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get all online players


magic_man

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This is like your many of your other questions.

You have done little or no effort to find this out for yourself.

Instead you think wasting multiple people's time having to read and answer these trivial questions is a good idea?

 

Here is how you find this information:

Which class represents a server in the minecraft codebase? Answer: MinecraftServer

Which method in that class does something like getPlayerList()

Simple isn't it? 🙂 

 

It is also the same code that came up when you asked about bans, so you actually already knew about this method.

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.

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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.

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That method is an instance method which means you need a reference to a MinecraftServer instance/object to use it.

e.g. ServerLevel has a getServer() - that is also not a static method 🙂 

 

If you are looking to do some periodic processing, there is a TickEvent.ServerTickEvent that has a getServer()

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.

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28 minutes ago, Luis_ST said:

Please show where you need "all online players".

	@Override
	public InteractionResult onItemUseFirst(ItemStack stack, UseOnContext context) {
		//get all online players
		//check if one of those players is in spectator mode and has a max health of 0
		//set player gamemode to survival and set their max health to 6
		stack.setCount(stack.getCount() - 1);
		return super.onItemUseFirst(stack, context);

	}
Edited by magic_man
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You can get the MinecraftServer from Level#getServer and you can get the Level from the given UseOnContext.

Note Item#onItemUseFirst is first called on the client then if the InteractionResult is success called on server.
This means you need to handle the server stuff inside a server check (!level.isClientSide should be enough).
And make sure you return InteractionResult.sidedSuccess with Level#isClientSide as value.

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 Honestly, even though that method has 3 lines of code, I think all 3 of them are probably wrong? 🙂

 

* onItemUseFirst() is for intercepting what would normally call Block.use() method and redirecting it to your processing for this item. e.g. suppose you had a paint item that changed the color of colorable blocks instead of activating their gui

* You are modify the item stack on the client so this change will never be saved.

* Calling super will return PASS which means it will call the Block.use() and also means it will never call your method on server.

 

I would guess you want your code to look more like EggItem.use() - one of the easier Item.use() methods to understand.

Note the use of Level.isClientSide and sidedSuccess()

 

e.g. You would have something like (untested pseudo code):

   public InteractionResultHolder<ItemStack> use(Level p_41128_, Player p_41129_, InteractionHand p_41130_) {
      ItemStack itemstack = p_41129_.getItemInHand(p_41130_);

      if (!p_41128_.isClientSide) {

         // We are on the server here
         MinecraftServer server = p_41228_.getServer();
         PlayerList players = server.getPlayerList();

         // Insert the rest of your logic here
      }

      p_41129_.awardStat(Stats.ITEM_USED.get(this));
      if (!p_41129_.getAbilities().instabuild) {
         itemstack.shrink(1);
      }

      return InteractionResultHolder.sidedSuccess(itemstack, p_41128_.isClientSide());
   }

 

Edited by warjort

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.

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