# lillero-loader *don't do coremods* A simple LaunchPlugin loading bare ASM patches into our beloved block game. ## Why Until minecraft 1.12, modifying minecraft game code wasn't too esoteric: it was necessary to register as "CoreMod", but Forge would then load your mod when minecraft itself was loading, allowing to lookup classes and patch them. Since 1.13+ `net.minecraft.launchwrapper.Launch` and `net.minecraftforge.fml.relauncher.IFMLLoadingPlugin` are no longer available, replaced by cpw's modlauncher. This makes a new approach necessary. ## How Modlauncher loads some Java services at startup (using builtin [ServiceLoader](https://docs.oracle.com/javase/8/docs/api/java/util/ServiceLoader.html) mechanism), allowing to load arbitrary classes and modules when launching Minecraft. More specifically, the `ILaunchPluginService` is loaded before game classes are put in memory, and is passed all game classes for patching. This allows us to create a custom Launch Plugin (this project) that will load and apply arbitrary patches at start time. Patches must be defined themselves as services inside each mod, implementing `IInjector` (from [lll](https://git.fantabos.co/lillero)) They must define in which class they will patch, and which method, and then implement an `inject()` method which will be called with the correct Method Node. Note that, as of now, Searge names must be used for methods and fields. ### I know what I'm doing, spill your beans Basically, our `ILaunchPluginService` implements 3 methods which are called in 3 phases: * `addResources()` : will be called first for each external mod that was found, providing an absolute path to the jar. Our LaunchPlugin will try to load `IInjector` services from each of these resources, saving them for later. * `handlesClass()` : will be called for each game class modlauncher discovered. Our LaunchPlugin will signal that it wants to change classes for which an `IInjector` was registered. * `processClassWithFlags()` : will be called for each game class which was signaled before, allowing to apply modifications to it. *Technically, `handlesClass()` and `processClassWithFlags()` are called concurrently, but assuming they don't make the explanation easier.* # Installation Right now the only way to include this loader in your Minecraft instance is to modify the launch profile adding it to the loaded classes. ### MultiMC / PolyMC / PrismLauncher Edit your target instance and go into "Versions". Select "Forge", click "Customize" and then "Edit". A text editor should open on a json file. Inside the `libraries` array add the following objects: ```json { "downloads": { "artifact": { "sha1": "3f51da8dd7df6044190f1fe86500b9793d806d0d", "size": 865, "url": "https://maven.fantabos.co/ftbsc/lll/0.0.4/lll-0.0.4.jar" } }, "name": "ftbsc:lll:0.0.4" }, { "downloads": { "artifact": { "sha1": "2d7b816468af42f81b1b82f8c0ea8f373396ae61", "size": 4193, "url": "https://maven.fantabos.co/ftbsc/lll/loader/0.0.5/loader-0.0.5.jar" } }, "name": "ftbsc.lll:loader:0.0.5" }, ``` ### Vanilla launcher Undocumented at current time