As part of this, we also rewrite some of the turtle placing code, and
how it uses the turtle_can_use tag:
Minecraft 1.21 cleaned up the item/block clicking code a little bit,
splitting Block.use into Block.useItemOn and Block.useWithoutItem. The
first of these is pretty much exactly what we wanted in the first place,
so the tag was kinda redundant and we commented it out in the 1.21
update.
This was never meant to be a long-term fix, but time has gone by anyway.
We now check that tag, and call useWithoutItem() if present —
effectively restoring the previous behaviour.
Fixes#2011
When "placing" the item (e.g. hoeing soil), we were using the tool item,
rather than the passed stack. This was introduced in
9a914e75c4a4e122c16aac5d010059d28b475b5e, so never made it into a
release.
- 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.
Okay, listen. I started writing a few more gametests (see #1682), and
then thought I'd do a cheeky Gradle update. However, that broke
vanilla-extract[^1], and also triggered a load of deprecation warnings,
and at that point it was too late to separate the too.
[^1]: 8975ed5a7b
There's too many issues here around object pooling and reference
counting, that it's just not practical to correctly handle. We now just
use a plain old byte[] rather than a ByteBuf.
This does mean the array now lives on the Java heap rather than the
direct heap, but I *think* that's fine. It's something that is hard to
measure.
Fixes#2059
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 bdffabc08e2eb9895f966c949acc8334a2bf4475),
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.
If the cursor is not visible then we'd end up blinking the last
character on the screen. And if the screen was empty we'd spew the logs
with GL errors.
Some mods run their own datafixer chain, rather than piggybacking on top
of vanilla's. This is A BAD IDEA, but what can you do. If such a mod
tries to use ItemStackComponentizationFix in their own schema, then
CC:T's mixins will try to look up the turtle block entitie, and fail (as
they're not registered under the modded schema).
We now inject the block entity fix as a separate fixer, rather than
abusing ItemStackComponentizationFix.
See #2012
- 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
4228011b848e99de64eb79c26598d81490c32bad, and I'm sure I tested it then.
Fixes#2013. Probably.
- Don't construct a fake player when crafting: vanilla now has its own
automated crafting, so no longer requires the presence of a player.
- Fix remainder stack not being set in some situations. Closes#2007.
- 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 (0908acbe9bbb63d9c1be513d098e9a14d5bb68e3). 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 ed0b156e05ff64784f2f80346c82ab5142d954dc 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.
Iris now has built-in support for NeoForge, so we can use the same
integration on both.
We also re-enable Forge's client tests, and test Iris there too.
Fixes#1967
- 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.