Commit Graph

20 Commits

Author SHA1 Message Date
ef53676a59 Fix unit tests 2025-08-24 15:38:07 +01:00
7c521b456e Unify block serializers (#6769)
This has several advantages:

    Easier to implement new blocks (one less file to modify)
    Easier to adjust serialization of existing blocks
    Guaranteed consistency between serializers and deserializers
    Potentially, exposes more metadata for programmatic analysis, instead of having everything baked inside opaque Closures

There are some exceptions which still use the old approach: big dripleaf, cauldrons, mushroom stems, and pitcher crops. These all have multiple PM block types for a single ID, with relatively complex logic to select which to use. These weren't worth the effort to unify due to their small number. I may revisit this in the future, but I already spent a lot of brainpower on it.
2025-08-24 14:12:18 +01:00
22718c4971 Add support for specialized flattenedProperties in schema format 2024-10-24 16:12:28 +01:00
0ec8465fcf shut! 2024-06-13 18:43:10 +01:00
f121654452 Assemble 1.21.0 2024-06-13 18:41:41 +01:00
8d7f1a8557 BlockStateUpgraderTest: fixed tests for 7ff0ae19d6 2024-03-13 18:35:07 +00:00
48dcf0e32c Farmland: Remember relative location of nearby water in blockstate data (#6090)
Farmland can end up scanning up to 162 blocks looking for water in the worst case. This is obviously not great for huge farms where there are thousands of blocks of the stuff.

In most farms, the water won't be moved, and nor will the farmland. This means that we can avoid this costly search on random updates.

This PR implements a cache using blockstate data (only possible in PM5) which stores an index mapping to a coordinate offset where water was previously found by this farmland block. This allows the farmland to avoid water searching entirely in most cases.

This is a colossal improvement as compared to scanning the whole 9x2x9 area every time, which, on average, scans about 40 blocks to find water if the water is at the same Y coordinate. In real terms this translates into about a 8x performance improvement for farmland (see timings below).
2023-10-17 16:25:13 +01:00
73ee94b62c Fixed BlockStateData::CURRENT_VERSION 2023-06-07 21:58:21 +01:00
f9818efff4 Fixed PHPUnit deprecation warnings 2023-06-04 14:00:26 +01:00
bdb0ed0701 Consistently use 'mob head' terminology in the API
previously, we were sometimes using 'mob head' and other times 'skull', sometimes even within the same file.
2023-05-26 15:08:00 +01:00
fa719f37d5 Implement Cave Vines & Glow Berries (#5424) 2023-05-08 19:24:23 +01:00
263e1e9950 Fixed bogus test expectations 2023-04-28 20:05:51 +01:00
0a3ecfdae9 Clean up terminology around block state IDs and their handling 2023-01-25 19:01:15 +00:00
1609b11c8e Make blockstate (de)serializer names a bit less verbose 2022-09-24 13:43:00 +01:00
c1acf44337 Implement cauldrons (#5163)
the following things are currently not implemented:

- particle/sound effects when an entity extinguishes itself
- particle/sound effects when mixing different stuff in a cauldron
- powder snow cauldron

both of these things are contingent on #5169, but for the time being, the PR is functionally complete and I want to move on to something else without being stalled by the particle+sound problem (which I haven't yet decided how to solve).
2022-07-20 16:12:58 +01:00
ccb3c3cb05 BlockStateData: use array<Tag> instead of CompoundTag to store state properties
this reduces the footprint of RuntimeBlockMapping by a further 1 MB, as well as simplifying various parts of the code, and solidifying the immutability guarantee of BlockStateData.
2022-07-09 16:03:51 +01:00
4bd087fc83 Fix CS 2022-06-30 19:09:49 +01:00
2a0b500010 Block: Separate encoding of type and state data
the terminology of this needs improvement, but...

the basic concept here is that 'type' data will persist on an itemstack, while 'state' data will not.

Type data consists of things like:
- Colour
- Coral type
- Wet/dry (sponges)
- Live/dead (coral)
- Wood type

State data consists of things like:
- Facing
- Axis
- Powered/unpowered
- Open/closed

In the past, with the old system, this information was separated by way of getStateBitmask(). This solution was fraught with problems, but achieved the basic goal: removing unwanted block properties from items.
2022-06-30 18:08:34 +01:00
f24f2d9ca9 Hit block legacy metadata with the biggest nuke you've ever seen
This commit completely revamps the way that blocks are represented in memory at runtime.

Instead of being represented by legacy Mojang block IDs and metadata, which are dated, limited and unchangeable, we now use custom PM block IDs, which are generated from VanillaBlocks.
This means we have full control of how they are assigned, which opens the doors to finally addressing inconsistencies like glazed terracotta, stripped logs handling, etc.

To represent state, BlockDataReader and BlockDataWriter have been introduced, and are used by blocks with state information to pack said information into a binary form that can be stored on a chunk at runtime.
Conceptually it's pretty similar to legacy metadata, but the actual format shares no resemblance whatsoever to legacy metadata, and is fully controlled by PM.
This means that the 'state data' may change in serialization format at any time, so it should **NOT** be stored on disk or in a config.

In the future, this will be improved using more auto-generated code and attributes, instead of hand-baked decodeState() and encodeState(). For now, this opens the gateway to a significant expansion of features.
It's not ideal, but it's a big step forwards.
2022-06-24 23:19:37 +01:00
c8e318df8c phpstorm stoobid 2022-06-08 16:21:32 +01:00