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L5[01:20:30] <LexMobile> PaleoCrafter: you alive?
L6[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180324 mappings to Forge Maven.
L7[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180324-1.12.zip (mappings = "snapshot_20180324" in build.gradle).
L8[02:00:18] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L20[04:33:37] <LexMobile> PaleoCrafter: Anyways, wanted to talk about the deps extracter. I have ideas on how things should go. I've also PRed a acceptable solution to the snapshots thing. I wanted to throw somethings by you before I go re-writing how things are done...
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L27[06:30:35] <TechnicianLP> why exactly does the ChatAllowedCharacters class in mc set the netty leak detection level?
L28[06:36:14] <kashike> we've renamed it to SharedConstants for 1.13
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L31[07:04:00] <barteks2x> any quick way to check if a string contains some weird characters? My JVM arguments string names JVm say "couldn't find or load main class"
L32[07:04:59] <barteks2x> seriously? putting 2 spaces instead of one did it?
L33[07:05:27] <barteks2x> I would have noticed it immediately with monospace font, but not with what MC launcher uses here
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L38[07:21:45] <barteks2x> anyone has expecience configuring QoS?
L39[07:22:32] <barteks2x> I don't know how to interpret priority. High value = better or low value = better
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L43[07:31:20] <FluxDZ> Are you guys using Annotated Interfaces to create method calls at build time?
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L59[09:59:04] <TechnicianLP> when did mc loose bouncycastle as dependency? guess ill have to shadow/download it ...
L60[09:59:46] <gigaherz> I vaguely recall someone talk about it
L61[09:59:53] <gigaherz> either 1.11.x or 1.12
L62[10:00:17] <gigaherz> yes I judge how long something was by how vague the memory is
L63[10:00:24] <gigaherz> +ago
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L66[10:15:17] <TechnicianLP> after a bit of digging it seems 1.6.4 still had it while 1.7.2 switched to the default implementations
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L68[10:16:04] <TechnicianLP> latest version on mc-libs maven is 1.47 (Mar, 2012)
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L71[11:21:44] <FluxDZ> When creating a GUI, do you need to make your own implementation of InventoryBasic?
L72[11:30:52] <TechnicianLP> dont use anything that uses IInventory
L73[11:31:19] <TechnicianLP> use IItemHandler(Modifiable) in conjucntion with SLotItemHandler instead
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L79[11:51:55] <barteks2x> I think I found a way to convince IDEA to debug an actual running instance of a modpack
L80[11:52:47] <barteks2x> and fuin with class names: import net.minecraft.client.Minecraft.10;
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L82[12:03:31] <barteks2x> what is the package for the lwjgl Mouse class?
L83[12:04:20] <barteks2x> (need to reflectively access it in "evaluate expression" without using mouse cursor because it's not there)
L84[12:07:00] <TechnicianLP> org.lwjgl.input.Mouse setGrabbed(false)
L85[12:09:21] <barteks2x> ok, thanks
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L88[12:13:43] <barteks2x> which method is supposed to drop an item, onBlockHarvested or removedByPlayer?
L89[12:15:57] <FluxDZ> Either I think, removedByPlayer probably just enforces a player breaks it instead of some other automation
L90[12:16:38] <barteks2x> I'm trying to debug why on the modpack I'm on, some blocks drop their item twice
L91[12:16:54] <barteks2x> MultiMine mod calls both, removedByPlayer and onBlockHarvested
L92[12:17:03] <FluxDZ> Is it a mod specific bug?
L93[12:17:16] <barteks2x> And with some mods both of them drop the item
L94[12:17:21] <TechnicianLP> thats what hes trying to figure out ...
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L96[12:19:18] <FluxDZ> From the comments in Block.java , harvestBlock seems to specify item drop behavior and removeByPlayer seems to be about removing the block from the world and any either effects that should happen upon break.
L97[12:20:58] <FluxDZ> So if a Mod's block overrides removedByPlayer and makes it drop blocks, that's the bug
L98[12:21:55] <barteks2x> Intellij decompiler gives up on EntityPlayer class...
L99[12:22:12] <barteks2x> as in, it won't even let me open that class
L100[12:23:25] <FluxDZ> Do you need the EntityPlayer Class, it seems you'd need to go through any blocks that drop twice and check their onHarvest and removedByPlayer Methods.
L101[12:24:04] <barteks2x> I'm pretty sure it works correctly in vanilla, so I would say it's also an issue in MultiMine not doing the same things vanilla does
L102[12:24:18] <barteks2x> and vanilla code for item drops goes through EntityPlayer
L103[12:24:51] <TechnicianLP> is it normal blocks doint it or just tileentity ones? flowerpot/ chests?
L104[12:24:58] <barteks2x> tileentity ones
L105[12:25:17] <barteks2x> strongbox does it, some fluid tanks, haven't noticed it on machines yet
L106[12:25:37] <barteks2x> one drops normally, another copy drops without NBT
L107[12:26:05] <gigaherz> keep in mind that for tileentities
L108[12:26:08] <gigaherz> the process is different
L109[12:26:18] <gigaherz> in order to have the TE when it breaks
L110[12:26:24] <gigaherz> in getDrops
L111[12:26:26] <TechnicianLP> the problem then likely has to do with the deleteion of tileentities having to be delayed in order for the data being available for determining drops
L112[12:26:32] <gigaherz> you need to use a different codepath than normal
L113[12:26:51] <TechnicianLP> basically what giga said already
L114[12:26:53] <gigaherz> so it could be that multimine doesn't properly support that alternative codepath
L115[12:27:18] <gigaherz> talk to whoever is maintaining it these days ;P
L116[12:27:21] <barteks2x> Also suchs that all I have is SRG names...
L117[12:27:42] <gigaherz> barteks2x: can't reproduce in dev?
L118[12:27:50] <gigaherz> as in, a forge-proper environment
L119[12:27:50] <TechnicianLP> modpack
L120[12:27:57] <barteks2x> I didn't know which mod is the issue so didn't know which one to run
L121[12:28:01] <gigaherz> sure, you can install the modpack into a forge environment
L122[12:28:07] <gigaherz> IF all the involved mods work in dev
L123[12:28:13] <barteks2x> that's a HUGE if
L124[12:28:15] <gigaherz> yup
L125[12:28:23] <gigaherz> so bisect ;P
L126[12:28:23] <barteks2x> There are quite a few coremods
L127[12:28:29] <gigaherz> until you reduce it to a set that does work :D
L128[12:28:39] <gigaherz> oh right, coremods...
L129[12:28:47] <gigaherz> those are bound to be annoying to put in dev
L130[12:28:51] <barteks2x> I will try just with MultiMine and whatever mod has strongbox
L131[12:29:18] <barteks2x> especially if they use confilicting mappings versions
L132[12:30:01] <gigaherz> yeah
L133[12:30:20] <gigaherz> that's why dev has runtime deobf
L134[12:30:27] <gigaherz> or well, runtime remapping
L135[12:30:38] <gigaherz> but that wouldn't work well with coremods or reflection
L136[12:30:48] <gigaherz> if it doesn't detect a non-srg environment
L137[12:30:52] <barteks2x> which is also why I've been copmplaining about the lack of code in forge to get deobf name from SRG namne
L138[12:31:11] <barteks2x> if forge had an util class with that, these wouldn't be an issue
L139[12:31:47] <FluxDZ> This may also be a silly question but I spent some time yesterday setting up and messing with how to get Block/Item registration working, are the annotated @SubscribeEvent's used at compile time for Forge to know which methods to call?
L140[12:32:07] <gigaherz> yes
L141[12:32:11] <gigaherz> but
L142[12:32:13] <barteks2x> I think it all happens at runtime with reflection
L143[12:32:14] <gigaherz> you need another step
L144[12:32:28] <gigaherz> if you choose to put @Mod.EventBusSubscriber on the class
L145[12:32:39] <gigaherz> then it will automatically register STATIC methods
L146[12:32:52] <gigaherz> if you manually call MinecraftForge.EVENT_BUS.register(instance)
L147[12:32:56] <FluxDZ> Yeah also did that after finding some example code, just wasn't sure how exactly it was handling it at compile time
L148[12:32:58] <gigaherz> it will automatically register NON-STATIC methods
L149[12:33:06] <gigaherz> it does nothing at compile time
L150[12:33:09] <barteks2x> it doesn't do anything at compile time
L151[12:33:10] <gigaherz> it's a runtime annotation
L152[12:33:14] <barteks2x> there is no annotation processor
L153[12:33:31] <FluxDZ> I see, just couldn't find much documentation on using annotations at runtime.
L154[12:33:42] <gigaherz> it's jut what I said
L155[12:33:54] <barteks2x> Forge/FML may do some things with bytecode transformations, but prettyy sure it doesn't affect subscribe annotations, just things like SideOnly
L156[12:33:56] <gigaherz> either use the annotation in the class, or the manual registration
L157[12:34:51] <FluxDZ> If I annotate the class my static methods don't need annotating?
L158[12:35:09] <barteks2x> if you use @Mod.EventBusSubscriber, yes
L159[12:35:41] <barteks2x> (*I mean ion that case static methods don't need annotation)
L160[12:36:14] <gigaherz> @Mod.EventBusSubscriber + static @SubscribeEvent
L161[12:36:24] <gigaherz> MinecraftForge.EVENT_BUS.register(instance) + non-static @SubscribeEvent
L162[12:36:30] <gigaherz> in both cases the methods need annotation
L163[12:36:45] <barteks2x> oh... they do? Maybe my memory is just bad
L164[12:36:49] <FluxDZ> Alright cool ty
L165[12:38:10] <gigaherz> barteks2x: the register method checks isAnnotationPresent, in both static and non-static targets
L166[12:39:24] <FluxDZ> Does java have inbuilt support for runtime code execution based on Annotations or is Forge implementing a lot of the logic themselves?
L167[12:40:03] <barteks2x> java supports reflection, and forge uses that to analyze the code and invoke the right method
L168[12:40:13] <gigaherz> java has reflection-based access to annotations
L169[12:40:26] <gigaherz> but forge uses the ASM metadata loading for a lot of things
L170[12:40:38] <gigaherz> ASM being a library for runtime code editing
L171[12:40:53] <barteks2x> I found that using java Reflection to access anything about annotations is not an easy proicess
L172[12:41:20] <barteks2x> (last time I tried I gave up after an hour)
L173[12:41:21] <gigaherz> it's annoying, but doable
L174[12:41:33] <gigaherz> unless you need like
L175[12:41:39] <gigaherz> "all classes that have this annotation"
L176[12:41:52] <gigaherz> that's horrible to do, so it's easier to use the ASM data table that forge provides in preinit
L177[12:42:09] <barteks2x> and it only works because forge controls classloading
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L179[12:46:13] <LexMobile> What are you doing?
L180[12:47:09] <gigaherz> jsut digressing
L181[12:47:11] <LexMobile> Reflection is fine for accessing annotations, its actually the correct way to do it.
L182[12:47:33] <LexMobile> The ASM gathered table FML uses is mainly for two reasons.
L183[12:47:49] <gigaherz> FluxDZ asked about the right way to register event handlers for registration events, and the conversation went a bit sideways
L184[12:48:01] <LexMobile> 1) It lets us do everything once and cache it. So we dont have to keep rebuilding the reflection tables.
L185[12:48:28] <barteks2x> apparently this is already a knownm issue... https://github.com/AtomicStryker/atomicstrykers-minecraft-mods/issues/175
L186[12:48:36] <LexMobile> 2) Most importantly it allows us to read the data without actually defining the class on the classloader. In case we simply want to make the class not exist ;0
L187[12:49:34] <gigaherz> heh
L188[12:52:33] <gigaherz> the caching is why in certain very specific circumstances (if an API mod wants to use annotations to collect classes from plugins, basically), ASMDataTable is very useful to quickly scan for that annotation, just like how forge scans for @Mod.EventBusSubscriber
L189[12:52:51] <gigaherz> I ended up NOT doing that on my guidebook mod, though
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L192[13:12:23] <LexMobile> It's always a option to not rely on asm hacks, even if they co me froom forge. As long as you didn't go down the road of asm for thst you're good.
L193[13:14:35] <gigaherz> yeah no -- I pride myself in having avoided ASMing this long
L194[13:14:45] <LexMobile> It would be nice to move discovery away from ask and use metadata instead like... every standard plugin system in existance.. But that requires modders to not be ... ya....
L195[13:15:32] <gigaherz> I have plenty of mod ideas that I never started because forge either doesn't yet have an API for it and I decided it has low chances of getting support from other modders, or can't realistically get one at all
L196[13:16:48] <LexMobile> That's never the idea, were here goblet modders do what they want.
L197[13:17:13] <LexMobile> It's just that there needs to be some justification besides you want us to add your xray mod
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L199[13:19:05] <gigaherz> omg another stupid youtuber misunderstanding that video
L200[13:19:23] <gigaherz> youtube publicly said that they don't send notifications to all subscribers, when a stream goes live
L201[13:19:41] <gigaherz> and a LOT of people on twitter are misinterpreting that as an admission that they don't put those videos in the subscription box
L202[13:19:48] <gigaherz> when they are CLEARLY talking about push notifications / emails
L203[13:20:11] <gigaherz> so many facepalms my forehead is starting to hurt
L204[13:20:39] <gigaherz> I understand that they are concerned because of the lower income
L205[13:21:02] <gigaherz> and they are paranoid trying to understand what is wrong, and trying to find flaws in youtube's system as a reason to blame youtube for it
L206[13:22:06] <gigaherz> but I guess they simply don't understand the idea of page caching and why they can't dynamically generate the home page or subscriptions page of billions of users, and why it takes some minutes for it to show new videos
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L219[15:43:53] <FluxDZ> Given I have a Block, IGuiHandler , Container, and GuiContainer, how do I correctly make Block.onActivate() load through the IGuiHandler interface
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L222[16:08:25] <TechnicianLP> he sent me his actual problem because he pmed me earlier (where i explained the guiHandler to him): <FluxDZ> https://hastebin.com/pococinofo.java
L223[16:08:25] <TechnicianLP> <FluxDZ> https://hastebin.com/ebeyirupuj.java - GuiContainer
L224[16:08:25] <TechnicianLP> <FluxDZ> The GuiContainer Code gets executed but no GUI ever appears upon interaction
L225[16:10:32] <FluxDZ> Seems to open for a frame before closing
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L227[16:29:26] <TechnicianLP> if a may repeat myself from the pm: remove the line in the GuiCOntainer's initGui method that assigns something to the player openContainer field
L228[16:30:52] <TechnicianLP> hm - no that doesnt make sense
L229[16:33:06] <FluxDZ> Already have, I'm sure it's me misunderstanding how to construct a GuiContainer correctly but I ndont have any reference to look at except for what I'm inheriting from.
L230[16:33:49] <TechnicianLP> can you provide container and guihandler as well?
L231[16:34:29] <FluxDZ> https://hastebin.com/apegeviwah.java - Handler
L232[16:34:49] <FluxDZ> https://hastebin.com/osazayitiy.java - Container
L233[16:37:01] <TechnicianLP> 1. you are passing the wrong container into the GuiCOntainer: is: player.inventoryContainer should be: new ContainerItemEater(...)
L234[16:39:51] <TechnicianLP> 2. in Continaer.canInteract with you are returning false (which instantly closes the gui) if the bock at some blockpos is not your custom block - problem is: that blockpos will always be BlockPos.ORIGIN (0/0/0) in your case due to calling the wrong constructor as well as passing zeroes to the guihandler
L235[16:41:25] <TechnicianLP> 3. the id parameter to your Container/GuiContainer is pointless as that can only ever be 0
L236[16:47:31] <FluxDZ> Yep Ok, you're correct, my mistake I wasn't sure what to pass to My GuiContainer so went with what I could of that type, stupid assumption I know.
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