Make use of new @Pattern feature to centralize version-aware code
That is, most of the business code should not be aware that it is being compiled to multiple versions even when it heavily interacts with MC, preprocessor statements should be an escape hatch, not the norm. Similarly, code should not be forced to do `MCVer.getWindow(mc)` instead of the much more intuitive `mc.getWindow()`, and a new preprocessor (technically remap) feature makes this possible by defining "search and replace"-like patterns (but smarter in that they are type-aware) in one or more central places (the "Patterns.java" files) which then are applied all over the code base. In a way, this is another step in the automatic back-porting process where preprocessor statements are used when we cannot yet do something automatically. Previously we "merely" automatically converted between different mapping, this new feature now also allows us to automatically perform simple refactoring tasks like changing field access to a getter+setter (e.g. `mc.getWindow()`), or changing how a method is called (e.g. `BufferBuilder.begin`), or changing a method call chain (e.g. `dispatcher.camera.getYaw()`), or most other search-and-replace-like changes and any combination of those. The only major limitation is that the replacement itself is not smart, so arguments must be kept in same order (or be temporarily assigned to local variables which then can be used in any order).
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@@ -367,7 +367,7 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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// To counteract this, we need to manually update it's position if it hasn't been added
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// to any chunk yet.
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if (mc.world != null) {
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for (PlayerEntity playerEntity : playerEntities(mc.world)) {
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for (PlayerEntity playerEntity : mc.world.getPlayers()) {
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if (!playerEntity.updateNeeded && playerEntity instanceof OtherClientPlayerEntity) {
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playerEntity.tickMovement();
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}
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@@ -417,7 +417,7 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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// Note: Not sure if it's still required but there's this really handy method anyway
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world.finishRemovingEntities();
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//#else
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//$$ Iterator<Entity> iter = loadedEntityList(world).iterator();
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//$$ Iterator<Entity> iter = world.loadedEntityList.iterator();
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//$$ while (iter.hasNext()) {
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//$$ Entity entity = iter.next();
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//$$ if (entity.isDead) {
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@@ -455,10 +455,10 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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}
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}
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};
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if (MCVer.isOnMainThread()) {
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if (mc.isOnThread()) {
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doLightUpdates.run();
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} else {
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MCVer.scheduleOnMainThread(doLightUpdates);
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mc.send(doLightUpdates);
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}
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}
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//#endif
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@@ -742,8 +742,8 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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//#endif
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if(cent != null) {
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if(!allowMovement && !((Math.abs(Entity_getX(cent) - ppl.getX()) > TP_DISTANCE_LIMIT) ||
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(Math.abs(Entity_getZ(cent) - ppl.getZ()) > TP_DISTANCE_LIMIT))) {
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if(!allowMovement && !((Math.abs(cent.getX() - ppl.getX()) > TP_DISTANCE_LIMIT) ||
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(Math.abs(cent.getZ() - ppl.getZ()) > TP_DISTANCE_LIMIT))) {
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return null;
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} else {
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allowMovement = false;
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@@ -754,7 +754,7 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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@Override
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@SuppressWarnings("unchecked")
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public void run() {
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if (mc.world == null || !isOnMainThread()) {
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if (mc.world == null || !mc.isOnThread()) {
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ReplayMod.instance.runLater(this);
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return;
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}
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@@ -1171,7 +1171,7 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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//#endif
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List<Entity> entitiesInChunk = new ArrayList<>();
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// Gather all entities in that chunk
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for (Collection<Entity> entityList : getEntityLists(chunk)) {
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for (Collection<Entity> entityList : chunk.getEntitySectionArray()) {
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entitiesInChunk.addAll(entityList);
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}
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for (Entity entity : entitiesInChunk) {
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@@ -1189,9 +1189,9 @@ public class FullReplaySender extends ChannelDuplexHandler implements ReplaySend
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// Check whether the entity has left the chunk
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//#if MC>=11404
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int chunkX = MathHelper.floor(Entity_getX(entity) / 16);
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int chunkY = MathHelper.floor(Entity_getY(entity) / 16);
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int chunkZ = MathHelper.floor(Entity_getZ(entity) / 16);
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int chunkX = MathHelper.floor(entity.getX() / 16);
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int chunkY = MathHelper.floor(entity.getY() / 16);
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int chunkZ = MathHelper.floor(entity.getZ() / 16);
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if (entity.chunkX != chunkX || entity.chunkY != chunkY || entity.chunkZ != chunkZ) {
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if (entity.updateNeeded) {
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// Entity has left the chunk
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