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[1.7.10] Send files between server and client


Dijkstra
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Ok so I do not want to give to much a bout my new mod because some one copied my last mod idea. I want user to be able to take screen shot and then in java it will get crop and compressed (it only going be shown in minecraft so it does not not be best quailty), any one once place click the crop button the image get sent to the server with a date/time stamp, I do not know if packets are the right or if they work for what I want if so could tell me or another way that would grate. When the server receives it will cache it with the data/time stamp and send it out all other users. When a player joins the file name and time stamp with be compared between server and client, if they do not match the server will send the newest one to the client. Is there any way to all any of this with forge or will have to whole file send and receiver class to my mod?   

 

Edit - I was thinking (do not know if this possible) I could make an event that is triggered when the use clicks the button which seen the image, the time stamp and their user as event info, do not know how that works between server and client though.

 

My forge knowledge is very limited help me improve it.

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I think packets are the way to go. In vanilla the server can send an entire resource pack to the client via S48PacketResourcePackSend.

 

Edit: that example is no good, but the server still sends entire chunks to the client

catch(Exception e)

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Yay, Pokémon exception handling, gotta catch 'em all (and then do nothing with 'em).

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Yup, you want to use packets:

http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-x-1-8-customizing-packet-handling-with

http://www.minecraftforge.net/forum/index.php/topic,20135.0.html

 

As to other - I wouldn't directly sync "screenshots" as in vanilla ones. KeyBinding that does same as vanilla screenshot, but also sends it. KeyBindingEvent or KeyboardEvent might be useful (I don't remember).

 

Anyway - you need to know this:

* Packets from server to client will get split into partial packets if data is too big.

* Packets from client to server WILL NOT. You will have to handle splitting on your own if you need bigger than standard size (which I don't think you will).

* Also this: http://greyminecraftcoder.blogspot.com.au/2015/01/thread-safety-with-network-messages.html

* And for some of those request based system you might wanna use PlayerLoggedInEvent or one of FMLNetworkEvent (e.g client connection).

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

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* Packets from server to client will get split into partial packets if data is too big.

 

Depends on how your packet is set up. If you have a single value that is too large, which you might for a serialized image, it won't split up the packet and will throw errors.

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

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Depends on how your packet is set up. If you have a single value that is too large, which you might for a serialized image, it won't split up the packet and will throw errors.

What is a "single value"? Packets don't care about values. Packets are a pile of byte, nothing else. Splitting server-to-client will work regardless of what is in your packet.
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