Jason Penilla
3f80f358d1
Make currently loading chunk available during entity loading ( #4 )
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Fixes deadlock when mods attempt to retrieve the current chunk while loading entities (from screenEntity or otherwise)
2024-08-22 10:12:46 -07:00
Spottedleaf
5788bb64aa
Do not always fail hard for null Property values in StateHolder
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Some mods pass null to methods in this class that would not NPE
on Vanilla, so we need to preserve that behaviour.
2024-08-20 19:46:20 -07:00
Jason Penilla
c9fe98b213
Document and improve mod compatibility ( #3 )
2024-08-19 11:28:27 -07:00
Jason Penilla
58a51d914b
Update compatible versions and build against 1.21.1
2024-08-18 20:42:56 -07:00
Spottedleaf
a83025a52f
Optimise BiomeManager#getFiddle
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The floorMod and subtraction by 0.5 can be done before converting
to double, and the division by 1024 may be converted to a simple
multiplication. At this point, the result is exactly the same.
However, to remove the extra multiplication by 0.9, it can be
moved into the multiplication by 1/1024. This may affect
the result to one ULP, but I do not forsee that causing any problems.
2024-08-14 17:56:25 -07:00
Spottedleaf
0391e7beff
Use custom random in block random ticking
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The CAS performed by the regular random appears expensive.
These changes drop my server tick time locally @ tickSpeed = 10,000
from 53ms to 37ms.
2024-08-14 14:48:01 -07:00
Spottedleaf
48504e990e
Start README
2024-08-14 13:06:16 -07:00
Spottedleaf
5385e6f2cb
Fix ViewDistanceHolder#setSendViewDistance updating tick distance
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It should update the send view distance.
2024-08-14 12:22:33 -07:00
Spottedleaf
763fb751cb
Add TickThread check to ServerChunkCache#getChunkNow
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We shouldn't be using the currently loading chunk unless
we are on the main thread.
2024-08-14 12:17:46 -07:00
Spottedleaf
fc9d35c4b0
Store ticking blocks in chunk sections as positions only
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Since we no longer use the state stored directly in the
IBlockDataList, it makes no sense to use IBlockDataList
at all.
2024-08-13 23:53:27 -07:00
Spottedleaf
a749c7282b
Cache x coordinate multiplier for CollisionUtil#sliceShapeOptimised
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This is consistent with how the rest of the collision patch iterates
the voxel bitset.
2024-08-12 16:56:26 -07:00
Spottedleaf
e68d381fc5
Avoid creating SliceShape when retrieving Voxelshape faces
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SliceShape is not always the ideal shape, as sometimes the
face result is empty or full cube - but is represented as
SliceShape. Additionally, sometimes SliceShape should be
empty but isEmpty() is false.
2024-08-11 22:11:59 -07:00
Spottedleaf
c0a2e488fc
Fix client command registration for Fabric
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The dispatcher is not actually available during mod init. So,
use the event callback.
2024-08-10 20:29:29 -07:00
Spottedleaf
c5778192f6
Add overwrite for StateHolder#trySetValue
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Now that we do not initialise the Vanilla table field,
we need to overwrite this method as well with our own
implementation.
2024-08-10 16:16:11 -07:00
Spottedleaf
65481aee6d
Fix init in FlowingFluidMixin
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The fluid state may have additional properties, so it is
inappropriate to iterate over all of the states and assume
that there will be no duplicate values with the same falling
and level property values.
2024-08-10 14:59:06 -07:00
Spottedleaf
edad8be41f
Drastically reduce memory footprint of ZeroCollidingReferenceStateTable
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We can linearize the table lookup by generating an index per
state using the property values.
2024-08-10 14:33:54 -07:00
Jason Penilla
cbdcab7267
Get BooleanProperty equals injection working using @WrapOperation on the instanceof check
2024-08-09 10:15:23 -07:00
Spottedleaf
f4f76707ed
Add default implementation for Property id lookups
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Just in case mods implement their own Properties which are
neither boolean, enum, nor integer.
2024-08-09 01:23:47 -07:00
Spottedleaf
4b8778cbe7
Class check EnumPropertyMixin#getIdFor
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This should prevent invalid usages with the wrong enum type.
2024-08-08 23:33:27 -07:00
Jason Penilla
2b5c570ec3
Make BooleanPropertyMixin and UtilMixin more compatible
2024-08-08 22:18:36 -07:00
Spottedleaf
13374ad4a0
Make thread count mixin less aggressive
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Redirect the thread pool construction instead of overwriting
the method.
2024-08-08 21:28:39 -07:00
Jason Penilla
cd5b6c037b
Initial profiler commands ( #2 )
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* Initial profiler commands
* copy paste
* leaf
* add todo
* command feedback
* Allow all commands in SP without cheats
* fix SP command check
* make client commands actual client commands
* Start client profile command implementation
* Remove ArgumentParser class
---------
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com >
2024-08-08 21:07:13 -07:00
Spottedleaf
55e053b4be
Add profiler instance back
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This time we wrap the Vanilla profiler so that the F3 screen
works.
2024-08-08 17:30:56 -07:00
Spottedleaf
2fcae456b9
Band-aid fix bad mods throwing on getAmount()
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https://github.com/JDKDigital/productivetrees/issues/16
2024-08-08 16:49:59 -07:00
Spottedleaf
09d9292f90
Adjust default config location
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Place the config in config/
2024-08-08 16:22:52 -07:00
Spottedleaf
bbe9c0c041
Fix collidedY being ignored in EntityMixin#calculateStepHeights
2024-08-08 16:11:04 -07:00
Spottedleaf
8a10eac5a2
Update Entity#collide to new step height calculation
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I missed the step height changes. This should bring the function
in-line with Vanilla.
2024-08-08 15:48:50 -07:00
Spottedleaf
810c57a99d
Remove final qualifier from methods implemented in Level
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Some mods override these.
2024-08-07 16:43:53 -07:00
Spottedleaf
ff20c163a4
Remove TODO for ExplosionMixin onExplosionHit
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Didn't need to be ported to Paper, was only broken here.
2024-08-07 06:36:05 -07:00
Spottedleaf
2f97c1e3c3
Always invoke config initialisers
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This resolves an issue where the worker threads were not
initialised if the config file did not exist already.
2024-08-07 06:18:30 -07:00
Spottedleaf
0dd063ecac
Update neoforge version
2024-08-07 05:59:00 -07:00
Spottedleaf
1053a51d1d
Initial pass of implementing clobbered neoforge API
2024-08-07 05:34:01 -07:00
Spottedleaf
c3f31b1c90
Replace tabs with spaces
2024-08-07 02:09:40 -07:00
Spottedleaf
5bc1ba2feb
Some neoforge compatibility
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Drop farm block mixin, doesn't appear to be fixing streams
anymore so it's not useful.
Also, implement the force ticks api and make it thread-safe.
2024-08-07 02:06:18 -07:00
Jason Penilla
eada4f58bc
Make mixins not public and add editorconfig
2024-08-07 02:05:40 -07:00
Spottedleaf
93eca8e994
Add configuration UI for some elements of the moonrise config
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Mostly the important things: chunk load rates,
thread pool threads, and bug fix toggles.
2024-08-07 01:38:53 -07:00
Jason Penilla
426d2ec30c
gen ide runs
2024-08-07 00:15:56 -07:00
Jason Penilla
5eb3f82cee
fix neo dev run
2024-08-07 00:04:09 -07:00
Jason Penilla
efb75dbe5b
fix jar path
2024-08-06 23:21:58 -07:00
Jason Penilla
d8f82ec045
setup config screen
2024-08-06 22:22:23 -07:00
Jason Penilla
b6456c44de
move cu version to props
2024-08-06 21:49:45 -07:00
Jason Penilla
fb8cbbede9
coerce the mod into running at dev time (fabric & forge)
2024-08-06 21:49:45 -07:00
Jason Penilla
d93cc978e3
Add PlatformHooks
2024-08-06 21:49:44 -07:00
Jason Penilla
c8d18ca479
Split some mixins to their platforms
2024-08-06 21:49:44 -07:00
Jason Penilla
a87cf17bd1
Setup multi-project build
2024-08-06 21:49:42 -07:00
Jason Penilla
f463fbeb23
Initial NeoForge port
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Gets into world with no other mods. Currently nukes a bunch of API calls.
2024-08-06 21:49:10 -07:00
Spottedleaf
4442452c52
Fix shading ConcurrentUtil dependencies
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Update ConcurrentUtil to fix the dependency scopes
2024-08-06 21:40:39 -07:00
Spottedleaf
bfaddd34fc
Update to ConcurrentUtil 0.0.2, and refactor I/O + worker pool
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With ConcurrentUtil 0.0.2, we can make all thread pools
(worker+I/O) have their thread counts configurable on the fly.
The new I/O system splits the compression/decompression work
from the I/O. The compression/decompression is ran on the worker
pool, while the I/O is ran on the I/O pool. This allows for
better cpu utilisation control on systems with low core counts,
and allows higher read/write speeds on systems with higher
core counts.
Additionally, the I/O scheduling for thread counts > 1 is also
improved as it longer selects a thread to schedule based on the
chunk location.
2024-08-06 21:25:08 -07:00
Spottedleaf
6a2c6d27df
Update build system, relocate libraries
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We should be relocating our libraries just in case there are
other mods that ship the same libraries, although I doubt
any actually will.
2024-08-04 04:22:38 -07:00
Spottedleaf
ffec3386d3
Adjust description to remove mentions of client
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We don't really have any client optimisations right now.
2024-08-01 18:22:37 -07:00