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Commit Graph

29 Commits

Author SHA1 Message Date
Jonathan Coates
01407544c9
Update to 1.20.5 (#1793)
- Switch most network code to use StreamCodec
 - Turtle/pocket computer upgrades now use DataComponentPatch instead of
   raw NBT.
2024-04-25 20:32:48 +00:00
Jonathan Coates
ffb62dfa02
Bump checkstyle, fix warnings from TeaVM upgrade 2024-03-13 21:52:09 +00:00
Jonathan Coates
b7df91349a
Rewrite computer selectors
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.
2024-03-12 20:12:13 +00:00
Jonathan Coates
0929ab577d
Split ComputerThread/ComputerExecutor up a little
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.
2023-10-19 22:50:11 +01:00
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
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
1d335f7290
Add a couple of errorprone plugins
- Check that common code does not reference client-only classes.
 - Check that @ForgeOverride really overrides a method in Forge
   projects.
2022-11-10 08:54:09 +00:00
Jonathan Coates
c8c128d335
Switch the core-api to be non-null by default
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
2022-11-06 10:28:49 +00:00
Jonathan Coates
f478c4ffc4
Reformat everything
- 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!
2022-11-04 13:41:38 +00:00
Jonathan Coates
c4184a33bc
Rewrite our gametest system
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.
2022-10-30 10:50:16 +00:00
Jonathan Coates
557765d8f0
Merge branch 'mc-1.16.x' into mc-1.18.x 2022-06-10 00:00:19 +01:00
Jonathan Coates
178126725e
Add more eldritch horrors to the build system
- 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.
2022-06-01 00:48:36 +01:00
Jonathan Coates
600227e481
Merge branch 'mc-1.16.x' into mc-1.17.x 2021-11-25 13:34:19 +00:00
Jonathan Coates
070479d901
Make executeMainThreadTask a default method
- 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.
2021-11-21 11:19:02 +00:00
Jonathan Coates
0b5fe990e5
Bump Forge version
- Clean up NBT constants, replace with built-in ones
 - Switch over to the new capability system
2021-10-06 18:28:28 +01:00
Jonathan Coates
aa857c1be3
Start using Java's instanceof pattern matching
Well, not really pattern matching, but it's still an improvement!
2021-08-08 12:45:30 +01:00
Jonathan Coates
026afa7f73
Put some limits on various external queues
Ideally turtle functions would error, but wrangling that is more pain
than it's worth.
2021-06-06 19:26:20 +01:00
Jonathan Coates
9d1ee6f61d Remove m_ (#658)
IT'S GONE!

Not looking forward to the merge conflicts on this one.
2021-01-15 16:35:49 +00:00
Jonathan Coates
2232f025b8 Make CC:T work as a non-root project 2021-01-08 17:50:25 +00:00
SquidDev
9f8774960f Generate documentation stubs from Javadocs
illuaminate does not handle Java files, for obvious reasons. In order to
get around that, we have a series of stub files within /doc/stub which
mirrored the Java ones. While this works, it has a few problems:

 - The link to source code does not work - it just links to the stub
   file.
 - There's no guarantee that documentation remains consistent with the
   Java code. This change found several methods which were incorrectly
   documented beforehand.

We now replace this with a custom Java doclet[1], which extracts doc
comments from @LuaFunction annotated methods and generates stub-files
from them. These also contain a @source annotation, which allows us to
correctly link them back to the original Java code.

There's some issues with this which have yet to be fixed. However, I
don't think any of them are major blockers right now:

 - The custom doclet relies on Java 9 - I think it's /technically/
   possible to do this on Java 8, but the API is significantly uglier.
   This means that we need to run javadoc on a separate JVM.

   This is possible, and it works locally and on CI, but is definitely
   not a nice approach.

 - illuaminate now requires the doc stubs to be generated in order for
   the linter to pass, which does make running the linter locally much
   harder (especially given the above bullet point).

   We could notionally include the generated stubs (or at least a cut
   down version of them) in the repo, but I'm not 100% sure about that.

[1]: https://docs.oracle.com/javase/9/docs/api/jdk/javadoc/doclet/package-summary.html
2020-07-03 13:31:26 +01:00
SquidDev
5409d441b5 Expose peripherals as a capability
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.
2020-05-15 17:09:12 +01:00
SquidDev
fb440b0d2e Update to 1.15
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.
2020-01-24 09:12:29 +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
14b3065ba4 Check for trailing whitespace
I'd rather assumed one of the existing checkers did this already, but
apparently not.
2019-10-16 09:22:38 +01:00
SquidDev
57318b022d Merge branch 'master' into mc-1.14.x 2019-06-15 08:00:20 +01:00
SquidDev
29dce26bf6 Clean up checkstyle warning
Fixes #251, closes #252
2019-06-14 20:55:32 +01:00
SquidDev
d9cadf64e8 Get the build working I guess? 2019-06-09 09:07:31 +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