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ClientSide return null entity player


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Hi, I try to making a little mod. but i have problem.

When i call get playerEntity from ClientProxy it's will return null exception.

 

Client Proxy :

public class ClientProxy extends CommonProxy{

private final Minecraft mc = Minecraft.getMinecraft();

@Override
public EntityPlayer getPlayerEntity(MessageContext ctx) {
	return (ctx.side.isClient() ? (EntityPlayer) mc.thePlayer : super.getPlayerEntity(ctx));
}
}

 

Call with

@Override
public IMessage onMessage(REQ message, MessageContext ctx) {
	if(ctx.side == Side.SERVER)
		handleServerSide(message, TestMod.proxy.getPlayerEntity(ctx));
	else
		handleClientSide(message, TestMod.proxy.getPlayerEntity(ctx));
	return null;
}

 

 

When send some packet to player this line will be exception

handleClientSide(message, TestMod.proxy.getPlayerEntity(ctx));

with null PlayerEntity.

 

How can i fix it?

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99% sure you came here from coolAliases packets tutorial.

 

Post more code - more proxies (common and your handling methods), example packet handler used by your method.

You might wanna print variables (player, msg context, etc).

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

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99% sure you came here from coolAliases packets tutorial.

 

Post more code - more proxies (common and your handling methods), example packet handler used by your method.

You might wanna print variables (player, msg context, etc).

 

I just getting only getPlayerEntity method from coolaliases

 

so i can't print anything when print mc.thePlayer at client proxy. Source will exception that place.

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As Ernio said, we need more code in order to help you. Post your full packet handler class, common and client proxy, full message class, and the code where you send the packet.

 

Also, what version of Minecraft are you on, 1.8? You have to be aware of thread issues, for example sending packets to the client player when they join the world will give you this kind of NPE when receiving the packet, because the client player doesn't yet exist.

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As Ernio said, we need more code in order to help you. Post your full packet handler class, common and client proxy, full message class, and the code where you send the packet.

 

Also, what version of Minecraft are you on, 1.8? You have to be aware of thread issues, for example sending packets to the client player when they join the world will give you this kind of NPE when receiving the packet, because the client player doesn't yet exist.

 

 

AbstractPacket :

 
public abstract class elAbstractPacket<REQ extends IMessage> implements IMessage, IMessageHandler<REQ, REQ>{

public abstract void readPacket(PacketBuffer buf);
public abstract void sendPacket(PacketBuffer buf);
public abstract void handleClientSide(REQ Message, EntityPlayer player);
public abstract void handleServerSide(REQ message, EntityPlayer player);

@Override
public REQ onMessage(REQ message, MessageContext ctx) {
	if(ctx.side == Side.SERVER)
		handleServerSide(message, Endless.proxy.getPlayerEntity(ctx));
	else
		handleClientSide(message, Endless.proxy.getPlayerEntity(ctx));
	return null;
}

@Override
public void fromBytes(ByteBuf buf) {
	readPacket(new PacketBuffer(buf));
}

@Override
public void toBytes(ByteBuf buf) {
	sendPacket(new PacketBuffer(buf));
}


}

 

Send it from

@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event) {
	if(event.entity == null) return;

	if(!(event.entity instanceof EntityPlayer)) return;

	if(event.entity.worldObj.isRemote) return;

	if(event.world.isRemote) return;

	EntityPlayer player = (EntityPlayer) event.entity;
	elPacketHandler.sendTo(new elAuthPacket(player), (EntityPlayerMP)player);
}

 

elAuthPacket:

public class elAuthPacket extends elAbstractPacket<elAuthPacket>{
private NBTTagCompound data;
private elAuthOperation operation;

public elAuthPacket() {}

public elAuthPacket(EntityPlayer player) {
	this.data = new NBTTagCompound();
	elAuthPlayerInfo.get(player).saveNBTData(this.data);
	this.operation = elAuthOperation.Sync;
}

@Override
public void readPacket(PacketBuffer buf) {	
	this.operation = elAuthOperation.values[buf.readByte()];
	switch(operation) {
		case Sync:
			this.data = ByteBufUtils.readTag(buf);
			break;
	}
}

@Override
public void sendPacket(PacketBuffer buf) {
	buf.writeByte(this.operation.ordinal());
	switch(operation) {
		case Sync:
			ByteBufUtils.writeTag(buf, this.data);	
			break;
	}
}

@Override
public void handleClientSide(elAuthPacket message, EntityPlayer player) {
	switch(message.operation) {
		case Sync:
			elAuthPlayerInfo.get(player).loadNBTData(message.data);
			break;

	}
}

@Override
public void handleServerSide(elAuthPacket message, EntityPlayer player) {
	switch(message.operation) {
	}

}
}

 

 

edit :: fix elAuthPacket class

 

ps. Do you need more? please tell me. what do you need.

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I need to know what version of Minecraft you are modding, but judging from your circumstance, I'm pretty sure it is 1.8.

 

You need to schedule your packet to process on the main thread.

 

I just have all of my packets default to this behavior since a. it's what Minecraft does, and b. 95% of the time you need to anyway.

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Need exacly this: (alredy noted)

Endless.proxy.getPlayerEntity(ctx) // both proxies

But coolAlias is most likely right (about that 1.8 ).

 

Also - you packet code WILL break. You cannot have message and handler in one class. Those two simply cannot share fields with each other.

You need to separate them to 2 classes or make handler to be a static class inside Message class.

This "WILL break" - race conditions and stuff. Just don't do that.

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

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You actually can have the handler in the same class - the problem isn't race conditions, it is the fact that the message instance that gets sent / received is not the same one that is constructed to handle the message (if they are in the same class), so all of the message contents that you expect to be there when you are handling it are invalid.

 

You can get around this by creating a separate method such as 'process' that you call from the handler using the received message instance.

 

In fact, ALL of my messages use that same handler, and do whatever they need to do in the processing method. Makes registration easy ;)

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I need to know what version of Minecraft you are modding, but judging from your circumstance, I'm pretty sure it is 1.8.

 

You need to schedule your packet to process on the main thread.

 

I just have all of my packets default to this behavior since a. it's what Minecraft does, and b. 95% of the time you need to anyway.

 

I very thanks so much. I has merged to my soure and it's working now.

Thank you.

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@coolAlias: The logic in your code there is a bit flawed. If msg.requiresMainThread() returns true you go into checkThreadAndEnqueue. That method then checks if you are not on the main thread and if so, schedules a task. But if you are already on the main thread, it does nothing. Yes, this will never happen, but then you might as well not check for isCallingFromMinecraftThread at all.

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@coolAlias: The logic in your code there is a bit flawed. If msg.requiresMainThread() returns true you go into checkThreadAndEnqueue. That method then checks if you are not on the main thread and if so, schedules a task. But if you are already on the main thread, it does nothing. Yes, this will never happen, but then you might as well not check for isCallingFromMinecraftThread at all.

Ah yes, you're right. It's one of those 'copied vanilla, got it working, and never really thought about it again' kind of situations :P

 

EDIT: Aaaaand just put you to 3000. Damn. xD

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