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SpongeForge #3415
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SpongeForge #3415
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Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Nothing much, going to require plugin-spi changes to remove notion of plugins always being flat file... Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Running into ClassLoader hell with Adventure, still WIP. At least the TCL knows of it :(? Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Does not apply post construction and not for mods who utilize the mechanism to configure this from ItemStack. Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Dev workspace needs a lot more work... Signed-off-by: Chris Sanders <zidane@spongepowered.org>
This compensates for Forge's signature change in Level. Also headers :(? Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
- Add accessors sourceset for Forge-specific visibility changes - Implement PluginManager - Implement initial portions of Lifecycle (before plugin loading) - Update for Sponge changes Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Also stub out the world persistence hook we will need to load our Level data in a manner that Forge asks of mods. Signed-off-by: Chris Sanders <zidane@spongepowered.org>
This isn't the cleanest approach but it prevents having to re-engineer so many of Forge's classes for what should be a simple concept... As a further note, we need to also do templated variables in the platform TOML files Lastly, actually turn on accessors. Signed-off-by: Chris Sanders <zidane@spongepowered.org>
For some reason, Forge does not provide all of their metadata options as part of IModInfo's contract (for reasons I cannot begin to unravel...) therefore I have to make some nasty assumptions. In the interest of having our platform plugins have the metadata we know they should have, I will ship a typical "plugins.json" in SF that covers what is already covered in SV. This can be done at anytime, as it stands this commit works and has us take another step towards "it works" Signed-off-by: Chris Sanders <zidane@spongepowered.org>
- Actually incorporate deps for the platforms. Minecraft cannot be a dep for Sponge as this causes classloading issues for all of common on the ACL - Minor packaging to consolidate where things are at - Call out to have services load (does nothing currently, we are not firing events) - Minor cleanup Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Some thoughts: * Sponge -> Forge may produce multiple Forge events. * Some bridges are in Forge Launch - the event manager needs to see those bridges * Register mod/plugin instances with the Sponge event manager * Use BlockEvent.BreakEvent as an example There will be some architectual things to clean up here, but this is to get us going at the very least.
- Stub out the ForgeWorldManager. Should be able to share a lot of the code from VanillaWorldManager...just needs investigation into what (if any) multi-world capabilities Forge has in 1.16.5 - Establish naming standards for MinecraftForge mixin/bridge packages - Various minor changes Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Broken (Does nothing or crash): - Commands (console or not) - Throwing potions A milestone but a number of things to go... Signed-off-by: Chris Sanders <zidane@spongepowered.org>
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
In Vanilla, the dimension templates for the Vanilla levels are stored in the level.dat file. In Vanilla and Forge, there is only 1 level.dat for all the levels. In Sponge, we give each level their own level.dat to reinforce the concept of per-world metadata. Signed-off-by: Chris Sanders <zidane@spongepowered.org>
forge: Allow input from the console
Signed-off-by: Chris Sanders <zidane@spongepowered.org>
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very broken, this build setup is temporary but should be enough to get us started
there's some basic project structure in place, mixins are applying, but we're currently stuck in classloader hell.
there's a good bit of work needed to get plugins loading, some super initial structure is there
we need to find an appropriate point to initialize
Launch
ide setup
loom
category work -- runClient and runServergood luck!