- Use <p> everywhere. This is uglier, but also technically more
correct. This requires a version bump to cct-javadoc, and will give
me a massive headache when merging.
- Link against the existing OpenJDK docs.
In some ways this isn't as nice as the Forge version (requires ATs,
doesn't check texture/model existence). However, it's more multi-loader
friendly and in some cases has much less boilerplate.
Blockstate JSON files are incredibly verbose, so we add a custom JSON
pretty printer which writes things in a slightly more compact manner.
This also changes how turtle upgrades are loaded - we now support
standard ResourceLocations (so computercraft:blocks/some_turtle_upgrade)
as well as ModelResourceLocations (computercraft:items/some_turtle_upgrade#inventory).
I don't think any resource packs need to touch our upgrades, but
apologies if this breaks anything.
- Remove TrackingField and replace it with a Metric abstract class.
This has two concrete subclasses - Counter and Event. Events carry an
additional piece of data each time it is observed, such as HTTP
response size.
- Computers now accept a MetricsObserver, which tracks metrics for this
particular computer. This allows us to decouple Computer classes and
metrics information. The concrete MetricsObserver class we use within
Minecraft exposes the ServerComputer directly, so we no longer need to
do the awkward mapping and lookups!
- The /computercraft command can now do aggregates (count, avg, max)
over all Event metrics. This removes the need for special handling of
computer and server time.
There's also a small number of changes in removing the coupling between
Computer and some of its dependencies (ILuaMachine, MainThreadExecutor).
This makes some future refactorings easier, I promise!
Historically CC has maintained two computer registries; one on the
server (which runs the actual computer) and one on the client (which
stores the terminal and some small bits of additional data).
This means when a user opens the computer UI, we send the terminal
contents and store it in the client computer registry. We then send the
instance id alongside the "open container" packet, which is used to look
up the client computer (and thus terminal) in our client-side registry.
This patch makes the computer menu syncing behaviour more consistent
with vanilla. The initial terminal contents is sent alongside the "open
container" packet, and subsequent terminal changes apply /just/ to the
open container. Computer on/off state is synced via a vanilla
ContainerData/IIntArray.
Likewise, sending user input to the server now targets the open
container, rather than an arbitrary instance id.
The one remaining usage of ClientComputer is for pocket computers. For
these, we still need to sync the current on/off/blinking state and the
pocket computer light.
We don't need the full ClientComputer interface for this case (after
all, you can't send input to a pocket computer someone else is
holding!). This means we can tear out ClientComputer and
ClientComputerRegistry, replacing it with a much simpler
ClientPocketComputers store.
This in turn allows the following changes:
- Remove IComputer, as we no longer need to abstract over client and
server computers.
- Likewise, we can merge ComputerRegistry into the server
registry. This commit also cleans up the handling of instance IDs a
little bit: ServerComputers are now responsible for generating their
ID and adding/removing themselves from the registry.
- As the client-side terminal will never be null, we can remove a whole
bunch of null checks throughout the codebase.
- As the terminal is available immediately, we don't need to explicitly
pass in terminal sizes to the computer GUIs. This means we're no
longer reliant on those config values on the client side!
- Remove the "request computer state" packet. Pocket computers now
store which players need to know the computer state, automatically
sending data when a new player starts tracking the computer.
Just like vanilla locking, this isn't accessible in survival.
> "im retired! im retired!!", i continue to insist as i slowly shrink
> and transform into a corn cob.
This allows us to sync the position to the entity immediately, rather
than the sound jumping about.
Someone has set up rick-rolling pocket computers (<3 to whoever did
this), and the lag on them irritates me enough to fix this.
Fixes#1074
- Move all RenderType instances into a common class.
Cherry-picked from 41fa95bce4408239bc59e032bfa9fdc7418bcb19:
- Render GL_QUADS instead of GL_TRIANGLES.
- Remove any "immediate mode" methods from FWFR. Most use-cases can be
replaced with the global MultiBufferSource and a proper RenderType
(which we weren't using correctly before!).
Only the GUI code (WidgetTerminal) needs to use the immediate mode.
- Pre-convert palette colours to bytes, storing both the coloured and
greyscale versions as a byte array.
Cherry-picked from 3eb601e55402536d752720e9474ab4ecb27d2f5f:
- Pass lightmap variables around the various renderers. Fixes#919 for
1.16!
A little shorter and more explicit than constructing the Vector3d
manually. Fixes an issue where sounds were centered on the bottom left
of speakers, not the middle (see cc-tweaked/cc-restitched#85).
This was added in the 1.13 update and I'm still not sure why. Other mods
seem to get away without it, so I think it's fine to remove.
Also remove the fake net manager, as that's part of Forge nowadays.
Fixes#1044.
Speakers can now play arbitrary PCM audio, sampled at 48kHz and with a
resolution of 8 bits. Programs can build up buffers of audio locally,
play it using `speaker.playAudio`, where it is encoded to DFPWM, sent
across the network, decoded, and played on the client.
`speaker.playAudio` may return false when a chunk of audio has been
submitted but not yet sent to the client. In this case, the program
should wait for a speaker_audio_empty event and try again, repeating
until it works.
While the API is a little odd, this gives us fantastic flexibility (we
can play arbitrary streams of audio) while still being resilient in the
presence of server lag (either TPS or on the computer thread).
Some other notes:
- There is a significant buffer on both the client and server, which
means that sound take several seconds to finish after playing has
started. One can force it to be stopped playing with the new
`speaker.stop` call.
- This also adds a `cc.audio.dfpwm` module, which allows encoding and
decoding DFPWM1a audio files.
- I spent so long writing the documentation for this. Who knows if it'll
be helpful!
- Build fails right now due to module issues, so this won't be pushed
to GitHub.
- Monitors render transparently when loaded into the world. I don't
think this is a 1.17 bug, so not sure what's going on here!
- Capability invalidation and tile/block entity changes set a dirty bit
instead of refetching the peripheral immediately.
- Then on the block's tick we recompute the peripheral if the dirty bit
is set.
Fixes#696 and probably fixes#882. Some way towards #893, but not
everything yet.
This is probably going to break things horribly. Let's find out!
The feature nobody asked for, but we're getting anyway.
Old way to register a turtle/pocket computer upgrade:
ComputerCraftAPI.registerTurtleUpgrade(new MyUpgrade(new ResourceLocation("my_mod", "my_upgrade")));
New way to register a turtle/pocket computer upgrade:
First, define a serialiser for your turtle upgrade type:
static final DeferredRegister<TurtleUpgradeSerialiser<?>> SERIALISERS = DeferredRegister.create( TurtleUpgradeSerialiser.TYPE, "my_mod" );
public static final RegistryObject<TurtleUpgradeSerialiser<MyUpgrade>> MY_UPGRADE =
SERIALISERS.register( "my_upgrade", () -> TurtleUpgradeSerialiser.simple( MyUpgrade::new ) );
SERIALISERS.register(bus); // Call in your mod constructor.
Now either create a JSON string or use a data generator to register your upgrades:
class TurtleDataGenerator extends TurtleUpgradeDataProvider {
@Override
protected void addUpgrades( @Nonnull Consumer<Upgrade<TurtleUpgradeSerialiser<?>>> addUpgrade )
simple(new ResourceLocation("my_mod", my_upgrade"), MY_UPGRADE.get()).add(addUpgrade);
}
}
See much better! In all seriousness, this does offer some benefits,
namely that it's now possible to overwrite or create upgrades via
datapacks.
Actual changes:
- Remove ComputerCraftAPI.register{Turtle,Pocket}Upgrade functions.
- Instead add {Turtle,Pocket}UpgradeSerialiser classes, which are used
to load upgrades from JSON files in datapacks, and then read/write
them to network packets (much like recipe serialisers).
- The upgrade registries now subscribe to datapack reload events. They
find all JSON files in the
data/$mod_id/computercraft/{turtle,pocket}_upgrades directories,
parse them, and then register them as upgrades.
Once datapacks have fully reloaded, these upgrades are then sent over
the network to the client.
- Add data generators for turtle and pocket computer upgrades, to make
the creation of JSON files a bit easier.
- Port all of CC:T's upgrades over to use the new system.