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[1.7.2]Dedicated Server Crash[Solved{for now}]


hugo_the_dwarf

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After working on my mod for almost a month now, using the client to test my changes and work. Anyways my mod is based around PvP so not only is it going to be a solo but a server mod. And running it with the dedicated server is giving me crashes for well client related items, The keybindings where a no brainer moved them into the clientProxy. Crash fixed, next one is crashing at my classResponsePacket because it can't find "EntityClientPlayerMP" and I'm not sure I can just move that into the client proxy because this is something the server needs to send to the player (keeps class values updated for the client to see)

 

 

package ca.grm.rot.comms;

import ca.grm.rot.libs.ExtendPlayer;
import io.netty.buffer.ByteBuf;
import net.minecraft.client.Minecraft;
import cpw.mods.fml.common.network.ByteBufUtils;
import cpw.mods.fml.common.network.simpleimpl.IMessage;
import cpw.mods.fml.common.network.simpleimpl.IMessageHandler;
import cpw.mods.fml.common.network.simpleimpl.MessageContext;

public class ClassResponsePacket implements IMessage {

public static class ClassResponsePacketHandler implements IMessageHandler<ClassResponsePacket, IMessage> {

	@Override
	public IMessage onMessage(ClassResponsePacket message, MessageContext ctx) {
		System.out.println("got a response about changing to: " + message.className);
		ExtendPlayer.get(Minecraft.getMinecraft().thePlayer).setCurrentClass(
				message.className);
		return null;
	}

}

public String	className;

public ClassResponsePacket() {

}

public ClassResponsePacket(String className) {
	this.className = className;
}

@Override
public void fromBytes(ByteBuf buf) {
	this.className = ByteBufUtils.readUTF8String(buf); // this class is very
														// useful in general
														// for writing more
														// complex objects
}

@Override
public void toBytes(ByteBuf buf) {
	ByteBufUtils.writeUTF8String(buf, this.className);
}

}

 

 

I'm just understanding the proxies, and the packets I have only a limited grasp on. But enough I know how to use them, but that is not the question at hand. I want a dedicated server to run fine just like the client to (even the client server has no issues) but also work as intended.

 

Also here is my repo if there is code you need to see that I haven't posted https://github.com/GRM-Group/Rise-of-Tristram

 

PS. I have only been modding for the same time I started this mod, so if you see things done wrong or could be better, that is my excuse for it.

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You're using the Minecraft class, which is Client only. You need to move your code into your client proxy, so that on message method should like like

 

public IMessage onMessage(SomeMessage message, MessageContext ctx)
{
    return MainMod.proxy.handleSomeMessage(message, ctx);
}

 

And then you create that method in client and server proxy, and just return null and do nothing on the server.

 

Even though the message is sent from the server and only handled on the client, the server still needs to know about this class.

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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Ok so that helped that out, Also had to move my FML bus instance into my proxy for keybindings, and it runs (yay) but has some errors when I log in (also had to find where it made my server, good thing it outputs that in the console, to make it offline)

 

But I get this error when I join [spoiler=Stopped my copy paste at where my mod showed up]

java.lang.RuntimeException: Missing

at cpw.mods.fml.server.FMLServerHandler.getClientToServerNetworkManager(FMLServerHandler.java:238) ~[FMLServerHandler.class:?]

at cpw.mods.fml.common.FMLCommonHandler.getClientToServerNetworkManager(FMLCommonHandler.java:529) ~[FMLCommonHandler.class:?]

at cpw.mods.fml.common.network.FMLOutboundHandler$OutboundTarget$8.selectNetworks(FMLOutboundHandler.java:225) ~[FMLOutboundHandler$OutboundTarget$8.class:?]

at cpw.mods.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:273) ~[FMLOutboundHandler.class:?]

at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]

at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]

at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:637) ~[DefaultChannelHandlerContext.class:?]

at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:115) ~[MessageToMessageEncoder.class:?]

at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:?]

at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]

at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]

at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:688) ~[DefaultChannelHandlerContext.class:?]

at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:717) ~[DefaultChannelHandlerContext.class:?]

at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:893) ~[DefaultChannelPipeline.class:?]

at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:239) ~[AbstractChannel.class:?]

at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendToServer(SimpleNetworkWrapper.java:207) [simpleNetworkWrapper.class:?]

at ca.grm.rot.events.RotEventHandler.onPlayerJoin(RotEventHandler.java:339) [RotEventHandler.class:?]

 

 

[spoiler=Code snippet that that line]

@SubscribeEvent
public void onPlayerJoin(EntityJoinWorldEvent e) {
	if (e.entity instanceof EntityPlayer) {
		Rot.net.sendToServer(new ClassRequestPacket("whatAmI"));
	}
}

 

 

It still worked despite these errors so I tryied changing my class and got a crash on the playerTick event at this line of code:

player.capabilities.setPlayerWalkSpeed(MathHelper.clamp_float(
					0.1F + ((float) props.getAgility() / 142), 0.04f, 0.3f));

The mod lets you move faster or slower based on the agility stat, and the class I picked changes agility.

 

So do I need to move everything that has to do with a player to the clientProxy? Because I'm sure the server needs to know that the player can move faster.

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oh, that makes sense, since events run both server and client (probably wrong as fk with that assumption)

 

So should I more or less have that event get the properties from the player and just send a reponsePacket? Not player send request to server, get response.

 

If so I think sendTo takes EntityPlayerMP and I'm not sure how I get that to use, I think that is why I have the event send the request and response back.

 

But in this case it's "EntityJoinWorldEvent" and I check to see if it is the player... My understanding of this is limited.

 

But at least I know it's server to server that is causing the exception. (Talking to yourself normally causes problems)

 

EDIT:

for the crash this is the error I believe "Caused by: java.lang.NoSuchMethodError: net.minecraft.entity.player.PlayerCapabilities.setPlayerWalkSpeed(F)V"

 

EDIT2:

Also may I request a link to a good or a few good Proxy tutorials, seems like I should get a better understanding of them and when to use them.

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1. Alright, so I guess will have to read each event carefully when I'm using them just to see where each one is called (one side or both)

 

2. I noticed that even when I use NBT to save and load Extended Properties when a client connects all their stuff (except data Watched values) are all reset to the defaults. So I used the "EntityJoinWorldEvent " to have the server update the clients info so both server and client data is sync'd. So I guess really I could have just said "To Sync server and client data"

 

3. Linked to number 2. But still good to know, thank you.

 

4. *facepalm* guess if I hovered over it eclipse could have told me that, as for reflection I'm not that advanced with Java to understand it or use it (have read other topics on here about people using it or being told to use it) so I guess I am stuck with adding speed/slow potion effects? which kinda sucks I liked the setWalkSpeed did what I wanted it to do. Guess will have to scrap Agility stat. (due to lack of understanding and experience)

 

5.Thanks that is a pretty good explanation. Clears up the use there.

 

So I guess the only thing that still needs answering atm is 2. (3 is kind of a child of 2)

How do I properly keep the client sync'd with the server.

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Ok so googled reflection and had a look at it, it does seem rather easy, never used it yet but I get the idea of it and how to use it. I will give it a try, so what do you suggest I do? I'm also looking up how to get and set private fields. So would I simply get Field playerWalkSpeed = capabilities.class.getDeclaredField(walkSpeed)?

 

Probably when I finish reading up on this I'll know how to do it. But is that what I do? use reflection to set the walkSpeed manually because the method is clientonly?

 

As for the syncing would I just check "if (entity instanceof EntityPlayer){

if (!entity.getWorld.isRemote){

EntityPlayerMP player = (EntityPlayerMP)((EntityPlayer)entity);

//Get Values

sendTo(responsePacket(values),player);

}

}

 

Thanks for the help btw, and sorry if this feels like I'm asking for all the help to make this. I really just want to understand the correct way of doing this.

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Alright so following this tutorial http://docs.oracle.com/javase/tutorial/reflect/member/fieldValues.html and I go this code:

if (props.getAgility() != (agiMod - props.getClassModifers()[1])) {
			props.setAgility(agiMod);
			//ExtendPlayer.get(player).updateMoveSpeed();
			/*player.capabilities.setPlayerWalkSpeed(MathHelper.clamp_float(
					0.1F + ((float) props.getAgility() / 142), 0.04f, 0.3f));*/
			Class<?> pc = player.capabilities.getClass();
			try {
			Field walkSpeed = pc.getDeclaredField("walkSpeed");
			walkSpeed.setAccessible(true);

				walkSpeed.set(pc, 6.6f);
			} catch (IllegalArgumentException | IllegalAccessException e) {
				// TODO Auto-generated catch block
				e.printStackTrace();
			} catch (NoSuchFieldException e) {
				// TODO Auto-generated catch block
				e.printStackTrace();
			} catch (SecurityException e) {
				// TODO Auto-generated catch block
				e.printStackTrace();
			}
		}

 

I literally have no idea what I'm doing but this snippet is in my livingUpdateEvent, and works with:

player.capabilities.setPlayerWalkSpeed(MathHelper.clamp_float(0.1F + ((float) props.getAgility() / 142), 0.04f, 0.3f));

 

So I *think* I have the basic understanding on how to use reflection now, just how do I use it properly with MC?

Do I need to do some more sorcery?

 

EDIT:

We are not suppose to post vanilla code right? Would me posting my reflection code be violating this?

 

EDIT2:

Ok I forgot that my code only does any changes if something has changed. So added something that gave me more agi and it works.

So this won't effect *all* players just the one with more or less agility?

 

EDIT3:

yup each player has their own Move Speed, excellent, Also fixed the Server to Server packet sending issue. So no crashes. Thanks for all the help. I have a feeling more will pop up when I test my mod out more with the other features.

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