This prevents other mods from throwing errors and being blamed for initial cause.
This is a temporary hack until cpw re-writes the mod event dispatcher.
IndexedMessageCodec actually log which network channel it got back packets
on. Also, improve the custom directorymodlocator with actual custom names,
finally, allow up to 99 log rollovers, up from 7 default (this means a
repeatedly crashing server is less likely to roll out the log of the first
crash).
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
even though there were still parallel threads running. Also, handle exceptions
in the AutomaticEventSubscriber rather than leaking them to the Parallel processor.
Actually closes#6148
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
Implement properly scalable progress thanks to @gigaherz. Closes#5863.
Implement API for pushing messages to the startup screen from mods.
Add memory display.
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
Add infrastructure to allow parallel or synchronous dispatch of
mod events, and pass-through of events to the dispatch system.
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
stronger classloader separation between the two sides. Forge now
loads as a regular mod.
Still needs a bunch of debugging, but structure looks good and game loads
in forge dev.
* Add Entity.changeDimension patch and transitively required patches
* Fix throws declaration on CommandSetDimension#execute
* Fix rest of errors in fluid package
* Add PLAYER_REACH attribute
* Fix compile errors in fml.client.config and add GuiButton patch
* Delete unnecessary client.config classes, fix all config errors
* Comment some fluid errors in models
* Fix all errors in common package root, except ForgeHooks
* Mass comment network package
* Experimental conversion of extended states to generic base class
* Fix errors in common.util
* Remove config annotation stuff cuz lex said so
* Make extended state stuff compile fully