This enables us to store more biome related information in the profiles in the future.
I also changed the default biome profiles directory name back to 'biome' to keep backwards compatibility with Amidst v3.7.
Before, when there was a bug in the drawing loop this would have caused Amidst to open up to 50 crash windows per second (Amidst is capped at 50 FPS), which is really bad. Also, it is very likely that such bugs would not be reported, because the bug report cannot be copied.
Now, only one CrashWindow is opened and the displayed error message is updated when more crashes occur.
If a thread is a daemon thread, it does not keep the JVM alive. This means, that if all non-daemon threads are terminated, the JVM will just terminate all daemon threads and exit. This is a bad thing, if the daemon thread is currently writing to a file, because this will corrupt the file. Since the worker threads are used for IO, they should not be daemon threads.
The previously generated test data were based on faulty biome data, see issue MC-95612. The newly generated test data are generated from unaffected minecraft versions. Since nearly all structures are generated from the biome data, this leads to a change in a great part of the generated test data.
The test data in 15w51b are generated from the buggy stronghold algorithm. The test data in 16w06a are generated from the fixed stronghold algorithm.
... to ensure there is only one enum entry per magic string. I also removed already existing collisions. I kept the latest version of the colliding pairs.
* removed two-step lambda for the stronghold factory by introducing the interface TriFunction
* the world builder now combines the valid biomes with the factory
* removed duplicate magic string
* removed earliest version pointer, since it was unused
* moved version description for strongholds to DefaultVersionFeatures
* added additional matching versions to comment (1.7.6, 1.7.7, 1.7.8) these must recently have been added back to the minecraft launcher
Previously, clicking on a text widget did not trigger a select world icon operation. However, the text widget does not do anything with the click event. I think it is more intuitive to select the underlying world icon.
When a profile is selected via the profile select window, a log message is written that contains the profile name and the real Minecraft versionId (the recognised versionId was always logged later on). This enables us to quickly identify bug reports about modded Minecraft versions.
* used only one instance of the counter class
* passed counter to the relevant parts via dependency injection
* removed counter from widget and fragment drawer since it does not really belong there
* removed dot from fps widget to reduce users confusion
* improved the code
* switched biome data storage format to protobuf (binary)
* switched back to json (see reasons below)
* switched biome data serialization strategy
* added mechanism to test specific entries for specific worlds
* squashed commits to prevent git from storing the outdated big testdata files forever
And this are the old detailed commit messages:
changed strategy for biome data storage
* it now tracks and stores all biome data requests while the other test data are created
* the same request during the running test will offer the same response as during the test data generation
* this greatly simplifies the code, makes the size of the test data much smaller and the testdata creation and loading much faster
removed the binary test data storage
* switched back to json
* did not serve a significant better result (time and space)
* protobuf documentation discourages the use for large messages
* I want to not use code generation whenever possible because
* it contains warnings
* it is differently formatted than the hand written code
* it makes the build process more complicated
Here are the stats:
json binary binary packed
test time: 13,193 s 9,838 s 9,333 s
complete: 6,4 mb 6,1 mb 6,1 mb
uncompressed: 260,8 mb 212,5 mb 212,5 mb
complete is the compressed size of all zip files. uncompressed is the uncompressed size of the full-resolution biome data. We see, that the compression removes a big portion of the space advantage that would be served by the binary format. The binary packed format seems to not be any better than the default binary format. Just the few seconds are not really worth the disadvantages listed above.
fixed bugs in test data generation
* test world generation now omits unsupported entries
* creation of an empty coordinates collection throws an exception to prevent the usage of empty testdata
switched BiomeData to binary storage format
rename refactorings and adjustments to the protobuf format
added equalityChecker to TestWorldEntryDeclaration
used the method TestWorldDeclaraion.isSupported() ...
... to allow that only specific features are tested for special test worlds
enhanced readability of test world entry declaration
more refactorings for the testworld code
extracted the class TestWorld from the class TestWorldDirectory
renamed and moved classes
moved write and read methods to entry declaration
added protobuf
* library
* license
* testdata declarations
* generated code from testdata declarations
improved testdata storage
* split up the single zip file into multiple small ones to only change as few data as possible, when they need to be changed
* removed timestamp from zip files to make them reproducible
removed many usages of TestWorldDeclaration by exposing the regocnised version from the world object
To prevent the need to make the minecraft jar file and libraries available on travis ci, this test uses previously generated testdata to ensure that the generated world icons are still the same as when the test data where generated. It is true, that this uses the production code to generate the test data, however, this is not an issue, because the test data are stored and not generated every time the test is executed. All in all, the test checks whether the generated world icons have changed since the test data where generated. It does not ensure, that the world icons are correct (meaning like minecraft generates them).
The test:
* loads the biome data from the test data
* loads the world icons
* creates a fake minecraft interface that provides the stored biome data
* creates a world object using the fake minecraft interface
* generates all world icons using the world object
* compares the generated world icons to the loaded world icons
The test data contains all biome data in the test area as well as all world icons. The test area is 10 fragments in all directions from [0, 0] ([-5120, -5120] to [5120, 5120]). The world icons are generated for the inner 10 - 1 = 9 fragments ([-4608, -4608] to [4608, 4608]). This prevents the world icon producers to request biome data that have not been stored. The test data are stored in a zip-file to prevent them from taking up to much space. One world requires about 6.5 MB (compressed). Thus, we should not add to much test worlds and not change them very often to prevent the repository from getting too big. An alternative would be stored the testdata somewhere else than in the repository. However, they have to be available for travis ci, so this will be the solution for now.
* The End Cities are currently not included.
* The current seed is "amidst-test-seed" using the default world type and minecraft version 1.8.9.
* The test data are generated by running the test in the class DevToolRunner.