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Is there a way to execute code on the server when a player executes a command? Here's what I've been trying:

 

I've tried this in both my common and server proxy:

public void serverLoad(FMLServerStartingEvent e) {
    	e.registerServerCommand(new CommandQuest());
    }

 

And here's the command:

public class CommandQuest implements ICommand {
private final ArrayList<String> _aliases;

public CommandQuest() 
    { 
        _aliases = new ArrayList<String>(); 
        _aliases.add("quest"); 
    } 

@Override
public int compareTo(Object arg0) {
	return 0;
}

@Override
public String getCommandName() {
	return "quest";
}

@Override
public String getCommandUsage(ICommandSender sender) {
	return "quest";
}

@Override
public List<String> getCommandAliases() {
	return this._aliases;
}

@Override
public void processCommand(ICommandSender sender, String[] args) {
	if (args.length == 0) {
		sender.addChatMessage(new ChatComponentText("Requires parms."));
	} else {
		if (args[0].equalsIgnoreCase("reload")) {
			if (sender.getEntityWorld().isRemote) {
				QuestManager.getInstance().loadQuests();
				sender.addChatMessage(new ChatComponentText("Quests reloaded."));
				System.out.println("server reloaded quests!");
			} 
		}
	}
}

@Override
public boolean canCommandSenderUseCommand(ICommandSender sender) {
	return true;
}

@Override
public List<String> addTabCompletionOptions(ICommandSender sender, String[] args) {
	return null;
}

@Override
public boolean isUsernameIndex(String[] sender, int index) {
	return false;
}

}

 

In the processCommand function I'm checking if the sender is remote, but it only ever seems to be called once for the client and never on the server. Is there a special way to register a server side command?

 

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