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[7.0] Create Eclipse launchers based off of Slime Launcher run configs #1005
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base: FG_7.0
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[7.0] Create Eclipse launchers based off of Slime Launcher run configs #1005
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I am marking this PR as ready for review. The run configurations generate and work well. However, I must state one big caveat: this run configuration is using the runtime classpath as stated by Gradle. Even though I am defining it all in the run task, that does mean that |
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Is there any particular reason you're specify the classpath at all? |
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Slime Launcher is not a part of the runtime classpath, it is added to it as part of its run task. Aside from that, I don't trust what Buildship thinks the output directories are. Don't forget, we also talked about how Buildship has the tendency to combine the compile and runtime classpaths. I just don't think it's a risk worth taking. The run configuration simply has all the information the run task would have used. |
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As long as it works, then im fine with it, Just a bit worried about it using the incorrect directory for the project's path. |
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Don't know yet. I need to check what the ECJ's output folder is, which I hope Buildship takes care of. If not, I can probably change it through Gradle's Eclipse plugin. Once I confirm hotswapping works, I will merge this. |
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Alright, I've come up with a workaround to the Eclipse output directory issue for now. If ForgeGradle is configured to merge source sets (via the property in Do note one limitation of this workaround: if you build using Gradle then launch the game, but save a file in Eclipse, the hotswap won't work. So you need to save/build the project in Eclipse before running the game. I think this is a fair drawback, but let me know your thoughts. |
Name entails. This task is largely a copy of
SlimeLauncherExecbut with the sole purpose to create the launch file that Eclipse will use.Still a work in progress, including managing the classpath.