Posted September 16, 20223 yr Hello, I'm trying to spawn some particles and play some sound ones a block has been broken (particles and sounds must be observable for all players) I have it setup that when a breakevent is emitted and some criteria has been met, I send out a packet to the client of all players: @SubscribeEvent public static void onBreakPowerCrystal(BlockEvent.BreakEvent event) { var world = event.getWorld(); var block = event.getWorld().getBlockState(event.getPos()).getBlock(); if (world.isClientSide())) { // calling anything here seems to not work. looks like this event happens on the server side only return; } if (!block.equals(ModBlocks.POWER_CRYSTAL_BLOCK.get()) { return; } event.setCanceled(true); Player player = event.getPlayer(); KingdomManager manager = KingdomManager.get(player.level); getKingdom(player).ifPresentOrElse( kingdomOfPlayer -> { manager.getKingdom(event.getPos()).ifPresentOrElse( kingdomOfBlock -> { if (!kingdomOfBlock.equals(kingdomOfPlayer)) { manager.decrementLives(kingdomOfBlock, 1); sendPacketToAllPlayers(player.getLevel(), new SPacketCrystalBreak( kingdomOfBlock.getName(), event.getPos(), kingdomOfBlock.getLives() )); if (kingdomOfBlock.isDead()) { event.setCanceled(false); } } else { // not important logic } }, () -> event.setCanceled(false) ); }, () -> Messenger.sendClientError(player, "You are not in a kingdom")); } private static void sendPacketToAllPlayers(Level level, Object packet) { level.players().forEach(player -> { if (player instanceof ServerPlayer serverPlayer) { PacketHandler.sendToPlayer(packet, serverPlayer); } }); } Now this packet gets handled with the following code public boolean handle(Supplier<NetworkEvent.Context> supplier) { NetworkEvent.Context context = supplier.get(); context.enqueueWork(() -> { DistExecutor.unsafeCallWhenOn(Dist.CLIENT, () -> () -> { Player player = Minecraft.getInstance().player; float randomSoundPitch = ((float) Math.random() / 10f) + 0.9f; // Adding this line crashes multiplayer servers on startup player.playSound(SoundEvents.ANVIL_PLACE, 1f, randomSoundPitch); return 0; }); }); return true; } This will work fine on singleplayer. However, when trying to boot up a multiplayer server, it will refuse to start, giving the following error: Caused by 0: java.lang.BootstrapMethodError: java.lang.RuntimeException: Attempted to load class net/minecraft/client/player/LocalPlayer for invalid dist DEDICATED_SERVER at org.daan.kingdomclash.common.network.PacketHandler.register(PacketHandler.java:37) ~[%2380!/:?] {re:classloading} at org.daan.kingdomclash.common.KingdomClash.setup(KingdomClash.java:62) ~[%2380!/:?] {re:classloading} at net.minecraftforge.eventbus.EventBus.doCastFilter(EventBus.java:247) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.eventbus.EventBus.lambda$addListener$11(EventBus.java:239) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:302) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:283) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.fml.javafmlmod.FMLModContainer.acceptEvent(FMLModContainer.java:106) ~[javafmllanguage-1.18.2-40.1.0.jar%2377!/:?] {} at net.minecraftforge.fml.ModContainer.lambda$buildTransitionHandler$4(ModContainer.java:107) ~[fmlcore-1.18.2-40.1.0.jar%2379!/:?] {} at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1804) ~[?:?] {} at java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1796) ~[?:?] {} at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:373) ~[?:?] {} at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1182) ~[?:?] {} at java.util.concurrent.ForkJoinPool.scan(ForkJoinPool.java:1655) ~[?:?] {} at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1622) ~[?:?] {} at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:165) ~[?:?] {} Mod File: main Failure message: Kingdom Clash (kingdomclash) encountered an error during the common_setup event phase java.lang.BootstrapMethodError: java.lang.RuntimeException: Attempted to load class net/minecraft/client/player/LocalPlayer for invalid dist DEDICATED_SERVER Mod Version: 0.0NONE Mod Issue URL: NOT PROVIDED Exception message: java.lang.RuntimeException: Attempted to load class net/minecraft/client/player/LocalPlayer for invalid dist DEDICATED_SERVER Stacktrace: at net.minecraftforge.fml.loading.RuntimeDistCleaner.processClassWithFlags(RuntimeDistCleaner.java:57) ~[fmlloader-1.18.2-40.1.0.jar:1.0] {} at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:88) ~[modlauncher-9.1.3.jar:?] {} at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120) ~[modlauncher-9.1.3.jar:?] {} at cpw.mods.modlauncher.TransformingClassLoader.maybeTransformClassBytes(TransformingClassLoader.java:50) ~[modlauncher-9.1.3.jar:?] {} at cpw.mods.cl.ModuleClassLoader.readerToClass(ModuleClassLoader.java:110) ~[securejarhandler-1.0.3.jar:?] {} at cpw.mods.cl.ModuleClassLoader.lambda$findClass$16(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {} at cpw.mods.cl.ModuleClassLoader.loadFromModule(ModuleClassLoader.java:226) ~[securejarhandler-1.0.3.jar:?] {} at cpw.mods.cl.ModuleClassLoader.findClass(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {} at cpw.mods.cl.ModuleClassLoader.loadClass(ModuleClassLoader.java:132) ~[securejarhandler-1.0.3.jar:?] {} at java.lang.ClassLoader.loadClass(ClassLoader.java:520) ~[?:?] {} at org.daan.kingdomclash.common.network.PacketHandler.register(PacketHandler.java:37) ~[%2380!/:?] {re:classloading} at org.daan.kingdomclash.common.KingdomClash.setup(KingdomClash.java:62) ~[%2380!/:?] {re:classloading} at net.minecraftforge.eventbus.EventBus.doCastFilter(EventBus.java:247) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.eventbus.EventBus.lambda$addListener$11(EventBus.java:239) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:302) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:283) ~[eventbus-5.0.7.jar%239!/:?] {} at net.minecraftforge.fml.javafmlmod.FMLModContainer.acceptEvent(FMLModContainer.java:106) ~[javafmllanguage-1.18.2-40.1.0.jar%2377!/:?] {} at net.minecraftforge.fml.ModContainer.lambda$buildTransitionHandler$4(ModContainer.java:107) ~[fmlcore-1.18.2-40.1.0.jar%2379!/:?] {} at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1804) ~[?:?] {} at java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1796) ~[?:?] {} at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:373) ~[?:?] {} at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1182) ~[?:?] {} at java.util.concurrent.ForkJoinPool.scan(ForkJoinPool.java:1655) ~[?:?] {} at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1622) ~[?:?] {} at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:165) ~[?:?] {} Swapping player to equal context.getSender() will make the server boot again, but won't make it so that the player hears the sound, because from my understanding, it will then not be called on the client side. How do i access the player from the client side in a packet without upsetting the multiplayer server?
September 16, 20223 yr The short answer to your question is you shouldn't have client only classes in code that gets loaded during common setup. See the example of ClientPacketHandlerClass here: https://forge.gemwire.uk/wiki/SimpleChannel Edited September 16, 20223 yr 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.
September 16, 20223 yr Author Maybe my understanding is incorrect, but isn't DistExecutor there to shield it from that?
September 16, 20223 yr That stops the code getting executed, it doesn't stop the classloader from loading the code where forge will check the classes referenced are for the correct side. By using a separate class for the client code you will avoid that class getting loaded until it is executed (which is never on the server). . 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.
September 16, 20223 yr Author Thank you for the insight! I've moved code that uses any class with @OnlyIn(Dist.CLIENT) into a seperate "proxy" class and just call that class instead, as you've suggested.
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