Merge branch 'master' into 1.17

This commit is contained in:
gnembon committed 2020-12-21 02:58:09 -04:00
commit 3b6261d3d6
4 files changed
+62 -21

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+18 -3
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@@ -4860,9 +4860,24 @@ averaging.
### `game_tick(mstime?)`
Causes game to run for one tick. By default runs it and returns control to the program, but can optionally
accept expected tick length, in milliseconds. You can't use it to permanently change the game speed, but setting
longer commands with custom tick speeds can be interrupted via `/script stop` command
Causes game to run for one tick. By default, it runs it and returns control to the program, but can optionally
accept expected tick length, in milliseconds, waits that extra remaining time and then returns the control to the program.
You can't use it to permanently change the game speed, but setting
longer commands with custom tick speeds can be interrupted via `/script stop` command - if you can get access to the
command terminal.
Running `game_tick()` as part of the code that runs within the game tick itself is generally a bad idea,
unless you know what this entails. Triggering the `game_tick()` will cause the current (shoulder) tick to pause, then run the internal tick,
then run the rest of the shoulder tick, which may lead to artifacts in between regular code execution and your game simulation code.
If you need to break
up your execution into chunks, you could queue the rest of the work into the next task using `schedule`, or perform your actions
defining `__on_tick()` event handler, but in case you need to take a full control over the game loop and run some simulations using
`game_tick()` as the way to advance the game progress, that might be the simplest way to do it,
and triggering the script in a 'proper' way (there is not 'proper' way, but via commmand line, or server chat is the most 'proper'),
would be the safest way to do it. For instance, running `game_tick()` from a command block triggered with a button, or in an entity
event triggered in an entity tick, may technically
cause the game to run and encounter that call again, causing stack to overflow. Thankfully it doesn't happen in vanilla running
carpet, but may happen with other modified (modded) versions of the game.
<pre>
loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
+18 -3
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@@ -406,9 +406,24 @@ averaging.
### `game_tick(mstime?)`
Causes game to run for one tick. By default runs it and returns control to the program, but can optionally
accept expected tick length, in milliseconds. You can't use it to permanently change the game speed, but setting
longer commands with custom tick speeds can be interrupted via `/script stop` command
Causes game to run for one tick. By default, it runs it and returns control to the program, but can optionally
accept expected tick length, in milliseconds, waits that extra remaining time and then returns the control to the program.
You can't use it to permanently change the game speed, but setting
longer commands with custom tick speeds can be interrupted via `/script stop` command - if you can get access to the
command terminal.
Running `game_tick()` as part of the code that runs within the game tick itself is generally a bad idea,
unless you know what this entails. Triggering the `game_tick()` will cause the current (shoulder) tick to pause, then run the internal tick,
then run the rest of the shoulder tick, which may lead to artifacts in between regular code execution and your game simulation code.
If you need to break
up your execution into chunks, you could queue the rest of the work into the next task using `schedule`, or perform your actions
defining `__on_tick()` event handler, but in case you need to take a full control over the game loop and run some simulations using
`game_tick()` as the way to advance the game progress, that might be the simplest way to do it,
and triggering the script in a 'proper' way (there is not 'proper' way, but via commmand line, or server chat is the most 'proper'),
would be the safest way to do it. For instance, running `game_tick()` from a command block triggered with a button, or in an entity
event triggered in an entity tick, may technically
cause the game to run and encounter that call again, causing stack to overflow. Thankfully it doesn't happen in vanilla running
carpet, but may happen with other modified (modded) versions of the game.
<pre>
loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
@@ -51,6 +51,7 @@ public class CarpetScriptServer
public Set<String> unloadableModules;
public long tickStart;
public boolean stopAll;
public int tickDepth;
private Set<String> holyMoly;
public CarpetEventServer events;
+25 -15
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@@ -634,30 +634,40 @@ public class Auxiliary {
expression.addLazyFunction("game_tick", -1, (c, t, lv) -> {
ServerCommandSource s = ((CarpetContext)c).s;
CarpetContext cc = (CarpetContext)c;
ServerCommandSource s = cc.s;
if (!s.getMinecraftServer().isOnThread()) throw new InternalExpressionException("Unable to run ticks from threads");
((MinecraftServerInterface)s.getMinecraftServer()).forceTick( () -> System.nanoTime()- CarpetServer.scriptServer.tickStart<50000000L);
if (lv.size()>0)
if (CarpetServer.scriptServer.tickDepth > 16) throw new InternalExpressionException("'game_tick' function caused other 'game_tick' functions to run. You should not allow that.");
try
{
long ms_total = NumericValue.asNumber(lv.get(0).evalValue(c)).getLong();
long end_expected = CarpetServer.scriptServer.tickStart+ms_total*1000000L;
long wait = end_expected-System.nanoTime();
if (wait > 0L)
CarpetServer.scriptServer.tickDepth ++;
((MinecraftServerInterface) s.getMinecraftServer()).forceTick(() -> System.nanoTime() - CarpetServer.scriptServer.tickStart < 50000000L);
if (lv.size() > 0)
{
try
{
Thread.sleep(wait/1000000L);
}
catch (InterruptedException ignored)
long ms_total = NumericValue.asNumber(lv.get(0).evalValue(c)).getLong();
long end_expected = CarpetServer.scriptServer.tickStart + ms_total * 1000000L;
long wait = end_expected - System.nanoTime();
if (wait > 0L)
{
try
{
Thread.sleep(wait / 1000000L);
}
catch (InterruptedException ignored)
{
}
}
}
CarpetServer.scriptServer.tickStart = System.nanoTime(); // for the next tick
Thread.yield();
}
finally
{
CarpetServer.scriptServer.tickDepth --;
}
CarpetServer.scriptServer.tickStart = System.nanoTime(); // for the next tick
Thread.yield();
if(CarpetServer.scriptServer.stopAll)
throw new ExitStatement(Value.NULL);
return (cc, tt) -> Value.TRUE;
return (_c, _t) -> Value.TRUE;
});
expression.addLazyFunction("seed", -1, (c, t, lv) -> {