Jump to content

Side-Only classes


sorash67

Recommended Posts

ok, can somebody PLEASE EXPLAIN TO ME why the HELL are these classes "@SideOnly(Side.CLIENT)" now? -_-

 

1)EntityFX

 

2)GUI related classes, server can't open GUI since "net.minecraft.client.gui" is involved!

 

anyone know what the hell im supposed to do then?

 

-sorash67 || Skorpio

Link to comment
Share on other sites

my apologies, i didnt state my question right. what can i do to be able to use the functions of them on the server side? for example, i have a gui with buttons, and my item class uses these buttons to function, but im not allowed to do this on the server side! so how do i implement buttons and their uses in the server?

 

-sorash67 || Skorpio

Link to comment
Share on other sites

this seems weird to me but i think what you want to do is let the client do his things and use packets to communicate information between client-server

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

how to use packets ? yes, will i explain this in a forge forum post? no, please use the wiki somebody already spent time making a tutorial on how to use them :)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

ahhh, ok, basicly you need to make a PacketHandler server side (register it in your main mod file)

 

 

mine looks like this

 


public class ForgeRevServerPacketHandler implements IPacketHandler {

@Override
public void onPacketData(INetworkManager manager,
		Packet250CustomPayload packet, Player player) {
                //here i do the stuff i need
}
}

btw im using a custom class for reading and writing packets  but basicly its the same as what the wiki says, and reading is the inverse of writing (OutputStream become InputStream etc)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

actually ... here, my packing helping class

 

good guy hydro giving away his tools

 

 

import java.io.ByteArrayInputStream;
import java.io.DataInputStream;
import java.io.IOException;

import net.minecraft.network.packet.Packet250CustomPayload;

/**
* 
* @author hydroflame
* 
*/
public class PacketReadStream {
// not sure what this does, but it works with 8
// according to oracle javadoc on bytearrayinputstream the number is the
// number of byte for the stream... 
//edit: according to im high as fuck this variable isnt used anywhere
private static final int bytesForStream = 8;
private final DataInputStream inputStream;

/**
 * Creates a wrapper for a DataInputStream for easier reading.
 * 
 * @param packet
 *            : the packet to read from
 */
public PacketReadStream(Packet250CustomPayload packet) {
	inputStream = new DataInputStream(new ByteArrayInputStream(packet.data));
}

/**
 * Will return "" if there is an error reading
 * 
 * @return the next string stored in the packet.
 */
public String getText() {
	try {
		return inputStream.readUTF();
	} catch (IOException e) {
		e.printStackTrace();
	}
	return "";
}

/**
 * Will return 0 if there is an error reading
 * 
 * @return the next int stored in the packet
 */
public int readInt() {
	try {
		return inputStream.readInt();
	} catch (IOException e) {
		e.printStackTrace();
	}
	return 0;
}

/**
 * Will return 0 if there is an error reading
 * 
 * @return the next double stored in the packet
 */
public double readDouble() {
	try {
		return inputStream.readDouble();
	} catch (IOException e) {
		e.printStackTrace();
	}
	return 0;
}

/**
 * Will return 0 if there is an error reading
 * 
 * @return the next float stored in the packet
 */
public float readFloat() {
	try {
		return inputStream.readFloat();
	} catch (IOException e) {
		e.printStackTrace();
	}
	return 0;
}

public boolean readBoolean() {
	try{
		return inputStream.readBoolean();
	}catch(Exception e){
		e.printStackTrace();
	}
	return false;
}

public long readLong() {
	try{
		return inputStream.readLong();
	}catch(Exception e){
		e.printStackTrace();
	}
	return 0;
}
}

 

import java.io.ByteArrayOutputStream;
import java.io.DataOutputStream;
import java.io.IOException;

import net.minecraft.network.packet.Packet250CustomPayload;

public class PacketWriteStream {
private static final int bytesForStream =8;
private final ByteArrayOutputStream byteArrayOutputStream;
private final DataOutputStream dataOutputStream;

public PacketWriteStream() {
	byteArrayOutputStream = new ByteArrayOutputStream(bytesForStream);
	dataOutputStream = new DataOutputStream(byteArrayOutputStream);
}

/**
 * 
 * @param string to write into the packet
 * @return the object itself
 */
public PacketWriteStream put(String text) {
	try {
		dataOutputStream.writeUTF(text);
	} catch (IOException e) {

	}
	return this;
}

/**
 * 
 * @param float to write into the packet
 * @return the object itself
 */
public PacketWriteStream put(float x) {
	try {
		dataOutputStream.writeFloat(x);
	} catch (IOException e) {

	}
	return this;
}

/**
 * 
 * @param double to write into the packet
 * @return the object itself
 */
public PacketWriteStream put(double x) {
	try {
		dataOutputStream.writeDouble(x);
	} catch (IOException e) {

	}
	return this;
}

/**
 * 
 * @param int to write into the packet
 * @return the object itself
 */
public PacketWriteStream put(int x) {
	try {
		dataOutputStream.writeInt(x);
	} catch (IOException e) {

	}
	return this;
}

public PacketWriteStream put(boolean b){
	try{
		dataOutputStream.writeBoolean(b);
	}catch(Exception e){

	}
	return this;
}

public PacketWriteStream put(long l){
	try{
		dataOutputStream.writeLong(l);
	}catch(Exception e){

	}
	return this;
}

/**
 * 
 * @param channel: the name of the channel of the packet
 * @return a packet with the information of the PacketStream ready to be sent
 */
public Packet250CustomPayload makePacket(String channel) {
	Packet250CustomPayload packet = new Packet250CustomPayload();
	packet.channel = channel;
	packet.data = byteArrayOutputStream.toByteArray();
	packet.length = byteArrayOutputStream.size();
	try {
		dataOutputStream.close();
		byteArrayOutputStream.close();
	} catch (IOException e) {

	}
	return packet;
}
}

 

 

baiscly when you want to send a packet

 

PacketWriteStream stream = new PacketWriteStream();

stream.put(any primitive type)

PacketDispatcher.send*to whoever you want*(stream.makePacket("channel");

 

to read

PacketReadStream stream = new PacketReadStream(Packet);

int i = stream.readInt();

double b = stream.readDouble();

etc

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

why do you want to use a button on server side ?

technicly you could send a packet to the client saying "hey btw do thsi"

 

check Minecraft.getMinecraft().thePlayer.currentScreen to see if this GuiScreen is of type of the gui you want to interract with and if yes cast it and call the method to simulate this button press, but thsi seems very weird to want to press a button from server side

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

hmm... maybe it helps if you read the topic i posted here:

http://www.minecraftforum.net/topic/1907147-forge-server-side-custom-gui-with-buttons/

 

that's the reason why im trying to get a button function on the server side!

 

-sorash67 || Skorpio

Link to comment
Share on other sites

but the problem isnt opening the gui, its using the functions of its buttons! the error that i get when i use a button on the server is this:

Encountered an unexpected exception NoClassDefFoundError
java.lang.NoClassDefFoundError: moreores/tools/rainbow/GuiRainbowStaff
at moreores.tools.rainbow.ItemRainbowStaff.onItemRightClick(ItemRainbowStaff.java:57)

 

line 57 is this:

if(gui.mode == "lightning"){

 

look through the link i gave you to understand better what im trying to say!

 

-sorash67 || Skorpio

Link to comment
Share on other sites

but if i understand correctly you want your item do shoot lightning if its in a certain mdoe and maybe other stuff in another, you should change this "mode" using the itemStack nbtTagCompound instead of tying this to a gui ...

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
    • When I came across the 'Exit Code: I got a 1 error in my Minecraft mods, so I decided to figure out what was wrong. First, I took a look at the logs. In the mods folder (usually where you'd find logs or crash reports), I found the latest.log file or the corresponding crash report. I read it through carefully, looking for any lines with errors or warnings. Then I checked the Minecraft Forge support site, where you can often find info on what causes errors and how to fix them. I then disabled half of my mods and tried running the game. If the error disappeared, it meant that the problem was with the disabled mod. I repeated this several times to find the problem mod.
    • I have no idea - switch to a pre-configured modpack and use it as working base    
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.