Posted July 20, 20169 yr Hey everyone, I need to send data from server to client whenever the client joins (some quests) My problem is that I cant find the correct event for it. I felt like PlayerLoggedInEvent should do the job, but sometimes the packet is "so fast" it reaches before Minecraft.getMinecraft.thePlayer is populated, which I need. So what event do I use, what am I missing? SideNote: Yes I know I should replace the PacketAddQuest with one Packet to sync allquests when the player joins, but thats a task for later EventHandler @SubscribeEvent public void playerJoined(PlayerLoggedInEvent event) { QuestHolder holder =event.player.getCapability(CapabilityQuestHolder.CAPABILITY_QUEST_HANDLER, null); for (Quest quest : holder.getQuests()) { Questmod.network.sendTo(new PacketAddQuest(quest), (EntityPlayerMP) event.player); } } PacketAddQuestHandler @Override public IMessage onMessage(PacketAddQuest message, MessageContext ctx) { QuestHolder holder = QuestHolderHandler.get(); holder.addQuest(message.quest); return null; } QuestHolder#get @SideOnly(Side.CLIENT) public static QuestHolder get() { System.out.println(Minecraft.getMinecraft().thePlayer); //null sometimes return Minecraft.getMinecraft().thePlayer.getCapability(CapabilityQuestHolder.CAPABILITY_QUEST_HANDLER, null); }
July 20, 20169 yr http://greyminecraftcoder.blogspot.com.au/2015/01/thread-safety-with-network-messages.html You are missing this. ^ 1.7.10 is no longer supported by forge, you are on your own.
July 20, 20169 yr Author Well. This reduced the occurency of the error but didnt removed it.. Its still there sometimes.
July 20, 20169 yr So you are getting the exact same error even after changing your message handler code to wait for the main thread? Post your updated code and the error log, if you would. http://i.imgur.com/NdrFdld.png[/img]
July 20, 20169 yr Author This should be everything that is problem related.. I found one solution but that one sucks seriously EventHandler @SubscribeEvent public void playerJoined(final PlayerLoggedInEvent event) { final QuestHolder holder =event.player.getCapability(CapabilityQuestHolder.CAPABILITY_QUEST_HANDLER, null); /* *Dirty workaround .. new Thread(new Runnable() { @Override public void run() { try { Thread.sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } for (Quest quest : holder.getQuests()) { Questmod.network.sendTo(new PacketAddQuest(quest), (EntityPlayerMP) event.player); } } }).start(); */ for (Quest quest : holder.getQuests()) { Questmod.network.sendTo(new PacketAddQuest(quest), (EntityPlayerMP) event.player); } } PacketHandler @Override public IMessage onMessage(final PacketAddQuest message, MessageContext ctx) { Minecraft.getMinecraft().addScheduledTask(new Runnable() { @Override public void run() { QuestHolder holder = QuestHolderHandler.get(); holder.addQuest(message.quest); System.out.println(holder.getQuests().size()); } }); return null; } QuestHolderHandler#get @SideOnly(Side.CLIENT) public static QuestHolder get() { System.out.println(Minecraft.getMinecraft().thePlayer); //Prints null return Minecraft.getMinecraft().thePlayer.getCapability(CapabilityQuestHolder.CAPABILITY_QUEST_HANDLER, null); //Crash happens here (obvious reasons) } Crashlog Caused by: java.lang.NullPointerException at de.busybeever.questmod.questholder.QuestHolderHandler.get(QuestHolderHandler.java:83) ~[QuestHolderHandler.class:?] at de.busybeever.questmod.network.PacketAddQuest.fromBytes(PacketAddQuest.java:35) ~[PacketAddQuest.class:?] at net.minecraftforge.fml.common.network.simpleimpl.SimpleIndexedCodec.decodeInto(SimpleIndexedCodec.java:36) ~[simpleIndexedCodec.class:?] at net.minecraftforge.fml.common.network.simpleimpl.SimpleIndexedCodec.decodeInto(SimpleIndexedCodec.java:26) ~[simpleIndexedCodec.class:?] at net.minecraftforge.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:103) ~[FMLIndexedMessageToMessageCodec.class:?] at net.minecraftforge.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:40) ~[FMLIndexedMessageToMessageCodec.class:?] at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:4.0.23.Final] at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:4.0.23.Final] ... 24 more
July 21, 20169 yr Interesting. Well, one thing that may help and you should do anyway is to remove that static #get method you have and replace it with a method in your Proxy classes to retrieve the player; I also do the same thing for retrieving the main thread: /** * Returns a side-appropriate EntityPlayer for use during message handling */ public EntityPlayer getPlayerEntity(MessageContext ctx) { return ctx.getServerHandler().playerEntity; } /** * Returns the current thread based on side during message handling, * used for ensuring that the message is being handled by the main thread */ public IThreadListener getThreadFromContext(MessageContext ctx) { return ctx.getServerHandler().playerEntity.getServerForPlayer(); } // CLIENT PROXY implementations // note that yes, that ctx.side check IS necessary during single player specifically @Override public EntityPlayer getPlayerEntity(MessageContext ctx) { return (ctx.side.isClient() ? Minecraft.getMinecraft().thePlayer : super.getPlayerEntity(ctx)); } @Override public IThreadListener getThreadFromContext(MessageContext ctx) { return (ctx.side.isClient() ? Minecraft.getMinecraft() : super.getThreadFromContext(ctx)); } This way you can call YourMod.proxy#getPlayerEntity or #getThreadFromContext which keeps Minecraft.getMinecraft() out of your handler classes. Other than that, you can try switching to EntityJoinWorldEvent instead of PlayerLoggedInEvent, and if THAT doesn't work (but it should, well, so should the logged in event - I've used both just fine)), since that event is fired on both sides, you can wait until the client player joins the world and send a packet to the server requesting the synchronization packet be sent to the client. Lame but much much better than Thread.sleep http://i.imgur.com/NdrFdld.png[/img]
July 21, 20169 yr Author to be honest. it doesnt matter if I have Minecraft.getMinecraft().thePlayer in the handler method, because I am 100% sure that when I am inside this method it is on client side. But changing to the other event isnt helping..
July 21, 20169 yr because I am 100% sure that when I am inside this method it is on client side That's not the problem: Does the class get loaded at all server side? If yes, you can't use Minecraft.getMinecraft at all, ever, zero nadda, zip zilch. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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