This is an attempt to enforce better separation between ComputerThread
and ComputerExecutor. Both of these classes are pretty complex in their
own right, and the way the two bleed into each other makes it all the
more confusing!
This effectively splits the ComputerExecutor into two separate classes:
- ComputerScheduler.Executor (with the actual implementation inside
ComputerThread): This holds all the ComputerThread-related logic
which used to be in ComputerExecutor, including:
- before/after work hooks
- is-on-thread tracking
- virtual runtime computation
- ComputerScheduler.Worker: This encapsulates all the computer-related
behaviour. The actual implementation remains in ComputerExecutor.
The boundaries are still a little fuzzy here, and it's all definitely
more coupled then I'd like, but still an improvement!
There are several additional changes at the same time:
- TimeoutState has also been split up, to better define the boundary
between consumers (such as ComputerExecutor and ILuaMachine) and
controllers (ComputerThread).
The getters still live in TimeoutState, but the core logic lives in
ManagedTimeoutState.
- We no longer track cumulative time in the TimeoutState. Instead, we
allow varying the timeout of a computer. When a computer is paused,
we store the remaining time, and restore it when resuming again.
This also allows us give a longer timeout for computer
startup/shutdown, hopefully avoiding some of those class-not-found
issues we've seen.
- We try to make the state machine of how ComputerExecutors live on the
queue a little more explicit. This is very messy/confusing -
something I want to property test in the future.
I'm sure there's more to be done here, especially in ComputerExecutor,
but hopefully this makes future changes a little less intimidating.
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/
We'll do this everywhere eventually, but much easier to do it
incrementally:
- Use checker framework to default all field/methods/parameters to
@Nonnull.
- Start using ErrorProne[1] and NullAway[2] to check for possible null
pointer issues. I did look into using CheckerFramework, but it's much
stricter (i.e. it's actually Correct). This is technically good, but
is a much steeper migration path, which I'm not sure we're prepared
for yet!
[1]: https://github.com/google/error-prone
[2]: https://github.com/uber/NullAway
- Switch to a fairly standard code format. This is largely based on
IntelliJ defaults, with some minor tweaks applied via editor config.
Should mean people don't need to import a config!
- Use "var" everywhere instead of explicit types. Type inference is a
joy, and I intend to use it to its fullest.
- Start using switch expressions: we couldn't use them before because
IntelliJ does silly things with our previous brace style, but now we
have the luxury of them!
This is a noisier diff than I'd like as this is just a direct copy from
the multi-loader branch.
- Rename "ingame" package to "gametest"
- Don't chain GameTestSequence methods - it's actually much cleaner if
we just use Kotlin's implicit this syntax.
- Use our work in 71f81e1201 to write
computer tests using Kotlin instead of Lua. This means all the logic
is in one place, which is nice!
- Add a couple more tests for some of the more error-prone bits of
functionality.
- Add a basic data exporter to the test mod, run via a /ccexport
command. This dumps all of CC's recipes, and the item icons needed to
display those recipes.
- Post-process our illuaminate HTML, applying several transforms:
- Apply syntax highlighting to code blocks. We previously did this
at runtime, so this shaves some bytes off the bundle.
- Convert a mc-recipe custom element into a recipe grid using
react/react-dom.
- Add a recipe to the speaker page. I'll probably clean this up in the
future (though someone else is free to too!), but it's a nice
start and proof-of-concept.
I tried so hard here to use next.js and MDX instead of rolling our own
solution again, but it's so hard to make it play well with "normal"
Markdown, which isn't explicitly written for MDX.
- Move TaskCallback into the API and make it package private. This
effectively means it's not an API class, just exists there for
convenience reasons.
- Replace any usage of TaskCallback.make with
ILuaContext.executeMainThreadTask.
- Some minor formatting/checkstyle changes to bring us inline with
IntelliJ config.
This registers IPeripheral as a capability. As a result, all (Minecraft
facing) functionality operates using LazyOptional<_>s instead.
Peripheral providers should now return a LazyOptional<IPeripheral> too.
Hopefully this will allow custom peripherals to mark themselves as
invalid (say, because a dependency has changed).
While peripheral providers are somewhat redundant, they still have their
usages. If a peripheral is applied to a large number of blocks (for
instance, all inventories) then using capabilities does incur some
memory overhead.
We also make the following changes based on the above:
- Remove the default implementation for IWiredElement, migrating the
definition to a common "Capabilities" class.
- Remove IPeripheralTile - we'll exclusively use capabilities now.
Absurdly this is the most complex change, as all TEs needed to be
migrated too.
I'm not 100% sure of the correctness of this changes so far - I've
tested it pretty well, but blocks with more complex peripheral logic
(wired/wireless modems and turtles) are still a little messy.
- Remove the "command block" peripheral provider, attaching a
capability instead.
Most of the port is pretty simple. The main problems are regarding
changes to Minecraft's rendering system.
- Remove several rendering tweaks until Forge's compatibility it
brought up-to-date
- Map rendering for pocket computers and printouts
- Item frame rendering for printouts
- Custom block outlines for monitors and cables/wired modems
- Custom breaking progress for cables/wired modems
- Turtle "Dinnerbone" rendering is currently broken, as normals are not
correctly transformed.
- Rewrite FixedWidthFontRenderer to to the buffer in a single sweep.
In order to do this, the term_font now also bundles a "background"
section, which is just a blank region of the screen.
- Render monitors using a VBO instead of a call list. I haven't
compared performance yet, but it manages to render a 6x5 array of
_static_ monitors at almost 60fps, which seems pretty reasonable.
- 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