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25 bytes added ,  04:14, 27 July 2021
Copy Registration to MC1.16 archive
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Registration is the process of making an object (such as an item or block) known to the game during runtime. If some objects are not registered, this could cause crashes even before the game is fully loaded or arbitrary behaviors such as bottlenecking mod compatibility for world generation.
 
Registration is the process of making an object (such as an item or block) known to the game during runtime. If some objects are not registered, this could cause crashes even before the game is fully loaded or arbitrary behaviors such as bottlenecking mod compatibility for world generation.
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Most objects that are known within the game are handled by a <code>Registry</code>. Each registry uniquely defines each object through a "registry name" via a [[Using Resources#ResourceLocation|ResourceLocation/1.16]]. This "registry name" can be accessed with its respective getter and setter: <code>#getRegistryName</code> and <code>#setRegistryName</code>. You can only set the "registry name" of a given object once; otherwise, an exception will be thrown.
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Most objects that are known within the game are handled by a <code>Registry</code>. Each registry uniquely defines each object through a "registry name" via a [[Using Resources#ResourceLocation/1.16|ResourceLocation]]. This "registry name" can be accessed with its respective getter and setter: <code>#getRegistryName</code> and <code>#setRegistryName</code>. You can only set the "registry name" of a given object once; otherwise, an exception will be thrown.
    
{{Tip|In a global context, each object is universally unique through its <code>RegistryKey</code>: a concatenation of its registry's id and the object's registry name.}}
 
{{Tip|In a global context, each object is universally unique through its <code>RegistryKey</code>: a concatenation of its registry's id and the object's registry name.}}
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=== RegistryEvent$Register ===
 
=== RegistryEvent$Register ===
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The <code>RegistryEvent</code>s are another, more slightly flexible way to register objects. These [[Events|events/1.16]] are fired synchronously after <code>FMLConstructModEvent</code> and before the configs are loaded.
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The <code>RegistryEvent</code>s are another, more slightly flexible way to register objects. These [[Events/1.16|events]] are fired synchronously after <code>FMLConstructModEvent</code> and before the configs are loaded.
    
The event used to register objects is <code>RegistryEvent$Register<T></code>, where the type parameter <code>T</code> is the object type being registered. You can grab the associated registry using <code>#getRegistry</code> and register the objects within using either <code>#register</code> (pass in a single object) or <code>#registerAll</code> (pass in ''varargs'' or an array of objects). The latter is useful for minimizing calls to <code>#register</code>, although it provides no benefit time-complexity wise.
 
The event used to register objects is <code>RegistryEvent$Register<T></code>, where the type parameter <code>T</code> is the object type being registered. You can grab the associated registry using <code>#getRegistry</code> and register the objects within using either <code>#register</code> (pass in a single object) or <code>#registerAll</code> (pass in ''varargs'' or an array of objects). The latter is useful for minimizing calls to <code>#register</code>, although it provides no benefit time-complexity wise.
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|}}
 
|}}
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{{Tip/Important|Since all objects registered must be singleton, some classes cannot by themselves be registered. Instead, <code>*Type</code> classes are registered and used in the formers' constructors to wrap the flyweight objects. For example, a [[Basics_of_Tile_Entities|<code>TileEntity</code>/1.16]] is wrapped via <code>TileEntityType</code>, and <code>Entity</code> is wrapped via <code>EntityType</code>. These <code>*Type</code> classes hold factories that simply create the containing type on demand.
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{{Tip/Important|Since all objects registered must be singleton, some classes cannot by themselves be registered. Instead, <code>*Type</code> classes are registered and used in the formers' constructors to wrap the flyweight objects. For example, a [[Basics of Tile Entities/1.16|<code>TileEntity</code>]] is wrapped via <code>TileEntityType</code>, and <code>Entity</code> is wrapped via <code>EntityType</code>. These <code>*Type</code> classes hold factories that simply create the containing type on demand.
    
These factory holders are created through the use of their <code>*Type$Builder</code> classes. An example: (<code>REGISTER</code> here refers to a <code>DeferredRegister<TileEntityType<?>></code>)
 
These factory holders are created through the use of their <code>*Type$Builder</code> classes. An example: (<code>REGISTER</code> here refers to a <code>DeferredRegister<TileEntityType<?>></code>)
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[[Category:Common Concepts/1.16]]
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[[Category:Common Concepts/1.16|Category:Common Concepts]]
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