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LexManos committed 2026-06-17 19:35:27 -07:00
1 parent d3476f3f80
commit 3da1b644d0
697 files changed
+5412 -5635

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@@ -88,7 +88,7 @@ public class GameData {
private static boolean hasInit = false;
private static final boolean DISABLE_VANILLA_REGISTRIES = Boolean.parseBoolean(System.getProperty("forge.disableVanillaGameData", "false")); // Use for unit tests/debugging
private static final BiConsumer<Identifier, ForgeRegistry<?>> LOCK_VANILLA = (name, reg) -> reg.slaves.values().stream().filter(o -> o instanceof ILockableRegistry).forEach(o -> ((ILockableRegistry)o).lock());
private static final BiConsumer<Identifier, ForgeRegistry<?>> LOCK_VANILLA = (_, reg) -> reg.slaves.values().stream().filter(o -> o instanceof ILockableRegistry).forEach(o -> ((ILockableRegistry)o).lock());
private static Set<Identifier> vanillaRegistryOrder = null;
static {
@@ -301,13 +301,13 @@ public class GameData {
LOGGER.warn(REGISTRIES, "Can't revert to {} GameData state without a valid snapshot.", target.getName());
return;
}
RegistryManager.ACTIVE.registries.forEach((name, reg) -> reg.resetDelegates());
RegistryManager.ACTIVE.registries.forEach((_, reg) -> reg.resetDelegates());
LOGGER.debug(REGISTRIES, "Reverting to {} data state.", target.getName());
for (var r : RegistryManager.ACTIVE.registries.entrySet())
loadRegistry(r.getKey(), target, RegistryManager.ACTIVE, true);
RegistryManager.ACTIVE.registries.forEach((name, reg) -> reg.bake());
RegistryManager.ACTIVE.registries.forEach((_, reg) -> reg.bake());
// the id mapping has reverted, fire remap events for those that care about id changes
if (fireEvents) {
fireRemapEvent(ImmutableMap.of(), true);
@@ -570,12 +570,12 @@ public class GameData {
LOGGER.info(REGISTRIES, "Injecting existing registry data into this {} instance", EffectiveSide.get());
RegistryManager.ACTIVE.registries.forEach((name, reg) -> reg.validateContent(name));
RegistryManager.ACTIVE.registries.forEach((name, reg) -> reg.dump(name));
RegistryManager.ACTIVE.registries.forEach((name, reg) -> reg.resetDelegates());
RegistryManager.ACTIVE.registries.forEach((_, reg) -> reg.resetDelegates());
// Update legacy names
snapshot = snapshot.entrySet().stream()
.sorted(Map.Entry.comparingByKey()) // FIXME Registries need dependency ordering, this makes sure blocks are done before items (for ItemCallbacks) but it's lazy as hell
.collect(Collectors.toMap(e -> RegistryManager.ACTIVE.updateLegacyName(e.getKey()), Map.Entry::getValue, (k1, k2) -> k1, LinkedHashMap::new));
.collect(Collectors.toMap(e -> RegistryManager.ACTIVE.updateLegacyName(e.getKey()), Map.Entry::getValue, (k1, _) -> k1, LinkedHashMap::new));
if (isLocalWorld) {
Identifier[] missingRegs = snapshot.keySet().stream().filter(name -> !RegistryManager.ACTIVE.registries.containsKey(name)).toArray(Identifier[]::new);
@@ -667,7 +667,7 @@ public class GameData {
if (injectFrozenData) {
// If we're loading up the world from disk, we want to add in the new data that might have been provisioned by mods
// So we load it from the frozen persistent registry
RegistryManager.ACTIVE.registries.forEach((name, reg) -> {
RegistryManager.ACTIVE.registries.forEach((name, _) -> {
loadFrozenDataToStagingRegistry(STAGING, name, remaps.get(name));
});
}
@@ -677,7 +677,7 @@ public class GameData {
// Load the STAGING registry into the ACTIVE registry
//for (Map.Entry<Identifier, IForgeRegistry<?>>> r : RegistryManager.ACTIVE.registries.entrySet())
RegistryManager.ACTIVE.registries.forEach((key, value) -> {
RegistryManager.ACTIVE.registries.forEach((key, _) -> {
loadRegistry(key, STAGING, RegistryManager.ACTIVE, true);
});