* Add custom value denoting module lifecycles.
* Make the module validation work.
My hand has been forced - we must use buildSrc since JsonSlurper is not available in main buildscript.
* Apply task to each project and dont cross projects
* A horrible hack
* Wait what
* It works now.
* Not needed
* Drop unneeded maven repo, cache map lookup
(cherry picked from commit daa38b3d82)
* Fix registry sync being applied when its not supposed to be.
Fixes#1217Fixes#1216
* Check channels the server can receive, not channels the client can (#1224)
* Fix v0 deprecation javadoc error (#1209)
Co-authored-by: modmuss50 <modmuss50@gmail.com>
* Networking api v1
Some final docs?
Licenses and testmod
Fix a bunch o imports and make things work for v1 (v0 is bork)
Make the testmod pass checkstyle and work
Docs for v1
* Deprecate v0 and implement using v1
* Drop files down one package due to package check error
* Fix issue with channel registration, add another testmod
* jaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaavadoc
* Make javadoc use `code`, move impl interface to package access
* this things
* Rename a few internal methods
* Mark all client side stuff client only, move client mixins
* Add null checks around the place, clarify some javadoc and method names
* Make FutureListeners uninstantiable
* Some internal nullable annotations
* An impl class I forgot to rename
* Some comments and clarify some client login handler javadoc
* Add a missing FunctionalInterface annotation
* Split play and login, move client stuff to right package
* No interface left behind
* Inline channel registries in api
* Login and play subpackages not needed
* Add helper method to create play custom packets
* hasGlobalChannel -> hasGlobalReceiver
* Just rename the collection method for now
* Inline PlayPacketSender into static methods
* Start on testmod idea for verifying dynamic registration
* Add client login events
* You don't say hello when talking to yourself.
Also more testmod stuff
* Make event names present tense
* Some javadoc and impl interface rename
* Change the test keybinding
* Begin working on dynamic reg
* Dynamic reg works, just need a lot of cleanup and reimpling global
* A few renames, readd global methods
* Try to reduce the amount of duplicate registration logic
* Reimplement dynamic accessors
* More impl
* Start reimplementing global receivers. Still very hacky solution.
* Reimplement some server global reciever stuff
* Add login init event for server login.
* Implement client login query start event
* Move event invocations into addon, don't dual register global recievers
* Finally reimplement global recievers for all networking phases
* A revelation: Send packets properly
This also finds the issue with screen getting the proper S2C channels, current on TODO list.
* Disconnect event does not need a packet sender
* Clarify, add methods to get channels net handler can recieve on client
* Unregister actually works now
* Bunch of null checks, add simpler login delay test for vanilla clients
* Add some debug logging entries, fix unregister on client's session reg
* Play channel event javadoc and rename login query handlers
* More channel -> channelName
* thisening
* Introduce the basics infrastructure for tracking global receivers
* Add more substantial javadoc to login connection events
* Javadoc, reimplement unreg methods on v0, 1 impl fix
* Implement tracking for global recievers
* Dont forget to start tracked sessions in 3/4 cases
* Global receiver docs and move methods in classes
* Complete null checks
* big boi javadoc part 1
* Finish the main javadoc, usage javadoc is left
* Set so has method is not needed
* Rename receiveable and sendable methods
* Add the two missing private ctors
* buildscript update to upstream
* Split out player finding stuff to networking player tracking API v1
Signed-off-by: liach <liach@users.noreply.github.com>
Forward v0 PlayerStream to new module, add entity track events
Rename module to player tracking
Well javadoc can make sense
Decide on tracking for the name
Update fabric-player-tracking-api-v1/src/main/java/net/fabricmc/fabric/api/networking/player/tracking/v1/package-info.java
Co-authored-by: Erlend Åmdal <erlend@aamdal.com>
Remove exceptions from javadoc that are not thrown
javadoc fix again
Handle a case where the player manager happens to be null
rename player tracking to player lookup
Yeet
* Cherrypick #1092
* Remove some redundant client networking methods, rename `(un)register` to `(un)registerReceiver`
* Simplify access to dynamic reg on client
* Param shifting, let users get sender.
* Warning about time and distance units
* Make sure these are client only
* Fix control flow in ClientPlayNetworking#send
* Correct example code javadoc
* javadoc correction in server login
* Put login delay tests behind system property
Also remove unnecessary junk added by old module that was merged together.
* Fix ordering so channel registrations during `PHASE`_INIT work
* Fix prod bug and an oversight
* Fix login when connecting to dedicated server
* Update registry sync to v0 to prevent issue with reg sync hanging client
* this is done
(cherry picked from commit fd11873744)
* Add command to audit mixin environment in game
* Throw assertion error instead and add success message
Assertion errors will bypass the command exceptions being eaten.
(cherry picked from commit ab87788dbc)
* Add test mod run tasks, add a very basic auto test server task
* License header
* Minor cleanup
* Fix bad depends
(cherry picked from commit ba858fb8b7)
* Add FabricItemSettings and an API for custom item equipment slots
Closes#952.
* Bump module version
* Rename duck method to have fabric_ prefix and add Unique to mixin field
* Switch to FabricItemInternals + ExtraData like in FabricBlockSettings
* Add callback to allow registration of feature renderers.
* Laymans terms for those who don't map yarn for a living.
* Be a little less generic
* Dispatch events in a better spot, play with generics again, move to renderer-registries.
Also move this to render registries
* Handle players as well
* Tweak generics
* Hide acceptor impl
* Add actual testmod, fix where player events are fired, Simplify to returning a list.
* the old style worked fine
* registerRenderers
* Rename the event interface
* Javadoc fixes
* Decoupled effective checks and mining speed
* Fixed typo
* Bump major for method sig change
* Fix semvar
* Re-add original API method
* Extend test mod
* Fix bug discovered by testing
* Change current to vanillaResult, update doc for postProcessMiningSpeed
* Remove </p> tag
* Add vanilla tests and rename vars
rendering flat-shaded quads. Use the cull-face (if present)
to determine where the light-value is being sampled from,
and use the light-face to apply diffuse lighting.
Also do not force the light-face to be set to the cull-face,
since some blocks use faces where these are both set and different
(see the insides of a Cauldron for example).
* Add a few new server lifecycle events
Server starting, Load World, Before server resource reload, After server resource reload
* Save event
* Split world load into ServerWorldEvents, add failure event for data pack reload
* cause
* Merge fail and regular end.
* Present tense lol
* So we can just plainly specify the system properties
* use handleAsync instead
* Lifecycle Events V1
Now includes Chunk and (Block)Entity (un)load events
* Add some tests to verify worlds are ticking in the log
* Lambda boogaloo
* Add some docs. Distinguish between a server starting to stop and server which has stopped.
* Split up test mods, some tweaks to (block)entity (un)load events.
Bind the ServerWorld being closed during shutdown to unload (block)entities.
* Shift around a few profiler variables and finalize
* Complete the tests, Block entities on server should be reliably tracked now.
Entities on the server obviously still need to be wrangled.
* Drop Server Entity Unload callback.
Believe me, this was a hard decision but it stands on the fact that about 20-40% of entities silently unload without going through the proper "unloadEntity" method in ServerWorld. No amount of debug hacks, double tracking unload events and even replacing the entity maps do not fix this issue. So I have decided to drop this from the feature set.
* checkstyle
* generic-events -> item-api
* Server start -> Server started
* Allow getting current server from Lifecycle
People have asked for this, but it is not encouraged for obvious reasons. Should be staged well enough to revert if we decide to.
* checkstyle lol
* update injection name
* Checkstyle lol: Redundant modifiers
* Add client starting, stopping and stopped callbacks.
* Loicenses
* Reorganize so each event category has it's own class.
Also this collapses the pretty widely reaching interfaces into more specific inner classes to avoid issues with generics.
* Some docs and slight name changes
* Add start tick callbacks to worlds, server and client
* Enhance some client related docs to life cycle
* Deprecate for reasons of discouraging singletonish server getter methods in lifecycle
* Add some description related to integrated server on server stopping.
* Add small test to verify tick starts are right spot of load
* Docs and a tiny bit more testing.
* Try clarifying client docs
* Drop a slightly unnessecary event
* Actually call and implement START_SERVER_TICK event
* Remove non-existent test
* again
* Refer to minecraft itself in client lifecycle docs
* Refer to Minecraft itself within ServerLifecycleEvents
* Remove primary server getters
* IJ DO YOU SPEAK RESOLVING IMPORTS
(cherry picked from commit c9257e8a11d8361469349f4171263121bb111af7)
* Prune the tests that shouldn't exist
* Listen here checkstyle you bugger
(cherry picked from commit 9701bba4002cec089c9d3738b1f226128078c130)
* Split up events to individual interfaces. Make Chunk events use WorldChunk instead.