- Use the correct index count for the cursor quad. Monitors are now
rendered as quads, rather than triangles.
- *Skip* rendering the cursor vertex, rather than additionally
rendering it.
I confess, I'm baffled how this code was ever written. From what I can
tell, this has been broken since it was first introduced in
4228011b84, and I'm sure I tested it then.
Fixes#2013. Probably.
- 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
The most annoying thing about pocket computers is handling computer
state (label, upgrades, etc...). Unlike other computers, which are tied
to a specific block entity, pocket computers float untethered. We can't
hold a reference to a specific item stack (as the computer might be
moved between inventories, crafted, etc...), so instead we explicitly
sync data between the computer and *current* stack, whenever the holding
player/entity is ticked.
In ed0b156e05 I rewrote this syncing code
to always treat the computer as the source of truth. Upgrades would be
copied to the computer, but never the other way round. However, this
meant that upgrades obtained by crafting would never be detected,
requiring the computer to be destroyed and recreated.
A more long-term fix here is probably to rewrite IPocketAccess to only
allow updating upgrade data on the main thread, and when we have a valid
PocketHolder. This is a breaking API change though, and so will have to
wait for 1.21.3.
For now, we just add a hook that refreshes the upgrade after crafting.
Fixes#1957
One of the easiest things to mess up with writing a custom peripheral is
handling attached peripherals. IPeripheral.{attach,detach} are called
from multiple threads, so naive implementations that just store
computers in a set/list will at some point throw a CME.
Historically I've suggested using a concurrent collection (i.e.
ConcurrentHashMap). While this solves the problems of CMEs, it still has
some flaws. If a computer is detached while iterating over the
collection, the iterator will still yield the now-detached peripheral,
causing usages of that computer (e.g. queueEvent) to throw an exception.
The only fix here is to use a lock when updating and iterating over the
collection. This does come with some risks, but I think they are not too
serious:
- Lock contention: Contention is relatively rare in general (as
peripheral attach/detach is not especially frequent). If we do see
contention, both iteration and update actions are cheap, so I would
not expect the other thread to be blocked for a significant time.
- Deadlocks: One could imagine an implementation if IComputerAccess
that holds a lock both when detaching a peripheral and inside
queueEvent.
If we queue an event on one thread, and try to detach on the other,
we could see a deadlock:
Thread 1 | Thread 2
----------------------------------------------------------
AttachedComputerSet.queueEvent | MyModem.detach
(take lock #1) | (take lock #2)
-> MyModem.queueEvent | AttachedComputerSet.remove
(wait on lock #2) | (wait on lock #1)
Such code would have been broken already (some peripherals already
use locks), so I'm fairly sure we've fixed this in CC. But definitely
something to watch out for.
Anyway, the long and short of it:
- Add a new AttachedComputerSet that can be used to track the computers
attached to a peripheral. We also mention this in the attach/detach
docs, to hopefully make it a little more obvoius.
- Update speakers and monitors to use this new class.
- Place the player above the test region before running tests. This
guarantees the client has the chunks loaded (and rendered) before we
start running tests.
- Reset the time after running the monitor/printout tests.
- Fix rotation of turtle item models.
This still isn't perfect - the first test still fails with Iris and
Sodium - but is an improvement. Probably will still fail in CI though
:D:.
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.
While mods shouldn't be depending on common, sometimes it's unavoidable
(e.g. for cc-prometheus). In those cases, you want all the CC classes
available, not just the common ones.
While Item.inventoryTick is passed a slot number, apparently that slot
corresponds to the offset within a particular inventory compartment
(such as the main inventory or armour)[^1], rather than the inventory as
a whole.
In the case of the off-hand, this means the pocket computer is set to be
in slot 0. When we next tick the computer (to send terminal updates), we
then assume the item has gone missing, and so skip sending updates.
Fixes#1945.
[^1]: A fun side effect of this is that the "selected" flag is true for
the off-hand iff the player has slot 0 active. This whole thing feels
like a vanilla bug, but who knows!
- Mention only diamond tools can be used as upgrades, and be clearer
that only the pickaxe and sword are actually useful. We probably
could be more explicit here, but struggled to find a way to do that.
- Expliitly list which peripherals can be equipped.
- Add turtle recipes.
- 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.
Rather than having a general "held-item" container, we now have a
specialised one for printouts. This now is a little more general,
supporting any container (not just the player inventory), and syncs the
current page via a data slot.
Currently this isn't especially useful, but should make it a little
easier to add lectern support in the future.
There's a whole load of gnarly issues that occur when a turtle is broken
mid-dig/attack (normally due to an explosion). We fixed most of these in
24af36743d, but not perfectly.
Part of the fix here was to not capture drops if the turtle BE has been
removed. However, on removal, turtles drop their items *before* removing
the BE. This meant that the drop consumer still triggered, and attempted
to insert items back into the turtle.
This bug only triggers if the turtle contains a stack larger than 10
(ish, I think) items, which is possibly why I'd never reproduced before.
We now drop items after removing the BE, which resolves the issue.
Fixes#1936.
This was originally noticed on 1.21, as it causes disk drives to not be
detected as peripherals. However, things will still be broken (albeit
more subtly) on 1.20, so worth fixing here.
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.
Computer drops are currently[^1] implemented via a dynamic drop. To
support this, we need to inject the dynamic drop into the loot
parameters.
We currently do this by implementing our own drop logic in
playerWillDestroy[^2], manually creating the loot params and adding our
additional drop. However, if the item is dropped via some other method
(such as via explosions), we'll go through vanilla's drop logic and so
never add the dynamic drop!
The correct way to do this is to override getDrops to add the dynamic
drop instead. I don't know why we didn't always do this -- the code in
question was first written for MC 1.14[^3], when things were very
different.
[^1]: This is no longer the case on 1.21, where we can just copy
capabilities.
[^2]: We need to override vanilla's drop behaviour to ensure items are
dropped in creative mode.
[^3]: See 594bc4203c. Which probably means
the bug has been around for 5 years :/.
This check should be impossible (the BE has not been removed, but is no
longer present in the world), but we've had one instance where it has
happened (#1925). I don't have a good solution here, so at least let's
print both BEs for now.
Allow registering details providers matching any super type, not just
the exact type. This is mostly useful for 1.21, where we can have
providers for any DataComponentHolder, not just item stacks.
This adds a new mechanism for attaching additional objects to a
computer, allowing them to be queried by other mods. This is primarily
designed for mods which add external APIs, allowing them to add APIs
which depend on the computer's position or can interact with the turtle
inventory.
I will stress that the use-cases for custom APIs are few and far
between. Almost all the time a peripheral would be the better option,
and I am wary that this PR will encourage misuse of APIs. However, there
are some legitimate use-cases, and I think we should enable them.
- Add a new "ComputerComponent" class, and several built-in components
(for turtle, pocket and command computers).
- Add a method to `IComputerSystem` to read a component from the
computer. We also add methods to get the level and position of the
computer.
- Move all our existing APIs (built-in turtle, pocket, command) to use
the public API.
We don't actually use this functionality in other projects (e.g.
emulators). In fact the method to add new APIs only exists in the mod
itself!
We still need some mechanism to remove mounts when the computer is
shutdown. We add a new ApiLifecycle interface (with startup and
shutdown hooks), and use those in the ComputerSystem impl.
Oh, I hate the pocket computer code so much. Minecraft was really not
designed to attach this sort of behaviour to computers. This commit is
an attempt of cleaning this up[^1].
Firstly, we move the the pocket computer state (upgrades, light) out of
PocketServerComputer and into a new PocketBrain class. This now acts as
the sole source-of-truth, with all state being synced back to the
original item stack on the entity tick.
This also adds a new PocketHolder interface, which generalises over the
various types that can hold a pocket computer (players and item
entities right now, possibly lecterns in the future).
[^1]: I'd say simplifying, but this would be a lie.
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