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Feat: Use LazyInit to load LightEngine. #60

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@KasumiNova KasumiNova commented Sep 13, 2024

📝 Description

This PR fixes plugin server compatibility.
Changed WorldMixin to LazyInit at alfheim$getLightingEngine() instead of loading immediately at because the plugin server added a new method, but the mixin could not modify the newly added method properly (Like this: https://mclo.gs/Timk8ND).

Another feature, modified Alfheim.java, added a annotation content, so that the server can accept any version of the client's mod, because there is no relevant code involved in the dual-end interaction, so that the client does not need to force the installation of the same version of the mod with the server.

🚦 Testing

Works fine at SinglePlayer, Dedicated Server, Dedicated Plugin Server.

⏮️ Backwards Compatibility

Works fine.

📚 Related Issues & Documents

🖼️ Screenshots/Recordings

📖 Added to documentation?

  • 📜 README.md
  • 📑 Documentation
  • 📓 Javadoc
  • 🍕 Comments
  • 🙅 No documentation needed

😄 [optional] What gif best describes this PR or how it makes you feel?

Summary by CodeRabbit

  • New Features

    • Updated project version from 1.4 to 1.5, indicating a new release.
    • Added compatibility checks for remote versions, enhancing flexibility.
    • Introduced lazy initialization for the LightingEngine, improving performance and robustness.
  • Bug Fixes

    • Improved control flow for lighting engine access, reducing potential version-related issues.

…patibility on the PluginServer.

- Allow server to accept any version of the client mod.
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coderabbitai bot commented Sep 13, 2024

Walkthrough

The pull request introduces several changes, including an update to the project version in build.gradle.kts, the addition of the acceptableRemoteVersions attribute in the @Mod annotation of Alfheim.java, and modifications in WorldMixin.java that enhance the initialization process of the LightingEngine. These changes collectively aim to improve version management and control flow within the codebase.

Changes

File Change Summary
build.gradle.kts Updated version from "1.4" to "1.5".
src/main/java/dev/redstudio/alfheim/... Added acceptableRemoteVersions = "*" to @Mod annotation for version compatibility.
src/main/java/dev/redstudio/alfheim/... Modified WorldMixin to defer LightingEngine initialization to a lazy loading method.

Sequence Diagram(s)

sequenceDiagram
    participant World as WorldMixin
    participant Engine as LightingEngine

    World->>Engine: Request LightingEngine
    alt First Access
        Engine-->>World: Initialize LightingEngine
    end
    World->>Engine: Use LightingEngine
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Actionable comments posted: 0

Outside diff range and nitpick comments (1)
src/main/java/dev/redstudio/alfheim/Alfheim.java (1)

17-17: Consider specifying a range of compatible versions.

The change to add acceptableRemoteVersions = "*" is correctly implemented and aligns with the PR objective of making the server not force the client to install the same version of the mod.

However, setting acceptableRemoteVersions = "*" is a broad compatibility rule that may lead to unexpected issues if the mod's functionality changes significantly between versions. It would be ideal to specify a range of compatible versions instead of allowing all versions.

For example, you could specify a range like this:

-@Mod(modid = ID, version = VERSION, updateJSON = "https://forge.curseupdate.com/910715/" + ID, useMetadata = true, dependencies = "required-after:mixinbooter@[8.8,);required-after:redcore@[0.5,)", acceptableRemoteVersions = "*")
+@Mod(modid = ID, version = VERSION, updateJSON = "https://forge.curseupdate.com/910715/" + ID, useMetadata = true, dependencies = "required-after:mixinbooter@[8.8,);required-after:redcore@[0.5,)", acceptableRemoteVersions = "[1.0,2.0)")

This would allow compatibility with versions from 1.0 (inclusive) to 2.0 (exclusive). Adjust the range as per your mod's versioning scheme and compatibility expectations.

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between 908b785 and 4b93dcf.

Files selected for processing (3)
  • build.gradle.kts (1 hunks)
  • src/main/java/dev/redstudio/alfheim/Alfheim.java (1 hunks)
  • src/main/java/dev/redstudio/alfheim/mixin/WorldMixin.java (2 hunks)
Additional comments not posted (3)
src/main/java/dev/redstudio/alfheim/mixin/WorldMixin.java (2)

72-75: LGTM!

The lazy initialization of alfheim$lightingEngine looks good. It ensures that the LightingEngine is only created when it is first accessed, which aligns with the objective of deferring the initialization to improve compatibility and avoid immediate loading issues.


42-42: Verify that always returning true does not introduce unintended side effects.

The change looks good as it delegates the light update scheduling to the custom LightingEngine. However, please ensure that always returning true does not break any existing logic that relies on the return value of checkLightFor.

To verify the impact of always returning true, run the following script:

Verification successful

Modification to always return true is safe

After analyzing the usage of checkLightFor in the codebase, I can confirm that always returning true does not introduce any unintended side effects. The method calls in ChunkMixin.java do not use the return value, and the actual light update is scheduled through the custom LightingEngine. This change aligns with the intended behavior of delegating light updates to the new system.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the usage of the return value of `checkLightFor`.

# Test: Search for the method calls and analyze how the return value is used.
# Expect: The return value should not be used in a way that introduces side effects.
rg --type java -A 5 $'checkLightFor\('

Length of output: 2940

build.gradle.kts (1)

14-14: Version update looks good!

The version has been bumped from 1.4 to 1.5, which adheres to the Ragnarök versioning convention. This update likely corresponds to the changes introduced in this PR.

@KasumiNova KasumiNova changed the title Feat: Use LazyInit to load LightEngine and make the server not force the client to install the same version of the mod. Feat: Use LazyInit to load LightEngine. Nov 3, 2024
@Desoroxxx
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Could you send the full debug log of a crash? because it feels weird that the init inject would fail

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2 participants