQualifier, and JB's for @Contract.
There are some ugly changes here — for instance, `@Nullable byte[]` is
replace by `byte @Nullable`, and `@Nullable ILuaMachine.Factory` is
`ILuaMachine.@Nullable Factory`. Ughr, I understand why, but it does not
spark joy :).
- Remove ContainerData.open.
- Change PlatformHelper.openMenu to take a separate display name and
MenuConstructor, rather than a MenuProvider. This makes the interface
slightly easier to use in the common case, where we want to use
lambdas instead.
- Check whether the computer is a command computer before registering
the capability.
- Add tests to check what is/isn't a peripheral. See also #2020, where
we forgot to register a peripheral on NeoForge 1.21.1.
Fixes#2070.
- Disable Gradle module metadata for all Minecraft projects
- Run dependency exclusion code for all projects
We need the former for MDG on 1.21, so might as well do some other
cleanup while we're here.
useOn is now only responsible for firing the actual mod loader events,
and just returns the result of firing that event. The actual calling of
Block.use/Item.useOn now live in TurtlePlaceCommand.
This isn't especially useful for 1.20.1, but is more relevant on 1.21.1
when we look at #2011, as the shared code is much larger.
I've no motivation for modding right now, but always got time for build
system busywork!
CC:T (and CC before that) has always published its API docs. However,
they're not always the most helpful — they're useful if you know what
you're looking for, but aren't a good getting-started guide.
Part of the issue here is there's no examples, and everything is
described pretty abstractly. I have occasionally tried to improve this
(e.g. the peripheral docs in bdffabc08e),
but it's a long road.
This commit adds a new example mod, which registers peripherals, an API
and a turtle upgrade. While the mod itself isn't exported as part of the
docs, we reference blocks of it using Java's new {@snippet} tag.
- Switch the Forge project to use NeoForge's new Legacy MDG plugin. We
don't *need* to do this, but it means the build logic for Forge and
NeoForge is more closely aligned.
- Add a new SnippetTaglet, which is a partial backport of Java 18+'s
{@snippet}.
- Add an example mod. This is a working multi-loader mod, complete with
datagen (albeit with no good multi-loader abstractions).
- Move our existing <pre>{@code ...}</pre> blocks into the example mod,
replacing them with {@snippet}s.
- Add a new overview page to the docs, providing some getting-started
information. We had this already in the dan200.computercraft.api
package docs, but it's not especially visible there.
MC 1.21.4 means we have to move more data generation code into the
client source set. Given all this code movement, it probably makes sense
to put data generation in a separate source set instead.
1.21.4 also has split data generators for client and server, but neither
mod loader recommends this. This means we can/should merge DataProviders
and ClientDataProviders into a single class.
Data generators are no longer bundled with the jar, which does reduce
file size, but by a tiny amount (~70KiB).
I've tried so many rewrites of the config system over the last few
months, in an attempt to get started on #1727. All of them stink, so
this is an attempt to apply some of the cleanup.
- Move some of the common logic into ConfigFile. This means we now
store more information ourselves for Forge, rather than reading it
out of the ForgeConfigSpec.
- Don't include the Range/Allowed keys in the translation key. This was
mostly there because of how we read comments from Forge, but it never
made much sense.
- Remove our separate Trie structure, and just encode the tree as part
of the children of a Group.
- Move redstone methods out of the IAPIEnvironment, and into a new
RedstoneAccess. We similarly move the implementation from Environment
into a new RedstoneState class.
The interface is possibly a little redundant (interfaces with a
single implementation are always a little suspect), but it's nice to
keep the consumer/producer interfaces separate.
- Abstract most redstone API methods into a separate shared class, that
can be used by both the rs API and the new redstone relay.
- Add the new redstone relay block.
The docs are probably a little lacking here, but I really struggled to
write anything which wasn't just "look, it's the same as the redstone
API".
As part of the multi-loader work, we unified some of our event listening
code (0908acbe9b). This incorrectly caused
client pocket computer state to be reset when the player changes
dimension, rather than when the player (dis)connects.
The server code isn't aware of this behaviour, and so does not resend
pocket computer state when the player moves level. We could change this,
but just fixing when we clear the pocket computer state is a much nicer
fix!
Fixes#2004
Under Forge, netty-codec lives on the BOOT layer. However, this means it
does not have access to our jzlib (which lives on the GAME layer). To
fix this, we now shadow netty-codec (and its dependents, like netty-http
and netty-proxy) rather than jar-in-jaring them.
This involves some horrible build logic, but means websocket compression
works on Forge.
Fixes#1958.
Previously we used an RGBA byte array. However, this comes with some
overhead (extra memory reads, bounds checks).
Minecraft 1.21+ uses ARGB32 colours for rendering (well, in the public
code — internaly it converts to ABGR), so it makes sense to match that
here.
We also add some helper functions for dealing with ARGB32 colours. These
can be removed in 1.21, as Minecraft will have these builtin.
- Add a new custom lectern block, that is used to hold the printed
pages. We have to roll quite a lot of custom logic, so this is much
cleaner than trying to mixin to the existing lectern code.
- Add a new (entity) model for printed pages and books placed on a
lectern. I did originally think about just rendering the item (or the
in-hand/map version), but I think this is a bit more consistent with
vanilla.
However, we do still need to sync the item to the client (mostly to
get the current page count!). There is a risk of chunkbanning here,
but I think it's much harder than vanilla, due to the significantly
reduced page limit.
There's been a couple of bug reports in the past where the game would
crash if a turtle is destroyed while breaking a block (typically due to
the block exploding). This commit adds a test, to ensure that this is
handled gracefully.
I'm not entirely sure this is testing the right thing. Looking at the
issues in question, it doesn't look like I ever managed to reproduce the
bug. However, it's hopefully at least a quick sanity test to check we
never break this case.
In c8eadf4011 we marked our various modems
as "brittle", which ensures they do not pop-off computers when the whole
structure moves.
However, this still requires the modem to be glued — if the modem is
outside the superglue range, it will still pop off. We can fix it by
registering a special "attached check" for the various modem blocks,
which says that the modem should be moved when the adjacent block does.
Fixes#1913
We keep getting bug reports on 1.20.1 about an Optifine bug that causes
Forge's capabilities to not work (#1458). The cause of this bug is not
immediately visible to users, and can be very confusing when hit.
Optifine have not released a fix for this bug (despite it being reported
a year ago), and we continue to receive bug reports about it.
Nobody likes it when mods complain about other mods. So much Minecraft
drama can be traced back to this, and it's a slippery slope to go down.
I've tried to keep this as unobtrusive as possible — it's just a chat
message at world join, and it'll turn off if the bug is fixed.
In 1.20.1, Forge and Fabric have different "common" tag conventions (for
instance, Forge uses forge:dusts/redstone, while Fabric uses
c:redstone_dusts). This means the generated recipes (and advancements)
will be different for the two loader projects. As such, we run data
generators for each loader, and store the results separately.
However, aside from some recipes and advancements, most resources /are/
the same between the two. This means we end up with a lot of duplicate
files, which make the diff even harder to read. This gets worse in
1.20.5, when NeoForge and Fabric have (largely) unified their tag names.
This commit now merges the generated resources of the two loaders,
moving shared files to the common project.
- Add a new MergeTrees command, to handle the de-duplication of files.
- Change the existing runData tasks to write to
build/generatedResources.
- Add a new :common:runData task, that reads from the
build/generatedResources folder and writes to the per-project
src/generated/resources.
This tells Create that modems will pop-off if their neighbour is moved,
and so changes the order that the block is moved in.
We possibly should use BlockMovementChecks.AttachedCheck instead, to
properly handle the direction modems are facing in. However, this
doesn't appear to be part of the public API, so probably best avoided.
Fixes#948
The two mod loaders expose different methods for this (Forge's method
takes a ItemPropertyFunction, Fabric's a ClampedItemPropertyFunction).
This is fine in a Gradle build, as the methods are compatible. However,
when running from IntelliJ, we get crashes as the common code tries to
reference the wrong method.
We now pass in the method reference instead, ensuring we use the right
method on each loader.
BYTECODE WAS NOT SUPPOSED TO BE REWRITTEN
YEARS OF DEBUGGING REMAPPING FAILURES yet NO ACTUAL SOLUTION FOUND.
Wanted to use Mixins for anyway for a laugh? We had a tool for that: it
was called "FABRIC LOOM".
"Yes, please produce completely broken jars for no discernable reason"
Statements dreamed up by the utterly Deranged.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
This removes our two mixins used on Forge:
- Breaking progress for cabled/wired modems.
- Running client commands from chat click events. We now suggest the
command on Forge instead.
Occasionally we get issues where the mixin annotation processor doesn't
write its tsrg file in time for the reobfJar/reobfJarJar task. I thought
we'd fixed that cb8e06af2a, but sometimes
we still produce missing jars - I have a feeling this might be to do
with incremental compilation.
We can maybe re-evaluate this on 1.20.4, where we don't need to worry
about remapping any more.
This should never happen, but apparently it does!? We now log an error
(rather than crashing), and include the original BE (and associated
block), as the BE type isn't very useful.
See #1750. Technically this fixes it, but want to do some more poking
there first.
This adds support for computer selectors, in the style of entity
selectors. The long-term goal here is to replace our existing ad-hoc
selectors. However, to aid migration, we currently support both - the
previous one will most likely be removed in MC 1.21.
Computer selectors take the form @c[<key>=<value>,...]. Currently we
support filtering by id, instance id, label, family (as before) and
distance from the player (new!). The code also supports computers within
a bounding box, but there's no parsing support for that yet.
This commit also (finally) documents the /computercraft command. Well,
sort of - it's definitely not my best word, but I couldn't find better
words.
Minecraft sometimes keeps chunks in-memory, but not actively loaded. If
we schedule a block entity to be ticked and that chunk is is then
transitioned to this partially-loaded state, then the block entity is
never actually ticked.
This is most visible with monitors. When a monitor's contents changes,
if the monitor is not already marked as changed, we set it as changed
and schedule a tick (see ServerMonitor). However, if the tick is
dropped, we don't clear the changed flag, meaning subsequent changes
don't requeue the monitor to be ticked, and so the monitor is never
updated.
We fix this by maintaining a list of block entities whose tick was
dropped. If these block entities (or rather their owning chunk) is ever
re-loaded, then we reschedule them to be ticked.
An alternative approach here would be to add the scheduled tick directly
to the LevelChunk. However, getting hold of the LevelChunk for unloaded
blocks is quiet nasty, so I think best avoided.
Fixes#1146. Fixes#1560 - I believe the second one is a duplicate, and
I noticed too late :D.
- Mark our core test-fixtures jar as part of the "cctest", rather than
a separate library. I'm fairly sure this was actually using the
classpath version of CC rather than the legacyClasspath version!
- Add a new "testMinecraftLibrary" configuration, instead of trying to
infer it from the classpath. We have to jump through some hoops to
avoid having multiple versions of a library on the classpath at once,
but it's not too bad.
I'm working on a patch to bsl which might allow us to kill of
legacyClasspath instead. Please, anything is better than this.
Forge doesn't run client-side commands from sendUnsignedCommand, so we
still require a mixin there.
We do need to change the command name, as Fabric doesn't properly merge
the two command trees.
Rather than mixing-in to CachedOutput, we just wrap our DataProviders to
use a custom CachedOutput which reformats the JSON before writing. This
allows us to drop mixins for common+non-client code.