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Posted

You need some network message(s) to synchronize the capability state with the client.

Then you can just access it.

You don't explain what kind of capability it is, accessing the capability means getting a reference to the object the capability is attached to, e.g. the player is on the minecraft instance.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
2 hours ago, warjort said:

You need some network message(s) to synchronize the capability state with the client.

Then you can just access it.

You don't explain what kind of capability it is, accessing the capability means getting a reference to the object the capability is attached to, e.g. the player is on the minecraft instance.

I attach my capability to player.

Posted

My helper class and packet class I don't really know what to do now.

public class MoneyHelper {
    public static void add(Player player, int amount){
        player.getCapability(CapabilityMoney.MONEY).ifPresent(money -> {
            money.setMoney(money.getMoney() + amount);
            sendSyncPacket(player);
        });
    }

    public static void remove(Player player, int amount){
        player.getCapability(CapabilityMoney.MONEY).ifPresent(money -> {
            money.setMoney(money.getMoney() - amount);
            sendSyncPacket(player);
        });
    }

    public static void messageMoney(Player player){
        player.getCapability(CapabilityMoney.MONEY).ifPresent(x -> {
            player.sendMessage(new TextComponent("Money: " + x.getMoney()).withStyle(ChatFormatting.GREEN),
                    player.getUUID());
        });
    }

    private static void sendSyncPacket(Player player){
        PacketHandler.sendToClient(new MoneyPacketSyncS2C(), (ServerPlayer) player);
    }
}
public class MoneyPacketSyncS2C {
    public MoneyPacketSyncS2C() {}
    public MoneyPacketSyncS2C(FriendlyByteBuf buf) {}
    public void encode(FriendlyByteBuf buf){}

    public boolean handle(Supplier<NetworkEvent.Context> supplier){
        NetworkEvent.Context ctx = supplier.get();
        ctx.enqueueWork(() -> {

        });
        return true;
    }

    public static void register(int id){
        PacketHandler.INSTANCE.messageBuilder(MoneyPacketSyncS2C.class, id, NetworkDirection.PLAY_TO_CLIENT)
                .encoder(MoneyPacketSyncS2C::encode)
                .decoder(MoneyPacketSyncS2C::new)
                .consumer(MoneyPacketSyncS2C::handle).add();
    }
}

 

Posted

You don't have any data in your packet?

You should read the "Handling Information" section here: https://forge.gemwire.uk/wiki/Main_Page/1.18

The actual handling on the client will involve getting the player from Minecraft.getInstance() then updating the capability with the data from the packet.

 

I assume you only want the player to know about its own money.

Players knowing about every other player's money on the client needs handling in a different way using broadcasting and entity ids.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
20 minutes ago, warjort said:

You don't have any data in your packet?

You should read the "Handling Information" section here: https://forge.gemwire.uk/wiki/Main_Page/1.18

The actual handling on the client will involve getting the player from Minecraft.getInstance() then updating the capability with the data from the packet.

 

I assume you only want the player to know about its own money.

Players knowing about every other player's money on the client needs handling in a different way using broadcasting and entity ids.

Okay I changed my code and looked at Jorrit Tyberghein's tutorial though I'm still not sure if that's the right way.

public class MoneyPacketSyncS2C {
    private final int playerMoney;

    public MoneyPacketSyncS2C(int playerMoney) {
        this.playerMoney = playerMoney;
    }

    public MoneyPacketSyncS2C(FriendlyByteBuf buf) {
        this.playerMoney = buf.readVarInt();
    }

    public void encode(FriendlyByteBuf buf){
        buf.writeVarInt(this.playerMoney);
    }

    public boolean handle(Supplier<NetworkEvent.Context> supplier){
        NetworkEvent.Context ctx = supplier.get();
        ctx.enqueueWork(() -> {
            ClientMoneyData.setMoney(this.playerMoney);
        });
        return true;
    }

    public static void register(int id){
        PacketHandler.INSTANCE.messageBuilder(MoneyPacketSyncS2C.class, id, NetworkDirection.PLAY_TO_CLIENT)
                .encoder(MoneyPacketSyncS2C::encode)
                .decoder(MoneyPacketSyncS2C::new)
                .consumer(MoneyPacketSyncS2C::handle).add();
    }
}
public class ClientMoneyData {
    private static int playerMoney;

    public static void setMoney(int money){
        ClientMoneyData.playerMoney = money;
    }

    public static int getMonet(){
        return playerMoney;
    }
}

 

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