Merge branch '1.9.4' into 1.10.2
4fdfa9eMerge branch '1.8.9' into 1.9.444d4a25Merge branch '1.8' into 1.9.401acbc6Update to 1.8.91c60687Update ReplayStudio and jGuid9b796dMixin'd the Shader's mods ShadersRender class to only render hands if the Forge event isn't cancelled6bbff3bUpdated Mixin to 0.6.4-SNAPSHOT and set mixin target level6f3ac71Add CustomMainMenu compatibility info to docsb0a1cdfSearch for ffmpeg executable in common locations to simplify setupd465891Fixed GuiEditPositionKeyframe's width to fit on all screen sizes Centered all rows of GuiEditPositionKeyframe's VerticalLayout1b099f9Add render queue03534c6Update docs4388d69Only try to create the downloads folder if it does not yet exist7ad19aaAdd mod version and accepted MC version directly to the @Mod annotation655bea0Replace @Mod.Instance with direct static references458dad6Merge pull request #4 from ReplayMod/1.8-editoreb5ccb2Add Replay Editor (for now, trimming only)6498d62Fix server game data snapshot being restored in singleplayer (fixes #44)2c898a8Prevent rendering without sufficient keyframes (fixes #45)5d520a5Fix deserialization of chroma key color (fixes #43)c681742Use caching maven proxy for faster and more stable drone buildsfbf165eAdded Anti-Aliasing to the Render Settings
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@@ -14,15 +14,17 @@ import net.minecraftforge.fml.common.network.NetworkRegistry;
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import org.apache.logging.log4j.Logger;
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import org.lwjgl.input.Keyboard;
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@Mod(modid = ReplayModRecording.MOD_ID, useMetadata = true)
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@Mod(modid = ReplayModRecording.MOD_ID,
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version = "@MOD_VERSION@",
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acceptedMinecraftVersions = "@MC_VERSION@",
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useMetadata = true)
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public class ReplayModRecording {
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public static final String MOD_ID = "replaymod-recording";
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@Mod.Instance(MOD_ID)
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public static ReplayModRecording instance;
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@Mod.Instance(ReplayMod.MOD_ID)
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private static ReplayMod core;
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private ReplayMod core;
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private Logger logger;
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@@ -31,6 +33,7 @@ public class ReplayModRecording {
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@Mod.EventHandler
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public void preInit(FMLPreInitializationEvent event) {
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logger = event.getModLog();
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core = ReplayMod.instance;
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core.getSettingsRegistry().register(Setting.class);
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@@ -0,0 +1,25 @@
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package com.replaymod.recording.handler;
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import io.netty.channel.ChannelHandlerContext;
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import io.netty.channel.SimpleChannelInboundHandler;
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import net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage;
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/**
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* Filters out all handshake packets that were sent for recording but must
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* not actually be handled.
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* This handler is only present when connected to the integrated server as
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* otherwise all packets must be handled.
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*
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* When in single player, the game state packets must never be handled
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* otherwise wired bugs related to semi-singletons can occur.
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* See https://bugs.replaymod.com/show_bug.cgi?id=44
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*/
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public class FMLHandshakeFilter extends SimpleChannelInboundHandler<FMLHandshakeMessage> {
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@Override
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protected void channelRead0(ChannelHandlerContext ctx, FMLHandshakeMessage msg) throws Exception {
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if (!(msg instanceof FMLHandshakeMessage.RegistryData)) {
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// Pass on everything but RegistryData messages
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ctx.fireChannelRead(msg);
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}
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}
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}
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@@ -1,7 +1,11 @@
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package com.replaymod.recording.mixin;
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import com.replaymod.recording.handler.FMLHandshakeFilter;
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import io.netty.channel.ChannelPipeline;
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import io.netty.channel.embedded.EmbeddedChannel;
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import net.minecraftforge.fml.common.network.handshake.FMLHandshakeCodec;
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import net.minecraftforge.fml.common.network.handshake.NetworkDispatcher;
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import net.minecraftforge.fml.relauncher.Side;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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@@ -11,17 +15,32 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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@Mixin(value = NetworkDispatcher.class, remap = false)
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public abstract class MixinNetworkDispatcher {
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@Shadow
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private Side side;
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@Shadow
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private EmbeddedChannel handshakeChannel;
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/**
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* Always sets fml:isLocal to false.
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* Always sets fml:isLocal to false on the server side.
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* This effectively removes the difference in the FML handshake between SP and MP
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* and forces the block/item ids, etc. to always be send.
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* This might have undesired side effects but at least it works at all.
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* Injects a {@link FMLHandshakeFilter} on the client side to filter out
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* those extra, unexpected packets.
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*/
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@Inject(method = "insertIntoChannel", at=@At("HEAD"))
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public void replayModRecording_forceIsLocalToFalse(CallbackInfo cb) {
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handshakeChannel.attr(NetworkDispatcher.IS_LOCAL).set(false);
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public void replayModRecording_setupForLocalRecording(CallbackInfo cb) {
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// If we're in multiplayer, everything is fine as is
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if (!handshakeChannel.attr(NetworkDispatcher.IS_LOCAL).get()) return;
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if (side == Side.SERVER) {
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// On the server side, force all packets to be sent
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handshakeChannel.attr(NetworkDispatcher.IS_LOCAL).set(false);
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} else {
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// On the client side, discard additional packets
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ChannelPipeline pipeline = handshakeChannel.pipeline();
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pipeline.addAfter(pipeline.context(FMLHandshakeCodec.class).name(),
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"replaymod_filter", new FMLHandshakeFilter());
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}
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}
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}
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