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Invalid packet ID 118 due to large packets?

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Posted

Hi guys,

 

Does anyone know what could cause a "bad packet ID 118" error on the client? I'm getting that in a new dev release of Millénaire. It seems to be triggered by a new packet type I've added (in my usual channel), that can include up to 30-40k of data (it's a packet sending missing content to the client if need be on login, i.e. for most players it will never get sent and when it is it will be once only, so the size shouldn't be an issue). Any ideas?

 

Thanks

 

K.

118 for a packet id may be something you don't want?

No ideas other than that.

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

To quote: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/

On a packet scale, this is pretty simple. The packet ID is 250 (0xFA), and the format is as follows:

 

String,        // Plugin Channel - something unique to the mod and this type of message. 16 chars max.

int,            // Message Length - length of the message, must be below short.MAX_LENGTH (32,767).

byte[]          // Plugin Message - the message itself, whatever it may be.

.... It has a pretty strict max length.

Don't go over it. If you do, split it into multiple packets and recombine it on the other side.

 

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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