Feat: Use LazyInit to load LightEngine and make the server not force the client to install the same version of the mod.
📝 Description
This PR fixes plugin server compatibility.
Changed WorldMixin to LazyInit at alfheim$getLightingEngine() instead of loading immediately at
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
- [x] 🙅 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.
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
🐰 "In the code where changes bloom,
A version's rise dispels the gloom.
With lights that wait, and mods that play,
A brighter path is here to stay!
Hops of joy, we celebrate,
New features come, oh isn't it great!" 🐇✨
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Could you send the full debug log of a crash? because it feels weird that the init inject would fail
This was added in 1.6 Dev 2