Jump to content

Trouble with packets 1.19


EthTDP

Recommended Posts

I have two classes for packets. One that makes an explosion happen when a button is pressed, and one that kills nearby entities when a button is pressed. Whenever I am in a singleplayer world, the packets work, it spawns explosions and it kills nearby entities, but whenever I start a server, it stops working. I am not sure what I am doing wrong, since I am new to the whole packets thing, and was wondering if anyone could help. 

Here is my explosion class:

public class CreeperExplosionC2SPacket {

    public CreeperExplosionC2SPacket() {

    }

    public CreeperExplosionC2SPacket(FriendlyByteBuf buf) {

    }

    public void toBytes(FriendlyByteBuf buf) {

    }

    public boolean handle(Supplier<NetworkEvent.Context> supplier) {
        NetworkEvent.Context context = supplier.get();
        context.enqueueWork(() -> {
            //HERE WE ARE ON THE SERVER
            ServerPlayer player = context.getSender();
            ServerLevel level = player.getLevel();

            HitResult block = player.pick(20.0D, 0.0F, false);
            HitResult fluid = player.pick(20.0D, 0.0F, true);

            BlockPos blockpos = ((BlockHitResult) block).getBlockPos();
            BlockPos fluidpos = ((BlockHitResult) fluid).getBlockPos();

                if (block.getType() == HitResult.Type.BLOCK) {
                    level.explode(player, blockpos.getX(), blockpos.getY(), blockpos.getZ(), 4.0f, Explosion.BlockInteraction.NONE);
                }

                if (fluid.getType() == HitResult.Type.BLOCK) {
                    level.explode(player, fluidpos.getX(), fluidpos.getY(), fluidpos.getZ(), 4.0f, Explosion.BlockInteraction.NONE);
                }
            });
        return true;
    }
}

Here is my "kill nearby entities" class:

public class WardenShootingC2SPacket {

    public WardenShootingC2SPacket() {

    }

    public WardenShootingC2SPacket(FriendlyByteBuf buf) {

    }

    public void toBytes(FriendlyByteBuf buf) {

    }

    public boolean handle(Supplier<NetworkEvent.Context> supplier) {
        NetworkEvent.Context context = supplier.get();
        context.enqueueWork(() -> {
            //HERE WE ARE ON THE SERVER
            ServerPlayer player = context.getSender();
            ServerLevel level = player.getLevel();

            List<LivingEntity> entities = level.getNearbyEntities(LivingEntity.class, TargetingConditions.DEFAULT, player, player.getBoundingBox().inflate(5.0D, 5.0D, 5.0D));

            double lowestDistanceSoFar = Double.MAX_VALUE;
            Entity closestEntity = null;

            for (LivingEntity entity : entities) {
                double distance = entity.getPosition(0).distanceTo(player.getPosition(0));
                if (distance < lowestDistanceSoFar) {
                    lowestDistanceSoFar = distance;
                    closestEntity = entity;
                }
            }

            Vec3 vec3 = player.position().add(0.0D, 1.65D, 0.0D);

            if (closestEntity != null) {

                Vec3 vec31 = closestEntity.getEyePosition().subtract(vec3);
                Vec3 vec32 = vec31.normalize();
                for (int i = 1; i < Mth.floor(vec31.length()) + 7; ++i) {
                    Vec3 vec33 = vec3.add(vec32.scale((double) i));
                    level.sendParticles(ParticleTypes.SONIC_BOOM, vec33.x, vec33.y, vec33.z,  1, 0.0D, 0.0D, 0.0D, 0.0D  );
                    level.playSound(player, player.blockPosition(), SoundEvents.WARDEN_SONIC_BOOM, SoundSource.PLAYERS, 1.0f, 1.0f);
                }

                closestEntity.hurt(DamageSource.sonicBoom(closestEntity), 20.0F);
            }
        });
        return true;
    }
}

Here is the class to register the packets:

public class ModMessages {
    private static SimpleChannel INSTANCE;

    private static int packetId = 0;
    private static int id() {
        return packetId++;
    }

    public static void register() {
        SimpleChannel net = NetworkRegistry.ChannelBuilder
                .named(new ResourceLocation(CustomItems.MODID, "messages"))
                .networkProtocolVersion(() -> "1.0")
                .clientAcceptedVersions(s -> true)
                .serverAcceptedVersions(s -> true)
                .simpleChannel();

        INSTANCE = net;

        net.messageBuilder(WardenShootingC2SPacket.class, id(), NetworkDirection.PLAY_TO_SERVER)
                .decoder(WardenShootingC2SPacket::new)
                .encoder(WardenShootingC2SPacket::toBytes)
                .consumerMainThread(WardenShootingC2SPacket::handle)
                .add();

        net.messageBuilder(CreeperExplosionC2SPacket.class, id(), NetworkDirection.PLAY_TO_SERVER)
                .decoder(CreeperExplosionC2SPacket::new)
                .encoder(CreeperExplosionC2SPacket::toBytes)
                .consumerMainThread(CreeperExplosionC2SPacket::handle)
                .add();
    }

    public static <MSG> void sendToServer(MSG message) {
        INSTANCE.sendToServer(message);
    }

    public static <MSG> void sendToPlayer(MSG message, ServerPlayer player) {
        INSTANCE.send(PacketDistributor.PLAYER.with(() -> player), message);
    }
}

 

Link to comment
Share on other sites

My ModMessages.register is in my commonsetup:

@Mod.EventBusSubscriber(modid = CustomItems.MODID, bus = Mod.EventBusSubscriber.Bus.MOD)
public class CommonModEvents {

    @SubscribeEvent
    public static void commonSetup(final FMLCommonSetupEvent event) {
        event.enqueueWork(() -> {
            ModVillagers.registerPOIs();
        });

        ModMessages.register();
    }
}

 

Link to comment
Share on other sites

No the game starts normal but if a code part with a breakpoint is execute the, it will be stopped at this breakpoint (Game freezed).

You then can continue and you know the code is called, if you repeat this for the way the Packet is called you can find the code part with the issue.
In your case you need to set a breakpoint at: Packet send -> Packet encode -> Packet decode -> Packet handle

Link to comment
Share on other sites

yeah I just noticed my problem. I checked it in a singleplayer and not a server. On the server, no breakpoints have worked, so I think the problem is that the packet is never sent.

Edited by EthTDP
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

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