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Posted

IExtendedEntityProperties is your friend.

PlayerTickEvent is another.

SimpleNetworkWrapper (packets) is 3rd (if you want client-side to be able to view his data).

 

How to:

Implement IExtendedEntityProperties to EntityPlayer in EntityConstructingEvent.

Put time in there.

In PlayerTickEvent get his IEEP and increment time by one.

 

Tutorials:

http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-1-7-2-1-6-4-eventhandler-and

1.7.10 is no longer supported by forge, you are on your own.

Posted

IExtendedEntityProperties is your friend.

PlayerTickEvent is another.

SimpleNetworkWrapper (packets) is 3rd (if you want client-side to be able to view his data).

 

How to:

Implement IExtendedEntityProperties to EntityPlayer in EntityConstructingEvent.

Put time in there.

In PlayerTickEvent get his IEEP and increment time by one.

 

Tutorials:

http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-1-7-2-1-6-4-eventhandler-and

 

Okay. And PlayerTickEvent is called once a tick right? (20x a second)

Posted

Yuup, also - IEEP is added (should be) on EntityConstructingEvent, which is server AND client. (You can have it only on server if you want)

Same goes for PlayerTickEvent (yes, 20 per 1sec). Remember to check side.

 

If you would like to actually update client with server data (packets) - don't waste one packet per tick per player.

Rather send initial time and then increment this initial time on client side and maybe resynchronize once in a while.

 

See http://www.minecraftforge.net/forum/index.php/topic,27401.0.html (this long (my) post) about more stuff regarding synchronization.

1.7.10 is no longer supported by forge, you are on your own.

Posted

Yuup, also - IEEP is added (should be) on EntityConstructingEvent, which is server AND client. (You can have it only on server if you want)

Same goes for PlayerTickEvent (yes, 20 per 1sec). Remember to check side.

 

If you would like to actually update client with server data (packets) - don't waste one packet per tick per player.

Rather send initial time and then increment this initial time on client side and maybe resynchronize once in a while.

 

See http://www.minecraftforge.net/forum/index.php/topic,27401.0.html (this long (my) post) about more stuff regarding synchronization.

 

Nope. I don't need stuff on the client. I was just planning on interfacing through commands. Now, how does one get the IExtendedEntityProperties of an offline player?

 

I also have this issue when the player logs out, apparently there's two of them?

 

Code: http://pastebin.com/zSUBWnYa and http://pastebin.com/wPui5vKv

Posted

"Nope. I don't need stuff on the client."

You can add your PlayTimeData only for server-side PlayerEntities (!world.isRemote).

But watch out - make sure you won't be getting this IEEP on client (null).

 

"get the IExtendedEntityProperties of an offline player"

Impossible, IEEP is loaded with EntityPlayer's NBT, you would need a custom loader (copy vanilla code) that would load offline data.

You will need to translate nick to UUID (quite hard one, you can use cache file maybe for logged in player - similar to one Dedicated server has). Then get UUID.dat and read it using (de)compression tools.

 

"issue when the player logs out"

Yeah, if you register IEEP for client and server there will be 2, one for each. Client one is never saved to NBT, only virtual stuff to store data received from server.

 

1.7.10 is no longer supported by forge, you are on your own.

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