I'd originally kept this around to prevent mods that use CC internals,
but fa2140d00ba667902d361b4873804dd97dde3a19 has probably broken those
anyway, so let's not worry too much.
- 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.
This isn't required in vanilla, as the command computer is a
GameMasterBlock, and so isn't placeable in the first place.
*However*, this is a problem with Create contraptions — with those it's
possible to "place" a command computer complete with NBT. We override
onlyOpCanSetNbt to prevent this [^1].
[^1]: 7a7993deb8/src/main/java/com/simibubi/create/foundation/utility/NBTProcessors.java (L179)
This is where vanilla will read the sprites from in future versions, so
means we have a consistent layout between versions.
Also move the turtle "selected slot" texture to a sprite sheet. It would
be good to do more of these in the future (e.g. printer progress, maybe
bits of printouts).
Sorry to resource pack artists for causing trouble again.
We currently need to pass a whole bunch of arguments to a ServerComputer
in order to construct it, and if we implement #1814, this will get a
whole lot worse. Instead, we now pass most parameters (computer id,
family, label, term size, components) via a separate Properties class,
much like Minecraft does for blocks and items.
I'm not wild about the design of the API here, but I think it's a step
in the right direction.
We now convert uncode characters from "char" and "paste" events to CC's
charset[^1], rather than just leaving them unconverted. This means you
can paste in special characters like "♠" or "🮙" and they will be
converted correctly. Characters outside that range will be replaced with
"?", as before.
It would be nice to make this a bi-directional mapping, and do this for
Lua methods too (e.g. os.setComputerLabel). However, that has much wider
ramifications (and more likelyhood of breaking something), so avoiding
that for now.
- Remove the generic "queue event" client->server message, and replace
it with separate char/terminate/paste messages. This allows us to
delete a chunk of code (all the NBT<->Object conversion), and makes
server-side validation of events possible.
- Fix os.setComputerLabel accepting the section sign — this is treated
as special by Minecraft's formatting code. Sorry, no fun allowed.
- Convert paste/char codepoints to CC's charset. Sadly MC's char hook
splits the codepoint into surrogate pairs, which we *don't* attempt
to reconstruct, so you can't currently use unicode input for block
characters — you can paste them though!
[^1]: I'm referring this to the "terminal charset" within the code. I've
flip-flopped between "CraftOS", "terminal", "ComputerCraft", but feel
especially great.
This abstraction never made much sense on InputHandler, as we only leave
the default methods on ServerComputer.
We now add a new class (ComputerEvents), which has a series of *static*
methods, that can queue an event on a ComputerEvents.Receiver object.
This is a bit of an odd indirection (why not just make them instance
methods on Receiver?!), but I don't really want those methods leaking
everywhere.
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.
- 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.
- 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.
- 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!