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2024-11-09Add ctrl-middle-click to suppress infinite spray can's left click shake (#3431)querns
Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-10-02Cleanup the codebase (#3311)Alexdoru
Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-09-28Fix Infinite Spraycan client desync issue (#3298)querns
2024-09-28Refactor packets (#3295)miozune
Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-09-19Infinite Spraycan Additions (#3226)querns
Co-authored-by: Caedis <Caedis@users.noreply.github.com>
2024-09-08Adds Infinite Spray Can, left click event for item behaviors (#3085)querns
Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-09-02The Great Renaming (#3014)NotAPenguin
* move kekztech to a single root dir * move detrav to a single root dir * move gtnh-lanthanides to a single root dir * move tectech and delete some gross reflection in gt++ * remove more reflection inside gt5u * delete more reflection in gt++ * fix imports * move bartworks and bwcrossmod * fix proxies * move galactigreg and ggfab * move gtneioreplugin * try to fix gt++ bee loader * apply the rename rules to BW * apply rename rules to bwcrossmod * apply rename rules to detrav scanner mod * apply rename rules to galacticgreg * apply rename rules to ggfab * apply rename rules to goodgenerator * apply rename rules to gtnh-lanthanides * apply rename rules to gt++ * apply rename rules to kekztech * apply rename rules to kubatech * apply rename rules to tectech * apply rename rules to gt apply the rename rules to gt * fix tt import * fix mui hopefully * fix coremod except intergalactic * rename assline recipe class * fix a class name i stumbled on * rename StructureUtility to GTStructureUtility to prevent conflict with structurelib * temporary rename of GTTooltipDataCache to old name * fix gt client/server proxy names
2024-08-16Cleanup (#2904)miozune
* Remove redundant inputSeparation=true call * Remove deprecated MetaTileEntity#isDisplaySecondaryDescription * Always use ModularUI * Remove useModularUI * Remove unused GUI features * Remove IGlobalWirelessEnergy * Remove CommonValues.V & CommonValues.VN * More deprecation cleanup --------- Co-authored-by: boubou19 <miisterunknown@gmail.com>
2024-08-15Electric jukebox (#2827)Raven Szewczyk
* GT music system * Minor fix for some glitches when switching dimensions with P2Ps on both sides * Most features implemented except headphones * Implement wireless headphones * Disable debug mode * Spotless --------- Co-authored-by: Martin Robertz <dream-master@gmx.net>
2024-08-04Packet cleanup: avoid duplicating IDs across multiple files using an enum ↵Raven Szewczyk
(#2822)
2024-05-26fix line mode toggle broken on MP (#2611)Glease
* fix line mode toggle broken on MP * fix more client only method * spotless * change to client initiated mode switch instead
2024-02-10Fix MuTE Casings Not Forming Correctly (#2489)Daniel Mendes
Fixed packet sending - Changed blockMetadata to mteID on methods in MultiTileEntity.hava that are not being used yet (Blue said this is how they're supposed to be); - Send graphic packets for tickable and non-tickable MuTEs; - Encode and decode relevant IDs to ensure MuTE casings form correctly on world load and auto-building.
2024-02-03Refactor Packet Handling for MuTEs (#2485)BlueWeabo
* create base framework of packets for MuTEs * spotless
2024-01-05Merge MuTEMaster into Master (#2431)BlueWeabo
* Fix MuTE structure check and power intake (#1975) * Fixed casing lists being cleared for every checked structure piece * Fixed power being taken from any side BUT the right one * ACP Structure - Rebased (#1978) * Added 2nd structure tier to ACR and make complex parallels depend on it * Added tier 3 to 8 structure pieces to ACR * Added disclaimer * Renamed ACR to ACP because MV CR already is named ACR * Add autopush functionality to MuTE (#1976) - fix conflict * Working auto push * Revert wildcard import * Addresssed reviews * Fix reference issue * Minor MuTE fixes - Rebased (#1983) * Fixed ACP recipe map * Fixed controller side being used instead of part side when accessing tanks * Fix Structure not forming (#1984) * fix cables not connecting * fix structure and don't store controller * Add missing tooltips (#1981) * Add missing tooltips * Address blue's change * Distillation MuTE (#1989) * Started work on DT MuTE * Renamed methods so they also make sense when used horizontally * MuTE Upgrade Casings - Rebased (#1988) - fix conflict * Added cleanroom upgrade casing * Added inventory and tank upgrades * Added tooltips to mute casings * Added power upgrades * Set player UUID when placing MuTE * MuTE fixes (#1991) * Fixed pipes not connectable to MuTE casings * Fixed not all things being renamed to ACP * Fix running in obf * fix for real yo * Add a Generic Processing Logic and extract methods - Rebased (#1992) * add a generic processing logic * calculate tier in another method * calculate power logic in another method * Add Layered Coke Foundry (#1995) * Add the Foundry class and call it * Foundry name correction * Buildable stackable structure * Fixed min stacks and added motor casings * checkMachine override for custom checking * Working checkMachine for all stacks, and recipes * Fix getOutputFluids * Change recipe processing to GenericProcessingLogic * Change inventoryName to protected for override * Override checkRecipe for multis that consume EU * Rename class and add inner walls to multi * Structure update and other fixes * Fix processing logic being static * MuTE inventory upgrade logic (#2082) * Catch potential NPE * Don't load name when it doesn't exist * Potentially cause weird non-replicatable issue where registry ends up with different key * Use proper block removal method * Validate index before using it * Don't open controller GUI from inventory upgrade * semi-working concept * sync the ID of the inventory upgrade to correctly remove it later * remove unneeded boolean --------- Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> * fixed layeredCokeBattery checkMachine to prevent 'already in building state' (#2099) * MuTE casing structure element (#2105) - fix conflict * Added class containing MuTE relevant structure elements * Migrate MuTE to new structure element * Formatting fix * Use int array instead of int hashmap, since its expected these arrays will never get long enough to be faster as hashmap * Delete old code * Cache MuTEs for non-instance specific actions (#2109) * Introduce map of cached TEs, which are used to perform actions that don't require a specific instance of the TE. This prevents constant creation of new TEs * Remove static modifier from map of cached TEs * First Modular Upgrade Casings Implementation (#2142) * Base support for Heater MUCs - Define Heater upgrade casings; - Create the 5 tiers of Heaters; - Add method to increase and decrease count. * Refactor the cache of MUCs in structure - Change the way that each MUC is counted: since there will be several types, the integer that counted heaters is now a hashmap that divides all MUCs based on their type and tier, to be counted separately from each other. * Add Insulator MUC - Add second MUC type (insulator) to test alongside heaters on the Layered Coke Battery. * Fix MUC count reset * Refactor MUC implementation into subclass - Move the new methods and hashmap away from the base classes, and onto a s specific one that won't be used by unrelated multiblocks. * Remove empty lines * Refactor MUC implementations into subclasses * Requested fixes in StackableModularController * Change hashmap keys to an enum * Hashmap getter for load order purposes - Added a getter that generates the default value for the hashmap if it is null, due to problems with load order; * Apply spotless * NotNull annotations * More Additions to MUCs and the LCB (#2215) * Fix old LCB multi name in some locations * Refactor mucMap and override checkRecipe - Refactor mucMap to an array of primitive integers instead of the wrapper type, for ease of use with other methods such as stream; - Override checkRecipe for custom recipe behavior on MUC multis, to be implemented in a future commit; * First implementation of bonuses and MUC requirements - Change EU/t and recipe duration of this multi based on the count of different MUCs in the multi; - Fail the structure check based on the count of each of the allowed MUCs. * Parallel count implementation - Calculate parallels based on the count of base MUCs, the cheapest option amongst the possibilities, in this case heaters; - Added more abstract methods to require specific values from the multi classes. * Fix parallel count and processing - Fixed the handling of parallels by pointing to the corrent maxParallel variable in ProcessingLogic. * Test of parallels with additional amp input * Structure fix for the intended LCB - Changed MUC placements to match what I intended at the beginning, to better test the multi. * One more comment * Remove checkRecipe override * Refactor Item and Fluid to be in separate logic classes (#2178) - fix conflict * basics of inventory logic * mostly working item logic * working nbt saving/loading * fluid handler * FluidSlotHandler WIP * fluid handler mostly working * remove fluid handler from gt5u * prepare for conversion * use correct imports * spotless * more controller logic * spotless * final refactor. migration next * spotless * add more methods to logic classes * convert almost everything to use new Logic * spotless * make mute casing mode an int * allow pump cover to work with FluidInventoryLogic * pumps work * spotless * make item inventory logic work with every item input thing * rework Fluid Inventory Logic to work with all fluid inputs * spotless * address annotation reviews * finish off todos * missed to dos * cleanup Coke oven will get a new GUI when i get to it * address review * prevent npes from ControllerXXXLogic * null checks * remove accidentally added methods * fix missed return * fixes after rebase - fix conflict * Laser Engraver Multi. (#2223) - fix conflict * saving............. * clean up * savin * Small fixes + Adding back stuff, Crashes you and spams logs. * fix stack overflow * Fixes * Fixes --------- Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> * Add TickableTask (#2216) * Add autopush functionality to MuTE (#1976) * Working auto push * Revert wildcard import * Addresssed reviews * Fix reference issue * MuTE Upgrade Casings (#1988) * Added cleanroom upgrade casing * Added inventory and tank upgrades * Added tooltips to mute casings * Added power upgrades * Set player UUID when placing MuTE * Add a Generic Processing Logic and extract methods (#1992) * add a generic processing logic * calculate tier in another method * calculate power logic in another method * MuTE inventory upgrade logic (#2082) * Catch potential NPE * Don't load name when it doesn't exist * Potentially cause weird non-replicatable issue where registry ends up with different key * Use proper block removal method * Validate index before using it * Don't open controller GUI from inventory upgrade * semi-working concept * sync the ID of the inventory upgrade to correctly remove it later * remove unneeded boolean --------- Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> * MuTE casing structure element (#2105) * Added class containing MuTE relevant structure elements * Migrate MuTE to new structure element * Formatting fix * Use int array instead of int hashmap, since its expected these arrays will never get long enough to be faster as hashmap * Delete old code * Refactor Item and Fluid to be in separate logic classes (#2178) * basics of inventory logic * mostly working item logic * working nbt saving/loading * fluid handler * FluidSlotHandler WIP * fluid handler mostly working * remove fluid handler from gt5u * prepare for conversion * use correct imports * spotless * more controller logic * spotless * final refactor. migration next * spotless * add more methods to logic classes * convert almost everything to use new Logic * spotless * make mute casing mode an int * allow pump cover to work with FluidInventoryLogic * pumps work * spotless * make item inventory logic work with every item input thing * rework Fluid Inventory Logic to work with all fluid inputs * spotless * address annotation reviews * finish off todos * missed to dos * cleanup Coke oven will get a new GUI when i get to it * address review * prevent npes from ControllerXXXLogic * null checks * Base work * PollutionTask * move package * Fix generics * Internal -> OverrideOnly * rebase fix * Ducttape addPollution --------- Co-authored-by: Maxim <maxim235@gmx.de> Co-authored-by: BlueWeabo <ilia.iliev2005@gmail.com> Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> * Rework a bit of ProcessingLogic to fit MuTEs (#2283) - fix conflicts * Add a way to enable or disable the crafting buffer on GPL multiblocks (#2218) * add a way to enable or disable the crafting buffer on GPL multiblocks * don't register the hatch either * fix Refractory Capsule (#2219) * Fix PAs overclocking ulv recipes too much (#2220) * fix PAs overclocking ulv recipes too much * make sure we save the returned value * Fix Digital Tank capacity for Fluid Storage Monitor (#2217) * Fix Digital Tank capacity for Fluid Storage Monitor * Annotations * Blacklist AE2FC drop and packet, and Chisel stones from Recycler (#2222) * Fix recycler blacklist being sensitive to NBT * Blacklist AE2FC drop and packet, and Chisel stones * fix class loader issue * Add detailed logging for ME hatches (#2224) * Fix overclock calculator calculating eu/t use for ulv recipe wrong on certain parallel (#2225) * fix overclock calculator calculating eu/t use for ulv recipe wrong on certain parallel * make formula into its own method * Fix drilling rigs, plants and concrete backfiller to fail with multiple energy hatches (#2227) * max-1-energy-hatch-in-drilling-rigs.-plants-and-concrete-backfiller * spotlessApply (#2228) Co-authored-by: GitHub GTNH Actions <> * revert --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * clear stale crafting input bus list (#2233) * add ability to remove item data and use it for clay (#2229) * Update buildscript (#2232) * Fix server crash with RecipeFilter (#2231) * Fix server crash with RecipeFilter * Make client send filtered machines to server * Use mUniqueIdentifier * Fix a NPE w/ injecting into super/quantum chests (#2234) When simulating an injection, if the stackSize > chest's capacity, it causes a NPE when the internal chest is empty. Also fixes a potential bug when void overflow is set; the chest should return null in such a scenario regardless of simulation/modulation. * Fix lag caused by getRecipeMap for PA (#2236) * Experimental fix to prevent infinite loop in Grid destruction (#2235) Co-authored-by: Firenoo <49818773+firenoo@users.noreply.github.com> * Fix ME Output Bus and Crafting Input Bus overflow when save/load (#2238) * Remove fire display from singleblock generator (#2240) * Fix some output slots allowing insertion (#2230) * fix overlay zfighting by disable depth test (#2226) * Crafting input - Optimize isEmpty check to reduce lag (#2239) * Optimize isEmpty check * rearrage * remove broken hsla recipe (#2241) * Correct PCB Factory Energy Hatch description (#2237) * Correct PCB Factory Energy Hatch description Changes the PCB factory description (the one seen when holding shift) which currently says "Energy Hatches: 1+" I believe this is incorrect and that the correct description is 1-2 energy hatches or 1 TT energy hatch. I believe the PCB factory uses this, which checks for 1-2 or 1 TT: public boolean checkExoticAndNormalEnergyHatches() { if (mExoticEnergyHatches.isEmpty() && mEnergyHatches.isEmpty()) { return false; } if (!mExoticEnergyHatches.isEmpty()) { if (!mEnergyHatches.isEmpty()) { return false; } if (mExoticEnergyHatches.size() != 1) { return false; } } return mEnergyHatches.size() <= 2; } * gradlew spotlessApply * Correct file name on resource pack guide (#2242) * Fix GT_RecipeConstants.Fuel (#2243) * Update text (#2246) * Fix startup tier for fusion NEI (#2249) * Update the conditionals buttons and tooltips on covers to reflect their actual effects (#2244) * Update redstone buttons and tooltips to better reflect actual use * Spotless Apply * Update GT_Cover_FluidRegulator.java * Update GT_Cover_FluidRegulator.java * Typo fix, Icon Improved and interactive blocking ui - Fixed a typo in the world machine - Fixed double button situation for conveyor belts. - There was never any issue, the testing methodology gave me invalid results. - Conveyor behaviour is in line with all the other covers affected by this PR/Branch. - Updated icon for the machine state to be a miniature machine controller cover. - Made the block/allow input section more interactive in order to better reflect the actual effect of these buttons. - In import mode, it actually blocks the machine from outputting from that side. * typos I can't write to save myself sometimes * Better text alignment - Better text alignment * fix typos I swear I can't write to save myself. --------- Co-authored-by: Martin Robertz <dream-master@gmx.net> * Fix Orichalcum and Shadowiron smelting (#2251) * fix orichalcum and shadowiron smelting * add Alduorite and Chrysotile * Fix tier display for Fusion NEI header (#2250) * fix ulv recipes being broken again when under 1 tick calculation is taken (#2254) * change way to fix zfighting (#2253) * Crafting input hatches QoLs (#2200) * Fixes + Detect Inventory Slot Changes * support rename + check for updates * add back onChangeListener + fix npe * ICustomNameObject TileEntity * Fix NPEs * Use IInterfaceTerminalSupport * fix * register * dep * spotless * General Crafting Input Hatch QoL fixes (#2212) * feat: refactor naming && include circuit and catalyst in default name * feat: add 4 more slot to solve my ocd * fix: formatting * feat: migrate from 4x8 to 4x9 * spotlessApply (#2213) Co-authored-by: GitHub GTNH Actions <> * QoLs * 9 manual items * spotless * feat: open master GUI when used, without holding a data-stick (#2221) * fix destpos * optimize empty check * Fix error when fluidInventory.size() == 0 If the fluidInventory size is 0, there is no element to get. Add a check for it. * name in waila + fix int overflow * unnecssary super * update deps --------- Co-authored-by: Fox_white <39846845+foxwhite25@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Firenoo <49818773+firenoo@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> * Use real stack limit (#2256) * Fix incorrect data stick behaviors for hatches (#2257) * Fix pcb factory not applying its roughness multiplier when it doesn't OC (#2258) * fix PCB Factory not applying its roughness multiplier when it doesn't do any overclocks * spotless * Remove duplicate obsidian long rod (#2259) * disable gt obsidian long rod * cleaner code * Add hazmat to ThaumicBoots (#2260) * Add hazmat to ThaumicBoots does what it says * fixed * fix item names (#2263) * Fix renaming recipe check might ignore NBT equality (#2261) * Fix GPL ignoring if the recipe is allowed to be cached (#2262) * Added bricked blast furnace recipe progress to waila. (#2265) * Added bricked blast furnace recipe progress to waila. * fixed formatting issues. * Fix cutter recipes not being added (#2271) * add processing task * clean up item logic host * temporary fix for GT_StructrureMuTE * use j9+ feature on pollution task * prepare complex parallel logic for transition * feature to ProcessingLogicHost * fix up multiblock bases * add processing logic for each multi to prepare for transition * spotless * removed debug text from wailaBody of GT_MetaTileEntity_Hatch_CraftingInput_ME (#2272) * Proper recipe selection for output overflow in LCR and other multiblocks (#2247) * Implement Stream<FindRecipeResult> findRecipesWithResult for GT_RecipeMap * Change ProcessingLogic.process to actually use new findRecipesWithResult * Change ProcessingLogic.process to start finding something only for OUTPUT_FULL result * Refactor ProcessingLogic.process to make logic more readable * Replace while with for loop, remove NOT_FOUND return in end of findRecipesWithResult * Apply spotless * Make findRecipe use findRecipes, add annotation to GT_Recipe and FindRecipeResult for processRecipe and make method protected, replace wildcard imports * Remake isRecipeWithOutputFullFound * Add @Nonnull to methods * Apply spotless * Remove Stream version of findRecipeWithResult, replace with predicate one. Add GT_Predicated_Recipe_Map class for utilizing this method. Changes some existent recipe maps to inherit from base class. * Remove GT_Predicated_Recipe_Map, add Predicate directly to GT_Recipe_Map#findRecipeWithResult. Add AdvancedRecipeValidatorPredicate and FindRecipeWithAdvancedValidatorResult to allow store validation calculations for further use and proper errors displaying. * Fix InsufficientVoltage errors * Changes according to review comments. Integrate FindRecipeWithAdvancedValidatorResult to FindRecipeResult, rename AdvancedRecipeValidatorPredicate, encapsulate AdvancedRecipeValidatorPredicate fields, fixes some typos, etc * Moves InsufficientVoltage check to GT_ParallelHelper. Removes FindRecipeResult#State#INSUFFICIENT_VOLTAGE * Return an old findRecipeWithResult * Renames things, call old methods for singleblocks * Renames things, makes FindRecipeResult ctor private * Apply spotless * Move RecipeValidator, fix comments typos * update deps * fix up complex processing logic * add a getter for voiding mode * fix getAccessibleSlotsFromSide being wrong sometimes * allow for subtraction of a specific item * use long for amount * add a setter for machine host * initial work on finding recipes and input consumption * Deprecate PA by removing its controller recipe (#2273) * Restore PA controller recipe (#2276) * Restore PA controller recipe * Remove duplicated recipe * Add optional description to input hatch constructors (#2278) * mini fix (#2204) * [chore] Bump fallback version to 44 (#2274) * find recipe in theory working * add some helper methods to inventory logics * update deps * use collect not toList * fix loading crash * fix complex processing logic using wrong find recipe * fix up everything and get recipe finding working * annotate and clean up methods * spotless * save things to nbt * input separation for mutes and fully working processing * apply mute mode on processing logic * clean up overrides --------- Co-authored-by: chochem <40274384+chochem@users.noreply.github.com> Co-authored-by: miozune <miozune@gmail.com> Co-authored-by: Pxx500 <81298696+Pxx500@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Glease <4586901+Glease@users.noreply.github.com> Co-authored-by: firenoo <49818773+firenoo@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: Harry <harryyunull@gmail.com> Co-authored-by: Eraldoe <Eraldoe@users.noreply.github.com> Co-authored-by: Jakub <53441451+kuba6000@users.noreply.github.com> Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com> Co-authored-by: Guillaume Mercier <C0bra5@users.noreply.github.com> Co-authored-by: Fox_white <39846845+foxwhite25@users.noreply.github.com> Co-authored-by: Alastors <78517796+Alastors@users.noreply.github.com> Co-authored-by: Kyium <43573052+Kyium@users.noreply.github.com> Co-authored-by: SKProCH <29896317+SKProCH@users.noreply.github.com> Co-authored-by: Sampsa <69092953+S4mpsa@users.noreply.github.com> Co-authored-by: Jaiden Baker <jaidencolebaker@gmail.com> * address minecraft's reviews from #2283 * Refactor MuTE processing logic (#2301) -fix conflicts * Fix void protection for mutes (#2298) - fix conflicts * initial variables * implement working void protection on items and fluids * Adds a Simple PowerOutput task and cleans up some of the code. (#2303) * create a power output task which can be used for dynamos * refactor the controllers and clean up * add some documentation to power logic * make a wireless network manager class instead of using an interface * clean up and add documentation. * setAmperage to setMaxAmperage * fix comment * remove IGlobalWirelessEnergy usage * getAmperage -> getMaxAmperage * add todo for future * Cleanup MuTEMaster code (#2282) * exit early * spotless * better side checking * make if blocks mutually exclusive * more exit early * convert nested ternary operators into if blocks * remove dead code * collapse nested if blocks * add todo to break verylong condition into much smaller ones * spotless apply * collapsing nested if blocks and more exit early * spotless apply * extract try/catch block to its own utility method * break down this unreadable condition * boolean magic (1/5) * boolean magic (2/5) Also corrected some logic on the player null check, we want it to be non null * boolean magic (3/5) * boolean magic (4/5) * boolean magic (5/5) * remove todo * Fix logic --------- Co-authored-by: Jason Mitchell <jason@puzzle.io> Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> * Clean up a lil bit and fix some issues with MuTEs (#2316) * clean up fixes * actual fix and remove useless if * Rework MuTEGUI structure (#2429) - fix conflicts` Merged to rebase MuTEMaster and fix any non-compile errors and game not launching in there * some docs on a few methods * innitial GUI class * try to implement guis * almost working - fix comflict * add UIBuildContext to getGUI method * make it compile * sketch gui - fix conflict * compile and spotless * add config option to enabling MuTEs * Spotless apply for branch feature/MuTEMaster for #2431 (#2432) spotlessApply Co-authored-by: GitHub GTNH Actions <> * address reviews on broken processing logic * spotless * fix doc and review --------- Co-authored-by: Maxim <maxim235@gmx.de> Co-authored-by: RIONDY 'POPlol333' Adam <76914762+POPlol333@users.noreply.github.com> Co-authored-by: Jason Mitchell <mitchej@gmail.com> Co-authored-by: Daniel Mendes <70096037+Steelux8@users.noreply.github.com> Co-authored-by: kstvr32 <109012629+kstvr32@users.noreply.github.com> Co-authored-by: TheEpicGamer274 <102255081+TheEpicGamer274@users.noreply.github.com> Co-authored-by: miozune <miozune@gmail.com> Co-authored-by: chochem <40274384+chochem@users.noreply.github.com> Co-authored-by: Pxx500 <81298696+Pxx500@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Glease <4586901+Glease@users.noreply.github.com> Co-authored-by: firenoo <49818773+firenoo@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: Harry <harryyunull@gmail.com> Co-authored-by: Eraldoe <Eraldoe@users.noreply.github.com> Co-authored-by: Jakub <53441451+kuba6000@users.noreply.github.com> Co-authored-by: Connor-Colenso <52056774+Connor-Colenso@users.noreply.github.com> Co-authored-by: Guillaume Mercier <C0bra5@users.noreply.github.com> Co-authored-by: Fox_white <39846845+foxwhite25@users.noreply.github.com> Co-authored-by: Alastors <78517796+Alastors@users.noreply.github.com> Co-authored-by: Kyium <43573052+Kyium@users.noreply.github.com> Co-authored-by: SKProCH <29896317+SKProCH@users.noreply.github.com> Co-authored-by: Sampsa <69092953+S4mpsa@users.noreply.github.com> Co-authored-by: Jaiden Baker <jaidencolebaker@gmail.com> Co-authored-by: boubou19 <miisterunknown@gmail.com> Co-authored-by: Jason Mitchell <jason@puzzle.io>
2023-09-09Less aggressive System.nanoTime() (#2269)miozune
* Less aggressive System.nanoTime() * Address reviews
2023-07-24Fix wrong Oregen Pattern on Servers (#2177)glowredman
* Update buildscript * Send oregen pattern to client on login
2023-06-05Code cleanup (#2040)chill
* remove redundant suppressions * prettify commented code * improve comments The integer comment contradicted the code, so I deleted it. * delete commented-out code * update bitwise int flip from XOR to the dedicated tilda operator The flip was a 32-bit XOR, which is an int-flip. That XOR was replaced with an equivalent tilda operator. * convert a field to inline This field was used only once, so put it straight to where it is used. * remove fluid fix since no-one uses Forge version 1355 or earlier * unwrap switches where fitting In some places, we suppress IntelliJ's inspection RedundantLabeledSwitchRuleCodeBlock - we don't want to unwrap some of the suggested cases because we want to keep the consistency in a switch statement for the sake of readability. * fuse "collect" into Stream API * fix javadocs * remove unnecessary public modifiers from an interface Members of an interface are public by default. * move common parts outside of if * suppress OverrideOnly warning in a javadoc * remove unused lock * suppress warnings about unchecked casts These warnings require non-trivial fixes that are yet to arrive. For now, let's suppress them to reduce the warning-bloat. * remove outdated comment * remove final modifier from private methods Because they are private, it is hard to accidentally overwrite them. Therefore, the final modifier is redundant in this case. * refactor getIcon The first 'if' doesn't cover only tMeta == 9 && mConnectedMachineTextures, therefore the second if can be unrolled. The last switch is redundant because all tMeta values are covered by switches, but let's keep SOLID_STEEL as a fallback just in case. * explain what the casings are and why block casings are split * suppress switch-to-if suggestion * remove unnecessary null check The null is handled in doGenerateItem() * address redundant local variables * rename variables in onTick * suppress warning about accessing static member via instance * rephrase exception * rephrase javadoc * address field-can-be-final warnings * remove empty methods * enum cannot inherit, so protected is redundant * remove redundant throws * update imports to be not wildcard * remove unnecessary try-catch * update for loop * remove redundant code in order to use the diamond operator * update instanceof to use pattern variables * replace blank lines with <p> in javadocs * fix dangling javadocs * suppress warning about unreachable methods in javadocs * remove redundant operation * add the descriptions of parameters in javadocs Also fix javadocs along the way. * relax returned type in javadoc That was done in order to make the docs reflect the code more often. Otherwise, people may forget to change the returned type again with another change. * make long conversion explicit Integer multiplication can give a wrong result if one of the parts is not explicitly cast to long. Let's cast one of the parts where applicable. * remove unary plus * simplify unary minus * use addAll instead of forEach,add It was suggested by IntelliJ to replace the iteration with a bulk operation to improve performance. * replace .asList with .singletonList for consistency * simplify toArray calls Explanation from IntelliJ: There are two styles to convert a collection to an array: * A pre-sized array, for example, c.toArray(new String[c.size()]) * An empty array, for example, c.toArray(new String[0]) In older Java versions, using a pre-sized array was recommended, as the reflection call necessary to create an array of proper size was quite slow. However, since late updates of OpenJDK 6, this call was intrinsified, making the performance of the empty array version the same, and sometimes even better, compared to the pre-sized version. Also, passing a pre-sized array is dangerous for a concurrent or synchronized collection as a data race is possible between the size and toArray calls. This may result in extra nulls at the end of the array if the collection was concurrently shrunk during the operation. * split StringBuilder append Explanation by IntelliJ: Reports String concatenation used as the argument to appends. Such calls may profitably be turned into chained append calls on the existing StringBuilder saving the cost of an extra StringBuilder allocation. This inspection ignores compile-time evaluated String concatenations, in which case the conversion would only worsen performance. * annotate overriding methods with @Nonnull where needed The method that was overridden has @Nonnull so the method that is overriding should also have @Nonnull. * remove set adding itself to itself * remove null check because findField either works or blows up cpw.mods.fml.relauncher.ReflectionHelper::findField either returns a non-null value or throws a RuntimeException, so no need to check of null. * remove slot comparison with tInventory.length slot max value is 127 when tInventory.length is set to 256, which results in that the condition is always true and unnecessary. * remove aOutput2 null check As GT_Values.NI is null, there is no need to check aOutput2 for null again * suppress the suggestion to delete tMeta < 13 mConnectedMachineTextures can change, so tMeta range is not guaranteed * remove aCoverVariable % 3 < 2 the if above already limits the result of % 3 to "2", so the condition "less than 2" is always false. * unwrap "if" because bonus is unchanged Unwrap if because even if the bonus is a variable, it hasn't been changed for the past 8 years and is unlikely to be changed in the future. * reformat javadoc * improve ignoring an exception Make them either more clear or concise * fixup fix typo * update deprecated calls of newInstance() * remove testing BaseMetaTileEntity GregTech_API.constructBaseMetaTileEntity() checks the creation by itself, logging and throwing a runtime error if failed. * unwrap hatch-fill for do_SolarSalt To reach this branch, do_coolant needs to be false and we need to still be in the function, which means that do_SolarSalt was set to true in the previous top-tier "if". * remove always-false input-bus checks of MTE PlasmaForge size() is non-negative, and the values it is compared to are final and 0. * length and size are non-negative Therefore, there's no need to check their negativity * aOutput is guaranteed to be positive * tThereWasARecipe is always false when reached in its first occurrence * convert an assert into if Only tStack 2 is checked for null because if it isn't null then tStack1 also isn't null based on the "if" above. Also IntelliJ was sure that tStack is not null for some reason. On a side note, assertions work only either with a specified flag or in debug runs. Therefore, it is dangerous to rely on them. * simplify stone-gravel-cobble if tBlock != Blocks.stone because of the if at the start of the method. for the last else-if, tBlock == Blocks.gravel because of the check slightly above the change. * interDimensional is always true because of the first if * convert an example to javadoc * remove always-false statements * replace referential string equality with equals If we compare strings by "==", we compare references to them, which is not what we usually want. I wasn't sure if String Pool works here, so I played it save with equals(). * use Automatic Resource Management for AutoCloseable ByteBufOutputStream * add todo to swap from sleep to event bus * null is checked by instanceof * merge switch branches * add a TODO to use clamp() * new String declaration is redundant * use getOrDefault for a map * replace StringBuilder with concatenation where fitting Using a StringBuilder to concatenate two string will not make the program faster or more understandable, so I swapped it to concatenation. * remove unnecessary continue * flip if * remove redundant returns * unwrap ifs It's checked at the top "if" that aType == IItemRenderer.ItemRenderType.INVENTORY, so all aType.equals(IItemRenderer.ItemRenderType.INVENTORY below are always true. * remove checking all GT VERSIONs except the API one * remove version check from GT_Mod and delete respective VERSION fields Aside from GregTech_API.VERSION, these fields are not used anywhere in the project, so only GregTech_API.VERSION was kept. The idea and the usage check were done by miozune.
2023-05-08Migrate to FluidSlotWidget from FluidDisplaySlotWidget (#1963)miozune
2023-05-01bs+saMartin Robertz
2023-04-23Forge direction (#1895)Jason Mitchell
* ForgeDirection Also refactor the clusterfuck that was `getCoordinateScan` Co-authored by: Jason Mitchell <mitchej@gmail.com> * Fix rendering of Frame Boxes Frame boxes needed their own implementation of getTexture with int connexion mask, which is returning an error texture for the MetaTileEntity, because pipes (FrameBox **is** a pipe) do use this method to return different textures based on connexion status. --------- Co-authored-by: Léa Gris <lea.gris@noiraude.net>
2023-04-22MuTE overhaul and ACR (#1883)Maxim
* complex controller start * Added methods to get input fluids and items * Added logic to complex parallel mute * Added ACR and fixed many, many, many, many bugs * Added void protection setting to checkRecipe * do not init nbt, if mteID and mteRegistry are the same * Improved GUI design * Force structure check when pressing power switch * ACR Textures * Added T1 structure * Added perfect OC * Added WAILA * fix mutes resetting their nbt * Fix ACR GUI * fix npe * Added void protection for MuTEs * Fixed ACR starting recipe while another one is ongoing * nbt saving * maybe fix structure breaking * Fix complex machine disabling on startup * correctly update input tanks * move casings over * Changed logic of casings to change mode and facing in one go by sneaking * Fixed the casing target not resetting * Added side only annotations * don't leave it empty * Added power logic and tiered blocks to ACR * Change facing to wrench side if casing mode is currently none * lasers anyone? * Added ACR item chaining * Remove unncessary item lists * Use HashSet for process whitelists * Optimize list capacities * Fix potential recipe voiding bug * Rename methods for consistancy * Fix NPE * Duct tape fix structure check * allow MuTEs to connect to cables * Added separate tank inventories for input separation (#1887) * Fixed unregistering tank function * Fixed input busses not being automatable * Added fluid chaining * Fixed saving of input tanks * Forbid inventory registering with empty name * Display all input tanks in controller GUI * Fixed fluid hatch GUI height * Reset casing lists when checking the structure * Make inventory GUI size consistant * Make use of the tooltip cache * rename thing clean up * Forgot to put tooltip into map * Added tooltip to ACR * Reset whitelists when one whitelist window was opened * Refined scanner string * Fixed progress times * Fixed MuTE not consuming fluids * Properly register controller inventories * switch to ForgeDirection * switch to new Renderer * Added missing contains check on registerInventory * Fixed output tanks not registering * Fixed upgrade tank loading * fix machines not having active/inactive textures * fix overlays not loading correctly * Don't register controller directly * Remove magic strings all * fix active not setting to inactive * allow glow * item renderer * fix glow * MuTE improved hatch GUI and fluid output locking (#1889) * Allow output hatches to be fluid locked * Reworked hatch GUI * Check target before trying to open GUI * Make ACR GUI easier to look at * fix covers not rendering on mutes * fix covers not displaying above the item/fluid in/out * new folder texture structure * Reduce network traffic caused by covers * Fixed WAILA fluid locking display * Don't save everything to the itemstack NBT * Added possibility to save NBT of MuTE to its itemstack * fix textures, but make sacrifices * mah textures * Removed the need for all textures to be present * Added glow texture for active coke oven * Removed unncesssary upgrade casing textures * shorten nbt tags --------- Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2023-04-10Update spotless config to 0.2.2Raven Szewczyk
2023-04-01Jabel, Generic injection and mostly automatic code cleanup (#1829)Raven Szewczyk
* Enable Jabel&Generic injection, fix type error caused by this * add missing <> * Infer generic types automatically * Parametrize cast types * Use enhanced for loops * Unnecessary boxing * Unnecessary unboxing * Use Objects.equals * Explicit type can be replaced with `<>` * Collapse identical catch blocks * Add SafeVarargs where applicable * Anonymous type can be replaced with lambda * Use List.sort directly * Lambda can be a method reference * Statement lambda can be an expression lambda * Use string switches * Instanceof pattern matching * Text block can be used * Migrate to enhanced switch * Java style array declarations * Unnecessary toString() * More unnecessary String conversions * Unnecessary modifiers * Unnecessary semicolons * Fix duplicate conditions * Extract common code from if branches * Replace switches with ifs for 1-2 cases * Inner class may be static * Minor performance issues * Replace string appending in loops with string builders * Fix IntelliJ using the wrong empty list method * Use Long.compare * Generic arguments: getSubItems * Generic arguments: getSubBlocks * Raw types warnings * Fix remaining missing generics * Too weak variable type leads to unnecessary cast * Redundant type casts * Redundant array length check * Redundant vararg arrays * Manual min/max implementations * A couple missed inspections * Goodbye explosion power ternary ladder * Apply spotless * Get rid of the other two big ternary ladders * Binary search explosion power * Don't overcomplicate things
2023-04-01update spotless formatting (#1827)boubou19
2023-04-01Implement Power Logic, Pollution Logic and Processing Logic for MuTEs and ↵BlueWeabo
many other things (#1823) * update bs 2 * fuel consumption and energy implementation. clean up * don't register XD * some clean up * coke oven work * semi-working coke oven somehow i broke the activating of the multiblock * power logic * PowerLogic * clean up, saving loading nbt * small cleanup and pollution * pollution working :P * Energy mostly working, wallsharing * processing logic * fix npe and deregister * review requests * missed one * remove extra 0
2023-02-07Mte inventory block (#1692)BlueWeabo
MTE Inventory Upgrade * inventories saved to nbt in controller * bump up ModularUI to fix labels * inventory renaming * fix inventories not syncing * more nbt saving and loading * unregister inventory on block break * example of a block being made from the same class * clear UpgradeCasing list every structure check * fix inventory halving to 0 * sync inventory name for upgrade block * switch to its own method of sending client data --------- Co-authored-by: Jason Mitchell <mitchej+github@gmail.com>
2023-01-30[ci skip] spotlessApply with the new settingsJason Mitchell
2023-01-20MTE Inventory updates (#1496)Jason Mitchell
* MTE Inventory updates * Separate Input/Output inventory * Use a LinkedHashMap to ensure inventory orders are deterministic * Input/Output work on either Input/Output inventories * MTE Inventory * Add GT_Packet_MultiTileEntity * More dyanmic packet with packetFeatures * Add IMTE_HasModes for MultiBlockPart * Help with MTE Inventory (#1613) * convert inventory to use ItemStackHandler * Update MUI * inventories * move Iteminventory to its own method Co-authored-by: miozune <miozune@gmail.com> * Update MUI * Update MUI * Add IMultiBlockPart * Mte fluid inventory (#1639) * first work on fluid inventory * make gui work with numbers not dividable by 4 * use math.min * add outputfluids saving * actually working * Update MUI Co-authored-by: miozune <miozune@gmail.com> * Ticking Covers! * Parts now register covers with the controller * Controllers now tick covers on parts * Break cover ticking out into `tickCoverAtSide` Fix some inventory methods on MultiBlockController * Filter on tickable covers * Improve GUIs for MTEs (#1650) * working controller GUI * locked inventory selection work * input and output locking of inventories Co-authored-by: miozune <miozune@gmail.com> * spotless * CoverInfo refactor (#1654) * Add `CoverInfo` and deprecate the old fields to hold cover information * Disable MTE registration * Fix NPE - Return EMPTY_INFO for SIDE_UNKNOWN Temporarily add back old NBT saving in case of a revert so covers aren't lost. * Actually save the old NBT data, instead of empty Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com> Co-authored-by: miozune <miozune@gmail.com>
2022-11-25Rewrite GUIs with ModularUI (#1381)miozune
* Base work for ModularUI compat * Remove useless interface * Add almost all the widgets * Invert method * Refactor NEI stack placement positions * NEI handlers on ModularUI * Add some more docs * AdvDebugStructureWriter * Fix NEI progressbar not working * PrimitiveBlastFurnace * clean * derp * clean * spotlessApply * Boilers * Buffers * clean * N by N slots containers * Fix boilers not having bucket interaction Put opening UI to individual MetaTEs * Maintenance Hatch * clean * spotlessApply * Add dependency * IndustrialApiary * Adapt to ModularUI change * Base work for covers & fix crash with MP * Fix crash with server * Rewrite base work for covers * Send initial cover data on cover GUI open so that the time of showing incorrect data will be eliminated * Covers part 1 * Rename package: ModularUI -> modularui * Rename class: GT_UIInfo -> GT_UIInfos * Fix build * Covers part2 * Fix missing client check with tile UI & fix title overlap * CoverTabLine * Move cover window creators to inner class * Fix crash with null base TE * Close GUI when tile is broken * Color cover window with tile colorization * Change signature of addUIWidgets * FluidFilter cover, FluidDisplaySlotWidget, BasicTank, BasicGenerator, Output Hatch, MicrowaveEnergyTransmitter, Teleporter, DigitalChest, DigitalTank * Add title tab * Move package: modularui -> modularui/widget * Programmed circuit + IConfigurationCircuitSupport * clean * VolumetricFlask * Remove integrated circuit overlay from recipe input slots * Input Hatch & Quadruple Input Hatch * Multiblock * Deprecate old cover GUI * BasicMachines * Finish BasicMachine & NEI * Expand DTPF NEI to 9 slots * Fix ME input bus on MP * Move AESlotWidget to public class * Move GT_Recipe_Map constructors with mNEIUnificateOutput to setter method * Move SteamTexture.Variant to outer enum * Switch to remote repository * oops * Update MUI * Update MUI * Minor refactor for change amount buttons * Display items and fluids that exceed usual count * blah * use +=, why didn't I do this * Update MUI * Move ModularUI to Base (#1510) * Move ModularUI to Base * Move most of the ModularUI functionality to `BaseTileEntity` (and `CoverableTileEntity`) * `CommonMetaTileEntity` delegates ato the MetaTileEntity * Added several interfaces (with defaults) to indicate if a tile/metatile override/implement certain behaviors. * Moved `IConfigurationCircuitSupport` interface such that it will work with BaseTileEntity or a MetaTileEntity * Address reviews Co-authored-by: miozune <miozune@gmail.com> * Update MUI * Minor changes to NEI * Return :facepalm: * IGetTabIconSet override * Some more changes to NEI * Merge texture getter interfaces to new class GUITextureSet * Remove BBF structure picture as it's auto-buildable now * Make unified title tab style of texture angular * Expose some boiler texture getters for addon * Fix crash with cover GUI on pipe * Lower the number of recipe per page for DTPF & update MUI * Update MUI * Fix crash with middle-clicking slot on circuit selection GUI * Fix circuit selection window not syncing item from base machine * Merge GT_NEI_AssLineHandler into GT_NEI_DefaultHandler * Update MUI * Add in TecTech multi message * Allow changing the way of binding player inventory * Update MUI * Update MUI * Update MUI * Update MUI * Update MUI * Make MUI non-transitive to allow addons to use their own version * Force enable mixin * Format fluid amount tooltip * Add GUITextureSet.STEAM * Add guard against null ModularWindow creation * Add constructors for Muffler Hatch with inventory * Fix output slot on digital chest and tank allowing insertion * Don't log null ModularWindow * Add default implementation for IHasWorldObjectAndCoords#openGUI * Make openGTTileEntityUI accept MultiTE & cleanup Co-authored-by: Jason Mitchell <mitchej@gmail.com>
2022-09-08fix GT_Packet_SetLockedFluid not setting lock mode (#1356)Glease
* fix GT_Packet_SetLockedFluid not setting lock mode also fixed drag and drop from NEI handler got called when drag and drop from main inventory * fix lockFluid overwriting mMode == 8 * add markDirty() call
2022-09-03merge in ASM-ed in changes from gt++ (#1339)Glease
* merge in ASM-ed in changes from gt++ * Spotless apply for branch gtpp-asm-merge for #1339 (#1340) Co-authored-by: Glease <4586901+Glease@users.noreply.github.com> Co-authored-by: GitHub GTNH Actions <> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2022-09-02Add Drag-And-Drop support for digital tank (#1333)miozune
* Add Drag-And-Drop support for digital tank * lockedFluidName is null in old save
2022-08-27Update buildscript & apply spotless (#1306)Raven Szewczyk
* Update dependencies * Update buildscript, apply spotless
2022-08-23Refactored built-in integrated circuit support (#1284)repo-alt
* Refactored built-in integrated circuit support Added built-in integrated circuit to input buses * fix spacing
2022-08-19ME input bus, gives the multiblock direct access to the 16 selected item ↵repo-alt
types (#1271) * ME input bus, gives the multiblock direct access to the 16 selected item types * Reworked GUI to match the normal interface * Don't need to duplicate shadow slots Sync can (better) be done in `endRecipeProcessing`, in case some multi doesn't call `updateSlots` or does it at the wrong time * Clarify name, to distinguish from the (future) Buffering and Crafting buses * Make the GUI 4x4 again * Make the 4x4 GUI actually work * Make ghost item show item amount * Remove unimplemented code remnants Co-authored-by: Sampsa <sampo.vanninen@aalto.fi>
2022-07-22MultiTileEntityJason Mitchell
2022-04-18Multitileentity precursor (#963)Jason Mitchell
* Refactors * Refactor CoverableTileEntity a bit more, pull out a CommonMetaTileEntity * Add an IDebugableTileEntity interface instead of checking various subclasses * Move more redstone related things to CoverableTileEntity * Add IGTENet * Final and dead code removal * Address a few comments, fix a few comments, remove some more dead code, and add some more finals. * fix bad rebase
2022-03-18fix set locked fluid not working via drag n drop (#979)Glease
2022-01-23AE2 Cable facade as cover (#887)Glease
* initial work on facade covers * fix colorMultiplier also removed derp * Clean up drop cover texture reset code What was I thinking actually? Send a packet to reset client states? * Fix cover display stack
2022-01-10Cover tabs (#856)YannickMG
* Add network support for chanining GT Tile GUIs * Implemented Cover Tabs for IGregTechTileEntity See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details * Added IGuiIcon For easier addon extensibility of GT_GuiIcon Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs * Typo fix * Fixed unintended scala import * Tabs -> Spaces on the files I've touched
2022-01-03Allow drag and drop from NEI to set output hatch locking (#845)Glease
* Allow drag and drop from NEI to set output hatch locking also cleaned up the output hatch networking code * Add not locked indicator
2021-12-30Fix GT_Packet_SetConfigurationCircuit not setting inventory dirty flag (#837)Glease
2021-12-17Add allow multistack to client preferenceGlease
Default to false
2021-12-02add select circuit gui for machine and circuits itself (#773)Martin Robertz
also fixed some issue with basic machine gui introduced in 9d42b299def1c41bbc7a1f01efe445be28f54399 also retrofitted volumetric flask to use the new INetworkUpdatableItem and GT_Packet_UpdateItem, deprecating MessageSetFlaskCapacity in the meanwhile. To open the gui for machine, shift-left-click the circuit slot To open the gui for circuit, click any block (need to be sneaking if it's chest, furnace, etc) with the circuit held in hand. Signed-off-by: Glease <4586901+Glease@users.noreply.github.com> Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
2021-11-17convert cover data storage to a full nbt tagGlease
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
2021-06-07removed covervariable as a parameter and applied proper maskingMatt
2021-06-06Uses GT_WirelessRedstoneCover packets nowMatt
2021-06-05Made fixes based on Glease's suggestionsMatt
2021-05-25Add input bus initial filter preferenceGlease
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
2021-05-25Allow client send preference to serverGlease
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>