Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.8] can't find a way to get player in packets (IMessageHandler) [Solved]


Recommended Posts

i'm trying to sync some numbers from server to client but i need to now the player before i can set the numbers

 

	public static class Handler implements IMessageHandler<syncWithServer,IMessage> {
	@Override
	public IMessage onMessage(syncWithServer message, MessageContext ctx) {
			EntityPlayer player = ctx.getServerHandler().playerEntity.worldObj.getPlayerEntityByName(message.player);
			BloodCore bloodCore = BloodCore.get(player);

			bloodCore.setCurrentBlood(message.currentBlood);
			bloodCore.setVampireLevel(message.level);
			bloodCore.setVampireType(message.type);
		return null;
	}
}

with this as the code i get this error message https://gist.github.com/anonymous/e497758f2a16710a720d

when this happens the client does not crash it just say a fatal error has occured, this connection is terminated.

I've also try'ed to get the player client side (the handler is client sided) but when i do that the server crashes on startup

 

this is how i register the packets and made the network channel (yes it is in preinit)

		network = NetworkRegistry.INSTANCE.newSimpleChannel(Referance.MODID);
	network.registerMessage(syncWithServer.Handler.class, syncWithServer.class,0, Side.CLIENT);

 

my packet class itself

public class syncWithServer implements IMessage{
int currentBlood,level,type;
String player;

public syncWithServer() {}

public syncWithServer(int currentBlood,int level,int type, String player) {
	this.currentBlood = currentBlood;
	this.level = level;
	this.type = type;
	this.player = player;
}

@Override
public void toBytes(ByteBuf buf) {
	buf.writeInt(currentBlood);
	buf.writeInt(level);
	buf.writeInt(type);
	ByteBufUtils.writeUTF8String(buf,player);
}

@Override
public void fromBytes(ByteBuf buf)
{
	this.currentBlood = buf.readInt();
	this.level = buf.readInt();
	this.type = buf.readInt();
}

public static class Handler implements IMessageHandler<syncWithServer,IMessage> {
	@Override
	public IMessage onMessage(syncWithServer message, MessageContext ctx) {
			EntityPlayer player = ctx.getServerHandler().playerEntity.worldObj.getPlayerEntityByName(message.player);
			BloodCore bloodCore = BloodCore.get(player);

			bloodCore.setCurrentBlood(message.currentBlood);
			bloodCore.setVampireLevel(message.level);
			bloodCore.setVampireType(message.type);
		return null;
	}
}
}

Link to post
Share on other sites

Your onMessage is called on the Client, so the only "valid" player is Minecraft.getMinecraft().thePlayer. If you want to sync your properties for other players as well, you'll need to send the entityID and use Minecraft.getMinecraft().theWorld.getEntityByID.

Link to post
Share on other sites

Your onMessage is called on the Client, so the only "valid" player is Minecraft.getMinecraft().thePlayer. If you want to sync your properties for other players as well, you'll need to send the entityID and use Minecraft.getMinecraft().theWorld.getEntityByID.

I've try'ed using Minecraft.getMinecraft().thePlayer and makes the server crash https://gist.github.com/anonymous/e531a46eeb7ba5b27804

Link to post
Share on other sites

Yes, you will need to delegate your onMessage into your @SidedProxy.

I've read a lot of java but I'm still not sure what delegate means or does

I've try'ed to register the packet in mine @SidedPoxy (ClientProxy) but that made Minecraft.getMinecraft.thePlayer return

an nullExpection

Link to post
Share on other sites

I did not say register it there, you need to register your packet just like always.

What I meant was that onMessage just calls a method in your proxy. This method does nothing in your Common(=Server)Proxy (you could even make it through an exception there, it will never be called) and actually handles the message in the ClientProxy.

Link to post
Share on other sites

I did not say register it there, you need to register your packet just like always.

What I meant was that onMessage just calls a method in your proxy. This method does nothing in your Common(=Server)Proxy (you could even make it through an exception there, it will never be called) and actually handles the message in the ClientProxy.

ah, ok

didn't think i should register it there but there are sometimes java just confuses me

--EDIT

Minecraft.getMinecraft.thePlayer still returns null

 

--EDIT

ok if i make it print to console it does not return null then it return EntityPlayerSP witch is a bit problematic for my get method in a IExtendedEntity... only accepts EntityPlayer and if i try to convert it to a EntityPlayer

EntityPlayer player = (EntityPlayer) Minecraft.getMinecraft.thePlayer;

idea says (EntityPlayer) are not in use/necessary.

Link to post
Share on other sites

It's still an EntityPlayer...

ok... but why does it return null (nullExeption) when i then try to use it with my IExtendedEntity... then?

 

this is what the onMessage calls

	@Override
public void syncWithServerHandler(int currentBlood,int level,int type)
{
	EntityPlayer player = Minecraft.getMinecraft().thePlayer;
	BloodCore bloodCore = BloodCore.get(player); <----- NullPointerException here when trying to connect to server

	bloodCore.setCurrentBlood(currentBlood);
	bloodCore.setVampireLevel(level);
	bloodCore.setVampireType(type);
}

 

the Bloodcore.get method looks like this

public static BloodCore get(EntityPlayer player) {return (BloodCore) player.getExtendedProperties(PROP_NAME);}

Link to post
Share on other sites

How do you register your IEEP?

i register the IEEP in EntityConstruction event

	@SubscribeEvent
public void handleConstruction(EntityEvent.EntityConstructing event)
{
	if (event.entity instanceof EntityPlayer && BloodCore.get((EntityPlayer) event.entity) == null) {
		BloodCore.register((EntityPlayer) event.entity);
	}

}

 

and it calls this method

	public static void register(EntityPlayer player) {
	player.registerExtendedProperties(BloodCore.PROP_NAME, new BloodCore(player));
}

 

and my eventHandler are registered by my commonProxy

	public void preInit(){
	ConfigurationHandler.init(ConfigFile);
	FMLCommonHandler.instance().bus().register(new ConfigurationHandler());
}

	@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event)
{
	network = NetworkRegistry.INSTANCE.newSimpleChannel(Referance.MODID);
	network.registerMessage(syncWithServer.Handler.class, syncWithServer.class,0, Side.CLIENT);
	proxy.preInit();
	proxy.registerVampires();
}

Link to post
Share on other sites

Why is your EventHandler registered in your CommonProxy? It might be that you only register it on the Dedicated Server, why?

oh.. i thought that the commonProxy got run server and client side, just trying to keep the code clean. Never mind i moved everything from the preinit method back but the client still have the problem of return NullPointerException :(

 

client log after login to server https://gist.github.com/anonymous/6a67c1f2464f5eeb9e33

method called by package

	@Override
public void syncWithServerHandler(int currentBlood,int level,int type)
{
	EntityPlayer player = Minecraft.getMinecraft().thePlayer;
	BloodCore bloodCore = BloodCore.get(player);

	bloodCore.setCurrentBlood(currentBlood);
	bloodCore.setVampireLevel(level);
	bloodCore.setVampireType(type);
}

current preInit

	@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event)
{
	network = NetworkRegistry.INSTANCE.newSimpleChannel(Referance.MODID);
	network.registerMessage(syncWithServer.Handler.class, syncWithServer.class, 0, Side.CLIENT);
	VampireRegister.registerVampire(new BloodVampire());
	ConfigurationHandler.init(ConfigFile);
	FMLCommonHandler.instance().bus().register(new ConfigurationHandler());
}

the event that starts it all

	@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){
	if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer) {
		BloodCore.get((EntityPlayer) event.entity).syncWithServer();
	}
}

the syncWithServer method

	public void syncWithServer()
{
	if(!player.worldObj.isRemote)
	vampiric.network.sendTo(new syncWithServer(this.CurrentBlood,this.VampireLevel,this.VampireType,this.player.getDisplayName().getUnformattedText()),(EntityPlayerMP) player);
}

can it be a 1.8 forge bug?

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
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.



×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.