Jump to content

[1.8.9]How send a Custom Packet on join server


gamestdai

Recommended Posts

I use this code buy thePlayer is null

 

@SubscribeEvent

    public void onCLientJoin(FMLNetworkEvent.ClientConnectedToServerEvent e) {

 

        ByteArrayOutputStream stream = new ByteArrayOutputStream();

        DataOutputStream out = new DataOutputStream(stream);

        try {

            out.writeUTF("TO COM O MOD");

        } catch (IOException ex) {

            ex.printStackTrace();

        }

        ByteBuf bytebuf = Unpooled.copiedBuffer(stream.toByteArray());

        Minecraft.getMinecraft().thePlayer.sendQueue.handleCustomPayload(new S3FPacketCustomPayload("TCMOD", new PacketBuffer(bytebuf)));

        System.out.println("Packet Enviado");

    }

 

How a send the packet to the server ?

Link to comment
Share on other sites

PlayerLoggedIn

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.

Link to comment
Share on other sites

This event dont work on player join server

PlayerLoggeInEvent should get called when the player joins the game both singleplayer and dedicated server.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

This event dont work on player join server

PlayerLoggeInEvent should get called when the player joins the game both singleplayer and dedicated server.

 

PlayerLoggedInEvent is called on server thread, not client. OP seems to be in need of something that is called on client side after player appears on server.

 

If the mod is expected to be on both sides:

Send packet (server->client) from PlayerLoggeInEvent and then response from client handler (client->server).

 

If the mod is client-only, logically - don't use any of server's code and... well, I am not sure if such event exists.

First solution that comes to mind is EntityJoinWorldEvent and check if (event.entity == Minecraft#thePlayer).

 

Note: Don't use Minecraft#thePlayer before you have actually logged in on server, because its null/bad.

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

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.