MrFunny
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I'm trying to make mod with license and I want to authorize ppl with discord. So algorithm is like this. User launches mc Mod checks for cached JWT token If not found or it expired, mod asks to enter password, if password is entered, then request to server will be sent with this password (this part ik how to do) So basically question is how to ask user input (with ctrl+v) on mod startup and buttons like close mc and proceed. If server respond with 403 screen just refreshes and doesn't allow to proceed
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How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
Not only for that. can you not ask unnecessary questions? -
How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
Cheats that works through forge -
How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
How about forge hacks and another. For example launcher checks hash, automatical update from server and another things. -
How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
I need to install mods and other things in 1 click with site and others features for server. Can you just leave example for send and handle or not? -
How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
Why? I just need this. -
How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
Because I have modded server and with custom launcher. I have JWT token and on login I need send to server this token and on server i need to validate this token. -
How to send data from client to server and handle it
MrFunny replied to MrFunny's topic in Modder Support
Im currently using this, but nothing happens package me.mrfunny.nextlevelauth; import com.google.gson.Gson; import net.minecraft.client.Minecraft; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.player.ServerPlayerEntity; import net.minecraft.network.PacketBuffer; import net.minecraft.server.MinecraftServer; import net.minecraft.util.ResourceLocation; import net.minecraft.util.text.TranslationTextComponent; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.EntityJoinWorldEvent; import net.minecraftforge.event.entity.player.PlayerEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.network.NetworkEvent; import net.minecraftforge.fml.network.NetworkRegistry; import net.minecraftforge.fml.network.simple.SimpleChannel; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; import java.io.File; import java.io.IOException; import java.net.HttpURLConnection; import java.net.URL; import java.nio.charset.Charset; import java.nio.charset.StandardCharsets; import java.nio.file.Files; import java.nio.file.Paths; import java.util.Scanner; import java.util.function.BiConsumer; import java.util.function.Function; import java.util.function.Supplier; // The value here should match an entry in the META-INF/mods.toml file @Mod("nextlevelauth") public class ExampleMod { // Directly reference a log4j logger. private static final Logger LOGGER = LogManager.getLogger(); private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel INSTANCE = NetworkRegistry.newSimpleChannel( new ResourceLocation("nextlevelauth", "authmain"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); private int id = 0; public ExampleMod() { MinecraftForge.EVENT_BUS.register(ExampleMod.class); try{ INSTANCE.registerMessage(id, AuthMessage.class, new BiConsumer<AuthMessage, PacketBuffer>() { @Override public void accept(AuthMessage authMessage, PacketBuffer packetBuffer) { id++; packetBuffer.writeString(authMessage.token); } }, new Function<PacketBuffer, AuthMessage>() { @Override public AuthMessage apply(PacketBuffer packetBuffer) { LOGGER.info("logged in1"); return new AuthMessage(packetBuffer.readString()); } }, new BiConsumer<AuthMessage, Supplier<NetworkEvent.Context>>() { @Override public void accept(AuthMessage authMessage, Supplier<NetworkEvent.Context> contextSupplier) { LOGGER.info("logged in2"); handle(authMessage, contextSupplier); } }); } catch (Exception exception){ exception.printStackTrace(); } } public static void handle(AuthMessage msg, Supplier<NetworkEvent.Context> ctx) { ctx.get().enqueueWork(() -> { ServerPlayerEntity sender = ctx.get().getSender(); // the client that sent this packet try{ URL url = new URL("https://nextlevel.su/api/v1/user/"); HttpURLConnection connection = (HttpURLConnection) url.openConnection(); connection.setRequestMethod("GET"); connection.addRequestProperty("User-Agent", "PostmanRuntime/7.26.8"); connection.addRequestProperty("Authorization", "Bearer " + msg.token); connection.addRequestProperty("Content-Type", "application/json"); connection.addRequestProperty("Accept", "application/json"); connection.connect(); int responseCode = connection.getResponseCode(); if(responseCode != 200){ connection.disconnect(); sender.disconnect(); return; } ctx.get().setPacketHandled(true); connection.disconnect(); } catch (Exception exception){ exception.printStackTrace(); ctx.get().getSender().disconnect(); } }); } @OnlyIn(Dist.CLIENT) @SubscribeEvent public static void onJoin(PlayerEvent.PlayerLoggedInEvent event){ try { LOGGER.info("connected"); } catch (Exception exception) { exception.printStackTrace(); } } public static String readFile(String path, Charset encoding) { byte[] encoded = new byte[0]; try { encoded = Files.readAllBytes(Paths.get(path)); } catch (IOException exception) { exception.printStackTrace(); } return new String(encoded, encoding).replace("\n", "").replace("\r", ""); } } My AuthMessage class package me.mrfunny.nextlevelauth; public class AuthMessage { public String token; public AuthMessage(String token){ this.token = token; } } -
MrFunny joined the community
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I need to code system, when client connects to server, send packet and handle it on server side.