Let the Attuned Crafting Interface enable and disable individual recipes - #221
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Let the Attuned Crafting Interface enable and disable individual recipes#221rubensworks wants to merge 2 commits into
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The Attuned Crafting Interface exposes every recipe of its target machine, with no way to leave any of them out. Pointing one at a crafting table therefore hands the network thousands of recipes, and a crafting job may pick one the player never wanted to be automated. This gives the part a gui of its own that lists all recipes of its target, with the output icon and name of each. Clicking a row toggles it, and "Enable all", "Disable all" and "Invert" apply to whatever the search field currently matches, which is what makes a machine with thousands of recipes workable. The settings gui, which used to be the part's main gui, moved behind a button. Disabled recipes are stored as a blacklist of recipe keys on the part state, so an interface that has nothing disabled costs no extra NBT, and a pack update that adds recipes does not silently disable them. A recipe key is the recipe id where there is one, and the full structural serialization otherwise. Keys are never resolved back into recipes for storage, since that throws once a recipe is gone, and an unresolvable key must stay opaque so that a pack update cannot silently re-enable something the player disabled. The part state now exposes the filtered recipes through getRecipes, and the full list through getAllRecipes for the gui. Every toggle updates the filtered list and then tells the network about exactly the recipes that changed, because the network unregisters a crafting interface by iterating over the recipes it exposes: had that set changed silently, the disabled recipes would have leaked into the network's recipe index for good. A game test covers that invariant. Recipes reach the client through the gui data buffer at open time. Ones that come from a built-in recipe are sent by id and resolved from the client's own recipe manager, so a crafting table costs a few tens of kilobytes rather than a full structural dump. Sorting by output name happens client-side, so the order follows the client's language, and toggles are therefore keyed by recipe key rather than by list position. Bulk actions send the server-side indexes of the filtered recipes along with a version of the recipe list, and the server ignores them if it re-read its recipes in the meantime. Both payloads carry a sequence number, without which the value notifier would swallow a repeated identical toggle. This needs the recipe ids that CommonCapabilities 2.11.4 added, so its version is bumped along with it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
Coveralls flagged the previous commit for dropping coverage: the recipe list container was the largest new class and had nothing exercising it, since this repo has no precedent for testing containers at all. Two game tests now drive it the way a player does. The first writes the part's gui data and constructs the container from that buffer, which covers the whole client-sync encoding: recipes sent by id and resolved back through the recipe manager, the disabled keys, the search filter, and the server index that bulk actions are keyed on. The second feeds the container the value-notifier payloads the gui sends, covering single toggles, all three bulk actions, a repeated identical toggle, and the two cases the server refuses: indexes from a stale recipe list and indexes out of range. Opening the container through the part's own menu provider is covered too. The value ids of both payloads are exposed so a test can address them, and the gui-side recipe reader is public for the same reason. The screen itself stays untested, as every other screen in this repo is. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
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Closes #162, Closes #219
The Attuned Crafting Interface exposes every recipe of its target machine, with no way to leave any of them out. Pointing one at a crafting table hands the network thousands of recipes, and a crafting job may pick one the player never wanted automated.
This gives the part a gui of its own that lists all recipes of its target, with the output icon and name of each. Clicking a row toggles it; Enable all, Disable all and Invert apply to whatever the search field currently matches, which is what makes a machine with thousands of recipes workable (
search minecraft: → disable all). The settings gui, which used to be the part's main gui, moved behind a button. Nothing was added to the normal crafting interface, whose recipes are hand-picked already.How disabled recipes are stored
A blacklist of recipe keys on the part state: an interface with nothing disabled costs no extra NBT, a pack update that adds recipes does not silently disable them, and no migration is needed.
A
RecipeKeyis the recipe id whereIRecipeDefinition#getRecipeIdgives one, and the full structural serialization otherwise. Keys are never resolved back into recipes for storage, sinceRecipeDefinition#fromRecipeIdthrows once a recipe is gone — an unresolvable key has to stay opaque so a pack update cannot silently re-enable something the player disabled.Keeping the network's recipe index honest
getRecipes()now returns the filtered list andgetAllRecipes()the full one. Every toggle updates the filtered list and then tells the network about exactly the recipes that changed, throughadd/removeCraftingInterfaceRecipe.This matters because
CraftingNetwork#removeCraftingInterfaceunregisters an interface by iterating overgetRecipes(). Had that set ever changed without the network being told, the disabled recipes would have leaked into the recipe index permanently.GameTestsAttunedRecipes#testAttunedDisabledRecipeDoesNotLeakOnUnregistercovers that invariant by moving an interface with a disabled recipe to another crafting channel and asserting the channel-independent index matches what the interface exposes.Client sync and toggling
Recipes reach the client through the gui data buffer at open time. Recipes backed by a built-in recipe are sent by id and resolved from the client's own recipe manager, so a crafting table costs tens of kilobytes rather than a full structural dump; only machine-specific recipes, of which there are tens rather than thousands, are transferred structurally.
Sorting by localized output name happens client-side so the order follows the client's language, tiebroken on the recipe id for a stable order across sessions. Because the client's order therefore does not match the server's, toggles are keyed by
RecipeKeyrather than by list position — which also keeps the gui correct if the server re-reads its recipes while it is open. Bulk actions send the server-side indexes of the filtered recipes plus a version of the recipe list, and the server ignores them if it re-read its recipes in the meantime. Both payloads carry a sequence number, without whichContainerExtended#setValuewould swallow a repeated identical toggle (disable X → enable all → disable X).Search matches the output name, the mod id and the recipe id, against lowercase strings precomputed once at gui open.
Dependency bump
CommonCapabilities
2.9.12→2.11.5. Recipe ids onIRecipeDefinitionarrived in 2.11.4; without them every key would have to be a full structural dump, which neither fits in the part NBT nor in the gui data packet at this scale.Testing
./gradlew test— unit tests forRecipeKeyround-trips (id form, structural form, and the missing-recipe case) and for sort-comparator tiebreak stability../gradlew runGameTestServer— all 56 pass, including 7 new ones:The screen class stays untested, as every other screen in this repo is.
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