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Posted

Right now EntityItem.onCollideWithPlayer is the only method that the EntityItemPickupEvent is called from and the event doesn't get sent out to the client when they pick up an item while on a non-integrated server because it's not called when the server is remote.

 

I've made an "item get" mod that will not work in SMP using the current event implementation.

 

Because of the fact the event is only called when the player collides with the entity after its delay is up, it retriggers when the player's inventory is full. Any methods using this event will run even if the player actually hasn't picked up the item, making it a misleading event.

 

In order to get the most out of this event I believe it would need a flag for successful pickup or even to be changed to only fire when an item was successfully picked up as well as carry information on the EntityItem the instant before pickup was attempted and after. Having that information fixes the issue of not knowing how much of the EntityItem was actually taken into the inventory (In the case of having 62 Fish and a full inventory, an EntityItem with a stack of 17 and only taking 2 of it, for example) and the event subscriber could easily see if the item was truly "picked up" based on if the stackSize had actually changed.

 

As for throwing the event on a server, Packet22Collect is the earliest trace of the client handling an item pickup event that I can find. It looks like the servers NetHandler does not handle the packet (unexpectedPacket method is called) while the client plays the pop sound and what have you, but it also gets rid of the entity on the WorldClient. I'm not positive it's the right packet to be looking at.

 

I don't really know what to do from here or how to dig any deeper into it. I'm also not entirely sure if the information above is absolutely correct, but I wouldn't release a mod making edits to base classes that aren't done absolutely correctly.

 

I'll still attempt to look more into it, but for now I've put this out there to get feedback.

Posted

The pickup event is specifically designed to be server side, the client really shouldn't be doing ANYTHING client side. So if you need to do something spectacular client side, then you eityher 1) are doing it wrong or 2) should probably hook into something else.

 

As for having the extra data that you need, this is fairly simple, the item is picked up AFTER the event fired, the item passed in is the full and complete item stack, and the player passed in is the player that is grabbing the item. You can use those peices of information to do whatever the hell you want.

 

As for the actual handeling, there is a flag to stop everything, as well as a flag that marks it so that the vanilla pickup {adding to the inventory} doesnt happen, yet your event can still process as it wished.

 

So in reality... I don't think this event needs to change at all.

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Posted

I understand now.

 

I expected that it would still fire if the mod was not loaded server side (since the client "picks up" the item as well), but it seems that I'll have to throw the event server side as well. Since it's a GUI I have to split up the mod into server side and client side, I suppose?

 

I feel like I'm doing unnecessary things to get this working on client and server though. I ended up sending a packet when the forge event is thrown and when the game's pickup event is thrown.

 

The client does handle them now (not properly, but it's progress), but I wonder if this was a very inefficient way to do it.

 

I've managed to work around most of it so far, so it may not be lacking in a purely technical sense, but for what I want to do (though it's probably my lack of understanding; still working on that part) it doesn't seem very friendly. I'll keep trying to get a better understanding of it.

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