Jump to content

Recommended Posts

Posted

I'm trying to do a request-reply message packet. I knew how to construct them, but I have no clue about how the reply mechanism works. I just don't know how I would react to a reply from the packet sending code. Can someone enlighten me please?

Posted

AFAIK a reply is just a normal message that is sent to the opposite side by forge which means that packet replies are only there for convenience and the reply can and must be handled exactly as a normal message.

You could of course encode the original message in the reply so that you know to which message you got an answer to but that goes too deap into actual code (you already know?, if not feel free to say so)

Posted

So this means that after returning the reply message in the handler forge sends another packet using the message you supplied to the sender. But how would it handle it if it doesn't specify the handler? Does it use the same handler?

Posted

With the SimpleNetworkWrapper implementation you have to `registerMessage(Class<? extends IMessageHandler>, Class<? extends IMessage>, byte, Side)` where you provide an IMessageHandler and an IMessage basically telling forge that the provided IMessageHandler handles Messages of type IMessage.

Now I don't know what happens if you send a message which type hasn't been registered/has no handler. But if there is one for the type of message you sent it will be handled by the IMessageHandler you registered.

Replies get sent on the channel they have been received so that is how forge knows that the answer belongs to your mod.

Replies are nothing more than messages that get encode and sent and then get handled by the IMessageHandler you registered for the TYPE of IMessage that has been sent. So a messageflow may look like this (A and B are both IMessages):

 

In MainClass:

 

SimpleNetworkWrapper networkHandler = new SimpleNetworkWrapper("MHFC"); // "MHFC" is the channel's name

 

In PreInitialization:

 

networkHandler.registerMessage(AHandler.class, A.class, 0, Side.SERVER); // A is a message to the server
networkHandler.registerMessage(BHandler.class, B.class, 0, Side.CLIENT); // B is a message to the client

Normally you register both messagetypes on both sides (if needed) but here we have a simple bounceback

 

Anywhere:

A messageA = new A(someArgs);
MainClass.networkHandler.sendToServer(messageA);

 

Now the following happens:

 

messageA -> encodedMessageA (by calling messageA.toBytes()) -> .... internet.... -> messageA (with messageA.fromBytes()) -> select handler (from registered handlers) -> handler.onMessage(messageA) -> messageReplyB -> encodeMessageB -> .... internet.... -> messageB -> select handler -> handler.onMessage(messageB) ->...

 

Only the original messageA and the two handler.onMessage(message) calls happen outside of forge but give you full control. Now notice the ... at the end. This means that another answer package could be sent etc.

 

Forgive my formatting, it's bad but w/e, follow the flow  :P

 

PS: Networkwise the messages aren't recognized by class but by the byte (third argument in registerMessage(...)). So make sure that you select a different byte for each message you register.

Posted

So you should use the IMessage class to the opposite side that you already registered using the same "discriminator" on the same SimpleNetworkWrapper.

Am I getting this right?

 

Thanks anyways for yous clarification.

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I've been using this modpack for a few days now with no issues, it was working properly just an hour or two ago and now all of a sudden when I try to load it I get this error: 'The game crashed: exception in server tick loop Error: com.google.gson.JsonSyntaxException: java.lang.IllegalStateException: Expected BEGIN_OBJECT but was STRING at line 1 column 1 path $' debug log: https://pastebin.com/1htBuhsP crash report: https://pastebin.com/QggHKYDg
    • Everything worked fine until I decided to install supplementaries squared, amendments and a couple other mods like artifacts, and compats for it. I'm having a hard time fixing this, and I get this crash whenever I try to enter a world. Not even a new world is feasible. Any help would be highly appreciated!! https://pastebin.com/7KXYZ6fM
    • Internal Exception: com.google.gson.JsonParseException: Error loading registry data: Unknown element: ResourceKey[minecraft:worldgen/configured_feature / minecraft:crimson_forest_vegetation]   This error is there when i try to join my friends server. We had some mods and it was okay but after 3 days i cant join.
    • It just says the mod i had but i dont have now.. and i didnt even use these mods and it still was crashing with the mods  
    • Hello,   I've been back and forth in emails with some CurseForge support staff on the issue but there's been no progress. In the CurseForge app, I have custom profiles and some public modpacks that will not load no matter what. I've goen through every link sent to me, I've reinstalled Minecraft, reinstalled the launcher, repaired the installations individually, uninstalled and reinstalled the public modpacks, downloaded the latest Java--all of it. But each time, I'm always met with either "java runtime exception", "exit code 1" on the rare occasions Minecraft does launch, or "java is out of date" (which literally cannot be possible since I reinstalled the latest version a few different times.) Making a new profile works, but I want to be able to play the ones I had before.  I had gotten one of the old public Minecraft modpacks to work, the prehistoric one about dinosaurs being featured right now, but then it only worked once. I've tried to retrace my steps and it just would not work. I have genuinely no clue what's going on.
  • Topics

×
×
  • Create New...

Important Information

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