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Posted

So I understand why we make the proxies, to differentiate between an integrated server and dedicated server, but in what cases would I want to do something different based on that fact? I guess my mod is too basic to need them, but I'd like to know when to use them in the future. Thanks!

Posted

Alright, so what types of things need to be run on the client but not a dedicated server? Is there anything that needs to be run only on a dedicated server and not the client? Sorry, I'm still fairly new to this stuff.

Posted

Usually anything that has to do with visuals or sound can only happen on the client. So rendering, textures and well, sound.

The other way round (only on the dedicated server) is rare. Haven't had it happen to me yet.

Alright, so just so I understand correctly, I should only be registering things with sound and visuals on the client?

Posted

It's not quite that simple, but put simply you could say that, yes.

 

Alright, I guess I'll learn exactly what things need to go in each proxy as I go.

Posted

Usually anything that has to do with visuals or sound can only happen on the client. So rendering, textures and well, sound.

The other way round (only on the dedicated server) is rare. Haven't had it happen to me yet.

 

Actually, sounds are/were both client and server.  The server had to relay the fact that sounds were occurring to all clients.  The server never plays the sound file, but it does know about it.  Particles are kind of the same way.

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

Both particles and sounds are only Strings on the Server,not actually ISound/ParticleFX instances.

 

Touche.  Point was, for 99% of usage, a modder doesn't have to treat them differently from what I recall.  With the new JSON files, it's completely obfuscated as to what actually happens serverside and what happens client side.

 

I, as a modder, don't need to care but I do need to make sure that I call world.playSound(...) on the server or it won't work correctly.

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

Alright, so now I'm a bit more confused...is there any easy way to tell what needs to go in each proxy without testing and seeing if a dedicated server doesn't like my code?

Posted

Basically:

 

Remember to run the game as a client/server pair through Eclipse.  Use the dropdown arrow on the "run" button to see the options.  Run both, connect to the local server with the client, wait for something to explode.

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

Note that that's not all of it. Basically anything that has @SideOnly(Side.CLIENT) is definitely client only. But there might be classes which reference @SideOnly classes but don't have @SideOnly themselves, these would only work on the client as well.

 

Thanks, That all makes sense, I'll make sure I keep an eye out for stuff like that.

 

Basically:

 

Remember to run the game as a client/server pair through Eclipse.  Use the dropdown arrow on the "run" button to see the options.  Run both, connect to the local server with the client, wait for something to explode.

 

Wow, why did I never think of that...anyway thanks for the tip! Stuff already exploded so I've got fixing to do. Thank you guys for all the help, I really appreciate being able to talk to more experienced modders to help me understand forge more.

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