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[1.10.2]How do I know if a player has my mod installed?


Blackop778

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My mod simply adds a command so it isn't necessary for players to have my mod. When there is an error with the command a TextComponentTranslation is sent to the player which only displays properly if the player has my mod. I'd like to just send a regular chat English chat message if the player doesn't have the mod but I have no idea whether or not the player does. How could I find this out?

 

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It isn't translated because the player doesn't have the mod (and therefore doesn't have the mod's lang file).  You can't fix this as the server cannot translate.

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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1 hour ago, diesieben07 said:

Then you need to hard-code the text. The server can only translate from the vanilla en_US file.

 

I think the OP knows that they can't translate if the mod isn't on the client, they want to know how to detect this.

 

I explained how to detect if the mod is on the server from the client here (sorry about the formatting, the forum migration broke it), it should be mostly the same in reverse. One caveat is that the server needs to store this per-payer rather than in a static field. Two possible options for this are capabilities or a Map<UUID, Boolean>.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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13 hours ago, Choonster said:

 

I think the OP knows that they can't translate if the mod isn't on the client, they want to know how to detect this.

 

I explained how to detect if the mod is on the server from the client here (sorry about the formatting, the forum migration broke it), it should be mostly the same in reverse. One caveat is that the server needs to store this per-payer rather than in a static field. Two possible options for this are capabilities or a Map<UUID, Boolean>.

The issue with this solution is that I don't know which player's modlist I'm looking at. I could assume it's the next player to connect but I'd imagine it may break if many players connect at once.

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10 minutes ago, Blackop778 said:

The issue with this solution is that I don't know which player's modlist I'm looking at. I could assume it's the next player to connect but I'd imagine it may break if many players connect at once.

 

Indeed, I didn't realise that you don't have access to the player in a @NetworkCheckHandler method.

 

I think you'll need to send a packet from the client to the server when they connect to tell the server that the player has your mod installed.

Edited by Choonster

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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1 minute ago, Choonster said:

 

Indeed, I didn't realise that you don't have access to the player in a @NetworkCheckHandler method.

 

I think you'll need to send a packet from the client to the server when they connect to tell the server that the player has your mod installed.

How do you send a packet? :))

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