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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.
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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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?
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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