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Posted

Hi!

I have some problems with the key binding for server.

 

for sigleplayer i use:

 

in the main class

		KeyBindingRegistry.registerKeyBinding(new DimensionShiftKeyHandler());

	TickRegistry.registerTickHandler(new PlayerTickHandler(EnumSet.of(TickType.PLAYER)), Side.SERVER);

Key registry

 

package net.dimensionshift.mod;

import java.util.EnumSet;

import net.minecraft.client.Minecraft;
import net.minecraft.client.settings.KeyBinding;
import net.minecraft.network.packet.NetHandler;

import org.lwjgl.input.Keyboard;

import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.client.registry.KeyBindingRegistry.KeyHandler;
import cpw.mods.fml.common.TickType;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class DimensionShiftKeyHandler extends KeyHandler {

@SideOnly(Side.CLIENT)
    static KeyBinding SpecialAbility = new KeyBinding("test", Keyboard.KEY_H);
public static boolean keyPressedTest;



    public DimensionShiftKeyHandler() {
            //the first value is an array of KeyBindings, the second is whether or not the call 
            //keyDown should repeat as long as the key is down
            super(new KeyBinding[]{SpecialAbility}, new boolean[]{false});
    }

    @Override
    public String getLabel() {
    	  return "DimensionShiftKeyBindings";
    	}
    
@Override
public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd) {
	// TODO Auto-generated method stub

}
    @Override
    public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) {
            //do whatever
    	
	if (kb.keyCode == SpecialAbility.keyCode) {
		keyPressedTest = true;
	}


    }


    public EnumSet<TickType> ticks() {
            return EnumSet.of(TickType.CLIENT);

    }


}

 

 

TickHandler

 

package net.dimensionshift.mod;

import java.util.EnumSet;
import net.dimensionshift.mod.DimensionShiftKeyHandler;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.world.World;
import cpw.mods.fml.common.ITickHandler;
import cpw.mods.fml.common.TickType;
public class PlayerTickHandler implements ITickHandler
{
private final EnumSet<TickType> ticksToGet;

/*
         * This Tick Handler will fire for whatever TickType's you construct and register it with.
         */
public PlayerTickHandler(EnumSet<TickType> ticksToGet)
{
         this.ticksToGet = ticksToGet;
}
/*
         * I suggest putting all your tick Logic in EITHER of these, but staying in one
         */
@Override
public void tickStart(EnumSet<TickType> type, Object... tickData)
{
         playerTick((EntityPlayer)tickData[0]);
}
@Override
public void tickEnd(EnumSet<TickType> type, Object... tickData)
{
}
@Override
public EnumSet<TickType> ticks()
{
         return ticksToGet;
}
@Override
public String getLabel()
{
         return "TutorialPlayerTick";
}

public static void playerTick(EntityPlayer player)
{
         if(DimensionShiftKeyHandler.keyPressedTest==true){
        	
        	 //maybe spawn a few particles at player position
        		 
        	System.out.println(player.getEntityName() + " did something...");	 
        	
         }
}
}

 

 

This code works good in ssp, but my server crashes on startup.(userinput is completely new for me...)

 

As far as i understand i have to add a packet handler. Can someon give me a hint how to this?

(I need the coordinates + name of the player who pressed the button)

 

    thx in advance, Jacky

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Posted

Yeah, i know that i have to use packets...

But i don't know how to send the players name with packets/how i can figure out who sent the package...

everything else shouldn't be a problem.

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Posted

Yeah, i know that i have to use packets...

But i don't know how to send the players name with packets/how i can figure out who sent the package...

everything else shouldn't be a problem.

 

Packets coming from a player will pass a player entity to your packet handler.

 

Its like magic:

 

public void onPacketData(INetworkManager manager, Packet250CustomPayload packet, Player player) {  }

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Yeah, i know that i have to use packets...

But i don't know how to send the players name with packets/how i can figure out who sent the package...

everything else shouldn't be a problem.

 

Packets coming from a player will pass a player entity to your packet handler.

 

Its like magic:

 

public void onPacketData(INetworkManager manager, Packet250CustomPayload packet, Player player) {  }

 

I idiot stupid...    :-\

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Posted

EDIT(couldn' Edith original post):

but in order to send a packet i need the player.

How do i geht the player inside the keybinding class?

 

Also, as far as i know, i need an entity player/entity player mp in order to do anything with him. how do i convert player to entity player?

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Posted

Player is an interface added by forge to EntityPlayer. Casting is safe.

 

Only one player on client:

Minecraft#thePlayer

 

Oh... Then one problem is solved.

But how do i geht the player inside my keybinding Class to send the packet?

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Posted

Only one player on client:

Minecraft#thePlayer

But how should i send the packet if i don't have the player?

player.sendQueue.addToSendQueue(packet);

 

Or should i send the packet inside my tickhandler?  (Would like to get rid of it since i don't need it for anything else.)

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Posted

You DO have the player, that's what they've been trying to tell you:

EntityPlayer player = Minecraft.getMinecraft().thePlayer;

Minecraft.getMinecraft() returns the client instance of Minecraft, which always has a reference to the client side player and world objects.

 

But that's a moot point: when sending packets to the server, you don't need an instance of the player because the server already knows from whom it came...

Posted

You DO have the player, that's what they've been trying to tell you:

EntityPlayer player = Minecraft.getMinecraft().thePlayer;

Minecraft.getMinecraft() returns the client instance of Minecraft, which always has a reference to the client side player and world objects.

 

But that's a moot point: when sending packets to the server, you don't need an instance of the player because the server already knows from whom it came...

 

Thx, this is exactly what i want.

 

But how can i send a packet without the player? if i understood the code on the wiki correct i need the player object to send the packet. Is there any other way to send a packet?

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