Commit Graph

89 Commits

Author SHA1 Message Date
LexManos 8d20258f3c First pass at exposing data fixers to modders.
Each mod gets its own version number, mods SHOULD NOT rely on other
mod's fixers, just care about yourself.
Walkers can use IDataFixerData to retrieve their version.
2016-11-28 16:05:41 -08:00
cpw 4e6a774075 Initial 1.11-pre1 update 2016-11-13 17:09:55 -05:00
Terrence Ezrol cc0e6a1825 Fix async race condition on new chunks (closes #3020) (#3090)
This patch fixes a race condition that sometimes caused a just generated chunk
to be generated a second time.  In some this caused generated structures to
appear incomplete such as in Issue #3020 when the second generated version
effectively overwrote the original version of the chunk.

This patch ensures when ProvideChunk calls LoadChunk synchronously we always
attempt to load the chunk (if not cached) thus avoid the race condition without
changing the logic for async loading for chunks already saved to disk.

Thus this should retain the async functionality from PR #2946 while preventing
generation issues caused by the race condition.
2016-07-21 18:51:45 -04:00
LexManos 373fa8f7a3 1.10.2 Update 2016-06-28 21:25:04 -07:00
cpw 260be68723 Update to 1.10 2016-06-23 02:39:55 -04:00
Minecrell 279380b4f1 Fix asynchronous chunk loading (#2946)
Since the update to Minecraft 1.9.4 chunks were actually never loaded
asynchronously because a sync request was always made from the
PlayerChunkMap shortly after the chunk had been queued.

- PlayerChunkMapEntry now only loads chunks synchronously *after* the
  chunk failed to load asynchronously.
- Fixed some minor bugs that caused "Attempted to dequeue chunk" messages
- Simplified ChunkProviderServer patch. loadChunk no longer generates chunks,
  so there is no need to handle that.
- Moved loader and provider to ChunkIOProvider so there is no need for
  "hashCode abuse"
2016-06-04 02:51:27 -07:00
LexManos 9a23cf76d2 Expanded custom villagers to Zombies and world gen.
Fixed edge cases where custom professiosn wernt being used correctly. Closes #2862
2016-06-03 16:49:30 -07:00
LexManos 0bb4d9fb89 Fixed village wells not having their biomes set. Closes #2499 2016-05-28 23:46:00 -07:00
LexManos 357d2f8d86 Fire PopulateChunkEvent Pre and Post in ChunkProviderFlat. Closes #2050 2016-05-28 19:56:35 -07:00
LexManos b9ac73b0f1 1.9.4 Update.
Major things to note:
Class renames: https://gist.github.com/LexManos/44dd211f90f498ad4015279b103dff86
Tile Entities are now packed in the ChunkData packet.
Forge intends to work around this to better support large moded worlds, but for the time being modders should implement the new function carefully and only send what data they need to!
Minecraft's codebase now has annotations, these are directly from Mojang and should be adheared to!
Added support for package-info.java's containing @Nullable information for all MC code base.
2016-05-18 03:29:10 -07:00
mezz 363e84b2c5 Fix the rand given to PopulateChunkEvent (#2834) 2016-05-07 11:17:18 -07:00
LexManos c662810814 Fix shrubs not generating correctly. Closes #2663 2016-03-30 15:20:18 -07:00
RainWarrior 756c58d5cb Removed RenderWorldEvent, encapsulated all public event fields. 2016-03-24 22:22:21 +03:00
LexManos 9edd056f55 Fix typo causing biomes to be generated in wrong chunks. Closes #2632 2016-03-22 18:59:37 -07:00
LexManos 6fd9a2c00e Rework DimensionManager for new DimensionType enum, replaces the old provider registry. Also fixed save folder issues with dimensions. Closes #2570 2016-03-21 17:12:34 -07:00
RainWarrior 87f4351783 Removed imports in patches. 2016-03-16 04:23:40 +03:00
cpw 52e877bdd0 Switch to srg patches 2016-03-11 19:59:24 -05:00
RainWarrior 741fdd0a85 Fixed incorrect patch to GenLayer, causing large vanilla biomes to not work properly. 2016-01-28 08:00:27 +03:00
cpw 90d1abebd4 Fix spruce not growing properly 2016-01-16 17:04:16 -05:00
LexManos d878a2ae26 Fixed Large mushrooms generating incorrectly. 2015-11-26 19:36:53 -08:00
cpw 918d59d6a6 Fix derpy fir trees in the taiga. So many patches. See if we can find any more mistakes?! 2015-11-22 22:35:21 -05:00
cpw 4320a0f1ed Fix weird patch issue where the this FG commit: 2f0ca9921b
breaks if the exact end of a line is a srgname. Not ideal, but should work.
2015-11-22 16:27:13 -05:00
cpw e70fb50b51 Back to srgnames for patches. We should be starting to look OK now. 2015-11-22 00:46:26 -05:00
cpw da03639bd7 All the patches done? Some code fixups.. It begins. 2015-11-13 02:32:08 -05:00
cpw a26c4017b1 Fix a newly missing AT. Remove all CL_ references. OBFID is gone. 2015-11-13 00:09:34 -05:00
cpw ce40f91fb0 WorldGen rejects, lots of them. Couple of small fixes elsewhere. 2015-11-12 23:30:53 -05:00
RainWarrior d31ca0dbd8 EntityAIAttackOnCollide, ServerStatusResponse, MinecraftServer, NetHandlerLoginServer, Vec3, BiomeGenBase, AnvilChunkLoader, ChunkProviderServer, MapGenRavine, MinecraftServer updated; fix in Block, GuiIngameForge; can load the world and play with ~20 more manual error fixes. 2015-11-10 21:47:08 +03:00
cpw 98125a97c9 Patches and rejected patches. Note: some which had imports are not listed here because they need
to be refactored not to have imports.
Progress: https://gist.github.com/cpw/29695e426e2b122cf8ff
2015-11-09 01:50:45 -05:00
cpw b1aa31215f regenerate reference patchset at patches.mcp. These will be used to generate a new patchtree under patches. 2015-11-08 15:50:52 -05:00
cpw 614bbcb0da FML is no more. FML has ceased to be. FML's expired and gone to meet its maker. FML's a stiff! Bereft of life, FML rests in peace. 2015-08-01 23:51:40 -04:00
cpw 16ff1be093 Merge branch '1.7.10'
Conflicts:
	fml/patches/minecraft/net/minecraft/client/Minecraft.java.patch
	fml/patches/minecraft/net/minecraft/client/renderer/texture/TextureMap.java.patch
	fml/patches/minecraft/net/minecraft/client/resources/SimpleReloadableResourceManager.java.patch
	fml/src/main/java/net/minecraftforge/fml/relauncher/CoreModManager.java
	patches/minecraft/net/minecraft/client/Minecraft.java.patch
	patches/minecraft/net/minecraft/client/network/NetHandlerPlayClient.java.patch
	patches/minecraft/net/minecraft/client/renderer/texture/TextureMap.java.patch
	src/main/java/net/minecraftforge/client/model/obj/WavefrontObject.java
2015-06-21 21:59:51 -04:00
Lex Manos ed09a25c65 Patch line number update. Ignore this. 2015-06-18 18:02:22 -07:00
cpw 58fdfb6fa1 Fix patches after last fml merge. 2015-05-14 13:56:10 -04:00
Tmtravlr f152741bba Added Nether Fortress chest to the ChestGenHooks
I tried to follow the directions on

https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge

as best as I could. =)

If anything is wrong, let me know and I'll change it!
2015-02-26 14:25:41 -07:00
Lex Manos 9704f25aa8 Fixed potential NPEs in Structure code caused by componenets not being able to load. 2015-02-05 17:03:43 -08:00
Lex Manos c80e75de9b Fixed potential NPEs in Structure code caused by componenets not being able to load. Closes #1686 2015-02-05 17:02:30 -08:00
Lex Manos 48c24246a5 Fixed InitMapGenEvent's fire order so values are used. And added OCEAN_MONUMENT type. Closes #1681 2015-02-04 12:20:24 -08:00
Lex Manos 0edeb1e04b Fix acedential inversion causing some tress to not have leaves. Closes #1522 2014-11-28 06:02:41 -08:00
Lex Manos 53659fca06 Initial update to 1.8, Super beta. Most rendering related hooks are out due to major changes in 1.8.
Some notes:
Almost all int x, int y, int z parameters have been changed to BlockPos class
ForgeDirection has been removed, replaced by net.minecraft.util.EnumFacing.
All FML classes have moved from packet cpw.mods.fml to net.minecraftforge.fml
Fluid Rendering has been disabled for the time being, to be re-evaulated and a test mod created for it.
Minecraft now uses a Model based system for rendering blocks and Items. The intention is to expand the model format to better suit modder's needed once it is evaulated.
As such, The model loaders from Forge have been removed, to be replaced by expanding vanilla's model format.
Metadata has been extracted out in Minecraft to IBlockState, which holds a list of properties instead of magic number metadata. DO NOT listen to the fearmongering, you can do EVERYTHING with block states you could previously with metadata.
Stencil Bits are disabled entirely by for the main Display, Modders must enable and recreate the FrameBuffer if they wish to use Stencil Bits.
2014-11-26 00:00:54 -08:00
Azanor 46dfaa6d0c Fix for biome weights under 10
This solves the problem where custom mod biomes with weights under 10
not being generated in the world.

Cleaned up the code and made the patch smaller
2014-10-16 12:28:10 +02:00
Adubbz 0d93bec5e7 Fixed biome weights not working with non multiples of 10 2014-08-30 10:35:05 +10:00
Lex Manos f6471c3c08 Added World to ChunkProviderEvent.ReplaceBiomeBlocks, and exposed metadata to End and Nether generation events. Close #1201 2014-07-07 19:47:50 -07:00
Lex Manos 256d865db6 Update to 1.7.10-pre4. 2014-06-23 21:55:16 -07:00
Lex Manos bb15efd037 Fixed vines generation for hanging off of trees. 2014-06-15 11:59:11 -07:00
Travis Watkins e6bbcf6a3d Load chunks asynchronously for players.
When a player triggers a chunk load via walking around or teleporting
there is no need to stop everything and get this chunk on the main thread.
The client is used to having to wait some time for this chunk and the
server doesn't immediately do anything with it except send it to the
player. At the same time chunk loading is the last major source of file IO
that still runs on the main thread.

These two facts make it possible to offload chunks loaded for this reason
to another thread. However, not all parts of chunk loading can happen off
the main thread. For this we use the new AsynchronousExecutor system to
split chunk loading in to three pieces. The first is loading data from
disk, decompressing it, and parsing it in to an NBT structure.  The second
piece is creating entities and tile entities in the chunk and adding them
to the world, this is still done on the main thread. The third piece is
informing everyone who requested a chunk load that the load is finished.
For this we register callbacks and then run them on the main thread once
the previous two stages are finished.

There are still cases where a chunk is needed immediately and these will
still trigger chunk loading entirely on the main thread. The most obvious
case is plugins using the API to request a chunk load. We also must load
the chunk immediately when something in the world tries to access it. In
these cases we ignore any possibly pending or in progress chunk loading
that is happening asynchronously as we will have the chunk loaded by the
time they are finished.

The hope is that overall this system will result in less CPU time and
pauses due to blocking file IO on the main thread thus giving more
consistent performance. Testing so far has shown that this also speeds up
chunk loading client side although some of this is likely to be because
we are sending less chunks at once for the client to process.

Thanks for ammaraskar for help with the implementation of this feature.

This commit is based off the following :

Bukkit/CraftBukkit@b8fc6ab2c1
Bukkit/CraftBukkit@85f5776df2
Bukkit/CraftBukkit@0714971ca2
Bukkit/CraftBukkit@7f49722f45
Bukkit/CraftBukkit@53ad0cf1ab
2014-06-12 16:51:17 -04:00
Christian aaccbb8247 Warn when chunks are being self-recursively loaded. This can cause serious issues. Modders should watch out. 2014-06-12 14:45:25 -04:00
LexManos f3cbc6c262 Merge pull request #1034 from Adubbz/master
Greatly simplified the addition of new biomes to the default world. If this breaks things blame Adubbz.
2014-06-02 17:00:47 -07:00
Lex Manos acf8e468f3 Made WorldGenShrub respect Block.canSustainPlant, Closes #1096 2014-05-24 10:55:57 -07:00
Adubbz 4454d3f341 Greatly simplified the addition of new biomes to the default world 2014-05-11 15:06:14 +10:00
Lex Manos f81c0cb58f Fixed hard references in WorldGenBigTree and ForgeCommand that caused worlds to leak in the client. 2014-05-07 12:18:56 -07:00