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Posted

I think this is a question that has been asked many times, but it is difficult to understand, so I will ask it.

I want to update player A's capability when A presses a specific key. In addition, all players A, B, and C get the capability of each player and render them on the screen.

The keystrokes, capabilities, and rendering code are all implemented. Then use packets,
· Change the capability of A on the server when A pressed key
· When the A's capability of the server changes, change the A capability on the A, B, C clients
· Gets and renders the capability of all players on the server when rendered on the client.

I don't know how to do these, so please help me.

Posted (edited)
2 hours ago, diesieben07 said:

Whenever the data changes send it to the player and all tracking players using PacketDistributor.TRACKING_ENTITY_AND_SELF.

Does it mean to send a packet(server-> tracking and self) within the handle of packet(player A-> server)? Then how do I get player A in the handle of the packet(server-> Tracking and self) ?

Edited by Zemelua
Posted

understood. So what should I do in handle of the packet sent in void syncChanges() ? Either way, I think I need to get Player A in handle. Should I put the player UUID in the packet, and get player from the UUID in handle?

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